SOHDemon.c:	ch->pcdata->powers[DPOWER_ATTRIBUTES], ch->pcdata->powers[DPOWER_BLACKMAGIC],
SOHDemon.c:	ch->pcdata->powers[DPOWER_SOULPOWERS]);
SOHDemon.c:		if (ch->pcdata->powers[DPOWER_ATTRIBUTES] > 0)
SOHDemon.c:		if (ch->pcdata->powers[DPOWER_ATTRIBUTES] > 1)
SOHDemon.c:		if (ch->pcdata->powers[DPOWER_ATTRIBUTES] > 2)
SOHDemon.c:		if (ch->pcdata->powers[DPOWER_ATTRIBUTES] > 3)
SOHDemon.c:		if (ch->pcdata->powers[DPOWER_ATTRIBUTES] > 4)
SOHDemon.c:		if (ch->pcdata->powers[DPOWER_ATTRIBUTES] > 5)
SOHDemon.c:		if (ch->pcdata->powers[DPOWER_ATTRIBUTES] > 6)
SOHDemon.c:	    if (ch->pcdata->powers[DPOWER_BLACKMAGIC] > 0)
SOHDemon.c:	    if (ch->pcdata->powers[DPOWER_BLACKMAGIC] > 1) 
SOHDemon.c:		if (ch->pcdata->powers[DPOWER_BLACKMAGIC] > 2)
SOHDemon.c:		if (ch->pcdata->powers[DPOWER_BLACKMAGIC] > 3)
SOHDemon.c:		if (ch->pcdata->powers[DPOWER_BLACKMAGIC] > 4)
SOHDemon.c:	if (ch->pcdata->powers[DPOWER_SOULPOWERS] > 0)
SOHDemon.c:	if (ch->pcdata->powers[DPOWER_SOULPOWERS] > 1)
SOHDemon.c:	if (ch->pcdata->powers[DPOWER_SOULPOWERS] > 2)
SOHDemon.c:	if (ch->pcdata->powers[DPOWER_SOULPOWERS] > 3)
SOHDemon.c:	ch->pcdata->powers[DPOWER_ATTRIBUTES], ch->pcdata->powers[DPOWER_BLACKMAGIC],
SOHDemon.c:	ch->pcdata->powers[DPOWER_SOULPOWERS]);
SOHDemon.c:	int soulcost = (ch->pcdata->powers[DPOWER_SOULPOWERS]+2);
SOHDemon.c:	int soulsneeded = ((soulcost + 1) - (ch->pcdata->stats[SOUL_PTS]));
SOHDemon.c:	cost = (ch->pcdata->powers[improve]+1) * 10000;
SOHDemon.c:	if ( ch->pcdata->powers[improve] >= max )
SOHDemon.c:	if ( cost > ch->pcdata->stats[SOHDEMON_PTS] )
SOHDemon.c:	if ((!str_cmp(arg1,"soulpowers"   )) && ((ch->pcdata->stats[SOUL_PTS]) < (soulcost + 1)))
SOHDemon.c:	ch->pcdata->powers[improve] += 1;
SOHDemon.c:	ch->pcdata->stats[SOHDEMON_PTS] -= cost;
SOHDemon.c:	if (ch->pcdata->powers[DPOWER_ATTRIBUTES] < 2)
SOHDemon.c:	REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
SOHDemon.c:	SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
SOHDemon.c:	if (ch->pcdata->powers[DPOWER_ATTRIBUTES] < 1)
SOHDemon.c:	REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
SOHDemon.c:    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS);
SOHDemon.c:  if (ch->pcdata->powers[DPOWER_BLACKMAGIC] < 2)
SOHDemon.c:  if (ch->pcdata->powers[DPOWER_BLACKMAGIC] < 3)
SOHDemon.c:	if (ch->mana < 5000)
SOHDemon.c:  if (!IS_SET(ch->newbits, NEW_UNHOLYMIGHT))
SOHDemon.c:	ch->mana -= 5000;
SOHDemon.c:	SET_BIT(ch->newbits, NEW_UNHOLYMIGHT);
SOHDemon.c:	ch->hitroll += 150;
SOHDemon.c:	ch->damroll += 150;
SOHDemon.c:	ch->armor -= 200;
SOHDemon.c:	REMOVE_BIT(ch->newbits, NEW_UNHOLYMIGHT);
SOHDemon.c:	ch->hitroll -= 150;
SOHDemon.c:	ch->damroll -= 150;
SOHDemon.c:	ch->armor += 200;
SOHDemon.c:	if (ch->pcdata->powers[DPOWER_ATTRIBUTES] < 3)
SOHDemon.c:  if (!IS_SET(ch->sohbits, SOH_TALONS))
SOHDemon.c:	SET_BIT(ch->sohbits, SOH_TALONS);
SOHDemon.c:	ch->hitroll += 50;
SOHDemon.c:	ch->damroll += 50;
SOHDemon.c:	REMOVE_BIT(ch->sohbits, SOH_TALONS);
SOHDemon.c:	ch->hitroll -= 50;
SOHDemon.c:	ch->damroll -= 50;
SOHDemon.c:  if (ch->pcdata->powers[DPOWER_BLACKMAGIC] < 5)
SOHDemon.c:  if ( ch == victim && ch->fighting != NULL)
SOHDemon.c:  if ( ch == victim && ch->fighting == NULL)
SOHDemon.c:    in_room = ch->in_room;
SOHDemon.c:	if ( ch->in_room == get_room_index(5) )
SOHDemon.c:	if (ch->fighting == NULL)
SOHDemon.c:    if ((number_range(1,3) == 1) && (ch->fighting != NULL))
SOHDemon.c:	    if ( ch->fighting )
SOHDemon.c:  if (ch->pcdata->powers[DPOWER_SOULPOWERS] < 3)
SOHDemon.c:if (ch->pcdata->powers[DPOWER_SOULPOWERS] < 1)
SOHDemon.c:		if (ch->pcdata->powers[DPOWER_SOULPOWERS] < 4)
SOHDemon.c:		if (ch->mana < 10000)
SOHDemon.c:		dam = ((ch->damcap[DAM_CAP] * 1.5) + (ch->mana / 80) + (variantdam));
SOHDemon.c:		sprintf( buf, "#r%s#R points their hands towards you, summoning forth a gigantic ball of flame!#n   #R[#y%d#R]#n\n\r", ch->name, dam);
SOHDemon.c:		ch->mana -= 10000;
SOHDemon.c:		if (ch->fighting == NULL) ch->fighting = victim;
SOHDemon.c:		if (ch->pcdata->powers[DPOWER_BLACKMAGIC] < 5)
SOHDemon.c:		if (ch->mana < 5000)
SOHDemon.c:		dam = ((ch->wpn[1] * 20) + (ch->move / 50) + (variantdam));
SOHDemon.c:		sprintf( buf, "#r%s's #Rblade glows brightly and ignites in flames!\n\r#R%s's #rF#Rlame #rS#Rlice #ysears #Ryour flesh!#n   #R[#y%d#R]#n\n\r", ch->name, ch->name, dam);
SOHDemon.c:		ch->mana -= 5000;
SOHDemon.c:		if (ch->fighting == NULL) ch->fighting = victim;
SOHDemon.c:	if (ch->pcdata->powers[DPOWER_BLACKMAGIC] < 1)
SOHDemon.c:	if (ch->move < 1000)
SOHDemon.c:	if (ch->mana < 1000)
SOHDemon.c:  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) || IS_SET(victim->in_room->room_flags, 
SOHDemon.c:	if (ch->fight_timer > 0)
SOHDemon.c:	if (victim->move > ch->move)
SOHDemon.c:  ch->move -= 1000;
SOHDemon.c:  ch->mana -= 1000;
SOHMage.c:	sprintf(buf,"  #o\\   #P*#cS#Cpritual #cK#Carma       #0[#P%d#0]#o \\#n\n\r",ch->pcdata->powers[MAGE_SK]);
SOHMage.c:	sprintf(buf,"   #o\\   #P*#cS#Corcery #cS#Cpell #cU#Cse    #0[#P%d#0]#o \\#n\n\r",ch->pcdata->powers[MAGE_SSU]);
SOHMage.c:	sprintf(buf,"  #o__\\   #P*#cM#Cagical #cS#Cpell #cU#Cse    #0[#P%d#0] #o\\#n\n\r",ch->pcdata->powers[MAGE_MSU]);
SOHMage.c:	sprintf(buf," #o/ )_\\   #P*#cN#Caturalism #cS#Cpell #cU#Cse #0[#P%d#0] #o\\#n\n\r",ch->pcdata->powers[MAGE_NSU]);
SOHMage.c:	cost = (ch->pcdata->powers[MAGE_SK]+1) * 2000000;
SOHMage.c:	if ( ch->pcdata->powers[MAGE_SK] >= max )
SOHMage.c:	if ( cost > ch->exp)
SOHMage.c:	ch->pcdata->powers[MAGE_SK] += 1;
SOHMage.c:	ch->exp -= cost;
SOHMage.c:	cost = (ch->pcdata->powers[MAGE_SSU]+1) * 2000000;
SOHMage.c:	if ( ch->pcdata->powers[MAGE_SSU] >= max )
SOHMage.c:	if ( cost > ch->exp)
SOHMage.c:	ch->pcdata->powers[MAGE_SSU] += 1;
SOHMage.c:	ch->exp -= cost;
SOHMage.c:	cost = (ch->pcdata->powers[MAGE_MSU]+1) * 2000000;
SOHMage.c:	if ( ch->pcdata->powers[MAGE_MSU] >= max )
SOHMage.c:	if ( cost > ch->exp)
SOHMage.c:	ch->pcdata->powers[MAGE_MSU] += 1;
SOHMage.c:	ch->exp -= cost;
SOHMage.c:	cost = (ch->pcdata->powers[MAGE_NSU]+1) * 2000000;
SOHMage.c:	if ( ch->pcdata->powers[MAGE_NSU] >= max )
SOHMage.c:	if ( cost > ch->exp)
SOHMage.c:	ch->pcdata->powers[MAGE_NSU] += 1;
SOHMage.c:	ch->exp -= cost;
SOHMage.c:	sprintf(buf,"          #l.'#7// #rS#Rorcery    #P[#0%d#P]   #7\\#0.#7/   #lM#Lagical     #P[#0%d#P]#7\\\\#l`.#n\n\r",ch->pcdata->powers[MAGE_SORCERY],ch->pcdata->powers[MAGE_MAGIC]);
SOHMage.c:	sprintf(buf,"        #l.'#7//  #gN#Gaturalism #P[#0%d#P]     #0|     #oE#ynchantment #P[#0%d#P]#7 \\\\#l`.#n\n\r",ch->pcdata->powers[MAGE_NATURALISM],ch->pcdata->powers[MAGE_ENCHANTMENT]);
SOHMage.c:	if (ch->pcdata->powers[MAGE_SORCERY] > 0)
SOHMage.c:	if (ch->pcdata->powers[MAGE_SORCERY] > 1)
SOHMage.c:	if (ch->pcdata->powers[MAGE_SORCERY] > 2)
SOHMage.c:	if (ch->pcdata->powers[MAGE_SORCERY] > 3)
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPECFIRE))
SOHMage.c:else if (IS_SET(ch->sohbits, SOH_SPECICE))
SOHMage.c:else if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
SOHMage.c:	if (ch->pcdata->powers[MAGE_SORCERY] > 4)
SOHMage.c:	if (ch->pcdata->powers[MAGE_MAGIC] > 0)
SOHMage.c:	if (ch->pcdata->powers[MAGE_MAGIC] > 1)
SOHMage.c:	if (ch->pcdata->powers[MAGE_MAGIC] > 2)
SOHMage.c:	if (ch->pcdata->powers[MAGE_MAGIC] > 3)
SOHMage.c:	if (ch->pcdata->powers[MAGE_MAGIC] > 4)
SOHMage.c:	if (ch->pcdata->powers[MAGE_NATURALISM] > 0)
SOHMage.c:	if (ch->pcdata->powers[MAGE_NATURALISM] > 1)
SOHMage.c:	if (ch->pcdata->powers[MAGE_NATURALISM] > 2)
SOHMage.c:	if (ch->pcdata->powers[MAGE_NATURALISM] > 3)
SOHMage.c:	if (ch->pcdata->powers[MAGE_NATURALISM] > 4)
SOHMage.c:	if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 0)
SOHMage.c:	if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 1)
SOHMage.c:	if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 2)
SOHMage.c:	if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 3)
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPECFIRE))
SOHMage.c:else if (IS_SET(ch->sohbits, SOH_SPECICE))
SOHMage.c:else if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
SOHMage.c:	if (ch->pcdata->powers[MAGE_ENCHANTMENT] > 4)
SOHMage.c:	cost = (ch->pcdata->powers[MAGE_SORCERY]+1) * 1000000;
SOHMage.c:	if ( ch->pcdata->powers[MAGE_SORCERY] >= max )
SOHMage.c:	if ( cost > ch->exp)
SOHMage.c:	ch->pcdata->powers[MAGE_SORCERY] += 1;
SOHMage.c:	ch->exp -= cost;
SOHMage.c:	cost = (ch->pcdata->powers[MAGE_ENCHANTMENT]+1) * 1000000;
SOHMage.c:	if ( ch->pcdata->powers[MAGE_ENCHANTMENT] >= max )
SOHMage.c:	if ( cost > ch->exp)
SOHMage.c:	ch->pcdata->powers[MAGE_ENCHANTMENT] += 1;
SOHMage.c:	ch->exp -= cost;
SOHMage.c:	cost = (ch->pcdata->powers[MAGE_NATURALISM]+1) * 1000000;
SOHMage.c:	if ( ch->pcdata->powers[MAGE_NATURALISM] >= max )
SOHMage.c:	if ( cost > ch->exp)
SOHMage.c:	ch->pcdata->powers[MAGE_NATURALISM] += 1;
SOHMage.c:	ch->exp -= cost;
SOHMage.c:	cost = (ch->pcdata->powers[MAGE_MAGIC]+1) * 1000000;
SOHMage.c:	if ( ch->pcdata->powers[MAGE_MAGIC] >= max )
SOHMage.c:	if ( cost > ch->exp)
SOHMage.c:	ch->pcdata->powers[MAGE_MAGIC] += 1;
SOHMage.c:	ch->exp -= cost;
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING) || IS_SET(ch->sohbits, SOH_SPECFIRE) || IS_SET(ch->sohbits, SOH_SPECICE))
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPECLIGHTNING);
SOHMage.c:	sprintf(buf,"#P%s #0has specialized in #oLi#ygh#Wtn#yin#yg M#Wa#ygi#oc!#n",ch->pcdata->switchname);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPECICE);
SOHMage.c:	sprintf(buf,"#P%s #0has specialized in #LI#Cc#7e M#Wa#Cgi#Lc!#n",ch->pcdata->switchname);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPECFIRE);
SOHMage.c:	sprintf(buf,"#P%s #0has specialized in #rF#Ri#yr#7e #WM#7a#yg#Ri#rc!#n",ch->pcdata->switchname);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLREADY))
SOHMage.c:	if (IS_SET(ch->in_room->room_flags, ROOM_SILENCE))
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
SOHMage.c:		lag = 5 - ch->pcdata->powers[MAGE_MSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_MAGIC] < 1)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLTRUESIGHT);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
SOHMage.c:		lag = 5 - ch->pcdata->powers[MAGE_MSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_MAGIC] < 2)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLSCRY);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
SOHMage.c:		lag = 5 - ch->pcdata->powers[MAGE_MSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->position == POS_FIGHTING)
SOHMage.c:		if (ch->pcdata->powers[MAGE_MAGIC] < 3)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLTELEPORT);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
SOHMage.c:		lag = 12 - ch->pcdata->powers[MAGE_MSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_MAGIC] < 4)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLSLOW);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
SOHMage.c:		lag = 17 - ch->pcdata->powers[MAGE_MSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_MAGIC] < 5)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLHASTE);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
SOHMage.c:		lag = 5 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_SORCERY] < 1)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLSORC1);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
SOHMage.c:		lag = 11 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_SORCERY] < 2)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLSORC2);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
SOHMage.c:		lag = 13 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_SORCERY] < 3)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLSORC3);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
SOHMage.c:		lag = 11 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (!IS_SET(ch->sohbits, SOH_SPECICE))
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_SORCERY] < 4)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLSORC4);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
SOHMage.c:		lag = 11 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (!IS_SET(ch->sohbits, SOH_SPECFIRE))
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_SORCERY] < 4)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLSORC4);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
SOHMage.c:		lag = 11 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (!IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_SORCERY] < 4)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLSORC4);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_SSU] * 20;
SOHMage.c:		lag = 13 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_SORCERY] < 5)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLSORC5);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20;
SOHMage.c:		lag = 5 - ch->pcdata->powers[MAGE_NSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_NATURALISM] < 1)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLACCURACY);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20;
SOHMage.c:		lag = 5 - ch->pcdata->powers[MAGE_NSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_NATURALISM] < 2)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLMIGHT);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20;
SOHMage.c:		lag = 12 - ch->pcdata->powers[MAGE_NSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_NATURALISM] < 3)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLSHARDS);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20;
SOHMage.c:		lag = 15 - ch->pcdata->powers[MAGE_NSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_NATURALISM] < 4)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLHEAL);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_NSU] * 20;
SOHMage.c:		lag = 17 - ch->pcdata->powers[MAGE_NSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_NATURALISM] < 5)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREGEN);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
SOHMage.c:		lag = 5 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 1)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLENCHANT1);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
SOHMage.c:		lag = 10 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 2)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLENCHANT2);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
SOHMage.c:		lag = 5 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 3)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLENCHANT3);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
SOHMage.c:		lag = 20 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (!IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
SOHMage.c:		if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 4)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLENCHANT4);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
SOHMage.c:		lag = 20 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (!IS_SET(ch->sohbits, SOH_SPECICE))
SOHMage.c:		if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 4)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLENCHANT4);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
SOHMage.c:		lag = 20 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (!IS_SET(ch->sohbits, SOH_SPECFIRE))
SOHMage.c:		if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 4)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLENCHANT4);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:		failure = 110 - ch->pcdata->powers[MAGE_MSU] * 20;
SOHMage.c:		lag = 20 - ch->pcdata->powers[MAGE_SSU];
SOHMage.c:		if (ch->mana < cost)
SOHMage.c:		if (ch->pcdata->powers[MAGE_ENCHANTMENT] < 5)
SOHMage.c:		ch->mana -= cost;
SOHMage.c:		ch->mana -= cost;
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLENCHANT5);
SOHMage.c:	SET_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:    ch->mana -= cost;
SOHMage.c:	if (!IS_SET(ch->sohbits, SOH_SPELLREADY))
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLREADY))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLTRUESIGHT))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLTRUESIGHT);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLSCRY))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSCRY);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLTELEPORT))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLTELEPORT);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLSLOW))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSLOW);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLHASTE))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLHASTE);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLACCURACY))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLACCURACY);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLMIGHT))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLMIGHT);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLSHARDS))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSHARDS);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLHEAL))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLHEAL);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLREGEN))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREGEN);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLSORC1))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSORC1);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLSORC2))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSORC2);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLSORC3))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSORC3);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLSORC4))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSORC4);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLSORC5))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSORC5);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLENCHANT1))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT1);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLENCHANT2))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT2);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLENCHANT3))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT3);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLENCHANT4))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT4);
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLENCHANT5))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT5);
SOHMage.c:	if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
SOHMage.c:	REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
SOHMage.c:	SET_BIT(ch->act, PLR_HOLYLIGHT);
SOHMage.c:    chroom = ch->in_room;
SOHMage.c:	REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
SOHMage.c:	SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
SOHMage.c:	SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
SOHMage.c:	REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
SOHMage.c:    if (!IS_NPC(victim)) ch->fight_timer += 2;
SOHMage.c:  if (ch->fight_timer > 0)
SOHMage.c:  if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
SOHMage.c:  if (victim->in_room == ch->in_room)
SOHMage.c:	if (ch->pcdata->powers[MAGE_MSU] > i)
SOHMage.c:	if (ch->pcdata->powers[MAGE_MSU] > i)
SOHMage.c:	if (ch->pcdata->powers[MAGE_NSU] > i)
SOHMage.c:	if (ch->pcdata->powers[MAGE_NSU] > i)
SOHMage.c:	if (ch->pcdata->powers[MAGE_NSU] > i)
SOHMage.c:	lowamt = ch->pcdata->powers[MAGE_NSU] * 300;
SOHMage.c:	highamt = ch->pcdata->powers[MAGE_NSU] * 600;
SOHMage.c:	if (ch->pcdata->powers[MAGE_NSU] > i)
SOHMage.c:    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
SOHMage.c:	vch_next = vch->next_in_room;
SOHMage.c:	lowdam = ch->pcdata->powers[MAGE_SSU] * 200;
SOHMage.c:	highdam = ch->pcdata->powers[MAGE_SSU] * 400;
SOHMage.c:	sprintf(buf, "#r%s #Rfalls to the ground, stunned!\n\r", vch->short_descr);
SOHMage.c:	sprintf(buf, "#r%s #Rfalls to the ground, stunned!\n\r", vch->name);
SOHMage.c:	vch->position = POS_STUNNED;
SOHMage.c:	if (vch->hit < -10)
SOHMage.c:	vch->hit = -10;
SOHMage.c:	ch->fight_timer += 5;
SOHMage.c:		lowdam = ch->pcdata->powers[MAGE_SSU] * 450;
SOHMage.c:		highdam = ch->pcdata->powers[MAGE_SSU] * 700;
SOHMage.c:		dam += ch->damcap[DAM_CAP];
SOHMage.c:	if ( (location = ch->in_room) == NULL)
SOHMage.c:        if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
SOHMage.c:	if (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && (ch->in_room != victim->in_room))
SOHMage.c:          if (!IS_SET(ch->tag_flags, PLR_GANGBANGER) || !IS_SET(victim->tag_flags, PLR_GANGBANGER))
SOHMage.c:		if (!IS_NPC(victim) && ch->fight_timer <= 18) ch->fight_timer += 6;
SOHMage.c:		if (!IS_NPC(victim) && victim->fight_timer <= 18) ch->fight_timer += 6;
SOHMage.c:		lowdam = ch->pcdata->powers[MAGE_SSU] * 300;
SOHMage.c:		highdam = ch->pcdata->powers[MAGE_SSU] * 500;
SOHMage.c:		dam += ch->damcap[DAM_CAP];
SOHMage.c:	if (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && (ch->in_room != victim->in_room))
SOHMage.c:    if ( ch->in_room->vnum >= 30401 && ch->in_room->vnum <= 30420)
SOHMage.c:		ch->mana += energy;
SOHMage.c:		if (ch->mana > ch->max_mana) ch->mana = ch->max_mana;
SOHMage.c:		ch->fight_timer += 3;
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
SOHMage.c:		lowdam = ch->pcdata->powers[MAGE_SSU] * 1300;
SOHMage.c:		highdam = ch->pcdata->powers[MAGE_SSU] * 1750;
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECFIRE))
SOHMage.c:		lowdam = ch->pcdata->powers[MAGE_SSU] * 1100;
SOHMage.c:		highdam = ch->pcdata->powers[MAGE_SSU] * 1700;
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECICE))
SOHMage.c:		lowdam = ch->pcdata->powers[MAGE_SSU] * 1000;
SOHMage.c:		highdam = ch->pcdata->powers[MAGE_SSU] * 2000;
SOHMage.c:		dam += ch->damcap[DAM_CAP];
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECICE) && IS_CLASS(victim, CLASS_DARKKNIGHT)) dam *= 1.2;	
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECICE) && IS_CLASS(victim, CLASS_SOHDEMON)) dam *= 1.5;
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECICE) && IS_CLASS(victim, CLASS_GHOUL)) dam *= .6;
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECFIRE) && IS_CLASS(victim, CLASS_GHOUL)) dam *= 1.5;		
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECFIRE) && IS_CLASS(victim, CLASS_SOHDEMON)) dam *= .5;		
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING) && IS_CLASS(victim, CLASS_KNIGHT)) dam *= 2; //Armor		
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING) && IS_CLASS(victim, CLASS_SKYBLADE)) dam *= .8;
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING) && IS_CLASS(victim, CLASS_THIEF)) dam *= 1.3;
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
SOHMage.c:		else if (IS_SET(ch->sohbits, SOH_SPECFIRE))
SOHMage.c:		else if (IS_SET(ch->sohbits, SOH_SPECICE))
SOHMage.c:		if (!IS_NPC(victim)) ch->fight_timer += number_range(0,2);
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECFIRE) && !IS_AFFECTED(victim, AFF_FLAMING) && victim->hit > 0)		
SOHMage.c:if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING))
SOHMage.c:else if (IS_SET(ch->sohbits, SOH_SPECFIRE))
SOHMage.c:else if (IS_SET(ch->sohbits, SOH_SPECICE))
SOHMage.c:	obj->timer = (ch->pcdata->powers[MAGE_SSU] * 3) + dice(1,3);
SOHMage.c:	if (!IS_SET(ch->sohbits, SOH_SPELLREADY))
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPELLTRUESIGHT))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLTRUESIGHT);	
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);	
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLSCRY))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSCRY);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLSLOW))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSLOW);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLTELEPORT))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLTELEPORT);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLHASTE))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLHASTE);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLACCURACY))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLACCURACY);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLMIGHT))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLMIGHT);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLSHARDS))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSHARDS);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLHEAL))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLHEAL);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLREGEN))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREGEN);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLSORC1))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSORC1);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLSORC2))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSORC2);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLSORC3))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSORC3);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLSORC4))
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECFIRE))
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING))		
SOHMage.c:		if (IS_SET(ch->sohbits, SOH_SPECICE))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSORC4);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLSORC5))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLSORC5);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLENCHANT5))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT5);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLENCHANT2))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT2);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLENCHANT1))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT1);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLENCHANT3))
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT3);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
SOHMage.c:	else if (IS_SET(ch->sohbits,SOH_SPELLENCHANT4))
SOHMage.c:	if (IS_SET(ch->sohbits, SOH_SPECICE))		
SOHMage.c:	else if (IS_SET(ch->sohbits, SOH_SPECFIRE))		
SOHMage.c:	else if (IS_SET(ch->sohbits, SOH_SPECLIGHTNING))		
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLENCHANT4);
SOHMage.c:	REMOVE_BIT(ch->sohbits, SOH_SPELLREADY);
Swordsman.c:		IS_SET(ch->pcdata->powers[1], SWORDSMAN_SENSE) ? "*" : " ", 
Swordsman.c:		IS_SET(ch->pcdata->powers[1], SWORDSMAN_SCOUT) ? "*" : " ");
Swordsman.c:		IS_SET(ch->pcdata->powers[1], SWORDSMAN_JOURNEY) ? "*" : " ", 
Swordsman.c:		IS_SET(ch->pcdata->powers[1], SWORDSMAN_TOUGHNESS) ? "*" : " ");
Swordsman.c:		IS_SET(ch->pcdata->powers[1], SWORDSMAN_SPIRIT) ? "*" : " ", 
Swordsman.c:		IS_SET(ch->pcdata->powers[1], SWORDSMAN_SWORDHEAL) ? "*" : " ");
Swordsman.c:		IS_SET(ch->pcdata->powers[1], SWORDSMAN_BLADEARC) ? "*" : " ", 
Swordsman.c:		IS_SET(ch->pcdata->powers[1], SWORDSMAN_ELEMSWORD) ? "*" : " ");
Swordsman.c:    if (IS_SET(ch->pcdata->powers[1], inpart))
Swordsman.c:    if ( ch->practice < cost )
Swordsman.c:    SET_BIT(ch->pcdata->powers[1], inpart);
Swordsman.c:    ch->practice -= cost;
Swordsman.c:	if (!IS_SET(ch->pcdata->powers[1], SWORDSMAN_SENSE))
Swordsman.c:    if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
Swordsman.c:	REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
Swordsman.c:	SET_BIT(ch->act, PLR_HOLYLIGHT);
Swordsman.c:    if (!IS_SET(ch->pcdata->powers[1], SWORDSMAN_SCOUT) )
Swordsman.c:    chroom = ch->in_room;
Swordsman.c:	REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
Swordsman.c:	SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
Swordsman.c:	SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
Swordsman.c:	REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
Swordsman.c:    if (!IS_NPC(victim)) ch->fight_timer += 5;
Swordsman.c:    if (!IS_SET(ch->pcdata->powers[1], SWORDSMAN_JOURNEY))
Swordsman.c:	if (ch->move < 1000)
Swordsman.c:	if (ch->fight_timer > 0)
Swordsman.c:	if (victim->move > ch->move)
Swordsman.c:  if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
Swordsman.c: if (IS_IMMUNE(victim, IMM_TRAVEL) && ch->move < victim->move) 
Swordsman.c:    if (victim->in_room == ch->in_room)
Swordsman.c:    ch->move -= 1000;
Swordsman.c:	if (!IS_SET(ch->pcdata->powers[1], SWORDSMAN_SWORDHEAL))
Swordsman.c:	if (ch->mana < 2000)
Swordsman.c:	ch->mana -= 2000;
Swordsman.c:  if (!IS_SET(ch->pcdata->powers[1], SWORDSMAN_BLADEARC))
Swordsman.c:  if (ch->mana < 2000)
Swordsman.c:  gch_next = ch->in_room->people;
Swordsman.c:  gch = ch->in_room->people;
Swordsman.c:    gch_next = gch->next_in_room;
Swordsman.c:    lowerdam = (ch->wpn[1] * 3);
Swordsman.c:	upperdam = (ch->wpn[1] * 6);
Swordsman.c:   ch->mana -= 2000;
Swordsman.c:	if (!IS_SET(ch->pcdata->powers[1], SWORDSMAN_ELEMSWORD))
Swordsman.c:	if (ch->mana < 3500)
Swordsman.c:	if ((victim = ch->fighting) == NULL)
Swordsman.c:	ch->mana -= 3500;
Swordsman.c:	dam = number_range(ch->wpn[1]*5,ch->wpn[1]*7);
Swordsman.c:	dam = number_range(ch->wpn[1] * 6, ch->wpn[1] * 8);
Swordsman.c:	dam = number_range(ch->wpn[1]* 5, ch->wpn[1] * 10);
Swordsman.c:	if (!IS_SET(ch->pcdata->powers[1], SWORDSMAN_SPIRIT))
Swordsman.c:	if (ch->mana < (ch->max_mana / 2))
Swordsman.c:	if (IS_SET(ch->newbits2, NEW2_SWORDSPIRIT))
Swordsman.c:	ch->mana -= (ch->max_mana / 2);
Swordsman.c:	SET_BIT(ch->newbits2, NEW2_SWORDSPIRIT);
Swordsman.c:	ch->hitroll += 250;
Swordsman.c:	ch->damroll += 250;
Swordsman.c:	ch->armor -= 200;
Swordsman.c:	ch->max_hit += 2500;
Swordsman.c:	ch->max_mana += 2500;
Swordsman.c:	ch->max_move += 2500;
Warrior.c:sprintf(buf,"   #RBody Movement       #y[#G%d#y]     \n\r", ch->pcdata->powers[N_BODY_MOVEMENT] );
Warrior.c:sprintf(buf,"   #RThe Void            #y[#G%d#y]     \n\r", ch->pcdata->powers[WARRIOR_VOID] );
Warrior.c:sprintf(buf,"   #RFitness             #y[#G%d#y]     \n\r", ch->pcdata->powers[FITNESS] );
Warrior.c:sprintf(buf,"   #RWeaponry            #y[#G%d#y]     \n\r", ch->pcdata->powers[WEAPONRY] );
Warrior.c:			if (ch->pcdata->powers[N_BODY_MOVEMENT] > 4)
Warrior.c:			if (ch->practice < ((ch->pcdata->powers[N_BODY_MOVEMENT] + 1) * 50) )
Warrior.c:			sprintf(buf,"You dont have the required %d primal.\n\r", ((ch->pcdata->powers[N_BODY_MOVEMENT] + 1) * 50));
Warrior.c:			ch->pcdata->powers[N_BODY_MOVEMENT] += 1;
Warrior.c:			ch->practice -= ((ch->pcdata->powers[N_BODY_MOVEMENT]) * 50);
Warrior.c:			if (ch->pcdata->powers[WARRIOR_VOID] > 4)
Warrior.c:			if (ch->practice < ((ch->pcdata->powers[WARRIOR_VOID] + 1)* 50) )
Warrior.c:			sprintf(buf,"You dont have the required %d primal.\n\r", ((ch->pcdata->powers[WARRIOR_VOID] + 1 ) * 50));
Warrior.c:			ch->pcdata->powers[WARRIOR_VOID] += 1;
Warrior.c:			ch->practice -= ((ch->pcdata->powers[WARRIOR_VOID]) * 50);
Warrior.c:			if (ch->pcdata->powers[FITNESS] > 4)
Warrior.c:			if (ch->practice < (((ch->pcdata->powers[FITNESS] + 1) * 50) + 50) )
Warrior.c:			sprintf(buf,"You dont have the required %d primal.\n\r", (((ch->pcdata->powers[FITNESS] + 1) * 50) + 50));
Warrior.c:			ch->practice -= (((ch->pcdata->powers[FITNESS] + 1) * 50) + 50); 
Warrior.c:			ch->pcdata->powers[FITNESS] += 1;
Warrior.c:			if (ch->pcdata->powers[WEAPONRY] > 4)
Warrior.c:			if (ch->practice < (((ch->pcdata->powers[WEAPONRY] + 1 ) * 50)+ 50) )
Warrior.c:			sprintf(buf,"You dont have the required %d primal.\n\r", (((ch->pcdata->powers[WEAPONRY] + 1 ) * 50)+ 50));
Warrior.c:			ch->practice -= (((ch->pcdata->powers[WEAPONRY] + 1) * 50) + 50);
Warrior.c:			ch->pcdata->powers[WEAPONRY] += 1;
Warrior.c:		if (ch->pcdata->powers[Q_JAVELIN] > 9)
Warrior.c:		if (ch->practice < 75)
Warrior.c:		ch->pcdata->powers[Q_JAVELIN]++;
Warrior.c:		ch->practice -= 75;
Warrior.c:		if (ch->pcdata->powers[Q_KNIFE] > 29)
Warrior.c:		if (ch->practice < 25)
Warrior.c:		ch->pcdata->powers[Q_KNIFE]++;
Warrior.c:		ch->practice -= 25;
Warrior.c:		if (ch->pcdata->powers[Q_DARTS] > 19)
Warrior.c:		if (ch->practice < 50)
Warrior.c:		ch->pcdata->powers[Q_DARTS]++;
Warrior.c:		ch->practice -= 50;
Warrior.c:		if (ch->fighting != NULL)
Warrior.c:	if (ch->pcdata->powers[Q_JAVELIN] == 0)
Warrior.c:	sprintf( buf, "#r%s#G readies a javelin and hurls it at you!#n   #R[#y%d#R]#n\n\r", ch->name, dam);
Warrior.c:	ch->pcdata->powers[Q_JAVELIN] --;
Warrior.c:	if (ch->pcdata->powers[Q_KNIFE] < knumber)
Warrior.c:	ch->pcdata->powers[Q_KNIFE] -= knumber;
Warrior.c:			if (ch->fighting != NULL)
Warrior.c:	if (ch->pcdata->powers[Q_DARTS] == 0)
Warrior.c:sprintf( buf, "#r%s#G raises a blowgun to his mouth and shoots a dart at you!#n   #R[#y%d#R]#n\n\r", ch->name, dam);
Warrior.c:	ch->pcdata->powers[Q_DARTS] --;
Warrior.c:	sprintf(buf, "  #GJ#oavelins:     #R[#y%2d#R]#n\n\r", ch->pcdata->powers[Q_JAVELIN]);
Warrior.c:	sprintf(buf, "  #GD#oarts:        #R[#y%2d#R]#n\n\r", ch->pcdata->powers[Q_DARTS]);
Warrior.c:	sprintf(buf, "  #GK#0nives:       #R[#y%2d#R]#n\n\r", ch->pcdata->powers[Q_KNIFE]);
Wolfkin.c:	for (i = 0; i < ch->pcdata->powers[WOLF_LUNA]; i++)
Wolfkin.c:	for (i = 0; i < ch->pcdata->powers[WOLF_TRIBAL]; i++)
Wolfkin.c:	for (i = 0; i < ch->pcdata->powers[WOLF_PRIMITIVE]; i++)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_TRIBAL] > 0)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_TRIBAL] > 1)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_TRIBAL] > 2)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_TRIBAL] > 3)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_TRIBAL] > 4)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_LUNA] > 0)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_LUNA] > 1)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_LUNA] > 2)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_LUNA] > 3)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_LUNA] > 4)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_PRIMITIVE] > 0)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_PRIMITIVE] > 1)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_PRIMITIVE] > 2)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_PRIMITIVE] > 3)
Wolfkin.c:		if (ch->pcdata->powers[WOLF_PRIMITIVE] > 4)
Wolfkin.c:	for (i = 0; i < ch->pcdata->powers[WOLF_LUNA]; i++)
Wolfkin.c:	for (i = 0; i < ch->pcdata->powers[WOLF_TRIBAL]; i++)
Wolfkin.c:	for (i = 0; i < ch->pcdata->powers[WOLF_PRIMITIVE]; i++)
Wolfkin.c:	cost = (ch->pcdata->powers[improve]+1) * 2000;
Wolfkin.c:	if ( ch->pcdata->powers[improve] >= max )
Wolfkin.c:	if ( cost > ch->pcdata->stats[WOLF_PTS] )
Wolfkin.c:	ch->pcdata->powers[improve] += 1;
Wolfkin.c:	ch->pcdata->stats[WOLF_PTS] -= cost;
Wolfkin.c:	if (ch->pcdata->powers[WOLF_TRIBAL] < 1)
Wolfkin.c:	if (ch->mana < 3000)
Wolfkin.c:	ch->mana -= 3000;
Wolfkin.c:	 if (ch->pcdata->powers[WOLF_TRIBAL] < 2)
Wolfkin.c:	 if (ch->pcdata->powers[WOLF_TRIBAL] < 3)
Wolfkin.c:	if (ch->pcdata->powers[WOLF_TRIBAL] < 4)
Wolfkin.c:	if (ch->move < 1000)
Wolfkin.c:  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) || IS_SET(victim->in_room->room_flags, 
Wolfkin.c:	if (ch->fight_timer > 0)
Wolfkin.c:	if (victim->move > ch->move)
Wolfkin.c:  ch->move -= 1000;
Wolfkin.c:	if (IS_SET(ch->newbits2, NEW2_MOONSTRUCK))
Wolfkin.c:	if (ch->pcdata->stats[WOLF_PTS] < 5000)
Wolfkin.c:	SET_BIT(ch->newbits2,NEW2_MOONSTRUCK);
Wolfkin.c:	ch->pcdata->stats[WOLF_PTS] -= 5000;
Wolfkin.c:	if (ch->pcdata->powers[WOLF_TRIBAL] < 5)
Wolfkin.c:	if (!IS_SET(ch->newbits2, NEW2_MOONSTRUCK))
Wolfkin.c:	if (ch->move < 10000)
Wolfkin.c:	if (ch->mana < 10000)
Wolfkin.c:	REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
Wolfkin.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
Wolfkin.c:	ch->hitroll -= 250;
Wolfkin.c:	ch->damroll -= 250;
Wolfkin.c:	ch->armor += 250;
Wolfkin.c:        free_string( ch->morph );
Wolfkin.c:        ch->morph = str_dup( "" );	
Wolfkin.c:    ch->move -= 10000;
Wolfkin.c:    ch->mana -= 10000;
Wolfkin.c:	ch->hitroll += 250;
Wolfkin.c:	ch->damroll += 250;
Wolfkin.c:	ch->armor -= 250;
Wolfkin.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
Wolfkin.c:	SET_BIT(ch->affected_by, AFF_POLYMORPH);
Wolfkin.c:    sprintf(buf, "#g%s the monstrous #GWerewolf#n", ch->name);
Wolfkin.c:    free_string( ch->morph );
Wolfkin.c:    ch->morph = str_dup( buf );	
Wolfkin.c:	if (ch->pcdata->powers[WOLF_LUNA] < 1)
Wolfkin.c:	if (ch->mana < 2000)
Wolfkin.c:	ch->mana -= 2000;
Wolfkin.c:	if (ch->pcdata->powers[WOLF_LUNA] < 2)
Wolfkin.c:	if (ch->mana < 1000) {
Wolfkin.c:	ch->mana = ch->mana - 1000;
Wolfkin.c:	if (ch->pcdata->powers[WOLF_LUNA] < 3)
Wolfkin.c:	if (ch->mana < 3000)
Wolfkin.c:	ch->mana -= 3000;
Wolfkin.c:	if (ch->pcdata->powers[WOLF_LUNA] < 4)
Wolfkin.c:	if (ch->mana < (ch->max_mana / 2))
Wolfkin.c:	if (IS_SET(ch->newbits2, NEW2_BADMOON))
Wolfkin.c:	if (!IS_SET(ch->newbits2, NEW2_MOONSTRUCK))
Wolfkin.c:	ch->mana -= (ch->max_mana / 2);
Wolfkin.c:	SET_BIT(ch->newbits2, NEW2_BADMOON);
Wolfkin.c:	ch->hitroll += 100;
Wolfkin.c:	ch->damroll += 100;
Wolfkin.c:	ch->armor -= 100;
Wolfkin.c:	if (ch->pcdata->powers[WOLF_LUNA] < 5)
Wolfkin.c:	if (!IS_SET(ch->newbits2, NEW2_MOONSTRUCK))
Wolfkin.c: 	if (ch->tick_timer[TIMER_ECLYPSE] > 0)	
Wolfkin.c:	if (ch->mana < 15000)
Wolfkin.c:	dam = number_range(4000,7000) + (ch->mana / 20);
Wolfkin.c:	dam = number_range(4000,7000) + (ch->mana / 15);
Wolfkin.c:	ch->mana -= 15000;
Wolfkin.c:	if (ch->pcdata->powers[WOLF_PRIMITIVE] < 1)
Wolfkin.c:	if (ch->move < 1000)
Wolfkin.c:  gch_next = ch->in_room->people;
Wolfkin.c:  gch = ch->in_room->people;
Wolfkin.c:    gch_next = gch->next_in_room;
Wolfkin.c:	gch->position = POS_STUNNED;
Wolfkin.c:  ch->move -= 1000;
Wolfkin.c:	if (ch->pcdata->powers[WOLF_PRIMITIVE] < 2)
Wolfkin.c:	if (ch->move < 2000)
Wolfkin.c:	if (ch->pcdata->stats[WOLF_AP] < 25)
Wolfkin.c:  ch->pcdata->stats[WOLF_AP] -= 25;
Wolfkin.c:  if (ch->pcdata->stats[WOLF_AP] < 0)
Wolfkin.c:  ch->pcdata->stats[WOLF_AP] = 0;
Wolfkin.c:  ch->move -= 2000;
Wolfkin.c:   for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
Wolfkin.c:    vch_next  = vch->next_in_room;
Wolfkin.c:    if ( vch->in_room == ch->in_room ) 
Wolfkin.c:      if ( ( mount = ch->mount ) != NULL ) 
Wolfkin.c:	if (ch->pcdata->powers[WOLF_PRIMITIVE] < 3)
Wolfkin.c:	if (ch->move < 3000)
Wolfkin.c:	ch->move -= 3000;
Wolfkin.c:	if (ch->pcdata->powers[WOLF_PRIMITIVE] < 4) 
Wolfkin.c:	if (ch->move < 10000)
Wolfkin.c:	ch->move -= 10000;
Wolfkin.c:	ch->move -= 10000;
Wolfkin.c:	if (ch->pcdata->powers[WOLF_PRIMITIVE] < 5)
Wolfkin.c:	if (ch->move < 1000)
Wolfkin.c:	if (ch->rage > 0)
Wolfkin.c:	if (ch->practice < 1)
Wolfkin.c:	ch->move -= 1000;
Wolfkin.c:	ch->rage += ch->practice;
Wolfkin.c:	if (ch->rage > 300) ch->rage = 300;
Wolfkin.c:	ch->practice -= ch->rage;
act_comm.c:  if (ch->fight_timer != 0)
act_comm.c:  if (ch->fighting != NULL)
act_comm.c:  if (ch->pcdata->confirm_delete)
act_comm.c:      ch->pcdata->confirm_delete = FALSE;
act_comm.c:      sprintf(strsave, "#g%s has just chosen to swallow #ypoison#g.#n", ch->name);
act_comm.c:      sprintf(strsave, "%s%s", PLAYER_DIR, capitalize( ch->name ) );
act_comm.c:  ch->pcdata->confirm_delete = TRUE;
act_comm.c:      if (victim->level >= 7 && ch->level < 7)
act_comm.c:        if (ch->gold < amount)
act_comm.c:	ch->gold -= amount;
act_comm.c:        sprintf(buf, "%s spends %d gold on a bounty.\n\r",ch->name, amount);
act_comm.c://   if ( IS_NPC(ch) && ch->desc == NULL )
act_comm.c:    if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0)
act_comm.c:    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) )
act_comm.c:    REMOVE_BIT(ch->deaf, channel);
act_comm.c:if (ch->flag4==1)
act_comm.c:	sprintf( buf, "#y.:#P%s#y:.#C $t.#n",ch->pcdata->switchname );
act_comm.c:	sprintf( buf2, "#y.:#P%s#y:.#C $t.#n",ch->pcdata->switchname );
act_comm.c:	position	= ch->position;
act_comm.c:	ch->position	= POS_STANDING;
act_comm.c:	ch->position	= position;
act_comm.c:	position = ch->position;
act_comm.c:	ch->position = POS_STANDING;
act_comm.c:	ch->position = position;
act_comm.c:	position = ch->position;
act_comm.c:	ch->position = POS_STANDING;
act_comm.c:	ch->position = position;
act_comm.c:        position        = ch->position;
act_comm.c:        ch->position    = POS_STANDING;
act_comm.c:        ch->position    = position;
act_comm.c:	position	= ch->position;
act_comm.c:	ch->position	= POS_STANDING;
act_comm.c:	ch->position	= position;
act_comm.c:	position	= ch->position;
act_comm.c:	ch->position	= POS_STANDING;
act_comm.c:	ch->position	= position;
act_comm.c:   position    = ch->position;
act_comm.c:   ch->position    = POS_STANDING;
act_comm.c:   ch->position    = position;
act_comm.c:	position   = ch->position;
act_comm.c:	ch->position = POS_STANDING;
act_comm.c:	ch->position = position;
act_comm.c:	position	= ch->position;
act_comm.c:	ch->position	= POS_STANDING;
act_comm.c:	ch->position	= position;
act_comm.c:		position = ch->position;
act_comm.c:		ch->position = position;
act_comm.c:		position = ch->position;
act_comm.c:		ch->position = position;
act_comm.c:        position        = ch->position;
act_comm.c:        ch->position    = POS_STANDING;
act_comm.c:        ch->position    = position;
act_comm.c:        position        = ch->position;
act_comm.c:        ch->position    = POS_STANDING;
act_comm.c:        ch->position    = position;
act_comm.c:        position        = ch->position;
act_comm.c:        ch->position    = POS_STANDING;
act_comm.c:        ch->position    = position;
act_comm.c:        position        = ch->position;
act_comm.c:        ch->position    = POS_STANDING;
act_comm.c:        ch->position    = position;
act_comm.c:	sprintf( buf, "#y(#L>#0%s#L<#y)#n '$t'.#n", ch->pcdata->switchname);
act_comm.c:	sprintf(buf2, "#y(#L>#0%s#L<#y)#n '$t'.#n", ch->pcdata->switchname);
act_comm.c:	position = ch->position;
act_comm.c:	ch->position = POS_STANDING;
act_comm.c:	ch->position = position;
act_comm.c:        position        = ch->position;
act_comm.c:        ch->position    = POS_STANDING;
act_comm.c:        ch->position    = position;
act_comm.c:	if (!IS_NPC(ch) && (ch->pcdata->stats[UNI_GEN] == 1 || IS_SET(ch->special, SPC_ANARCH)))
act_comm.c:	else if (!IS_NPC(ch) && ch->pcdata->stats[UNI_GEN] == 2)
act_comm.c:	position	= ch->position;
act_comm.c:	ch->position	= POS_STANDING;
act_comm.c:	ch->position	= position;
act_comm.c:	&&  !IS_SET(och->deaf, channel) )
act_comm.c:	if (och->pcdata->forget[pos] == NULL) break;
act_comm.c:	if (!str_cmp(ch->name, och->pcdata->forget[pos]))
act_comm.c:	!IS_IMMORTAL(och) && ch->pcdata->kingdom != och->pcdata->kingdom))
act_comm.c:	        if ((och->in_room) && (ch->in_room))
act_comm.c:			if ((och->in_room == ch->in_room))
act_comm.c:			else if ((och->in_room->area == ch->in_room->area ))
act_comm.c:	    &&   vch->in_room->area != ch->in_room->area )
act_comm.c:	    position		= vch->position;
act_comm.c:		vch->position	= POS_STANDING;
act_comm.c:		if( str_cmp(ch->name,ch->pcdata->switchname) )
act_comm.c:		 strcat(buf2,ch->pcdata->switchname); 
act_comm.c:	    vch->position	= position;	
act_comm.c:   if (!IS_NPC(ch) && ch->level < 3)
act_comm.c:	if (ch->pcdata->kingdom == 0) {
act_comm.c:    if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0)
act_comm.c:	if (!str_cmp(argument,"rentaro sai luthenen") && ch->in_room->vnum == 42704)
act_comm.c:	else if (!str_cmp(argument,"eisaya toranyl lokios") && ch->in_room->vnum == 42710)
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 (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:	    sprintf(name, ch->short_descr);
act_comm.c:	    sprintf(name, ch->morph);
act_comm.c:	    sprintf(name, ch->morph);
act_comm.c:	    sprintf(name, ch->name);
act_comm.c:    for ( rt = ch->in_room->roomtext; rt != NULL; rt = rt->next )
act_comm.c:	    	if (!is_in(ch->name, rt->name) ) continue;
act_comm.c:		    vch_next	= vch->next;
act_comm.c:		    if ( vch->in_room == NULL ) continue;
act_comm.c:		    if ( vch->in_room == ch->in_room
act_comm.c:			&& vch->pIndexData->vnum == rt->mob )
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:		    obj = create_object(get_obj_index(rt->power), ch->level);
act_comm.c:		    else 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:    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) )
act_comm.c:    || ( IS_NPC(victim) && victim->in_room != ch->in_room ) )
act_comm.c:	    || str_cmp(ch->name, victim->pcdata->marriage))
act_comm.c:    || ( victim->in_room != ch->in_room ) )
act_comm.c:    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) )
act_comm.c:    if ( ( victim = ch->reply ) == 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:	    sprintf(name, ch->short_descr);
act_comm.c:	    sprintf(name, ch->morph);
act_comm.c:	    sprintf(name, ch->morph);
act_comm.c:	    sprintf(name, ch->name);
act_comm.c:    if (IS_NPC(ch)) strcpy(you, ch->short_descr);
act_comm.c:	else strcpy(you, ch->name);
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:	    sprintf(name, ch->short_descr);
act_comm.c:	    sprintf(name, ch->morph);
act_comm.c:	    sprintf(name, ch->morph);
act_comm.c:	    sprintf(name, ch->name);
act_comm.c:    if ( ch->position == POS_FIGHTING )
act_comm.c:    if ( ch->position != POS_STANDING )
act_comm.c:	if (ch->fight_timer >0) {
act_comm.c:    ch->name = str_dup(capitalize(ch->name));
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 (IS_SET(ch->act,PLR_CHALLENGER))
act_comm.c:    REMOVE_BIT(ch->act,PLR_CHALLENGER);
act_comm.c:    if (IS_SET(ch->act,PLR_CHALLENGED))
act_comm.c:    REMOVE_BIT(ch->act,PLR_CHALLENGED);
act_comm.c:    if ( (mount = ch->mount) != NULL ) do_dismount(ch,"");
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( IS_SET(ch->act, PLR_TAG) )
act_comm.c:      REMOVE_BIT(ch->act, PLR_TAG);
act_comm.c:      sprintf(buf, "TAG Game update:- %s has quit the TAG Game so no one is IT.\n\r", ch->name );
act_comm.c:    if (ch->in_room != NULL) char_from_room(ch);
act_comm.c:    sprintf( log_buf, "%s has quit.", ch->name );
act_comm.c:    if (ch->pcdata->obj_vnum == 0)
act_comm.c:    {  if (ch->level < 6 || !IS_SET(ch->act, PLR_WIZINVIS)){
act_comm.c:      if (ch->class == CLASS_THIEF) sprintf(buf, "#R%s #0has slipped off into the darkness.#n",ch->pcdata->switchname);
act_comm.c: else if (ch->class == CLASS_GHOUL) sprintf(buf, "#G%s #cdrifts away into the wind.#n",ch->pcdata->switchname);
act_comm.c: else if (ch->class == CLASS_SKYBLADE) sprintf(buf, "#L%s #Cleaps high into the #Wclouds #Cand vanishes.#n",ch->pcdata->switchname);
act_comm.c: else if (ch->class == CLASS_WARLOCK) sprintf(buf, "#7%s #Rcackles maniacally as he dissapears from the realm.#n",ch->pcdata->switchname);
act_comm.c: else if (ch->class == CLASS_SOHMAGE) sprintf(buf, "#0%s #Pleaves to return to his studies.#n",ch->pcdata->switchname);
act_comm.c: else if (ch->class == CLASS_SOHDEMON) sprintf(buf,"#r%s #Rreturns to #yhell #Rin a column of flame!#n",ch->pcdata->switchname);
act_comm.c: else if (ch->class == CLASS_WOLFKIN) sprintf(buf,"#g%s #Greturns to the forest in wait of the new #ymoon.#n",ch->pcdata->switchname);
act_comm.c: else if (ch->class == CLASS_SWORDSMAN) sprintf(buf,"#7%s #csheathes their swords and leaves in wait of a more admirable opponent.#n",ch->pcdata->switchname);
act_comm.c:	  else sprintf( buf, "#C%s #chas fled in terror from Swords and Sorcery.#n",ch->pcdata->switchname );
act_comm.c:    if (ch->pcdata->chobj != NULL) extract_obj(ch->pcdata->chobj);
act_comm.c:    if ( ch->level < 2 )
act_comm.c:    if ( ch->level < 2 ) return;
act_comm.c:	if ( ch->played  6789;
act_comm.c:    if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL )
act_comm.c:	act( "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR );
act_comm.c:	if ( ch->master == NULL )
act_comm.c:    if ( ch->master != NULL )
act_comm.c:    if ( ch->master != NULL )
act_comm.c:    ch->master        = master;
act_comm.c:    ch->leader        = NULL;
act_comm.c:    if ( ch->master == NULL )
act_comm.c:	REMOVE_BIT( ch->affected_by, AFF_CHARM );
act_comm.c:    if ( can_see( ch->master, ch ) )
act_comm.c:	act( "$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->master != NULL )
act_comm.c:    ch->leader = NULL;
act_comm.c:    for ( fch = char_list; fch != NULL; fch = fch->next )
act_comm.c:	if ( fch->master == ch )
act_comm.c:	if ( fch->leader == ch )
act_comm.c:	    fch->leader = fch;
act_comm.c:    if( IS_SET(ch->in_room->room_flags, ROOM_ORDER) || IS_SET(ch->in_room->room_flags, ROOM_SAFE))
act_comm.c:        if ( 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 && (fAll || och == victim) &&
act_comm.c:	ch->pcdata->kingdom == och->pcdata->kingdom))
act_comm.c:        else if(ch->pcdata->kingdom == och->pcdata->kingdom)
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,
act_comm.c:		    gch->exp    );
act_comm.c:    if ( ch->master != NULL || ( ch->leader != NULL && ch->leader != ch ) )
act_comm.c:    if ( ch->gold < amount )
act_comm.c:    for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
act_comm.c:    ch->gold -= amount;
act_comm.c:    ch->gold += share + extra;
act_comm.c:    for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
act_comm.c:	    gch->gold += share;
act_comm.c:    if ( IS_SET( ch->act, PLR_NO_TELL ) )
act_comm.c:    sprintf( buf, "#G%s tells the group #R'#G%s#R'\n\r#n", ch->name, argument );
act_comm.c://    for ( gch = char_list; gch != NULL; gch = gch->next )
act_comm.c:    if ( ach->leader != NULL ) ach = ach->leader;
act_comm.c:    if ( bch->leader != NULL ) 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:    if (ch->desc == NULL)
act_comm.c:	rch = ch->desc->original ? ch->desc->original : ch;
act_comm.c:	if (rch->pcdata->forget[0] == NULL)
act_comm.c:	    if (rch->pcdata->forget[pos] == NULL)
act_comm.c:	    sprintf(buf,"    %s\n\r",rch->pcdata->forget[pos]);
act_comm.c:	if (rch->pcdata->forget[pos] == NULL)
act_comm.c:	if (!str_cmp(arg,rch->pcdata->forget[pos]))
act_comm.c:	if (!str_cmp(arg,wch->name))
act_comm.c:	    if (wch->level >= LEVEL_IMMORTAL)
act_comm.c:	if (rch->pcdata->forget[pos] == NULL)
act_comm.c:     rch->pcdata->forget[pos]		= str_dup(arg);
act_comm.c:    if (ch->desc == NULL)
act_comm.c:	rch = ch->desc->original ? ch->desc->original : ch;
act_comm.c:	if (rch->pcdata->forget[0] == NULL)
act_comm.c:	    if (rch->pcdata->forget[pos] == NULL)
act_comm.c:	    sprintf(buf,"    %s\n\r",rch->pcdata->forget[pos]);
act_comm.c:	if (rch->pcdata->forget[pos] == NULL)
act_comm.c:	    rch->pcdata->forget[pos-1]		= rch->pcdata->forget[pos];
act_comm.c:	    rch->pcdata->forget[pos]		= NULL;
act_comm.c:	if(!strcmp(arg,rch->pcdata->forget[pos]))
act_comm.c:	    free_string(rch->pcdata->forget[pos]);
act_comm.c:	    rch->pcdata->forget[pos] = NULL;
act_comm.c:        if (IS_SET (ch->act, PLR_NOTAG ) )
act_comm.c:           REMOVE_BIT( ch->act, PLR_NOTAG );
act_comm.c:           SET_BIT( ch->act, PLR_NOTAG );
act_info.c:  value += ch->damroll;
act_info.c:    value += ch->xdamroll;
act_info.c:  	if (ch->pcdata->citizen == CITY_ALDARA)
act_info.c:  if( ch-> level < LEVEL_AVATAR ) return value;
act_info.c:  if (!IS_NPC(ch) && ch->rage > 0)
act_info.c:    value += ch->rage;  
act_info.c:	int wpn = ch->wpn[1] + ch->wpn[3];
act_info.c:  if (IS_CLASS(ch, CLASS_GHOUL) && ch->pcdata->powers[GPOWER_SHADOW] > 3)
act_info.c:		value += ch->pcdata->powers[FITNESS] * 75;
act_info.c:				value += ch->pcdata->powers[WEAPONRY] * 100;
act_info.c:		value += ch->wpn[3];
act_info.c:		if (ch->wpn[3] >= 200 && ch->wpn[1] >= 200); //Courage
act_info.c:		if (ch->wpn[3] >= 300 && ch->wpn[1] >= 300); //Valor
act_info.c:	value += ch->hitroll;
act_info.c:    value += ch->xhitroll;
act_info.c:   	if (ch->pcdata->citizen == CITY_ALDARA)
act_info.c:    if( ch-> level < LEVEL_AVATAR ) return value;
act_info.c:	if (!IS_NPC(ch) && ch->rage > 0)
act_info.c:    value += ch->rage;
act_info.c:	int wpn = ch->wpn[1] + ch->wpn[3];
act_info.c:  if (IS_CLASS(ch, CLASS_GHOUL) && ch->pcdata->powers[GPOWER_SHADOW] > 3)
act_info.c:		value += ch->wpn[3];
act_info.c:		if (ch->wpn[3] >= 200 && ch->wpn[1] >= 200); //Courage
act_info.c:		if (ch->wpn[3] >= 300 && ch->wpn[1] >= 300); //Valor
act_info.c:		value += ch->pcdata->powers[FITNESS] * 75;
act_info.c:		value += ch->pcdata->powers[WEAPONRY] * 100;
act_info.c:	int total = ch->wpn[1] + ch->wpn[3] + ch->wpn[0];
act_info.c:	if (IS_CLASS(ch,CLASS_VAMPIRE) && ch->pcdata->powers[VAMP_CELERITY] >= 1)
act_info.c:	if (IS_CLASS(ch,CLASS_VAMPIRE) && ch->pcdata->powers[VAMP_CELERITY] >= 2)
act_info.c:	if (IS_CLASS(ch,CLASS_VAMPIRE) && ch->pcdata->powers[VAMP_CELERITY] >= 3)
act_info.c:	if (IS_CLASS(ch,CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_SPEED))
act_info.c:	if (IS_CLASS(ch,CLASS_DRACONIAN) && ch->pcdata->stats[DRACONIAN_SPIKES] > 0)
act_info.c:	value -= ch->pcdata->stats[DRACONIAN_SPIKES];
act_info.c:		value -= (ch->wpn[0] / 2);
act_info.c:		if (ch->wpn[3] >= 200 && ch->wpn[1] >= 200); //Courage
act_info.c:	if(!IS_NPC(ch) && ch->pcdata->citizen == CITY_SYLVARIA) value -= 50;
act_info.c:    if ( ch->desc == NULL )
act_info.c:	if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && obj->chobj != NULL && obj->chobj == ch)
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 (ch->class > 0)
act_info.c:	if ( IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF) )
act_info.c:/*	if (ch->pcdata->hatch != 0)
act_info.c:	vnum = ch->pcdata->hatch;
act_info.c:    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF) ) return;
act_info.c:    if (ch->level < 3 || victim->level < 3) return;
act_info.c:	    if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj != obj)
act_info.c:    &&   number_percent( ) < ch->pcdata->learned[gsn_peek] )
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(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 ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
act_info.c:    pArea       = ch->in_room->area;
act_info.c:    if ( ch->desc == NULL && (wizard = ch->wizard) == NULL) return;
act_info.c:    if (ch->in_room == NULL) return;
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:    if ( !IS_NPC(ch) && 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:    &&   !IS_NPC(ch) && 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:        sprintf(buf, "#2%s#g[V#Gnums: #C%d#c/#C%d#g]#n\r\n", ch->in_room->name, ch->in_room->vnum, pArea->vnum);
act_info.c:		sprintf(buf, "%s\n\r", ch->in_room->name);
act_info.c:	if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT) )
act_info.c:	else if ( ( !IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF) ) &&
act_info.c:	    send_to_char( ch->in_room->description, ch );
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) send_to_char(buf,ch);
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) continue;
act_info.c:	    if (ch->in_room->exit[door] == NULL) continue;
act_info.c:	    if (IS_SET(ch->in_room->exit[door]->exit_info,EX_PRISMATIC_WALL)) 	    
act_info.c:	    else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_ICE_WALL))
act_info.c:	    else if (IS_SET(ch->in_room->exit[door]->exit_info,EX_CALTROP_WALL))
act_info.c:	    else if (IS_SET(ch->in_room->exit[door]->exit_info,EX_FIRE_WALL))
act_info.c:	    else if (IS_SET(ch->in_room->exit[door]->exit_info,EX_SWORD_WALL))
act_info.c:	    else if (IS_SET(ch->in_room->exit[door]->exit_info,EX_MUSHROOM_WALL))
act_info.c:	    else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_IRON_WALL))
act_info.c:	    else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_ASH_WALL))
act_info.c:            if (ch->in_room->room_gold > 0)
act_info.c:				if (ch->in_room->room_gold == 1)
act_info.c:				sprintf(buf,"     #yThere are %d gold pieces here.\n\r",ch->in_room->room_gold);
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; portal = portal_next )
act_info.c:			REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_info.c:			SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_info.c:			SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_info.c:			REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
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 && 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 && obj->chobj != NULL && obj->chobj == ch)
act_info.c:    for ( obj = ch->in_room->contents; obj != NULL; obj = obj->next_content )
act_info.c:	if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && obj->chobj != NULL && obj->chobj == ch)
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) return;
act_info.c:	    location = ch->in_room;
act_info.c:	    if ((pexit = ch->in_room->exit[door]) == NULL) return;
act_info.c:	    location = ch->in_room;
act_info.c:	if ((pexit = ch->in_room->exit[door]) == NULL) return;
act_info.c:	location = ch->in_room;
act_info.c:	if ( ( pexit = ch->in_room->exit[door] ) != NULL
act_info.c:	sprintf(buf,"#cY#Cou currently have #y%d Gold.#n\n\r",ch->gold);
act_info.c:	sprintf(buf,"#cY#Cou have #y%d Gold #Cin the bank.#n\n\r",ch->pcdata->bank);
act_info.c:ch->wpn[0],ch->wpn[1],ch->wpn[2],ch->wpn[3],ch->wpn[4],ch->wpn[5],ch->wpn[6]);
act_info.c:ch->wpn[7],ch->wpn[8],ch->wpn[9],ch->wpn[10],ch->wpn[11],ch->wpn[12]);
act_info.c:ch->stance[1],ch->stance[2],ch->stance[3],ch->stance[4],ch->stance[5],ch->stance[6]);
act_info.c:ch->stance[7],ch->stance[8],ch->stance[9],ch->stance[10],ch->stance[11]);
act_info.c:"Purple: %-4d  Red: %-4d  Blue: %-4d  Green: %-4d  Yellow: %-4d\n\r",ch->spl[0],ch->spl[1],ch->spl[2],ch->spl[3],ch->spl[4]);
act_info.c:	{obj_score(ch,ch->pcdata->chobj);return;}
act_info.c:	ch->pcdata->switchname,
act_info.c:	IS_NPC(ch) ? "" : ch->pcdata->title,
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,
act_info.c:	ch->move, ch->max_move,
act_info.c:	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:	ch->exp,  ch->gold );
act_info.c:	ch->pcdata->stats[GHOUL_PTS] );
act_info.c:	sprintf(buf,"#0[#rYou have #R%d #rBlood Points stored#0]#n\n\r",ch->pcdata->stats[BLOOD_PTS] );
act_info.c:	sprintf( buf,"#0[#cYou have #0%d #cLife Points stored#0]#n\n\r",ch->pcdata->stats[DARK_PTS] );
act_info.c:	ch->pcdata->stats[SOHDEMON_PTS] );
act_info.c:	ch->pcdata->stats[SOUL_PTS] );
act_info.c:	ch->pcdata->stats[SUMM_RES] );
act_info.c:	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT)) ? "yes" : "no",
act_info.c:	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOLOOT)) ? "yes" : "no",
act_info.c:	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOSAC) ) ? "yes" : "no",
act_info.c:	(!IS_NPC(ch) && IS_SET(ch->tag_flags, PLR_AUTOHEAD)) ? "yes" : "no"
act_info.c://	(!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOGOLD)) ? "yes" : "no" 
act_info.c:    sprintf( buf, "#0[#cWimpy set to #C%d #chit points#0][#cAutogold: #C%s#0]", ch->wimpy 
act_info.c:, (!IS_NPC(ch) && IS_SET(ch->tag_flags, PLR_AUTOGOLD)) ? "yes" : "no");
act_info.c:       ch->pcdata->awins, ch->pcdata->alosses );
act_info.c:       if(ch->challenger != NULL)
act_info.c:          ch->challenger->name);
act_info.c:       if(ch->challenged != NULL)
act_info.c:          ch->challenged->name);
act_info.c:       if(ch->gladiator != NULL)
act_info.c:          ch->pcdata->plr_wager, ch->gladiator->name);
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:    if (ch->fighting2 != NULL)
act_info.c:    vch = ch->fighting2;
act_info.c:    sprintf(buf, "#0[#cYou May #RR#re#Rt#ra#Rl#ri#Ra#rt#Re #cOn: #C%s#0]#n ", vch->name);
act_info.c:    if ( !IS_NPC(ch) && ch->pcdata->stage[1] > 0 && ch->position == POS_STANDING )
act_info.c:	if (!IS_NPC(ch) && (ch->pcdata->stage[2] + 25) >= ch->pcdata->stage[1])
act_info.c:    else switch ( ch->position )
act_info.c:    if ( ch->level >= 0 )
act_info.c:char_hitroll(ch), char_damroll(ch), ch->damcap[0] );
act_info.c:    if ( ch->level >= 0 )
act_info.c:	sprintf( buf, "#0[#cAlignment: #C%d#0]", ch->alignment );
act_info.c:         if ( ch->alignment >  900 ) send_to_char( "#Langelic#0]\n\r", ch );
act_info.c:    else if ( ch->alignment >  700 ) send_to_char( "#Lsaintly#0]\n\r", ch );
act_info.c:    else if ( ch->alignment >  350 ) send_to_char( "#lgood#0]\n\r",    ch );
act_info.c:    else if ( ch->alignment >  100 ) send_to_char( "#lkind#0]\n\r",    ch );
act_info.c:    else if ( ch->alignment > -100 ) send_to_char( "#7neutral#0]\n\r", ch );
act_info.c:    else if ( ch->alignment > -350 ) send_to_char( "#rmean#0]\n\r",    ch );
act_info.c:    else if ( ch->alignment > -700 ) send_to_char( "#revil#0]\n\r",    ch );
act_info.c:    else if ( ch->alignment > -900 ) send_to_char( "#Rdemonic#0]\n\r", ch );
act_info.c:    if ( !IS_NPC(ch) && ch->level >= 0 )
act_info.c:	sprintf( buf, "#0[#cStatus: #C%d#0]", ch->race );
act_info.c:         if (!IS_NPC(ch) && ch->level == 1 ) send_to_char( "#ca Mortal#0]\n\r", ch);
act_info.c:    else if (!IS_NPC(ch) && ch->level == 2 ) send_to_char( "#ca Mortal#0]\n\r", ch);
act_info.c:    else if (!IS_NPC(ch) && ch->level == 7 ) send_to_char( "#ca Builder#0]\n\r", ch);
act_info.c:    else if (!IS_NPC(ch) && ch->level == 8 ) send_to_char( "#ca Quest Maker#0]\n\r", ch);
act_info.c:    else if (!IS_NPC(ch) && ch->level == 9 ) send_to_char( "#can Enforcer#0]\n\r", ch);
act_info.c:    else if (!IS_NPC(ch) && ch->level == 10) send_to_char( "#ca Judge#0]\n\r", ch);
act_info.c:    else if (!IS_NPC(ch) && ch->level == 11) send_to_char( "#ca High Judge#0]\n\r", ch);
act_info.c:    else if (!IS_NPC(ch) && ch->level == 12) send_to_char( "#can Implementor#0]\n\r", ch);
act_info.c:    else if (!IS_NPC(ch) && ch->race >= 0 ) send_to_char( "#can Avatar#0]\n\r",ch);
act_info.c:	if      (ch->pkill  == 0) sprintf(ss1,"#Cno#c players");
act_info.c:	else if (ch->pkill  == 1) sprintf(ss1,"#C%d#c player",ch->pkill);
act_info.c:	else                      sprintf(ss1,"#C%d#c players",ch->pkill);
act_info.c:	if      (ch->pdeath == 0) sprintf(ss2,"#Cno#c players");
act_info.c:	else if (ch->pdeath == 1) sprintf(ss2,"#C%d#c player",ch->pdeath);
act_info.c:	else                      sprintf(ss2,"#C%d#c players",ch->pdeath);
act_info.c:	if      (ch->mkill  == 0) sprintf(ss1,"#Cno#c mobs");
act_info.c:	else if (ch->mkill  == 1) sprintf(ss1,"#C%d#c mob",ch->mkill);
act_info.c:	else                      sprintf(ss1,"#C%d#c mobs",ch->mkill);
act_info.c:	if      (ch->mdeath == 0) sprintf(ss2,"#Cno#c mobs");
act_info.c:	else if (ch->mdeath == 1) sprintf(ss2,"#C%d#c mob",ch->mdeath);
act_info.c:	else                      sprintf(ss2,"#C%d#c mobs",ch->mdeath);
act_info.c:ch->pcdata->questsrun, ch->pcdata->questtotal );
act_info.c:    if ( !IS_NPC(ch) && ch->pcdata->quest > 0)
act_info.c:	if (ch->pcdata->quest == 1)
act_info.c:	    sprintf( buf, "#0[#cYou have #C%d #cquest points#0]\n\r", ch->pcdata->quest );
act_info.c:	if (ch->fight_timer > 0) {
act_info.c:ch->fight_timer);
act_info.c:	sprintf(buf,"#0[#cYou are currently on #cTier #y%d#0]#n\n\r",ch->tier);
act_info.c:	sprintf(buf,"#0[#cYou have #y%d #cTier Kills #cfor this tier#0]#n\n\r",ch->tks);
act_info.c:sprintf(buf,"#po0 #0You have #P%d #0spider points#p 0o#n\n\r",ch->pcdata->stats[DROW_POWER]);
act_info.c:sprintf(buf,"#po0 #0You've gained #P%d #0points of favor from Lloth#p 0o#n\n\r",ch->pcdata->stats[DROW_FAVOR]);
act_info.c:	sprintf(buf,"\n\r#g<#G*#o(#y You have #7%d #oM#yoon #oP#yoints stored #o)#G*#g>#n\n\r",ch->pcdata->stats[WOLF_PTS]);
act_info.c:	sprintf(buf,"#g<#G*#o(#y Your #rF#Rury #rL#Revel #yis #7%d#n #o)#G*#g>#n\n\r",ch->pcdata->stats[WOLF_AP]);
act_info.c:if (ch->rage > 0)
act_info.c:	sprintf(buf,"#g<#G*#o( #rP#Rr#0i#RM#ra#RL #0R#Ra#rG#Re: #y%d #o)#G*#g>#n\n\r",ch->rage);
act_info.c:if (IS_SET(ch->newbits2, NEW2_MOONSTRUCK))
act_info.c:	if (IS_SET(wch->tag_flags, PLR_GANGBANGER))
act_info.c:        sprintf(buf10, "#C%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:        sprintf(buf10, "#c%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:	if (IS_SET(wch->tag_flags, PLR_GANGBANGER))
act_info.c:        sprintf(buf9, "#C%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:        sprintf(buf9, "#c%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:	if (IS_SET(wch->tag_flags, PLR_GANGBANGER))
act_info.c:        sprintf(buf8, "#C%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:        sprintf(buf8, "#c%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:	if (IS_SET(wch->tag_flags, PLR_GANGBANGER))
act_info.c:        sprintf(buf7, "#C%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:        sprintf(buf7, "#c%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:	if (IS_SET(wch->tag_flags, PLR_GANGBANGER))
act_info.c:        sprintf(buf6, "#C%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:        sprintf(buf6, "#c%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:	if (IS_SET(wch->tag_flags, PLR_GANGBANGER))
act_info.c:        sprintf(buf5, "#C%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:        sprintf(buf5, "#c%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:	if (IS_SET(wch->tag_flags, PLR_GANGBANGER))
act_info.c:        sprintf(buf4, "#C%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:        sprintf(buf4, "#c%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:	if (IS_SET(wch->tag_flags, PLR_GANGBANGER))
act_info.c:        sprintf(buf3, "#C%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:        sprintf(buf3, "#c%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:	if (IS_SET(wch->tag_flags, PLR_GANGBANGER))
act_info.c:        sprintf(buf2, "#C%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:        sprintf(buf2, "#c%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:	if (IS_SET(wch->tag_flags, PLR_GANGBANGER))
act_info.c:        sprintf(buf1, "#C%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:        sprintf(buf1, "#c%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:	if (IS_SET(wch->tag_flags, PLR_GANGBANGER))
act_info.c:        sprintf(buf0, "#C%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:        sprintf(buf0, "#c%14s                     #RS#rtatus: #c%4d\n\r", wch->pcdata->switchname, wch->race); 
act_info.c:	   || (!can_see( ch, d->character ) && (!IS_SET(ch->act, PLR_WATCHER)) )  )
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->pkill > 0)
act_info.c:          if (100*wch->pkill/(wch->pkill + wch->pdeath) < 100)
act_info.c:            sprintf(pkratio,"#L(#70.%-2d#L)#n", (100*wch->pkill/(wch->pkill +
act_info.c:wch->pdeath)));
act_info.c:  	if (IS_SET(wch->tag_flags, PLR_GANGBANGER))
act_info.c:	if (wch->sex == SEX_MALE)
act_info.c:	else if (wch->sex == SEX_FEMALE)
act_info.c:	if (wch->sex == SEX_MALE)
act_info.c:	else if (wch->sex == SEX_FEMALE)
act_info.c:        if ((IS_HEAD(wch,LOST_HEAD) || IS_EXTRA(wch,EXTRA_OSWITCH)) && wch->pcdata->chobj != NULL)
act_info.c:	switch ( wch->level )
act_info.c:	        else if (wch->prefix != NULL)
act_info.c:			class = wch->prefix;
act_info.c:     else if (!str_cmp(wch->pcdata->switchname, "Magus"))
act_info.c:     else if (!str_cmp(wch->pcdata->switchname, "Chino"))
act_info.c:     else if (!str_cmp(wch->pcdata->switchname, "Trent"))
act_info.c:     else if (!str_cmp(wch->pcdata->switchname, "Ember"))
act_info.c:     else if (!str_cmp(wch->pcdata->switchname, "Dekar"))
act_info.c:     else if (!str_cmp(wch->pcdata->switchname, "Ender"))
act_info.c:     if (!str_cmp(wch->pcdata->switchname, "Kefka"))
act_info.c:	             if (wch->prefix != NULL) class = wch->prefix;
act_info.c:		else if (wch->race <= 0 ) class = "#0[#rA#Rvatar#n    #0]#n";
act_info.c:		else if (wch->race <= 3 ) class = "#0[#oA#ypprentice#0]#n";
act_info.c:		else if (wch->race <= 5 ) class = "#0[#GV#gagabond#0  ]#n";
act_info.c:		else if (wch->race <= 8 ) class = "#0[#yW#oarrior#0   ]#n";
act_info.c:		else if (wch->race <= 10) class = "#0[#rB#Rerserker#0 ]#n";
act_info.c:		else if (wch->race <= 15) class = "#0[#lR#Leknown#0   ]#n";
act_info.c:	    else if (wch->race <= 20) class = "#0[#0D#Readly#0    ]#n";
act_info.c:		else if (wch->race <= 25) class = "#0[#RM#rurderer#0  ]#n";
act_info.c:		else if (wch->race <= 30) class = "#0[#gH#Gunter#0    ]#n";
act_info.c:		else if (wch->race <= 35) class = "#0[#cS#rlayer#0    ]#n";
act_info.c:		else if (wch->race <= 40) class = "#0[#rS#Rlau#7gh#Rter#Re#rr#0]#n";
act_info.c:		else if (wch->race <= 45) class = "#0[#0V#ciolator#0  ]#n";
act_info.c:		else if (wch->race <= 50) class = "#0[#RD#yestructor#0]#n";
act_info.c:		else if (wch->race <= 55) class = "#0[#cD#lesolator#0 ]#n";
act_info.c:		else if (wch->race <= 60) class = "#0[#GT#gai#0n#gte#Gd#0   ]#n";
act_info.c:		else if (wch->race <= 65) class = "#0[#7Evil One#0  ]#n";
act_info.c:		else if (wch->race <= 70) class = "#0[#cD#0ark #cB#0lade#0]#n";
act_info.c:		else if (wch->race <= 75) class = "#0[#RH#ye#Wl#Rl #0Blade#0]#n";
act_info.c:		else if (wch->race <= 80) class = "#0[#7Exec#0uti#7oner#0]#n";
act_info.c:		else if (wch->race <= 85) class = "#0[#0D#lark #0L#lord#0 ]#n";
act_info.c:		else if (wch->race <= 90) class = "#0[#0T#Pyrant#0    ]#n";		
act_info.c:		else if (wch->race <= 95) class = "#0[#cE#Cm#Wp#7e#Wr#Co#cr#0   ]#n";		
act_info.c:		else if (wch->race <= 99) class = "#0[#gC#Gh#7a#Wmp#7i#Go#gn#0  ]#n";
act_info.c:		else if (wch->race >= 100)class = "#y*   #rH#Re#7r#Wo   #y*#n";
act_info.c:		  if (wch->generation > 0 && wch->generation < 6)
act_info.c:		  sprintf(lvl, ghoul_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, vampire_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, warlock_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, thief_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, skyblade_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, demon_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, mage_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, druid_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, oracle_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, wolfkin_levels[wch->generation]);
act_info.c:				if (wch->sex == SEX_MALE || wch->sex == SEX_NEUTER)
act_info.c:				if (wch->generation > 0 && wch->generation < 6)
act_info.c:				sprintf(lvl, male_drow_levels[wch->generation]);
act_info.c:				else if (wch->sex == SEX_FEMALE)
act_info.c:				if (wch->generation > 0 && wch->generation < 6)
act_info.c:				sprintf(lvl, female_drow_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, swordsman_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, warrior_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, darkknight_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, knight_levels[wch->generation]);
act_info.c:			if (wch->generation > 0 && wch->generation < 6)
act_info.c:			sprintf(lvl, draconian_levels[wch->generation]);
act_info.c:			if (wch->pcdata->stats[DFORM_RED] > 0)
act_info.c:			else if (wch->pcdata->stats[DFORM_BLUE] > 0)
act_info.c:			else if (wch->pcdata->stats[DFORM_CYAN] > 0)
act_info.c:			else if (wch->pcdata->stats[DFORM_WHITE] > 0)
act_info.c:			else if (wch->pcdata->stats[DFORM_BLACK] > 0)
act_info.c:      sprintf( king, "%s", king_table[wch->pcdata->kingdom].who_name);
act_info.c:      if ( IS_SET(wch->special, SPC_PRINCE) )
act_info.c:	if( wch->sex == SEX_FEMALE ) sprintf( king, "Princess of %s", king_table[wch->pcdata->kingdom].who_name);
act_info.c:        else sprintf( king, "Prince of %s", king_table[wch->pcdata->kingdom].who_name);
act_info.c:      else if ( !strcmp(wch->pcdata->switchname,king_table[wch->pcdata->kingdom].leader_name) )
act_info.c:	if( wch->sex == SEX_FEMALE ) sprintf( king, "Queen of %s",king_table[wch->pcdata->kingdom].who_name );
act_info.c:	else sprintf( king, "King of %s",king_table[wch->pcdata->kingdom].who_name );
act_info.c:     else if (!str_cmp(wch->pcdata->switchname, "Magus"))
act_info.c:	sprintf( nam, "#0%s%s    ", wch->pcdata->switchname,wch->pcdata->title);
act_info.c:     else if (!str_cmp(wch->pcdata->switchname, "Chino"))
act_info.c:	sprintf( nam, "#R%s%s  ", wch->pcdata->switchname,wch->pcdata->title);
act_info.c:     else if (!str_cmp(wch->pcdata->switchname, "Trent"))
act_info.c:	sprintf( nam, "#G%s%s  ", wch->pcdata->switchname,wch->pcdata->title);
act_info.c:     else if (!str_cmp(wch->pcdata->switchname, "Ember"))
act_info.c:	sprintf( nam, "#W%s%s  ", wch->pcdata->switchname,wch->pcdata->title);
act_info.c:     else if (!str_cmp(wch->pcdata->switchname, "Dekar"))
act_info.c:	sprintf( nam, "#P%s%s  ", wch->pcdata->switchname,wch->pcdata->title);
act_info.c:     else if (!str_cmp(wch->pcdata->switchname, "Ender"))
act_info.c:	sprintf( nam, "#C%s%s  ", wch->pcdata->switchname,wch->pcdata->title);
act_info.c:     else if (!str_cmp(wch->pcdata->switchname, "Kefka"))
act_info.c:	sprintf( nam, "#y%s%s  ", wch->pcdata->switchname,wch->pcdata->title);
act_info.c:	sprintf( nam, "%s%s", wch->pcdata->switchname,wch->pcdata->title);
act_info.c:	if ( wch->level > 6 )
act_info.c:	else if ( wch->level >= 3 && wch->level <= 6 )
act_info.c:          if ( wch->race > 85 )
act_info.c:		  else if ( wch->race >= 80 && wch->race <= 85 )
act_info.c:		  else if ( wch->race >= 41 && wch->race <= 44 )
act_info.c:          else if ( wch->race >= 36 && wch->race <= 40 )
act_info.c:          else if ( wch->race >= 34 && wch->race <= 36 )
act_info.c:          else if ( wch->race >= 31 && wch->race <= 33 )
act_info.c:          else if ( wch->race >= 28 && wch->race <= 30 )
act_info.c:          else if ( wch->race >= 25 && wch->race <= 27 )
act_info.c:          else if ( wch->race >= 22 && wch->race <= 24 )
act_info.c:          else if ( wch->race >= 19 && wch->race <= 21 )
act_info.c:          else if ( wch->race >= 16 && wch->race <= 18 )
act_info.c:          else if ( wch->race >= 13 && wch->race <= 15 )
act_info.c:          else if ( wch->race >= 10 && wch->race <= 12 )
act_info.c:          else if ( wch->race >= 7 && wch->race <= 9 )
act_info.c:          else if ( wch->race >= 4 && wch->race <= 6 )
act_info.c:          else if ( wch->race >= 1 && wch->race <= 3 )
act_info.c:          else if ( wch->race == 0 )
act_info.c:        else if ( wch->level < 3 )
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; portal = portal_next )
act_info.c:			REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_info.c:			SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_info.c:			SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_info.c:			REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_info.c:    show_list_to_char( ch->carrying, ch, TRUE, TRUE );
act_info.c:	    &&   victim->in_room->area == ch->in_room->area
act_info.c:	    &&   victim->in_room->area == ch->in_room->area
act_info.c:    diff = (ch->hit / ch->max_hit) * 100 / con_hp;
act_info.c:	diff = ch->damcap[0] - con_damcap;
act_info.c:	diff = (ch->gold + ch->pcdata->bank) - con_gold;
act_info.c:    free_string( ch->prefix );
act_info.c:    ch->prefix = str_dup( buf );
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:	sprintf(buf,"%s is no longer AFK!",ch->pcdata->switchname);
act_info.c:	REMOVE_BIT(ch->extra,EXTRA_AFK);
act_info.c:	else if (!IS_SET(ch->extra,EXTRA_AFK))
act_info.c:	sprintf(buf,"%s is now AFK!",ch->pcdata->switchname);
act_info.c:	SET_BIT(ch->extra,EXTRA_AFK);
act_info.c:        if (IS_SET(ch->extra, EXTRA_CODING))
act_info.c:	sprintf(buf,"#C%s is no longer #Lc#0o#Ld#0i#Ln#0g#C!#n",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:	sprintf(buf,"#C%s is now #Lc#0o#Ld#0i#Ln#0g#C!#n",ch->pcdata->switchname);
act_info.c:	SET_BIT(ch->extra,EXTRA_CODING);
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:    sprintf(hit_str, "%d", ch->hit);
act_info.c:    COL_SCALE(hit_str, ch, ch->hit, ch->max_hit);
act_info.c:    sprintf(mana_str, "%d", ch->mana);
act_info.c:    COL_SCALE(mana_str, ch, ch->mana, ch->max_mana);
act_info.c:    sprintf(move_str, "%d", ch->move);
act_info.c:    COL_SCALE(move_str, ch, ch->move, ch->max_move);
act_info.c:    sprintf(exp_str, "%d", ch->exp);
act_info.c:    COL_SCALE(exp_str, ch, ch->exp, 1000);
act_info.c:    sprintf(mhit_str, "%d", ch->max_hit);
act_info.c:    sprintf(mmana_str, "%d", ch->max_mana);
act_info.c:    sprintf(mmove_str, "%d", ch->max_move);
act_info.c:	vch_next	= vch->next;
act_info.c:	if ( vch->in_room == NULL ) continue;
act_info.c:	if ( vch->in_room != ch->in_room ) continue;
act_info.c:    	sprintf(hit_str, "%d", ch->hit);
act_info.c:    	COL_SCALE(hit_str, vch, ch->hit, ch->max_hit);
act_info.c:    	sprintf(mana_str, "%d", ch->mana);
act_info.c:    	COL_SCALE(mana_str, vch, ch->mana, ch->max_mana);
act_info.c:    	sprintf(move_str, "%d", ch->move);
act_info.c:    	COL_SCALE(move_str, vch, ch->move, ch->max_move);
act_info.c:    	sprintf(exp_str, "%d", ch->exp);
act_info.c:    	COL_SCALE(exp_str, vch, ch->exp, 1000);
act_info.c:    	sprintf(mhit_str, "%d", ch->max_hit);
act_info.c:    	sprintf(mmana_str, "%d", ch->max_mana);
act_info.c:    	sprintf(mmove_str, "%d", ch->max_move);
act_info.c:	    ch->morph,
act_info.c:	    IS_NPC(ch) ? capitalize(ch->short_descr) : ch->name,
act_info.c:	    if ( ch->level < skill_table[sn].skill_level )
act_info.c:skill_table[sn].name,ch->pcdata->learned[sn]);	
act_info.c:skill_table[sn].name,ch->pcdata->learned[sn]);	
act_info.c:skill_table[sn].name,ch->pcdata->learned[sn]);	
act_info.c:skill_table[sn].name,ch->pcdata->learned[sn]);	
act_info.c:skill_table[sn].name,ch->pcdata->learned[sn]);	
act_info.c:	sprintf( buf, "You have %d exp left.\n\r", ch->exp );
act_info.c:        if ( ch->level < skill_table[sn].skill_level) continue;
act_info.c:        if ( ch->pcdata->learned[sn] >= 100) continue;
act_info.c:      if (ch->exp < total * 5000)
act_info.c:	if ( ch->level < skill_table[sn].skill_level) continue;
act_info.c:	if ( ch->pcdata->learned[sn] == 100) continue;    
act_info.c:        ch->pcdata->learned[sn] = 100;
act_info.c:	ch->exp -= 5000;
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 &&
act_info.c:		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:	wimpy = ch->max_hit / 5;
act_info.c:    if ( wimpy > ch->max_hit * 0.35 )
act_info.c:    ch->wimpy	= wimpy;
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:    if (!IS_EXTRA(ch,EXTRA_NEWPASS)) SET_BIT(ch->extra,EXTRA_NEWPASS);
act_info.c:    if (ch->desc != NULL && ch->desc->connected == CON_PLAYING )
act_info.c:	if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) )
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_IMMTALK)
act_info.c:	send_to_char( !IS_SET(ch->deaf, CHANNEL_SKYBLADE)
act_info.c:	send_to_char( !IS_SET(ch->deaf, CHANNEL_DRUID)
act_info.c:	send_to_char( !IS_SET(ch->deaf, CHANNEL_MUSIC)
act_info.c:	send_to_char( !IS_SET(ch->deaf, CHANNEL_QUESTION)
act_info.c:	send_to_char( !IS_SET(ch->deaf, CHANNEL_SHOUT)
act_info.c:	send_to_char( !IS_SET(ch->deaf, CHANNEL_HOWL)
act_info.c:	    send_to_char( !IS_SET(ch->deaf, CHANNEL_LOG)
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:	    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_AUTOEXIT)
act_info.c:	send_to_char(  IS_SET(ch->act, PLR_AUTOLOOT)
act_info.c:	send_to_char(  IS_SET(ch->act, PLR_AUTOSAC)
act_info.c:	send_to_char(  IS_SET(ch->act, PLR_AUTOGOLD)
act_info.c:	send_to_char(  IS_SET(ch->act, PLR_BLANK)
act_info.c:	send_to_char(  IS_SET(ch->act, PLR_BRIEF)
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:	    SET_BIT    (ch->act, bit);
act_info.c:	    REMOVE_BIT (ch->act, bit);
act_info.c:    if (IS_SET(ch->act, PLR_ANSI)) do_config(ch,"-ansi");
act_info.c:    if (IS_SET(ch->act, PLR_AUTOEXIT)) do_config(ch,"-autoexit");
act_info.c:    if (IS_SET(ch->act, PLR_AUTOLOOT)) do_config(ch,"-autoloot");
act_info.c:    if (IS_SET(ch->act, PLR_AUTOSAC)) do_config(ch,"-autosac");
act_info.c:    if (IS_SET(ch->act, PLR_BLANK)) do_config(ch,"-blank");
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF)) do_config(ch,"-brief");
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF2)) do_config(ch,"-brief2");
act_info.c:    if (IS_SET(ch->act, PLR_BRIEF3)) 
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_move.c:	pArea = ch->in_room->area;
act_move.c:    if(IS_SET(ch->affected_by2,AFF_SEVERED))
act_move.c:    in_room = ch->in_room;
act_move.c:    if ( !IS_NPC(ch) && IS_SET(ch->tag_flags, TAG_FROZEN)
act_move.c:    &&   IS_SET(ch->tag_flags, TAG_PLAYING))
act_move.c:    &&   ch->master != NULL
act_move.c:    &&   in_room == ch->master->in_room )
act_move.c:/*    if (IS_NPC(ch) && (mount=ch->mount) != NULL && IS_SET(ch->mounted,IS_MOUNT))
act_move.c:	if ( IS_NPC( ch ) || ch->trust < MAX_LEVEL)
act_move.c:	    	for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
act_move.c:	if(ch->move <= 0)
act_move.c:	if (get_eq_char(ch, WEAR_MOUNT) == NULL && (ch->move < move || ch->move < 1))
act_move.c:	&& ch->power[DISC_DAEM_GELU] < 5 )
act_move.c:	&& 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:	&& 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:	if (get_eq_char(ch, WEAR_MOUNT) == NULL) 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 (form_data[ch->cur_form].move_word[0] != '\0')
act_move.c:	sprintf(leave, form_data[ch->cur_form].move_word);
act_move.c:    if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
act_move.c:        if ( ch->in_room == NULL || victim->in_room == NULL ) continue;
act_move.c:        if ( ch == victim || ch->in_room != victim->in_room) continue;
act_move.c:	&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) )
act_move.c:		sprintf(poly,"%s flies $T%s",ch->morph,mount2);
act_move.c://	    else if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING )
act_move.c://		sprintf(poly,"%s rides $T%s",ch->morph,mount2);
act_move.c:		  sprintf(poly,"%s rides $T on %s.",ch->morph,mount->short_descr);
act_move.c:                sprintf(poly,"%s %s $T%s",ch->morph,mount->hit_msg2,mount2);
act_move.c:                sprintf(poly,"%s %s $T%s%s",ch->morph,mount->hit_msg2,mount2,mount->hit_msg3);
act_move.c:		sprintf(poly,"%s %s $T%s",ch->morph,leave,mount2);
act_move.c:	&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) )
act_move.c:        if ( ch->in_room == NULL || victim->in_room == NULL ) continue;
act_move.c:        if ( ch == victim || ch->in_room != victim->in_room) continue;
act_move.c:	&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) && can_see(victim,ch))
act_move.c:		sprintf(poly,"%s flies in from %s%s",ch->morph,buf,mount2);
act_move.c:		sprintf(poly,"%s %s %s%s",ch->morph,mount->hit_msg1,buf,mount2);
act_move.c:		sprintf(poly,"%s %s %s%s%s",ch->morph,mount->hit_msg1,buf,mount2,mount->miss_msg1);	    
act_move.c:		sprintf(poly,"%s %s in from %s%s",ch->morph,leave,buf,mount2);
act_move.c:	&& ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) )
act_move.c:	fch_next = fch->next_in_room;
act_move.c:	/*if ( (mount = fch->mount) != NULL && mount == ch && 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:		if ((pMobIndex = get_mob_index( mvnum )) != NULL && number_percent() <= pMobIndex->ac && !IS_SET(ch->in_room->room_flags, ROOM_NO_MOB))
act_move.c:		char_to_room( pMob, ch->in_room );
act_move.c:obj = get_obj_list(ch,wall,ch->in_room->contents);
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_SOUTH );
act_move.c:obj = get_obj_list(ch,wall,ch->in_room->contents);
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_WEST );
act_move.c:obj = get_obj_list(ch,wall,ch->in_room->contents);
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_NORTH );
act_move.c:obj = get_obj_list(ch,wall,ch->in_room->contents);
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_EAST );
act_move.c:obj = get_obj_list(ch,wall,ch->in_room->contents);
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:obj = get_obj_list(ch,wall,ch->in_room->contents);
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:    obj = get_obj_list( ch, arg, ch->in_room->contents );
act_move.c:    location = ch->in_room;
act_move.c:	sprintf(poly,"%s steps into $p.",ch->morph);
act_move.c:	sprintf(poly,"%s steps out of $p.",ch->morph);
act_move.c:    for ( portal = ch->in_room->contents; portal != NULL; portal = portal_next )
act_move.c:		REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_move.c:		SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_move.c:    if ( ( mount = ch->mount ) == NULL ) return;
act_move.c:    char_to_room( mount, ch->in_room );
act_move.c:    location = ch->in_room;
act_move.c:	sprintf(poly,"%s steps into $p.",ch->morph);
act_move.c:	sprintf(poly,"%s steps out of $p.",ch->morph);
act_move.c:    for ( portal = ch->in_room->contents; portal != NULL; portal = portal_next )
act_move.c:		REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_move.c:		SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
act_move.c:    if ( ( mount = ch->mount ) == NULL ) return;
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:	    for ( rch = to_room->people; rch != NULL; 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:	    for ( rch = to_room->people; rch != NULL; 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:	if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level )
act_move.c:    if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_pick_lock] )
act_move.c:	pexit = ch->in_room->exit[door];
act_move.c:	ch->hit -= (ch->max_hit) * .5;
act_move.c:	sprintf(buf,"#R%s #0has been #rb#Rlown to bit#rs #0by a #cm#Cag#cic#Cal #Lr#Gu#yn#Re!#n",ch->pcdata->switchname);
act_move.c:	ch->hit = -100;
act_move.c:	if (ch->hit < 0) ch->hit = -50;
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:    switch ( ch->position )
act_move.c:	ch->position = POS_SITTING;
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_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:    REMOVE_BIT   ( ch->affected_by, AFF_INVISIBLE	);
act_move.c:    REMOVE_BIT   ( ch->affected_by, AFF_SNEAK		);
act_move.c:    if ( ch->position == POS_FIGHTING && number_percent() > 20)
act_move.c:    if ( ( location = get_room_index( ch->home ) ) == NULL )
act_move.c:	REMOVE_BIT(ch->affected_by, AFF_DARKNESS);
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 (ch->fight_timer > 0)
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 ) return;
act_move.c:    char_to_room( mount, ch->in_room );
act_move.c:    if (ch->fight_timer > 0)
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_SAFE) || IS_SET(ch->in_room->room_flags, 
act_move.c:    ch->home = ch->in_room->vnum;
act_move.c:    if ( ch->position >= POS_SLEEPING )
act_move.c:    if (ch->fight_timer > 0)
act_move.c:    if ( ch->in_room == location )
act_move.c:    ch->move = 0;
act_move.c:    ch->mana = 0;
act_move.c:    sprintf(buf,"%s has escaped defenceless from a fight.",ch->pcdata->switchname);
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:        if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
act_move.c:        REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
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:      if (ch->fight_timer > 0)
act_move.c:    if (ch->exp < 1000000)
act_move.c:    if (ch->max_hit < 2000)
act_move.c:    if (ch->max_mana < 2000)
act_move.c:    if (ch->max_move < 2000)
act_move.c:    ch->level = 2;
act_move.c:    ch->max_hit -= 1000;
act_move.c:    ch->max_move -= 1000;
act_move.c:    ch->max_mana -= 1000;
act_move.c:    ch->exp -= 1000000;
act_move.c:	if (ch->exp >= ch->practice * 500)
act_move.c:	ch->exp -= ch->practice * 500;
act_move.c:	ch->practice+=1;
act_move.c:  if (ch->max_hit > 300000)
act_move.c:        if (ch->exp >= ch->max_hit)
act_move.c:	ch->exp -= ch->max_hit;
act_move.c:	ch->max_hit+=1;
act_move.c:  if (ch->max_mana > 300000)
act_move.c:if (ch->exp >= ch->max_mana )
act_move.c:	ch->exp -= ch->max_mana;
act_move.c:	ch->max_mana+=1;
act_move.c:  if (ch->max_move > 300000)
act_move.c:if (ch->exp >= ch->max_move )
act_move.c:	ch->exp -= ch->max_move;
act_move.c:	ch->max_move+=1;
act_move.c:	sprintf( buf, "#CYou have #y%d #Cexperience points.#n\n\r", ch->exp );
act_move.c:    primal = (1+ch->practice)*500;
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 || ch->exp < 1000)
act_move.c:          if( ch->max_hit < 2000 || ch->exp < 1000)
act_move.c:          ch->level              = 3;
act_move.c:          ch->exp		-= 1000;
act_move.c:		  sprintf( buf, "#G%s #chas risen from the grave to kill again!#n",ch->pcdata->switchname );
act_move.c:		sprintf( buf, "#L%s #Chas fallen from the clouds with blade in hand!#n",ch->pcdata->switchname);
act_move.c:		  sprintf( buf, "#R%s #0begins chanting the spidery language of magik.#n",ch->pcdata->switchname );
act_move.c:		  sprintf( buf, "#R%s #yhas become an avatar!#n",ch->pcdata->switchname );
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_SLASH);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_STAB);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_SMASH);
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->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_MISC);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_CHARM);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_HEAT);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_COLD);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_LIGHTNING);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_ACID);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_SLEEP);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_DRAIN);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_VOODOO);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_HURL);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_BACKSTAB);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_KICK);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_DISARM);
act_move.c:	if (ch->exp < immcost)
act_move.c:	ch->exp = ch->exp - immcost;
act_move.c:	SET_BIT(ch->immune, IMM_STEAL);
act_move.c:	int summcost = ((ch->pcdata->stats[SUMM_RES] + 1) * 100000);
act_move.c:	if (ch->pcdata->stats[SUMM_RES] >= 10)
act_move.c:	if (ch->pcdata->stats[SOHDEMON_PTS] < summcost)
act_move.c:	ch->pcdata->stats[SUMM_RES] += 1;
act_move.c:	ch->pcdata->stats[SOHDEMON_PTS] -= summcost;
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 HitNeeded = 25000 - (ch->max_hit);
act_move.c:		ch->tier += 1;
act_move.c:		ch->tks = 0;
act_move.c:		sprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
act_move.c:			if ( ch->tier == 1)
act_move.c:		int TKsNeeded = 20 - (ch->tks);
act_move.c:		int HitNeeded = 50000 - (ch->max_hit);
act_move.c:		ch->tier += 1;
act_move.c:		ch->tks = 0;
act_move.c:		sprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
act_move.c:			if ( ch->tier == 2)
act_move.c:		int TKsNeeded = 30 - (ch->tks);
act_move.c:		int HitNeeded = 75000 - (ch->max_hit);
act_move.c:		ch->tier += 1;
act_move.c:		ch->tks = 0;
act_move.c:		sprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
act_move.c:			if ( ch->tier == 3)
act_move.c:		int TKsNeeded = 40 - (ch->tks);
act_move.c:		int HitNeeded = 100000 - (ch->max_hit);
act_move.c:		ch->tier += 1;
act_move.c:		ch->tks = 0;
act_move.c:		sprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
act_move.c:		if ( ch->tier == 4)
act_move.c:		int TKsNeeded = 50 - (ch->tks);
act_move.c:		int HitNeeded = 125000 - (ch->max_hit);
act_move.c:		ch->tier += 1;
act_move.c:		ch->tks = 0;
act_move.c:		sprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
act_move.c:		if ( ch->tier == 5)
act_move.c:		int TKsNeeded = 60 - (ch->tks);
act_move.c:		int HitNeeded = 150000 - (ch->max_hit);
act_move.c:		ch->tier += 1;
act_move.c:		ch->tks = 0;
act_move.c:		sprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
act_move.c:		if ( ch->tier == 6)
act_move.c:		int TKsNeeded = 70 - (ch->tks);
act_move.c:		int HitNeeded = 200000 - (ch->max_hit);
act_move.c:		ch->tier += 1;
act_move.c:		ch->tks = 0;
act_move.c:		sprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
act_move.c:		if ( ch->tier == 7)
act_move.c:		int TKsNeeded = 80 - (ch->tks);
act_move.c:		int HitNeeded = 225000 - (ch->max_hit);
act_move.c:		ch->tier += 1;
act_move.c:		ch->tks = 0;
act_move.c:		sprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
act_move.c:		if ( ch->tier == 8)
act_move.c:		int TKsNeeded = 90 - (ch->tks);
act_move.c:		int HitNeeded = 275000 - (ch->max_hit);
act_move.c:		ch->tier += 1;
act_move.c:		ch->tks = 0;
act_move.c:		sprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
act_move.c:		if ( ch->tier == 9)
act_move.c:		int TKsNeeded = 100 - (ch->tks);
act_move.c:		int HitNeeded = 300000 - (ch->max_hit);
act_move.c:		ch->tier += 1;
act_move.c:		ch->tks = 0;
act_move.c:		sprintf(buf,"#R%s #Chas just become a more #r-#R=P#yOW#7ER#yFU#RL=#r- #cG#Cod!!#n\n\r",ch->name );
act_move.c:	if ( ch->pcdata->perm_str < max_stat ) send_to_char( " #rS#Rtr#n", ch );
act_move.c:	if ( ch->pcdata->perm_int < max_stat ) send_to_char( " #cI#Cnt#n", ch );
act_move.c:	if ( ch->pcdata->perm_wis < max_stat ) send_to_char( " #lW#Lis#n", ch );
act_move.c:	if ( ch->pcdata->perm_dex < max_stat ) send_to_char( " #gD#Gex#n", ch );
act_move.c: 	if ( ch->pcdata->perm_dex >= max_stat && ch->class == 16 
act_move.c:	  && ch->pcdata->perm_dex < 35) send_to_char( " #gD#Gex#n", ch );
act_move.c:	if ( ch->pcdata->perm_con < max_stat ) send_to_char( " #oC#yon#n", ch );
act_move.c:        if ( ch->pcdata->perm_str < max_stat || ch->pcdata->perm_int < max_stat 
act_move.c:          || ch->pcdata->perm_wis < max_stat || ch->pcdata->perm_dex < max_stat ||
act_move.c:	  ( ch->class == 16 && ch->pcdata->perm_dex < 35) ||
act_move.c:          ch->pcdata->perm_con < max_stat) send_to_char( " #c1000000 xp each#n", ch );
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 ) && ch->class != 16 )
act_move.c:	else if (ch->class == 16)
act_move.c:	  if ((ch->pcdata->perm_str >= max_stat && ch->pcdata->perm_wis >= max_stat &&
act_move.c:		ch->pcdata->perm_int >= max_stat && ch->pcdata->perm_dex >= 35 &&
act_move.c:		ch->pcdata->perm_con >= max_stat))
act_move.c:	if ( ch->tier == 0)
act_move.c:		int TKsNeeded = 10 - (ch->tks);
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 >= 3)
act_move.c:	if ( ch->level == 2 && ch->max_hit > 1999)
act_move.c:        if ( ch->max_hit      < (300000) )
act_move.c:	   sprintf( buf, "#cH#Cp               #c- #y%d #cexp per point.#n\n\r",(ch->max_hit));
act_move.c:	if ( ch->max_mana      < (300000) )
act_move.c:	   sprintf( buf, "#cM#Cana             #c- #y%d #cexp per point.#n\n\r",(ch->max_mana));
act_move.c:	if ( ch->max_move      < (300000) )
act_move.c:	   sprintf( buf, "#cM#Cove             #c- #y%d #cexp per point.#n\n\r",(ch->max_move));
act_move.c:	if ( ch->practice        < 999 )
act_move.c:	   sprintf( buf, "#0P#Rr#0i#Rm#0a#Rl           #c- #y%d #cexp per point of primal energy.#n\n\r", (1+ch->practice)*500 );
act_move.c:	if (IS_CLASS(ch, CLASS_SOHDEMON) && (ch->pcdata->stats[SUMM_RES] < 10) )
act_move.c:	int ResCost = ((ch->pcdata->stats[SUMM_RES] + 1) * 100000);
act_move.c:if (cost > ch->practice)
act_move.c:ch->practice-=cost;
act_move.c:ch->exp+=cost;
act_move.c:else     if ( cost > ch->exp )
act_move.c:    ch->exp -= cost;
act_move.c:    if ( ch->mounted > 0 )
act_move.c:    if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
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;send_to_char("You stop riding the air.\n\r",ch);return;}
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:    sprintf(buf,"%s has been tied up by %s.",victim->name,ch->name);
act_move.c:    if (ch->generation > victim->generation)
act_move.c:	ch->generation += 1;
act_move.c:		if (ch->generation > 5) ch->generation = 5;
act_move.c:	ch->genexp = 0;
act_move.c:	sprintf(buf,"#r%s's #Rhead has been blown away by #y%s's #lp#Lsionic #lb#Llast!#n",victim->name,ch->name);
act_move.c:	sprintf(buf,"#y%s #Lhas gained a level!#n",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:    if (check_track(ch,0)) {found = TRUE;direction = ch->in_room->track_dir[0];}
act_move.c:    else if (check_track(ch,1)) {found = TRUE;direction = ch->in_room->track_dir[1];}
act_move.c:    else if (check_track(ch,2)) {found = TRUE;direction = ch->in_room->track_dir[2];}
act_move.c:    else if (check_track(ch,3)) {found = TRUE;direction = ch->in_room->track_dir[3];}
act_move.c:    else if (check_track(ch,4)) {found = TRUE;direction = ch->in_room->track_dir[4];}
act_move.c:    else if ( ( victim = get_char_room( ch, 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) return;
act_move.c:    if ( ( victim = get_char_room( ch, ch->hunting ) ) != NULL ) return;
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 (ch->in_room->track[loop] != NULL && !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 && 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 && 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 && 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 && 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 && 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:    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) return FALSE;
act_move.c:    if (!str_cmp(ch->in_room->track[direction],ch->name)) return FALSE;
act_move.c:    if (strlen(ch->hunting) > 1 && str_cmp(ch->in_room->track[direction],ch->hunting)) return FALSE;
act_move.c:    door = ch->in_room->track_dir[direction];
act_move.c:    sprintf(buf,"You sense the trail of %s leading $T from here.",ch->in_room->track[direction]);
act_move.c:		if (ch->in_room->vnum == 42765)
act_move.c:		if (ch->in_room->vnum == 43512)
act_obj.c:	str_cmp(obj->questowner,ch->pcdata->switchname) || obj->item_type == ITEM_PAGE)
act_obj.c:    	chroom = ch->in_room;
act_obj.c:	    str_cmp( ch->pcdata->switchname, obj->questowner ) || obj->item_type == ITEM_PAGE)
act_obj.c:	    chroom = ch->in_room;
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->gold += obj->value[0];
act_obj.c:        if (IS_SET(ch->newbits,NEWBIE_PACK))
act_obj.c:        else if (ch->level >= 4)
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->trust = 0;
act_obj.c:	if (!IS_SET(ch->newbits, NEWBIE_PACK))	SET_BIT(ch->newbits,NEWBIE_PACK);
act_obj.c:			amount = ch->in_room->room_gold;
act_obj.c:			ch->gold += amount;
act_obj.c:			ch->in_room->room_gold = 0;
act_obj.c:			ch->gold += amount;
act_obj.c:			ch->in_room->room_gold = 0;
act_obj.c:	    obj = get_obj_list( ch, arg1, ch->in_room->contents );
act_obj.c:	  if (str_cmp(ch->name, obj->questowner) && str_cmp("", obj->questowner))
act_obj.c:	    for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
act_obj.c:		  if (str_cmp(ch->name, obj->questowner))
act_obj.c:		if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
act_obj.c:	for ( obj = ch->carrying; obj != NULL; obj = obj_next )
act_obj.c:	if ( ch->gold < amount )
act_obj.c:	ch->gold -= amount;
act_obj.c:	for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
act_obj.c:	obj_to_room( create_money( ch, amount ), ch->in_room );
act_obj.c:	ch->in_room->room_gold += amount;
act_obj.c:	if (!IS_NPC(ch) && ch->in_room->vnum > 0 && amount > 0)
act_obj.c:sprintf(log_buf,"%s has dropped %d coins at room number %d",ch->name,amount,ch->in_room->vnum);
act_obj.c:	obj_to_room( obj, ch->in_room );
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 ( ch->gold < amount )
act_obj.c:	ch->gold     -= amount;
act_obj.c:    for ( fountain = ch->in_room->contents; fountain != NULL;
act_obj.c:	for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
act_obj.c:    if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
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_DRUNK]  > 10 )
act_obj.c:		ch->pcdata->condition[COND_FULL]   > 50 )
act_obj.c:		ch->pcdata->condition[COND_THIRST] > 50 )
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:	    if ( condition == 0 && 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:	if ( !IS_NPC(ch) ) ch->pcdata->quest += obj->value[0];
act_obj.c:	    condition = ch->pcdata->condition[COND_FULL];
act_obj.c:	    if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 )
act_obj.c:	    else if ( ch->pcdata->condition[COND_FULL] > 50 )
act_obj.c:	ch->max_hit += number_range(100,500);
act_obj.c:	ch->pcdata->hatch = 0;
act_obj.c:		if (!IS_NPC(ch)) do_skill(ch, ch->name);
act_obj.c:	if (!IS_NPC(ch)) do_skill(ch, ch->name);
act_obj.c:	    ch->pcdata->hatch = obj->pIndexData->vnum;
act_obj.c:     if (form_data[ch->cur_form].can_wear == FALSE && ch->cur_form != 0)
act_obj.c:	for ( obj = ch->carrying; obj != NULL; obj = obj_next )
act_obj.c:        if (!form_data[ch->cur_form].can_wear && ch->cur_form != 0)
act_obj.c:	for ( obj = ch->carrying; obj != NULL; obj = obj_next )
act_obj.c:	if ( (obj = ch->in_room->contents) == NULL)
act_obj.c:      for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next)
act_obj.c:	(obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name, obj->questowner)))
act_obj.c:     // ch->exp += expgain;
act_obj.c:    obj = get_obj_list( ch, arg, ch->in_room->contents );
act_obj.c:	( obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name,obj->questowner)))
act_obj.c:    ch->exp += expgain;
act_obj.c:	ch->pcdata->quest += obj->points;
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 ( arg[0] == '\0' && ch->fighting == NULL )
act_obj.c:	if ( ch->fighting != NULL )
act_obj.c:	    victim = ch->fighting;
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:	sprintf( buf, "%s is a bloody thief!", ch->name );
act_obj.c:	ch->gold     += 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:    for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_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) return;
act_obj.c:    	char_to_room( mount, ch->in_room );
act_obj.c:            ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) )
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:		if ( (mount = ch->mount) == NULL) return;
act_obj.c:    	char_to_room( mount, ch->in_room );
act_obj.c:	obj2 = create_object(get_obj_index(obj->specpower), ch->level);
act_obj.c:	else                           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) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) )
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:    	if ( (mount = ch->mount) == NULL) return;
act_obj.c:    	char_to_room( mount, ch->in_room );
act_obj.c:            ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) )
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:    	if ( (mount = ch->mount) == NULL) return;
act_obj.c:    	char_to_room( mount, ch->in_room );
act_obj.c:	obj2 = create_object(get_obj_index(obj->specpower), ch->level);
act_obj.c:	else                           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) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) && 
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:    	if ( (mount = ch->mount) == NULL) return;
act_obj.c:    	char_to_room( mount, ch->in_room );
act_obj.c:            ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) )
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:    	if ( (mount = ch->mount) == NULL) return;
act_obj.c:    	char_to_room( mount, ch->in_room );
act_obj.c:	obj2 = create_object(get_obj_index(obj->specpower), ch->level);
act_obj.c:	else                           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:	if (!str_cmp(arg1,"lever") && ch->in_room->vnum == 42463)
act_obj.c:	obj->specpower = ch->in_room->vnum;
act_obj.c:            (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))  &&
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:    	if ( (mount = ch->mount) == NULL) return;
act_obj.c:    	char_to_room( mount, ch->in_room );
act_obj.c:            (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))  &&
act_obj.c:            ch->position = POS_STUNNED;
act_obj.c:    	if ( (mount = ch->mount) == NULL) return;
act_obj.c:    	char_to_room( mount, ch->in_room );
act_obj.c:	obj2 = create_object(get_obj_index(obj->specpower), ch->level);
act_obj.c:	else                           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) && !wolf_ok)
act_obj.c:	if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok )
act_obj.c:      if (!IS_SET(ch->newbits, THIRD_HAND)) return FALSE;
act_obj.c:	if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok )
act_obj.c:      if (!IS_SET(ch->newbits, FOURTH_HAND)) return FALSE;
act_obj.c:	if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok )
act_obj.c:    if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN))
act_wiz.c:   ch->count = count;
act_wiz.c:    	sprintf(buf, "%s's form blurs and shifts to resemble %s.",	ch->name,argument);
act_wiz.c:	REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act_wiz.c:	REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);
act_wiz.c:    	free_string( ch->morph );
act_wiz.c:    	ch->morph = str_dup( "" );
act_wiz.c:	set_pc_name(ch, ch->pcdata->switchname);
act_wiz.c:    sprintf(buf, "%s's form blurs and shifts to resemble %s.",	ch->name,argument);
act_wiz.c:    	free_string( ch->morph );
act_wiz.c:    	ch->morph = str_dup( argument );
act_wiz.c:    SET_BIT(ch->affected_by, AFF_POLYMORPH);
act_wiz.c:    SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED);    
act_wiz.c:   SET_BIT(ch->newbits, THIRD_HAND);
act_wiz.c:   SET_BIT(ch->newbits, FOURTH_HAND);
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:/*    if (IS_NPC(ch) || !IS_SET(ch->act, PLR_WATCHER)
act_wiz.c:	|| (ch->level > 6)
act_wiz.c:	|| (ch->level < 2)
act_wiz.c:	|| (ch->trust > 0) )
act_wiz.c:    sprintf(buf,"%s: Deny %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Disconnect %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    if (!IS_NPC(ch) && IS_IMMORTAL(ch) && IS_SET(ch->act,PLR_WIZINVIS))
act_wiz.c:	    !IS_SET(ch->deaf,CHANNEL_LOG) )
act_wiz.c:    sprintf(buf,"%s: Echo %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Recho %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:	&&   d->character->in_room == ch->in_room )
act_wiz.c:    sprintf(buf,"%s: Transfer %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:	location = ch->in_room;
act_wiz.c:    sprintf(buf,"%s: At %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
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:    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:    sprintf( buf, "\033[1;24r\033[2JReboot by %s.", ch->name );
act_wiz.c:    sprintf( buf, "Shutdown by %s.", ch->name );
act_wiz.c:    sprintf(buf,"%s: Snoop %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:	    if ( d->snoop_by == ch->desc )
act_wiz.c:    if ( get_trust( victim ) >= get_trust( ch ) && str_cmp(ch->name, 
act_wiz.c:"Chino") && str_cmp(ch->name, "Trent") && str_cmp(ch->name, "Ender") )
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:    sprintf(buf,"%s: Oswitch %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    if ( (mount = ch->mount) != NULL) do_dismount(ch,"");
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:    sprintf(buf,"%s: Oreturn",ch->name);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    if ( ( obj = ch->pcdata->chobj ) != NULL ) obj->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:    if (IS_HEAD(ch,LOST_HEAD)) 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:    sprintf(buf,"%s: Switch %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
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:    sprintf(buf,"%s: Return %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    if ( ch->desc == NULL )
act_wiz.c:    if ( ch->desc->original == NULL )
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:    sprintf(buf,"%s: Mload %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH && ch->trust > 3) do_watching(ch,buf);
act_wiz.c:    char_to_room( victim, ch->in_room );
act_wiz.c:    if ( IS_NPC(ch) || ch->desc == NULL || ch->in_room == NULL ) return;
act_wiz.c:    sprintf(buf,"%s: Pload %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH && ch->trust > 3) do_watching(ch,buf);
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) {send_to_char("Huh?\n\r",ch);return;}
act_wiz.c:    sprintf(arg,ch->pload);
act_wiz.c:    if (!str_cmp(ch->name,arg)) {send_to_char("Huh?\n\r",ch);return;}
act_wiz.c:    d = ch->desc;
act_wiz.c:    sprintf(buf,"You transform back into %s.\n\r",capitalize(ch->pload));
act_wiz.c:    sprintf(buf,"$n transforms back into %s.",capitalize(ch->pload));
act_wiz.c:    if (ch != NULL && ch->desc != NULL)
act_wiz.c:    if (ch->desc) 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:    sprintf(buf,"%s: Oload %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH && ch->trust > 3) do_watching(ch,buf);
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; victim = vnext )
act_wiz.c:	for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
act_wiz.c:    sprintf(buf,"%s: Trust %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Restore %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Freeze %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Log %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Noemote %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Notell %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Undeny %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
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:    sprintf(buf,"%s: Silence %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Peace %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
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:    sprintf(buf2,"%s: Ban %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Allow %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Wizlock %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Wizlock %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Sset %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    sprintf(buf,"%s: Mset %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:	if( ch->level < MAX_LEVEL || ch->trust < MAX_LEVEL)
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:    sprintf(buf,"%s: Oset %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:    if (!IS_JUDGE(ch) && (obj->questmaker == NULL || 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:	if (!IS_JUDGE(ch) && (obj->questmaker == NULL || 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:    sprintf(buf,"%s: Rset %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:		wch->pcdata->switchname,
act_wiz.c:		wch->level,
act_wiz.c:		wch->trust,
act_wiz.c:		wch->class,
act_wiz.c:		wch->generation,
act_wiz.c:		wch->max_hit,
act_wiz.c:		wch->max_mana,
act_wiz.c:		wch->max_move,
act_wiz.c:		wch->pcdata->quest,
act_wiz.c:		wch->race,
act_wiz.c:		wch->gold,
act_wiz.c:		wch->pcdata->bank
act_wiz.c:    sprintf(buf,"%s: Force %s",ch->name,argument);
act_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
act_wiz.c:	    vch_next = vch->next;
act_wiz.c:	vch_next = vch->next;
act_wiz.c:    if ( IS_SET(ch->act, PLR_WIZINVIS) )
act_wiz.c:	REMOVE_BIT(ch->act, PLR_WIZINVIS);
act_wiz.c:	SET_BIT(ch->act, PLR_WIZINVIS);
act_wiz.c:    if ( IS_SET(ch->act, PLR_INCOG) )
act_wiz.c:	REMOVE_BIT(ch->act, PLR_INCOG);
act_wiz.c:	SET_BIT(ch->act, PLR_INCOG);
act_wiz.c:	if (IS_CLASS(ch,CLASS_KNIGHT) && ch->wpn[3] < 50)
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_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name,obj->questmaker) || strlen(obj->questmaker) < 2))
act_wiz.c:    if (ch->power[DISC_DAEM_DISC] < 2)
act_wiz.c:	if ( ch->poweraction != NULL) {
act_wiz.c:	    sprintf(buf,"Current action: %s.\n\r",ch->poweraction);
act_wiz.c:	if ( ch->powertype != NULL) {
act_wiz.c:	    sprintf(buf,"Current message: %s.\n\r",ch->powertype);
act_wiz.c:	if (IS_SET(ch->spectype,EYE_SPELL)) send_to_char(" Spell",ch);
act_wiz.c:	if (IS_SET(ch->spectype,EYE_SELFACTION)) send_to_char(" Self",ch);
act_wiz.c:	if (IS_SET(ch->spectype,EYE_ACTION)) send_to_char(" Other",ch);
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)) send_to_char(" None",ch);
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:	if ( !str_cmp( arg2, "spell" ) && IS_SET(ch->spectype,EYE_SPELL))
act_wiz.c:	    REMOVE_BIT(ch->spectype,EYE_SPELL);
act_wiz.c:	else if ( !str_cmp( arg2, "spell" ) && !IS_SET(ch->spectype,EYE_SPELL))
act_wiz.c:	    SET_BIT(ch->spectype,EYE_SPELL);
act_wiz.c:	else if ( !str_cmp( arg2, "self" ) && IS_SET(ch->spectype,EYE_SELFACTION))
act_wiz.c:	    REMOVE_BIT(ch->spectype,EYE_SELFACTION);
act_wiz.c:	else if ( !str_cmp( arg2, "self" ) && !IS_SET(ch->spectype,EYE_SELFACTION))
act_wiz.c:	    SET_BIT(ch->spectype,EYE_SELFACTION);
act_wiz.c:	else if ( !str_cmp( arg2, "other" ) && IS_SET(ch->spectype,EYE_ACTION))
act_wiz.c:	    REMOVE_BIT(ch->spectype,EYE_ACTION);
act_wiz.c:	else if ( !str_cmp( arg2, "other" ) && !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:	    sprintf(buf,"Current action: %s.\n\r",ch->poweraction);
act_wiz.c:	if ( ch->powertype != NULL) {
act_wiz.c:	    sprintf(buf,"Current message: %s.\n\r",ch->powertype);
act_wiz.c:	if (IS_SET(ch->spectype,EYE_SPELL)) send_to_char(" Spell",ch);
act_wiz.c:	if (IS_SET(ch->spectype,EYE_SELFACTION)) send_to_char(" Self",ch);
act_wiz.c:	if (IS_SET(ch->spectype,EYE_ACTION)) send_to_char(" Other",ch);
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)) send_to_char(" None",ch);
act_wiz.c:	    strlen(obj->questowner) < 2 || str_cmp( ch->pcdata->switchname, obj->questowner ))
act_wiz.c:    if ( ch->exp < 500 ) {send_to_char("It costs 500 exp to claim ownership of an item.\n\r",ch); return;}
act_wiz.c:	if (!str_cmp(ch->pcdata->switchname,obj->questowner))
act_wiz.c:    ch->exp -= 500;
act_wiz.c:    obj->questowner = str_dup(ch->pcdata->switchname);
act_wiz.c:    if ( ch->exp < 500 ) {send_to_char("It costs 500 exp to make a gift of an item.\n\r",ch); return;}
act_wiz.c:    if (str_cmp(ch->pcdata->switchname,obj->questowner))
act_wiz.c:    if (IS_SET(obj->quest, QUEST_RELIC) && ch->level < 7)
act_wiz.c:    ch->exp -= 500;
act_wiz.c:    obj->questmaker = str_dup(ch->name);
act_wiz.c:    if ( IS_NPC(ch) || (ch->pcdata->quest < 1 && !IS_JUDGE(ch)) )
act_wiz.c:	else if ( value > ch->pcdata->quest && !IS_JUDGE(ch) )
act_wiz.c:	    sprintf(buf,"You only have %d quest points left to put into tokens.\n\r",ch->pcdata->quest);
act_wiz.c:    ch->pcdata->quest -= value;
act_wiz.c:    if (ch->pcdata->quest < 0) ch->pcdata->quest = 0;
act_wiz.c:    obj->questmaker = str_dup(ch->name);
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)) REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act_wiz.c:    if (IS_SET(ch->affected_by, AFF_ETHEREAL)) REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
act_wiz.c:    if (IS_EXTRA(ch,EXTRA_DRAGON)) REMOVE_BIT(ch->extra, EXTRA_DRAGON);
act_wiz.c:	if (IS_SET(ch->newbits, NEW_UNHOLYMIGHT))
act_wiz.c:	REMOVE_BIT(ch->newbits, NEW_UNHOLYMIGHT);
act_wiz.c:	ch->hitroll -= 150;
act_wiz.c:	ch->damroll -= 150;
act_wiz.c:	ch->armor += 200;
act_wiz.c:	REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
act_wiz.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act_wiz.c:	ch->hitroll -= 150;
act_wiz.c:	ch->damroll -= 150;
act_wiz.c:    free_string( ch->morph );
act_wiz.c:    ch->morph = str_dup( "" );	
act_wiz.c:	REMOVE_BIT(ch->polyaff, POLY_NIGHTSTALKER);
act_wiz.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act_wiz.c:	ch->hitroll -= 500;
act_wiz.c:	ch->damroll -= 500;
act_wiz.c:	ch->armor += 250;
act_wiz.c:    free_string( ch->morph );
act_wiz.c:    ch->morph = str_dup( "" );	
act_wiz.c:	  if (IS_SET(ch->newbits2, NEW2_HOLYBLESS))
act_wiz.c:		REMOVE_BIT(ch->newbits2, NEW2_HOLYBLESS);
act_wiz.c:		ch->hitroll -= 250;
act_wiz.c:		ch->damroll -= 250;
act_wiz.c:		ch->armor += 250;
act_wiz.c:      if (IS_SET(ch->newbits2,NEW2_UNHOLYBLESS))
act_wiz.c:        ch->hitroll -= 100;
act_wiz.c:        ch->damroll -= 100;
act_wiz.c:        ch->armor   += 100;
act_wiz.c:        REMOVE_BIT(ch->newbits2,NEW2_UNHOLYBLESS);
act_wiz.c:      if (IS_SET(ch->newbits2,NEW2_LLOTHBLESS))
act_wiz.c:        ch->hitroll -= 200;
act_wiz.c:        ch->damroll -= 200;
act_wiz.c:        ch->armor   += 100;
act_wiz.c:        REMOVE_BIT(ch->newbits2,NEW2_LLOTHBLESS);
act_wiz.c:	if ( IS_SET(ch->newbits2, NEW2_MOONGLOW) )
act_wiz.c:	  REMOVE_BIT(ch->newbits2, NEW2_MOONGLOW);
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:	REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
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:	REMOVE_BIT(ch->polyaff, POLY_LIZARDFORM);
act_wiz.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
act_wiz.c:	ch->hitroll -= 300;
act_wiz.c:	ch->damroll -= 300;
act_wiz.c:	ch->armor += 250;
act_wiz.c:    free_string( ch->morph );
act_wiz.c:    ch->morph = str_dup( "" );	
act_wiz.c:	if (!TIME_UP(ch,TIMER_SWORDSPIRIT) || IS_SET(ch->newbits2, NEW2_SWORDSPIRIT))
act_wiz.c:	REMOVE_BIT(ch->newbits2, NEW2_SWORDSPIRIT);
act_wiz.c:		ch->hitroll -= 250;
act_wiz.c:		ch->damroll -= 250;
act_wiz.c:		ch->armor += 200;
act_wiz.c:		ch->max_hit -= 2500;
act_wiz.c:		ch->max_mana -= 2500;
act_wiz.c:		ch->max_move -= 2500;
act_wiz.c:	if (!TIME_UP(ch,TIMER_BADMOON) || IS_SET(ch->newbits2, NEW2_BADMOON))
act_wiz.c:	REMOVE_BIT(ch->newbits2, NEW2_BADMOON);
act_wiz.c:	ch->damroll -= 100;
act_wiz.c:	ch->hitroll -= 100;
act_wiz.c:	ch->armor += 100;
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->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:    ch->pcdata->followers = 0;
act_wiz.c:    if (IS_SET(ch->newbits, NEW_DFORM)) REMOVE_BIT(ch->newbits, NEW_DFORM);
act_wiz.c:    if (IS_POLYAFF(ch, POLY_ZULOFORM)) REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
act_wiz.c:    if (IS_SET(ch->newbits, NEW_CUBEFORM)) REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
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) || strlen(obj->questmaker) < 2))
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:    else 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) return;
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:   in_room = ch->in_room;
act_wiz.c:	  if(in_room == ch->in_room)
act_wiz.c:	  if(in_room == ch->in_room)
act_wiz.c:	  if(in_room == ch->in_room)
act_wiz.c:	  if(in_room == ch->in_room)
act_wiz.c:      if(ch->fighting != NULL)
act_wiz.c:         if(ch->position == POS_FIGHTING)
act_wiz.c:            ch->position = POS_STANDING;
act_wiz.c:	  if(in_room == ch->in_room)
act_wiz.c:	force = URANGE(0, ch->pcdata->perm_str / 2, 10 );
act_wiz.c:    for ( wch = char_list; wch != NULL; wch = wch->next )
act_wiz.c:	sprintf( buf, "Name: %s.\n\r",wch->name);
act_wiz.c:    if (  ( ch->pcdata->pwd != '\0' )
act_wiz.c:			fprintf (fp, "%d %s %s\n", d->descriptor, och->name, d->host);
act_wiz.c:			if (och->level == 1)
act_wiz.c:				och->level++; /* Advance_level doesn't do that */
act_wiz.c:        sprintf( buf, "%s has changed the paradoxlimit to %d\n\r", ch->name, doxlimit );
act_wiz.c:        sprintf( buf, "%s has declared double exp for everyone \n\r", ch->name );
act_wiz.c:        sprintf(buf, "%s has removed double experience!\n\r", ch->name );
act_wiz.c:        sprintf( buf, "%s has declared double gold for everyone \n\r", ch->name );
act_wiz.c:        sprintf(buf, "%s has removed double gold!\n\r", ch->name );
arena.c: if(IS_SET(ch->act,PLR_CHALLENGED))
arena.c: if(ch->hit < ch->max_hit)
arena.c: ch->challenged = victim;
arena.c: SET_BIT(ch->act,PLR_CHALLENGER);
arena.c:         ch->name, victim->name);
arena.c: sprintf(buf,"type: AGREE %s to meet the challenge.\n\r",ch->name);
arena.c: sprintf(buf,"type: DECLINE %s to chicken out.\n\r",ch->name); 
arena.c: if( !IS_SET(ch->act,PLR_CHALLENGED) )
arena.c: if(!IS_SET(victim->act,PLR_CHALLENGER) || victim != ch->challenger )
arena.c:lvl1 = ch->hit;
arena.c: ch->name,ch->pcdata->awins,ch->pcdata->alosses, odd2 ); 
arena.c: if( !IS_SET(ch->act,PLR_CHALLENGED) )
arena.c: if(!IS_SET(victim->act,PLR_CHALLENGER) || victim != ch->challenger )
arena.c:ch->challenger = NULL;
arena.c:REMOVE_BIT(ch->act,PLR_CHALLENGED);
arena.c:        ch->name, victim->name);
arena.c: if(ch->gladiator != NULL)
arena.c: if(IS_SET(ch->act,PLR_CHALLENGER) || IS_SET(ch->act,PLR_CHALLENGED))
arena.c: if(wager > ch->exp)
arena.c:ch->gladiator = fighter;
arena.c:ch->pcdata->plr_wager = wager;
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->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 (ch->pcdata->board == NULL) {
board.c:	if (get_trust(ch) < ch->pcdata->board->write_level)
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 = str_dup (ch->pcdata->switchname);
board.c:		ch->pcdata->in_progress->date = str_dup (strtime);
board.c:	               ch->pcdata->in_progress->text ? "continuing" : "posting",
board.c:	               ch->pcdata->board->short_name);
board.c:	sprintf (buf, BOLD YELLOW "From" NO_COLOR ":    %s\n\r\n\r", 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:	time_t *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:	if (ch->pcdata->board == NULL) {
board.c:	if (ch->pcdata->board->note_first == NULL) {
board.c:		for (p = ch->pcdata->board->note_first; p ; p = p->next, count++)
board.c:			sprintf (buf, "Changed to next board, %s.\n\r", 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) && 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)] = p->date_stamp;
board.c:		if (ch->pcdata->board != NULL) {
board.c:		sprintf (buf, "\n\rYou current board is " BOLD "%s" NO_COLOR ".\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:	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 = str_dup (ch->pcdata->board->names);
board.c:				sprintf (buf, "Assumed default recipient: " BOLD "%s" 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, 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:				         BOLD YELLOW "To" NO_COLOR ":      ", 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:				current_time + ch->pcdata->board->purge_days * 24L * 3600L;				
board.c:			sprintf (buf, "This note will expire %s\r",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)
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:				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;
build.c:    if ( (d = ch->desc) == NULL )
build.c:   if ( ch->substate <= SUB_PAUSE )
build.c:      sprintf(buf,"Edit_buffer: illegal ch->substate (%d)", 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->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", 0 );
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->spare_ptr = NULL;
build.c:    ch->substate  = SUB_NONE;
build.c:    if ( !ch->desc )
build.c:    ch->desc->connected = CON_PLAYING;
build.c:    if ( !ch->desc )
build.c:    switch( ch->substate )
build.c:	  if ( (pHelp = ch->dest_buf) == NULL )
build.c:		bug( "hedit: sub_help_edit: NULL ch->dest_buf", 0 );
build.c:    ch->substate = SUB_HELP_EDIT;
build.c:    ch->dest_buf = pHelp;
chrono.c:  for (gch = char_list; gch; gch = gch->next)
chrono.c:    if (strlen(gch->lasthost) > 2)
chrono.c:      if (gch->desc)
chrono.c:        if (!str_cmp(gch->desc->host, ch->desc->host))
chrono.c:	  if (str_cmp(ch->name, "Chino") && str_cmp(gch->name, "Chino") && 
chrono.c:str_cmp(ch->name, "Trent") && str_cmp(gch->name, "Trent"))
chrono.c:	  sprintf(buf, "%s has connected from the same IP as %s", ch->name, gch->name);
chrono.c:      else if (!str_cmp(gch->lasthost, ch->desc->host))
chrono.c:         if (str_cmp(ch->name, "Chino") && str_cmp(gch->name, "Chino") &&
chrono.c:str_cmp(ch->name, "Trent") && str_cmp(gch->name, "Trent"))
chrono.c:	sprintf(buf, "%s has connected from the same IP as %s", ch->name, gch->name);
chrono.c:  if (ch->pcdata->revision == CURRENT_REVISION) return;
chrono.c:  switch(ch->pcdata->revision)
chrono.c:    ch->pcdata->revision++;
chrono.c:    case 1: if (IS_SET(ch->tag_flags, PLR_GANGBANGER)) REMOVE_BIT(ch->tag_flags, PLR_GANGBANGER);ch->pcdata->revision++;
chrono.c:  range = ch->tier + 5;
chrono.c:  if (victim->race == 0 && ch->race > 0) return FALSE;
chrono.c:  if (victim->tier >= ch->tier && ch->tier >= 1) return TRUE;
chrono.c:  if (victim->race + range < ch->race)
chrono.c:  if (victim->race <= range - 5 && ch->race > ch->tier)
chrono.c:  return ch->tier + 5;
chrono.c:  if (ch->race < ch->tier)
chrono.c:  if (!IS_IMMORTAL(ch) && IS_SET(ch->in_room->room_flags, ROOM_CASINO))
chrono.c:  if (ch->gold < amount1)
chrono.c:  ch->gold -= amount1;
chrono.c:  ch->gold += amount2;
chrono.c:  if (ch->gold < 0 || ch->gold > 2000000000) ch->gold = 2000000000;
chrono.c:  ch->gold -= amount2;
chrono.c:  ch->gold = ch->gold / 100;
chrono.c:  if (ch->gold < 0) ch->gold = 0;
chrono.c:  if (ch->gold < 0 ) ch->gold = 0;
city.c:	if (ch->level < LEVEL_IMMORTAL)
city.c:	if (ch->class < 1 && ch->level < LEVEL_IMMORTAL)
city.c:	if (ch->pcdata->citizen > 0 && ch->level < LEVEL_IMMORTAL)
city.c:		ch->pcdata->citizen = CITY_ALDARA;
city.c:		ch->pcdata->citizen = CITY_KRYN;
city.c:		ch->pcdata->citizen = CITY_CRYSTAI;
city.c:		ch->pcdata->citizen = CITY_THORIEN;	
city.c:		ch->pcdata->citizen = CITY_SYLVARIA;
city.c:		ch->pcdata->citizen = CITY_ELAMSHIN;		
city.c:		ch->pcdata->citizen = CITY_SHADOWMOR;
city.c:		else if (!str_cmp(arg, "none") && ch->level >= LEVEL_IMMORTAL)
city.c:		ch->pcdata->citizen = CITY_NONE;
city.c:	if (ch->pcdata->citizen == CITY_ALDARA)
city.c:	else if (ch->pcdata->citizen == CITY_KRYN)
city.c:	else if (ch->pcdata->citizen == CITY_CRYSTAI)
city.c:	else if (ch->pcdata->citizen == CITY_THORIEN)
city.c:	else if (ch->pcdata->citizen == CITY_SYLVARIA)
city.c:	else if (ch->pcdata->citizen == CITY_ELAMSHIN)
city.c:	else if (ch->pcdata->citizen == CITY_SHADOWMOR)
city.c:	if (ch->level < LEVEL_IMMORTAL)
city.c:	sprintf(buf,"#0%s declares #RW#yO#GR#LL#CD #PP#yE#GA#RC#pE#y!#G!#R!#n",ch->name);
clan.c:	sprintf(skill, "#cYou are currently level#n #y%d#n\n\r", ch->generation);
clan.c:	chgen = ch->generation;
clan.c:	chgenexp = ch->genexp;
clan.c:	nextgen = (ch->generation + 1);
clan.c:	if (ch->generation < 5)
clan.c:	sprintf(skill, "#CRecall Room#n : #y%d#n\n\r", ch->home);
clan.c:	 sprintf(skill,"   #G\\    #G\\\\_//    #0|Slice: #7%-4d #0Stab: #7%-4d #0Whip:  #7%-4d #0Pierce: #7%-4d#0|    #G\\\\_//    #g/\n\r",ch->wpn[1],ch->wpn[2],ch->wpn[4],ch->wpn[11]);
clan.c:	 sprintf(skill,"    #G`    `v'     #0|Crush: #7%-4d #0Claw: #7%-4d #0Slash: #7%-4d #0Pound:  #7%-4d#0|     #G'v'    #g'\n\r",ch->wpn[8],ch->wpn[5],ch->wpn[3],ch->wpn[7]);
clan.c:	 sprintf(skill,"                 #0|            Bite: #7%-4d #0Unarm: #7%-4d             #0|\n\r",ch->wpn[10],ch->wpn[0]);
clan.c://#0|\n\r",ch->wpn[9],ch->wpn[6],ch->wpn[12]);
clan.c:	 sprintf(skill,"                 #0|       One-Handed: #7%-6d   #0Two-Handed: #7%-6d #0|\n\r",ch->pcdata->wpnpoints[0],ch->pcdata->wpnpoints[1]);
clan.c:	 sprintf(skill,"                 #0|                   Missile: #7%-6d             #0|\n\r",ch->pcdata->wpnpoints[2]);
clan.c:	sprintf(skill," #o\\   #0*#rR#Red Magick           #0[#R%-3d#0]#o\\\n\r",ch->spl[1]);
clan.c:	sprintf(skill,"  #o\\   #0*#lB#Llue Magick          #0[#R%-3d#0]#o\\\n\r",ch->spl[2]);
clan.c:	sprintf(skill,"   #o\\   #0*#gG#Green Magick         #0[#R%-3d#0]#o\\\n\r",ch->spl[3]);
clan.c:	sprintf(skill,"  #o__\\   #0*#pP#Purple Magick        #0[#R%-3d#0]#o\\\n\r",ch->spl[0]);
clan.c:	sprintf(skill," #o/ )_\\   #0*#oY#yellow Magick        #0[#R%-3d#0]#o\\\n\r",ch->spl[4]);
clan.c:	sprintf(skill,"#r|#0    Viper #7%-4d    #0Crane #7%-4d    #0Crab #7%-4d    #0Mongoose #7%-4d    #0Bull #7%-4d#r    |\n\r",ch->stance[1],ch->stance[2],ch->stance[3],ch->stance[4],ch->stance[5]);
clan.c:	sprintf(skill,"#r|#0   Mantis #7%-4d   #0Dragon #7%-4d   #0Tiger #7%-4d    #0Swallow  #7%-4d  #0Monkey #7%-4d#r    |\n\r",ch->stance[6],ch->stance[7],ch->stance[8],ch->stance[10],ch->stance[9]);
clan.c:	sprintf(skill,"#r|#0      SS1 #7%-4d      #0SS2 #7%-4d     #0SS3 #7%-4d        #0SS4  #7%-4d     #0SS5 #7%-4d    #r|#n\n\r",ch->stance[13],ch->stance[14],ch->stance[15],ch->stance[16],ch->stance[17]);
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_SET(ch->tag_flags, PLR_GANGBANGER))
clan.c:  SET_BIT(ch->tag_flags, PLR_GANGBANGER);
clan.c:  sprintf(buf, "#L%s #yh#La#ys j#Lus#yt b#Le#yca#Lm#ye o#Ln#ye o#Lf #yt#Lh#ye g#Lang#yban#Lger#ys!#n",ch->name);
clan.c:  if (IS_SET(ch->tag_flags, PLR_AUTOGOLD))
clan.c:  REMOVE_BIT(ch->tag_flags, PLR_AUTOGOLD);
clan.c:  SET_BIT(ch->tag_flags, PLR_AUTOGOLD);
clan.c:  if (IS_SET(ch->tag_flags, PLR_AUTOHEAD))
clan.c:  REMOVE_BIT(ch->tag_flags, PLR_AUTOHEAD);
clan.c:  SET_BIT(ch->tag_flags, PLR_AUTOHEAD);
clan.c:      if (( IS_CLASS(ch, CLASS_GHOUL) && ch->pcdata->powers[GPOWER_SHADOW] < 1 ) ||
clan.c:(IS_CLASS(ch, CLASS_WARLOCK) && ch->pcdata->powers[WL_SKILLS] < 1) || (IS_CLASS(ch,
clan.c:CLASS_SKYBLADE) && ch->pcdata->powers[SKYBLADE_POWER] < 2) ||
clan.c:(IS_CLASS(ch,CLASS_DARKKNIGHT) && ch->pcdata->powers[DARK_INNATE] < 2) || (IS_CLASS(ch,CLASS_VAMPIRE) && ch->pcdata->powers[VAMP_AUSPEX] < 2))
clan.c:	REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
clan.c:    SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
clan.c:    if( !str_cmp( ch->clan, "(null)" ) )
clan.c:    if (ch->generation < 3)
clan.c:      strcpy(lord,ch->clan);
clan.c:    else strcpy(lord,ch->clan);
clan.c:    for ( gch = char_list; gch != NULL; gch = gch->next )
clan.c:        if ( !str_cmp(gch->clan,lord) || !str_cmp(gch->name,lord) || (str_cmp(gch->clan, "(null)") && ch->generation < 3))
clan.c:                capitalize( gch->name ),
clan.c:                gch->hit,gch->mana,gch->move, gch->exp);
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:    sprintf( buf, "\a\a#s%s #shas beeped you!#n\n\r", ch->name );
clan.c:	if ((ch->pcdata->powers[GPOWER_SHADOW] < 3  && IS_CLASS(ch, CLASS_GHOUL))  ||
clan.c:(IS_CLASS(ch, CLASS_WARLOCK) && ch->pcdata->powers[WL_SKILLS] < 3))
clan.c:    if (ch->fight_timer > 0)
clan.c:	    SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
clan.c:    	REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
clan.c:  if ((IS_CLASS(ch, CLASS_GHOUL) && ch->pcdata->powers[GPOWER_SHADOW] < 2)  || (IS_CLASS(ch, CLASS_SKYBLADE) && ch->pcdata->powers[SKYBLADE_POWER] < 1) || 
clan.c:	(IS_CLASS(ch, CLASS_SOHDEMON) && ch->pcdata->powers[DPOWER_ATTRIBUTES] < 4))
clan.c:    if (IS_CLASS(ch, CLASS_WARLOCK) && ch->pcdata->powers[WL_SKILLS] < 2)
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:    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:    if (!IS_NPC(victim)) ch->fight_timer += 5;
clan.c:ch->pcdata->powers[DARK_INNATE] < 3) && !IS_ITEMAFF(ch, ITEMA_VISION))
clan.c:	spell_identify( skill_lookup( "identify" ), ch->level, ch, obj );
clan.c:    	SET_BIT(ch->immune, IMM_SHIELDED);
clan.c:    REMOVE_BIT(ch->immune, IMM_SHIELDED);
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)) return;
clan.c:	REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_THROAT);
clan.c:    if ( ( familiar = ch->pcdata->familiar ) != NULL ) 
clan.c:    ch->pcdata->familiar = victim;
clan.c:	REMOVE_BIT(ch->extra, TIED_UP);
clan.c:	REMOVE_BIT(ch->affected_by, AFF_WEBBED);
clan.c:    level = ch->spl[spelltype] * 0.25;
clan.c:	if (ch->pcdata->genes[4] == SEX_MALE)
clan.c:	else if (ch->pcdata->genes[4] == SEX_FEMALE)
clan.c:    strcpy(buf2,ch->pcdata->cparents);
clan.c:    ch->pcdata->genes[9] += 1;
clan.c:    REMOVE_BIT(ch->extra, EXTRA_PREGNANT);
clan.c:    REMOVE_BIT(ch->extra, EXTRA_LABOUR);
clan.c:    if (ch->pcdata->genes[4] == SEX_FEMALE)
clan.c:	sprintf(buf,"%s has given birth to %s's daughter, named %s!",ch->name,dad,child);
clan.c:    else if (ch->pcdata->genes[4] == SEX_MALE)
clan.c:	sprintf(buf,"%s has given birth to %s's son, named %s!",ch->name,dad,child);
clan.c:    fprintf( fp, "Name         %s~\n",  ch->name                );
clan.c:    fprintf( fp, "Switchname   %s~\n",  ch->pcdata->switchname  );
clan.c:    fprintf( fp, "ShortDescr   %s~\n",  ch->short_descr         );
clan.c:    fprintf( fp, "LongDescr    %s~\n",  ch->long_descr          );
clan.c:    fprintf( fp, "ObjDesc      %s~\n",  ch->objdesc		);
clan.c:    fprintf( fp, "Description  %s~\n",  ch->description         );
clan.c:    fprintf( fp, "Lord         %s~\n",  ch->lord                );
clan.c:    fprintf( fp, "Kingdom      %d\n", ch->pcdata->kingdom	);
clan.c:ch->power[0],ch->power[1],ch->power[2],ch->power[3],ch->power[4],
clan.c:ch->power[5],ch->power[6],ch->power[7],ch->power[8],ch->power[9],
clan.c:ch->power[10],ch->power[11],ch->power[12],ch->power[13],ch->power[14],
clan.c:ch->power[15],ch->power[16],ch->power[17],ch->power[18],ch->power[19],
clan.c:ch->power[20],ch->power[21],ch->power[22],ch->power[23],ch->power[24],
clan.c:ch->power[25],ch->power[26],ch->power[27],ch->power[28],ch->power[29],
clan.c:ch->power[30],ch->power[31],ch->power[32],ch->power[33],ch->power[34],
clan.c:ch->power[35],ch->power[36],ch->power[37],ch->power[38],ch->power[39],
clan.c:ch->power[40],ch->power[41],ch->power[42],ch->power[43]);
clan.c:    fprintf( fp, "DiscRese     %d\n",   ch->pcdata->disc_research);
clan.c:    fprintf( fp, "DiscPoin     %d\n",   ch->pcdata->disc_points );
clan.c:    fprintf( fp, "Class        %ld\n",   ch->class               );
clan.c:    fprintf( fp, "Class2       %ld\n",  ch->class2		);
clan.c:    fprintf( fp, "Class3       %ld\n",  ch->class3		);
clan.c:    fprintf( fp, "Morph        %s~\n",  ch->morph               );
clan.c:    fprintf( fp, "Createtime   %s~\n",  ch->createtime          );
clan.c:    fprintf( fp, "Lasttime     %s~\n",  ch->lasttime            );
clan.c:    fprintf( fp, "Lasthost     %s~\n",  ch->lasthost            );
clan.c:    fprintf( fp, "Poweraction  %s~\n",  ch->poweraction         );
clan.c:    fprintf( fp, "Powertype    %s~\n",  ch->powertype           );
clan.c:    fprintf( fp, "Prompt       %s~\n",  ch->prompt              );
clan.c:    fprintf( fp, "Cprompt      %s~\n",  ch->cprompt             );
clan.c:    fprintf( fp, "Sex          %d\n",   ch->sex                 );
clan.c:    fprintf( fp, "Race         %d\n",   ch->race                );
clan.c:    fprintf( fp, "Immune       %d\n",   ch->immune              );
clan.c:    fprintf( fp, "Polyaff      %d\n",   ch->polyaff             );
clan.c:    fprintf( fp, "CurrentForm  %d\n",   ch->cur_form            );
clan.c:    fprintf( fp, "Rage         %d\n",   ch->rage                );
clan.c:    fprintf( fp, "Genexp       %d\n",   ch->genexp              );
clan.c:	fprintf( fp, "Generation   %d\n",   ch->generation          );
clan.c:    fprintf( fp, "Flag2       %d\n",   ch->flag2              );
clan.c:    fprintf( fp, "Flag3       %d\n",   ch->flag3              );
clan.c:    fprintf( fp, "Flag4       %d\n",   ch->flag4              ); 
clan.c:    fprintf( fp, "SilTol      %d\n",   ch->siltol               );
clan.c:    fprintf( fp, "Souls	      %d\n",   ch->pcdata->souls        );
clan.c:    fprintf( fp, "Itemaffect   %d\n",   ch->itemaffect          );
clan.c:    fprintf( fp, "Form         %d\n",   ch->form                );
clan.c:    fprintf( fp, "Beast        %d\n",   ch->beast               );
clan.c:    fprintf( fp, "Spectype     %d\n",   ch->spectype            );
clan.c:    fprintf( fp, "Specpower    %d\n",   ch->specpower           );
clan.c:    fprintf( fp, "Home         %d\n",   ch->home                );
clan.c:    fprintf( fp, "Level        %d\n",   ch->level               );
clan.c:    fprintf( fp, "Trust        %d\n",   ch->trust               );
clan.c:    fprintf( fp, "Security     %d\n",    ch->pcdata->security    );  /*
clan.c:    fprintf( fp, "Paradox      %d %d %d\n", ch->paradox[0],
clan.c:ch->paradox[1],ch->paradox[2] ); 
clan.c:    fprintf( fp, "Played       %d\n",ch->played + (int) (current_time -
clan.c:ch->logon)           );
clan.c:    fprintf( fp, "Room         %d\n",(  ch->in_room == get_room_index(
clan.c:ROOM_VNUM_LIMBO )&& ch->was_in_room != NULL ) ? ch->was_in_room->vnum :
clan.c:ch->in_room->vnum );
clan.c:    fprintf( fp, "PkPdMkMd     %d %d %d %d\n",ch->pkill, ch->pdeath,
clan.c:ch->mkill, ch->mdeath );
clan.c:    fprintf( fp, "Alos         %d\n", ch->pcdata->alosses);
clan.c:    fprintf( fp, "Awin         %d\n", ch->pcdata->awins); 
clan.c:    fprintf( fp, "Weapons      %d %d %d %d %d %d %d %d %d %d %d %d %d\n",ch->wpn[0], ch->wpn[1], ch->wpn[2], ch->wpn[3], ch->wpn[4], ch->wpn[5], ch->wpn[6], ch->wpn[7], ch->wpn[8], ch->wpn[9], ch->wpn[10], ch->wpn[11], ch->wpn[12] );
clan.c:    fprintf( fp, "Spells       %d %d %d %d %d\n",ch->spl[0], ch->spl[1],
clan.c:ch->spl[2], ch->spl[3], ch->spl[4] );
clan.c:    fprintf( fp, "Combat       %d %d %d %d %d %d %d %d\n",ch->cmbt[0],
clan.c:ch->cmbt[1], ch->cmbt[2], ch->cmbt[3],ch->cmbt[4], ch->cmbt[5],
clan.c:ch->cmbt[6], ch->cmbt[7] );
clan.c:    fprintf( fp, "Stance       %d %d %d %d %d %d %d %d %d %d %d %d\n",ch->stance[0], ch->stance[1], ch->stance[2],
clan.c:ch->stance[3],ch->stance[4], ch->stance[5], ch->stance[6],
clan.c:ch->stance[7],ch->stance[8], ch->stance[9], ch->stance[10], ch->stance[11]
clan.c:    fprintf( fp, "Stance2      %d %d %d %d %d %d %d %d %d %d %d %d\n",ch->stance[12], ch->stance[12], ch->stance[12],
clan.c:ch->stance[12],ch->stance[12], ch->stance[12], ch->stance[12],
clan.c:ch->stance[12],ch->stance[12], ch->stance[12], ch->stance[12],
clan.c:ch->stance[12] );
clan.c:    fprintf( fp, "Locationhp   %d %d %d %d %d %d %d\n",ch->loc_hp[0],
clan.c:ch->loc_hp[1], ch->loc_hp[2], ch->loc_hp[3],ch->loc_hp[4], ch->loc_hp[5],
clan.c:ch->loc_hp[6] );
clan.c:    fprintf( fp, "HpManaMove   %d %d %d %d %d %d\n",ch->hit, ch->max_hit,
clan.c:ch->mana, ch->max_mana, ch->move, ch->max_move );
clan.c:    fprintf( fp, "Gold         %d\n",   ch->gold                );
clan.c:	fprintf( fp, "Tier         %d\n",   ch->tier                );
clan.c:	fprintf( fp, "Tks          %d\n",   ch->tks                 );
clan.c:	fprintf( fp, "Garou1        %d\n", ch->garou1 );
clan.c:    fprintf( fp, "Garou2        %d\n", ch->garou2 );
clan.c:    fprintf( fp, "Explevel     %d\n",   ch->explevel            );
clan.c:    fprintf( fp, "Expgained    %d\n",   ch->expgained           );
clan.c:    fprintf( fp, "Exp          %d\n",   ch->exp                 );
clan.c:    fprintf( fp, "Levelexp     %d\n",   ch->levelexp            );
clan.c:    fprintf( fp, "Act          %d\n",   ch->act                 );
clan.c:    fprintf( fp, "TagFlags     %d\n",   ch->tag_flags		);
clan.c:    fprintf( fp, "Special      %d\n",   ch->special             );
clan.c:    fprintf( fp, "Newbits      %d\n",   ch->newbits             );
clan.c:    fprintf( fp, "Sohbits      %d\n",   ch->sohbits             );
clan.c:	fprintf( fp, "Extra        %d\n",   ch->extra               );
clan.c:    fprintf( fp, "AffectedBy   %d\n",   ch->affected_by         );
clan.c:    fprintf( fp, "Position     %d\n",ch->position == POS_FIGHTING ?
clan.c:POS_STANDING : ch->position );
clan.c:    fprintf( fp, "Practice     %d\n",   ch->practice            );
clan.c:    fprintf( fp, "SavingThrow  %d\n",   ch->saving_throw        );
clan.c:    fprintf( fp, "Alignment    %d\n",   ch->alignment           );
clan.c:    fprintf( fp, "XHitroll     %d\n",   ch->xhitroll            );
clan.c:    fprintf( fp, "XDamroll     %d\n",   ch->xdamroll            );
clan.c:    fprintf( fp, "Hitroll      %d\n",   ch->hitroll             );
clan.c:    fprintf( fp, "Damroll      %d\n",   ch->damroll             );
clan.c:    fprintf( fp, "Armor        %d\n",   ch->armor               );
clan.c:    fprintf( fp, "Wimpy        %d\n",   ch->wimpy               );
clan.c:    fprintf( fp, "Deaf         %d\n",   ch->deaf                );
clan.c:	fprintf( fp, "Vnum         %d\n",       ch->pIndexData->vnum    );
clan.c:	fprintf( fp, "Password     %s~\n",      ch->pcdata->pwd         );
clan.c:	fprintf( fp, "Bamfin       %s~\n",      ch->pcdata->bamfin      );
clan.c:	fprintf( fp, "Bamfout      %s~\n",      ch->pcdata->bamfout     );
clan.c:	fprintf( fp, "Title        %s~\n",      ch->pcdata->title       );
clan.c:	fprintf( fp, "Conception   %s~\n",      ch->pcdata->conception  );
clan.c:	fprintf( fp, "Parents      %s~\n",      ch->pcdata->parents     );
clan.c:	fprintf( fp, "Cparents     %s~\n",      ch->pcdata->cparents    );
clan.c:	fprintf( fp, "Marriage     %s~\n",      ch->pcdata->marriage    );
clan.c:        fprintf( fp, "ConfirmDel   %d\n",       ch->pcdata->confirm_delete);
clan.c:	fprintf( fp, "Email        %s~\n",      ch->pcdata->email       );
clan.c:	fprintf( fp, "AttrPerm     %d %d %d %d %d\n",ch->pcdata->perm_str,ch->pcdata->perm_int,ch->pcdata->perm_wis,ch->pcdata->perm_dex,ch->pcdata->perm_con
clan.c:    fprintf( fp, "AttrMod      %d %d %d %d %d\n",ch->pcdata->mod_str,
clan.c:ch->pcdata->mod_int, ch->pcdata->mod_wis,ch->pcdata->mod_dex,
clan.c:ch->pcdata->mod_con );
clan.c:	fprintf( fp, "Quest        %d\n", ch->pcdata->quest );
clan.c:	fprintf( fp, "Wolf         %d\n", ch->rage      );
clan.c:	fprintf( fp, "Rank         %d\n", ch->pcdata->rank );
clan.c:	fprintf( fp, "Language     %d %d\n",ch->pcdata->language[0],ch->pcdata->language[1] );
clan.c:	fprintf( fp, "Stage        %d %d %d\n",ch->pcdata->stage[0],ch->pcdata->stage[1],ch->pcdata->stage[2] );
clan.c:	fprintf( fp, "Score        %d %d %d %d %d %d\n",ch->pcdata->score[0],ch->pcdata->score[1],ch->pcdata->score[2],ch->pcdata->score[3],ch->pcdata->score[4],ch->pcdata->score[5]);
clan.c:	fprintf( fp, "Genes        %d %d %d %d %d %d %d %d %d %d\n",ch->pcdata->genes[0],ch->pcdata->genes[1],ch->pcdata->genes[2],ch->pcdata->genes[3],ch->pcdata->genes[4],ch->pcdata->genes[5],ch->pcdata->genes[6],ch->pcdata->genes[7],ch->pcdata->genes[8],ch->pcdata->genes[9]
clan.c:	fprintf(fp, "%d ", ch->pcdata->powers[sn]);
clan.c:	fprintf(fp, "%d ", ch->pcdata->stats[sn]);
clan.c:    fprintf( fp, "FakeCon      %d %d %d %d %d %d %d %d\n",ch->pcdata->fake_skill, ch->pcdata->fake_stance,
clan.c:ch->pcdata->fake_hit,ch->pcdata->fake_dam,ch->pcdata->fake_ac,ch->pcdata->fake_hp,ch->pcdata->fake_mana,ch->pcdata->fake_move);
clan.c:    if (ch->pcdata->obj_vnum != 0)
clan.c:	fprintf( fp, "Objvnum      %d\n", ch->pcdata->obj_vnum );
clan.c:    fprintf( fp, "Condition    %d %d %d\n",ch->pcdata->condition[0],ch->pcdata->condition[1],ch->pcdata->condition[2]
clan.c:    fprintf( fp, "StatAbility  %d %d %d %d\n",ch->pcdata->stat_ability[0],ch->pcdata->stat_ability[1],ch->pcdata->stat_ability[2],ch->pcdata->stat_ability[3]
clan.c:	fprintf( fp, "StatAmount   %d %d %d %d\n",ch->pcdata->stat_amount[0],ch->pcdata->stat_amount[1],ch->pcdata->stat_amount[2],ch->pcdata->stat_amount[3]
clan.c:    fprintf( fp, "StatDuration %d %d %d %d\n",ch->pcdata->stat_duration[0],ch->pcdata->stat_duration[1],ch->pcdata->stat_duration[2],ch->pcdata->stat_duration[3]
clan.c:	fprintf( fp, "Exhaustion   %d\n", ch->pcdata->exhaustion );
clan.c:ch->pcdata->last_note[i]);
clan.c:	if ( skill_table[sn].name != NULL && ch->pcdata->learned[sn] > 0 )
clan.c:    fprintf( fp, "Skill        %d '%s'\n",ch->pcdata->learned[sn],
clan.c:    for ( paf = ch->affected; paf != NULL; paf = paf->next )
class_sav.c:	ch->class = 0;
class_sav.c:	ch->generation = 1;
class_sav.c:        ch->class = 0;
class_sav.c:        ch->generation = 1;
class_sav.c:	ch->class = 0;
class_sav.c:	ch->generation = 1;
class_sav.c:        ch->class = 0;
class_sav.c:        ch->generation = 1;
class_sav.c:	ch->class = 0;
class_sav.c:	ch->generation = 1;
class_sav.c:	for (vch = char_list; vch != NULL; vch = vch->next)
class_sav.c:		vch->hit = vch->hit * oy / ox;
class_sav.c:		vch->hit = vch->hit * config_info->mob_hp_mult / config_info->mob_hp_div;
class_sav.c:		vch->max_hit = vch->max_hit * oy / ox;
class_sav.c:		vch->max_hit = vch->max_hit * config_info->mob_hp_mult / config_info->mob_hp_div;
class_sav.c:	for (vch = char_list; vch != NULL; vch = vch->next)
class_sav.c:		vch->damroll = vch->damroll * oy / ox;
class_sav.c:		vch->damroll = vch->damroll * config_info->mob_hp_mult / config_info->mob_hp_div; 
class_sav.c:	for (vch = char_list; vch != NULL; vch = vch->next)
class_sav.c:		lvl = vch->level;
class_sav.c:		vch->level = vch->level * oy / ox;
class_sav.c:		vch->level = vch->level * config_info->mob_level_mult / config_info->mob_level_div;
class_sav.c:		if (vch->level < lvl)
class_sav.c:		    vch->level = lvl;
comm.c:	vch_next = vch->next;
comm.c:	sprintf( log_buf, "Closing link to %s.", ch->name );
comm.c:	    if (IS_NPC(ch) || ch->pcdata->obj_vnum == 0)
comm.c:            if ( IS_SET(ch->act,PLR_CHALLENGER) && arena == FIGHT_START )
comm.c:               REMOVE_BIT(ch->act,PLR_CHALLENGER);
comm.c:               REMOVE_BIT(ch->challenged->act,PLR_CHALLENGED);
comm.c:               ch->challenged->challenger = NULL;
comm.c:               ch->challenged = NULL;
comm.c:     sprintf(buf, "[Arena] %s has lost $s link. Arena is OPEN.", ch->name);
comm.c:	    ch->desc = NULL;
comm.c:	    ch->desc = NULL;
comm.c:	if ( IS_SET(ch->act, PLR_BLANK) )
comm.c:	if (IS_SET(ch->act, PLR_PROMPT) && IS_EXTRA(ch, EXTRA_PROMPT))
comm.c:	else if ( IS_SET(ch->act, PLR_PROMPT) )
comm.c:		sprintf(exp_str, "%d", ch->exp);
comm.c:		COL_SCALE(exp_str, ch, ch->exp, 1000);
comm.c:	    else if (ch->position == POS_FIGHTING)
comm.c:	        victim = ch->fighting;
comm.c:		sprintf(hit_str, "%d", ch->hit);
comm.c:		COL_SCALE(hit_str, ch, ch->hit, ch->max_hit);
comm.c:		sprintf(mana_str, "%d", ch->mana);
comm.c:		COL_SCALE(mana_str, ch, ch->mana, ch->max_mana);
comm.c:		sprintf(move_str, "%d", ch->move);
comm.c:		COL_SCALE(move_str, ch, ch->move, ch->max_move);
comm.c:		sprintf(hit_str, "%d", ch->hit);
comm.c:		COL_SCALE(hit_str, ch, ch->hit, ch->max_hit);
comm.c:		sprintf(mana_str, "%d", ch->mana);
comm.c:		COL_SCALE(mana_str, ch, ch->mana, ch->max_mana);
comm.c:		sprintf(move_str, "%d", ch->move);
comm.c:		COL_SCALE(move_str, ch, ch->move, ch->max_move);
comm.c:		sprintf(exp_str, "%d", ch->exp);
comm.c:		COL_SCALE(exp_str, ch, ch->exp, 1000);
comm.c:	if ( IS_SET(ch->act, PLR_TELNET_GA) )
comm.c:	if ( IS_SET(ch->act, PLR_BLANK) )
comm.c:	if (IS_SET(ch->act, PLR_PROMPT) && IS_EXTRA(ch, EXTRA_PROMPT))
comm.c:	else if ( IS_SET(ch->act, PLR_PROMPT) )
comm.c:		sprintf(exp_str, "%d", ch->exp);
comm.c:		COL_SCALE(exp_str, ch, ch->exp, 1000);
comm.c:	    else if (ch->position == POS_FIGHTING)
comm.c:	        victim = ch->fighting;
comm.c:			sprintf(hit_str, "%d", ch->hit);
comm.c:		COL_SCALE(hit_str, ch, ch->hit, ch->max_hit);
comm.c:		sprintf(mana_str, "%d", ch->mana);
comm.c:		COL_SCALE(mana_str, ch, ch->mana, ch->max_mana);
comm.c:		sprintf(move_str, "%d", ch->move);
comm.c:		COL_SCALE(move_str, ch, ch->move, ch->max_move);
comm.c:		sprintf(hit_str, "%d", ch->hit);
comm.c:		COL_SCALE(hit_str, ch, ch->hit, ch->max_hit);
comm.c:		sprintf(mana_str, "%d", ch->mana);
comm.c:		COL_SCALE(mana_str, ch, ch->mana, ch->max_mana);
comm.c:		sprintf(move_str, "%d", ch->move);
comm.c:		COL_SCALE(move_str, ch, ch->move, ch->max_move);
comm.c:		sprintf(exp_str, "%d", ch->exp);
comm.c:		COL_SCALE(exp_str, ch, ch->exp, 1000);
comm.c:	if ( IS_SET(ch->act, PLR_TELNET_GA) )
comm.c:	if ( IS_SET(ch->act, PLR_DENY))	{
comm.c:	    sprintf( log_buf, "Denying access to %s@%s.", argument, ch->lasthost );
comm.c:	    strcmp( argument, ch->pcdata->pwd ) &&
comm.c:	    strcmp( crypt ( argument, ch->pcdata->pwd ),ch->pcdata->pwd )))
comm.c:	    strcmp( crypt ( argument, ch->pcdata->pwd ), ch->pcdata->pwd )))
comm.c:	if (ch->level > 1)
comm.c:	    sprintf(kav,ch->pcdata->switchname);
comm.c:	if (ch->lasthost != NULL) free_string(ch->lasthost);
comm.c:	if (ch->desc != NULL && ch->desc->host != NULL)
comm.c:        ch->lasthost = str_dup(ch->desc->host);
comm.c:	    ch->lasthost = str_dup("(unknown)");
comm.c:	free_string(ch->lasttime);
comm.c:	ch->lasttime = str_dup( strtime );
comm.c:	sprintf( log_buf, "%s@%s has connected.",ch->name, ch->lasthost );
comm.c:	if ( fOld && ch->lasthost != NULL && strlen(ch->lasthost) > 1 &&
comm.c:		ch->lasttime != NULL && strlen(ch->lasttime) > 1 )
comm.c:	    sprintf(kav,"Last connected from %s at %s\n\r",ch->lasthost,ch->lasttime);
comm.c:	else if ( fOld && ch->lasthost != NULL && strlen(ch->lasthost) > 1 )
comm.c:	    sprintf(kav,"Last connected from %s.\n\r",ch->lasthost);
comm.c:	if (IS_SET(ch->newbits, NEW_CLANNABLE)) 
comm.c:	REMOVE_BIT(ch->newbits, NEW_CLANNABLE);
comm.c:	if (ch->level < 4 && ch->trust < 4)
comm.c:	ch->trust = 0;
comm.c:	if ( ch->level > 3 && ch->trust == 0)
comm.c:	    ch->level = 3;
comm.c:	    if ( ch->level > MAX_LEVEL )
comm.c:		ch->level = MAX_LEVEL;
comm.c:	    if ( ch->trust > MAX_LEVEL)
comm.c:		ch->trust = MAX_LEVEL;
comm.c:	    if ( ch->trust > ch->level)
comm.c:		ch->trust = ch->level;
comm.c:	ch->next	= char_list;
comm.c:    if ( !IS_NPC(ch) && !IS_SET(ch->flag2, AFF_CDONE) )
comm.c:	if (ch->mounted == IS_RIDING) do_dismount(ch,"");
comm.c:	if ( !IS_SET(ch->extra, EXTRA_TRUSTED) )
comm.c:		SET_BIT(ch->extra, EXTRA_TRUSTED);
comm.c:	if ( ch->level == 0 )
comm.c:	    ch->pcdata->plr_wager    = 0; /* arena betting amount */
comm.c:            ch->pcdata->awins        = 0; /* arena wins           */
comm.c:            ch->pcdata->alosses      = 0; /* arena losses         */
comm.c:		ch->pcdata->board = &boards[0];
comm.c:            ch->gladiator       = NULL; /* set player to bet on to NULL */
comm.c:	    ch->challenger = NULL;
comm.c:	    ch->challenged = NULL;
comm.c:	    ch->level	= 1;
comm.c:	    ch->exp	= 0;
comm.c:	    ch->hit	= ch->max_hit;
comm.c:	    ch->mana	= ch->max_mana;
comm.c:	    ch->move	= ch->max_move;
comm.c:            ch->special = 0;
comm.c:	    set_switchname(ch, ch->name);
comm.c:	else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0)
comm.c:	    if (ch->in_room != NULL) char_to_room( ch, ch->in_room );
comm.c:	else if ( ch->in_room != NULL )
comm.c:	    char_to_room( ch, ch->in_room );
comm.c:        players_logged++; if (ch->level < 6 || !IS_SET(ch->act, PLR_WIZINVIS)){
comm.c:        if (ch->class == CLASS_THIEF) sprintf(buf, "#R%s #0steps out of the shadows.#n",ch->name);
comm.c:   else if (ch->class == CLASS_WARLOCK) sprintf(buf, "#R%s #7gates into the realm.#n",ch->name); 
comm.c:   else if (ch->class == CLASS_GHOUL) sprintf(buf, "#c%s #Gstaggers in, hungry for human flesh.#n",ch->name);
comm.c:   else if (ch->class == CLASS_SKYBLADE) sprintf(buf, "#L%s #Cleaps down from the #Wclouds#C.#n",ch->name);
comm.c:   else if (ch->class == CLASS_SOHDEMON) sprintf(buf, "#r%s #Rreturns, ready to capture more #ysouls!#n",ch->name);
comm.c:   else if (ch->class == CLASS_SOHMAGE) sprintf(buf, "#0%s #Pappears in an explosion of #Cm#Pa#pg#Pi#Ck!#n",ch->name);
comm.c:   else if (ch->class == CLASS_WOLFKIN) sprintf(buf, "#g%s #Gstalks in, eyes #Rbu#yrni#Rng #Gwith #rb#Rloodlus#rt!#n",ch->name);
comm.c:   else if (ch->class == CLASS_SWORDSMAN) sprintf(buf, "#7%s #cbrandishes their swords, awaiting another battle!#n",ch->name);
comm.c:   else if (ch->class == CLASS_DRUID) sprintf(buf, "#G%s #gwonders in from the #oforests#g.#n",ch->name);
comm.c:   else if (ch->class2 == CLASS2_ORACLE) sprintf(buf, "#l%s #oshifts into being from nowhere.#n",ch->name);
comm.c:	else sprintf(buf,"#c%s enters #cS#Cwords #y& #cS#Corcery#o.#n", ch->name );
comm.c:	ch->fight_timer = 0;
comm.c:       for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
comm.c:	if( !IS_NPC(ch) && !IS_SET(ch->act, PLR_WIZINVIS) && ch->pcdata->bounty > 0 ){
comm.c:	    sprintf(buf,"%s has a bounty on their head of %d #yGold#n.",ch->name,ch->pcdata->bounty);
comm.c:	    if (ch->power[i] > 10 && !IS_SET(ch->extra, EXTRA_FLASH) && !IS_SET(ch->extra, EXTRA_BAAL))
comm.c:		ch->power[i] = 10;
comm.c:	if( !IS_CLASS(ch, CLASS_DEMON) && !IS_IMMORTAL(ch) && ch->level > 2)
comm.c:	    ch->power[DISC_DAEM_ATTA] = -2;
comm.c:	    ch->power[DISC_DAEM_IMMU] = -2;
comm.c:	    ch->power[DISC_DAEM_TEMP] = -2;
comm.c:	    ch->power[DISC_DAEM_CORR] = -2;
comm.c:	    ch->power[DISC_DAEM_HELL] = -2;
comm.c:	    ch->power[DISC_DAEM_GELU] = -2;
comm.c:	    ch->power[DISC_DAEM_MORP] = -2;
comm.c:	    ch->power[DISC_DAEM_NETH] = -2;
comm.c:	    ch->power[DISC_DAEM_DISC] = -2;
comm.c:	if( !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_IMMORTAL(ch) && ch->level > 2)
comm.c:	    ch->power[DISC_WERE_BEAR] = -2;
comm.c:	    ch->power[DISC_WERE_LYNX] = -2;
comm.c:	    ch->power[DISC_WERE_BOAR] = -2;
comm.c:	    ch->power[DISC_WERE_OWL]  = -2;
comm.c:	    ch->power[DISC_WERE_SPID] = -2;
comm.c:	    ch->power[DISC_WERE_WOLF] = -2;
comm.c:	    ch->power[DISC_WERE_HAWK] = -2;
comm.c:	    ch->power[DISC_WERE_MANT] = -2;
comm.c:	    ch->power[DISC_WERE_RAPT] = -2;
comm.c:	    ch->power[DISC_WERE_LUNA] = -2;
comm.c:	    ch->power[DISC_WERE_PAIN] = -2;
comm.c:	    ch->power[DISC_WERE_CONG] = -2;
comm.c:	if( !IS_CLASS(ch, CLASS_VAMPIRE) && !IS_IMMORTAL(ch) && ch->level > 2)
comm.c:	    ch->power[DISC_VAMP_FORT] = -2;
comm.c:	    ch->power[DISC_VAMP_CELE] = -2;
comm.c:	    ch->power[DISC_VAMP_OBTE] = -2;
comm.c:	    ch->power[DISC_VAMP_PRES] = -2;
comm.c:	    ch->power[DISC_VAMP_QUIE] = -2;
comm.c:	    ch->power[DISC_VAMP_THAU] = -2;
comm.c:	    ch->power[DISC_VAMP_AUSP] = -2;
comm.c:	    ch->power[DISC_VAMP_DOMI] = -2;
comm.c:	    ch->power[DISC_VAMP_OBFU] = -2;
comm.c:	    ch->power[DISC_VAMP_POTE] = -2;
comm.c:	    ch->power[DISC_VAMP_PROT] = -2;
comm.c:	    ch->power[DISC_VAMP_SERP] = -2;
comm.c:	    ch->power[DISC_VAMP_VICI] = -2;
comm.c:	    ch->power[DISC_VAMP_DAIM] = -2;
comm.c:	    ch->power[DISC_VAMP_ANIM] = -2;
comm.c:	    ch->power[DISC_VAMP_CHIM] = -2;
comm.c:	    ch->power[DISC_VAMP_MELP] = -2;
comm.c:	    ch->power[DISC_VAMP_NECR] = -2;
comm.c:	    ch->power[DISC_VAMP_THAN] = -2;
comm.c:	    ch->power[DISC_VAMP_OBEA] = -2;
comm.c:        if (is_demonic_form(ch->cur_form) && ch->cur_form != get_normal_form(ch))
comm.c:        if (ch->cur_form > 0)
comm.c:	     form = ch->cur_form;
comm.c:	ch->embraced=NULL; 
comm.c:        ch->embracing=NULL;
comm.c:		ch->name, echo_off_str );
comm.c:	pwdnew = crypt ( argument, ch->name );
comm.c:	free_string( ch->pcdata->pwd );
comm.c:	ch->pcdata->pwd	= str_dup( pwdnew );
comm.c:  if ( strcmp( crypt ( argument, ch->pcdata->pwd ), ch->pcdata->pwd ) )
comm.c:	case 'm': case 'M': ch->sex = SEX_MALE;    break;
comm.c:	case 'f': case 'F': ch->sex = SEX_FEMALE;  break;
comm.c:        case 'n': case 'N': ch->sex = 0; break;
comm.c:	case 'y': case 'Y': SET_BIT(ch->act,PLR_ANSI);    break;
comm.c:	ch->pcdata->perm_str=number_range(10,16);
comm.c:        ch->pcdata->perm_int=number_range(10,16);
comm.c:        ch->pcdata->perm_wis=number_range(10,16);
comm.c:        ch->pcdata->perm_dex=number_range(10,16);
comm.c:	ch->pcdata->perm_con=number_range(10,16);
comm.c:	ch->class = 0;
comm.c:	sprintf( log_buf, "%s@%s new player.",ch->name, d->host );
comm.c:	ch->next	= char_list;
comm.c:    if ( !IS_NPC(ch) && !IS_SET(ch->flag2, AFF_CDONE) )
comm.c:	if (ch->mounted == IS_RIDING) do_dismount(ch,"");
comm.c:	if ( !IS_SET(ch->extra, EXTRA_TRUSTED) )
comm.c:		SET_BIT(ch->extra, EXTRA_TRUSTED);
comm.c:	if ( ch->level == 0 )
comm.c:	    ch->pcdata->plr_wager    = 0; /* arena betting amount */
comm.c:            ch->pcdata->awins        = 0; /* arena wins           */
comm.c:            ch->pcdata->alosses      = 0; /* arena losses         */
comm.c:		ch->pcdata->board = &boards[0];
comm.c:            ch->gladiator       = NULL; /* set player to bet on to NULL */
comm.c:	    ch->challenger = NULL;
comm.c:	    ch->challenged = NULL;
comm.c:	    ch->level	= 1;
comm.c:            ch->generation = 1;
comm.c:            ch->stance[19] = -1;
comm.c:            ch->stance[20] = -1;
comm.c:            ch->stance[21] = -1;
comm.c:            ch->stance[22] = -1;
comm.c:            ch->stance[23] = -1;
comm.c:		ch->wpn[9] = 1;
comm.c:		ch->wpn[6] = 1;
comm.c:		ch->wpn[12] = 1;
comm.c:	    ch->exp	= 0;
comm.c:		ch->gold = 0;
comm.c:	    ch->hit	= ch->max_hit;
comm.c:	    ch->mana	= ch->max_mana;
comm.c:	    ch->move	= ch->max_move;
comm.c:            ch->special = 0;
comm.c:	    set_switchname(ch, ch->name);
comm.c:	else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0)
comm.c:	    if (ch->in_room != NULL) char_to_room( ch, ch->in_room );
comm.c:	else if ( ch->in_room != NULL )
comm.c:	    char_to_room( ch, ch->in_room );
comm.c:	sprintf(buf,"#c%s#l, the newbie, has joined #cS#Cwords #y& #cS#Corcery#l.#n",ch->name);
comm.c:	ch->fight_timer = 0;
comm.c:	ch->pcdata->revision = CURRENT_REVISION;
comm.c:    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
comm.c:	if( !IS_NPC(ch) && ch->pcdata->bounty > 0 ){
comm.c:	    sprintf(buf,"%s has a bounty on their head of %d #yGold#n.",ch->name,ch->pcdata->bounty);
comm.c:      /*  if (IS_SET(ch->act,PLR_VT102))
comm.c:	    if (ch->power[i] > 10)
comm.c:		ch->power[i] = 10;
comm.c:		ch->power[i] = -1;*/
comm.c:	    ch->power[DISC_DAEM_ATTA] = -2;
comm.c:	    ch->power[DISC_DAEM_IMMU] = -2;
comm.c:	    ch->power[DISC_DAEM_TEMP] = -2;
comm.c:	    ch->power[DISC_DAEM_CORR] = -2;
comm.c:	    ch->power[DISC_DAEM_HELL] = -2;
comm.c:	    ch->power[DISC_DAEM_GELU] = -2;
comm.c:	    ch->power[DISC_DAEM_MORP] = -2;
comm.c:	    ch->power[DISC_DAEM_NETH] = -2;
comm.c:	    ch->power[DISC_DAEM_DISC] = -2;
comm.c:	    ch->power[DISC_WERE_BEAR] = -2;
comm.c:	    ch->power[DISC_WERE_LYNX] = -2;
comm.c:	    ch->power[DISC_WERE_BOAR] = -2;
comm.c:	    ch->power[DISC_WERE_OWL]  = -2;
comm.c:	    ch->power[DISC_WERE_SPID] = -2;
comm.c:	    ch->power[DISC_WERE_WOLF] = -2;
comm.c:	    ch->power[DISC_WERE_HAWK] = -2;
comm.c:	    ch->power[DISC_WERE_MANT] = -2;
comm.c:	    ch->power[DISC_WERE_RAPT] = -2;
comm.c:	    ch->power[DISC_WERE_LUNA] = -2;
comm.c:	    ch->power[DISC_WERE_PAIN] = -2;
comm.c:	    ch->power[DISC_WERE_CONG] = -2;
comm.c:	    ch->power[DISC_VAMP_FORT] = -2;
comm.c:	    ch->power[DISC_VAMP_CELE] = -2;
comm.c:	    ch->power[DISC_VAMP_OBTE] = -2;
comm.c:	    ch->power[DISC_VAMP_PRES] = -2;
comm.c:	    ch->power[DISC_VAMP_QUIE] = -2;
comm.c:	    ch->power[DISC_VAMP_THAU] = -2;
comm.c:	    ch->power[DISC_VAMP_AUSP] = -2;
comm.c:	    ch->power[DISC_VAMP_DOMI] = -2;
comm.c:	    ch->power[DISC_VAMP_OBFU] = -2;
comm.c:	    ch->power[DISC_VAMP_POTE] = -2;
comm.c:	    ch->power[DISC_VAMP_PROT] = -2;
comm.c:	    ch->power[DISC_VAMP_SERP] = -2;
comm.c:	    ch->power[DISC_VAMP_VICI] = -2;
comm.c:	    ch->power[DISC_VAMP_DAIM] = -2;
comm.c:	    ch->power[DISC_VAMP_ANIM] = -2;
comm.c:	    ch->power[DISC_VAMP_CHIM] = -2;
comm.c:	    ch->power[DISC_VAMP_MELP] = -2;
comm.c:	    ch->power[DISC_VAMP_NECR] = -2;
comm.c:	    ch->power[DISC_VAMP_THAN] = -2;
comm.c:	    ch->power[DISC_VAMP_OBEA] = -2;
comm.c:        if (is_demonic_form(ch->cur_form) && ch->cur_form != get_normal_form(ch))
comm.c:        if (ch->cur_form > 0)
comm.c:	     form = ch->cur_form;
comm.c:	ch->embraced=NULL; 
comm.c:        ch->embracing=NULL;
comm.c:    for ( ch = char_list; ch != NULL; ch = ch->next )
comm.c:	&& ( !fConn || ch->desc == NULL )
comm.c:		d->character->pcdata->pwd = str_dup( ch->pcdata->pwd );
comm.c:		ch->desc	 = d;
comm.c:		ch->timer	 = 0;
comm.c:	    	if (IS_NPC(ch) || ch->pcdata->obj_vnum == 0)
comm.c:		sprintf( log_buf, "%s@%s reconnected.",ch->name, 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:		d->character->pcdata->pwd = str_dup( ch->pcdata->pwd );
comm.c:		ch->desc	 = d;
comm.c:		ch->timer	 = 0;
comm.c:		sprintf( log_buf, "%s@%s kicking off old link.", ch->name, ch->lasthost );
comm.c:    ||   ch->desc == NULL
comm.c:    ||   (ch->desc->connected != CON_PLAYING && ch->desc->connected != CON_EDITING)
comm.c:    ||   ch->was_in_room == NULL 
comm.c:    ||   ch->in_room != get_room_index( ROOM_VNUM_LIMBO ) )
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:    if ( ch->desc == NULL && IS_NPC(ch) && (wizard = ch->wizard) != NULL )
comm.c:	    && familiar == ch && 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 == 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)
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 == to->pcdata->chobj->in_obj)
comm.c:	    if (to->in_room != ch->in_room && familiar != NULL &&
comm.c:		familiar->in_room == ch->in_room)
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)
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 == to->pcdata->chobj->in_obj)
comm.c:	    if (to->in_room != ch->in_room && familiar != NULL &&
comm.c:		familiar->in_room == ch->in_room)
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)
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 == to->pcdata->chobj->in_obj)
comm.c:sprintf(class2,"%s the %s",ch->name,class);
comm.c:sprintf(header1,"%-30s Align:%-4d",class2,ch->alignment);
comm.c:   if ( ch->pcdata == NULL )
comm.c:   if ( ch->position == POS_FIGHTING && ch->cprompt[0] == '\0' )
comm.c:      if ( ch->prompt[0] == '\0' )
comm.c:   else if ( ch->position != POS_FIGHTING && ch->prompt[0] == '\0' )
comm.c:   if ( ch->position == POS_FIGHTING && is_fighting )
comm.c:            sprintf( buf2, "%d", ch->hit );
comm.c:            COL_SCALE(buf2, ch, ch->hit, ch->max_hit);
comm.c:            sprintf( buf2, "%d", ch->max_hit );
comm.c:            sprintf( buf2, "%d", ch->mana                              );
comm.c:            COL_SCALE(buf2, ch, ch->mana, ch->max_mana);
comm.c:            sprintf( buf2, "%d", ch->max_mana                          );
comm.c:            sprintf( buf2, "%d", ch->move                              ); 
comm.c:            COL_SCALE(buf2, ch, ch->move, ch->max_move);
comm.c:            sprintf( buf2, "%d", ch->max_move                          );
comm.c:            sprintf( buf2, "%d", ch->exp                               );
comm.c:            COL_SCALE(buf2, ch, ch->exp, 1000);
comm.c:            sprintf( buf2, "%d", ch->gold                              );
comm.c:            sprintf( buf2, "%d", ch->pcdata->quest                     );
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:            sprintf( buf2, "%d", ch->alignment                      );
comm.c:            sprintf(buf2, "%d", ch->fight_timer			  );
comm.c:              sprintf(buf2, "%d", ch->pcdata->powers[SHAPE_COUNTER]);
comm.c:            if( ch->in_room )
comm.c:               sprintf( buf2, "%s", ch->in_room->name                  );
comm.c:               sprintf( buf2, "%d", ch->rage);
comm.c:            sprintf( buf2, "%d", ch->beast );
comm.c:               sprintf( buf2, "%d", ch->pcdata->condition[COND_THIRST] );
comm.c:			   sprintf( buf2, "%d", ch->pcdata->condition[COND_FULL] );
comm.c:            if (!IS_NPC(ch) && ch->pcdata->stage[2]+25 >= ch->pcdata->stage[1]
comm.c:		&& ch->pcdata->stage[1] > 0)
comm.c:            if ( ( victim = ch->pcdata->partner ) == NULL )
comm.c:            if ( ( victim = ch->pcdata->partner ) == NULL )
const.c:             (!str_prefix(slay_table[i].owner,ch->name)  &&
const.c:              !str_prefix(slay_table[i].owner, ch->name) )
darkheart.c:    if (ch->cur_form >= 38 && ch->cur_form <= 50)
darkheart.c:	sprintf(buf, form_data[ch->cur_form].in_room_desc, dragon_colour2(ch->dragtype));
darkheart.c:	bug(dragon_colour2(ch->dragtype), 0);
darkheart.c:    sprintf(buf,form_data[ch->cur_form].in_room_desc);
darkheart.c:    return ch->cclan;
darkheart.c:    ch->generation = 13;
darkheart.c:	for (obj = ch->carrying; obj != NULL; obj = obj_next)
darkheart.c:    free_string( ch->pcdata->switchname );
darkheart.c:    ch->pcdata->switchname = str_dup( buf );
darkheart.c:    free_string( ch->name);
darkheart.c:    ch->name = str_dup( buf );
darkheart.c:    free_string( ch->pcdata->enter_room );
darkheart.c:    ch->pcdata->enter_room = str_dup( buf );
darkheart.c:	class = race_table[ch->race].name;
darkheart.c:	if (ch->class > 0)
darkheart.c:		if (ch->sex != SEX_FEMALE)
darkheart.c:		  class = clanrank[ch->class][ch->generation].male_name;
darkheart.c:		  class = clanrank[ch->class][ch->generation].female_name;
darkheart.c:    ch->cur_form = 0;
darkheart.c:    sprintf(name, form_data[ch->cur_form].name);
darkheart.c:    if (ch->cur_form == 0)
darkheart.c:    sprintf(name, form_data[ch->cur_form].name);
darkheart.c:    if (ch->cur_form == 0)
darkheart.c:    if (ch->cur_form != 0 && !form_data[ch->cur_form].can_wear)
darkheart.c:	for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
darkheart.c:	for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
darkheart.c:    if (ch->cur_form == 0) ch->size = get_size(ch);
darkheart.c:    if (ch->cur_form != 0) return form_data[ch->cur_form].size;
darkheart.c://    if (ch->secondaryrace == RACE_ELADRIN)
darkheart.c://	if (ch->generation < 3) return SIZE_SMALL;
darkheart.c:    else if (ch->class == 0)
darkheart.c:    else if (ch->secondaryrace == RACE_DRAGON)
darkheart.c:	if (ch->generation > 9) return SIZE_GIANT;
darkheart.c:	if (ch->generation > 7) return SIZE_HUGE;
darkheart.c:	if (ch->generation > 3) return SIZE_LARGE;
darkheart.c:	if (ch->generation == 10) return SIZE_LARGE;
darkheart.c:	if (ch->generation > 10) return SIZE_HUGE;
darkknight.c:	if (ch->pcdata->powers[DARK_MAGICKS] < 1)
darkknight.c:	else if (ch->pcdata->powers[DARK_MAGICKS] < 2)
darkknight.c:	else if (ch->pcdata->powers[DARK_MAGICKS] < 3)
darkknight.c:	else if (ch->pcdata->powers[DARK_MAGICKS] < 4)
darkknight.c:	else if (ch->pcdata->powers[DARK_MAGICKS] < 5)
darkknight.c:	else if (ch->pcdata->powers[DARK_MAGICKS] < 6)
darkknight.c:	if (ch->pcdata->powers[DARK_TACTICS] < 1)
darkknight.c:	else if (ch->pcdata->powers[DARK_TACTICS] < 2)
darkknight.c:	else if (ch->pcdata->powers[DARK_TACTICS] < 3)
darkknight.c:	else if (ch->pcdata->powers[DARK_TACTICS] < 4)
darkknight.c:	else if (ch->pcdata->powers[DARK_TACTICS] < 5)
darkknight.c:	else if (ch->pcdata->powers[DARK_TACTICS] < 6)
darkknight.c:	if (ch->pcdata->powers[DARK_INNATE] < 1)
darkknight.c:	else if (ch->pcdata->powers[DARK_INNATE] < 2)
darkknight.c:	else if (ch->pcdata->powers[DARK_INNATE] < 3)
darkknight.c:	else if (ch->pcdata->powers[DARK_INNATE] < 4)
darkknight.c:	else if (ch->pcdata->powers[DARK_INNATE] < 5)
darkknight.c:	else if (ch->pcdata->powers[DARK_INNATE] < 6)
darkknight.c:		if (ch->pcdata->powers[DARK_MAGICKS] > 0)
darkknight.c:		if (ch->pcdata->powers[DARK_MAGICKS] > 1)
darkknight.c:		if (ch->pcdata->powers[DARK_MAGICKS] > 2)
darkknight.c:		if (ch->pcdata->powers[DARK_MAGICKS] > 3)
darkknight.c:		if (ch->pcdata->powers[DARK_MAGICKS] > 4)
darkknight.c:		if (ch->pcdata->powers[DARK_TACTICS] > 0)
darkknight.c:		if (ch->pcdata->powers[DARK_TACTICS] > 1)
darkknight.c:		if (ch->pcdata->powers[DARK_TACTICS] > 2)
darkknight.c:		if (ch->pcdata->powers[DARK_TACTICS] > 3)
darkknight.c:		if (ch->pcdata->powers[DARK_TACTICS] > 4)
darkknight.c:		if (ch->pcdata->powers[DARK_INNATE] > 0)
darkknight.c:		if (ch->pcdata->powers[DARK_INNATE] > 1)
darkknight.c:		if (ch->pcdata->powers[DARK_INNATE] > 2)
darkknight.c:		if (ch->pcdata->powers[DARK_INNATE] > 3)
darkknight.c:		if (ch->pcdata->powers[DARK_INNATE] > 4)
darkknight.c:	cost = (ch->pcdata->powers[improve]+1) * 2000;
darkknight.c:	if ( ch->pcdata->powers[improve] >= max )
darkknight.c:	if ( cost > ch->pcdata->stats[DARK_PTS] )
darkknight.c:	ch->pcdata->powers[improve] += 1;
darkknight.c:	ch->pcdata->stats[DARK_PTS] -= cost;
darkknight.c:		sprintf(buf,"                      #yYour Slash skill affects:    #CHitroll by #y%d\n\r",ch->wpn[3]);
darkknight.c:		sprintf(buf,"                                                   #CDamroll by #y%d\n\r",ch->wpn[3]);
darkknight.c:		sprintf(buf,"                                                   #CDamcap  by #y%d\n\r",ch->wpn[3] * 3);
darkknight.c:		sprintf(buf,"                    #yYour Unarmed skill affects:    #CArmor   by #y-%d\n\r",ch->wpn[0] / 2);
darkknight.c:	if (ch->pcdata->powers[DARK_MAGICKS] < 1)
darkknight.c:	if (ch->mana < 2000)
darkknight.c:	ch->mana -= 2000;
darkknight.c:	obj->timer = (ch->pcdata->powers[DARK_MAGICKS] * 3) + dice(1,3);
darkknight.c:	if (!IS_CLASS(ch, CLASS_DARKKNIGHT) || ch->pcdata->powers[DARK_MAGICKS] < 3)
darkknight.c:	if (IS_SET(ch->newbits2, NEW2_DARKAURA)) 
darkknight.c:	REMOVE_BIT(ch->newbits2, NEW2_DARKAURA);
darkknight.c:	SET_BIT(ch->newbits2, NEW2_DARKAURA);
darkknight.c:  if (ch->pcdata->powers[DARK_MAGICKS] < 2)
darkknight.c:	if (ch->mana < 5000)
darkknight.c:  if (!IS_SET(ch->newbits2, NEW2_UNHOLYBLESS))
darkknight.c:	ch->mana -= 5000;
darkknight.c:	SET_BIT(ch->newbits2, NEW2_UNHOLYBLESS);
darkknight.c:	ch->hitroll += 100;
darkknight.c:	ch->damroll += 100;
darkknight.c:	ch->armor -= 100;
darkknight.c:	REMOVE_BIT(ch->newbits2, NEW2_UNHOLYBLESS);
darkknight.c:	ch->hitroll -= 100;
darkknight.c:	ch->damroll -= 100;
darkknight.c:	ch->armor += 100;
darkknight.c:  if (ch->pcdata->powers[DARK_MAGICKS] < 4)
darkknight.c:	if ((victim = ch->fighting) == NULL)
darkknight.c:	if (ch->mana < 5000)
darkknight.c:	if (ch->hit < ch->max_hit * 0.2)
darkknight.c:	if (ch->hit > ch->max_hit * 0.9) dam = number_range(3500,5000);
darkknight.c:	if (ch->hit > ch->max_hit * 0.9) ch->hit -= dam/4;
darkknight.c:	else if (ch->hit > ch->max_hit * 0.5) ch->hit -= dam/2;
darkknight.c:	else if (ch->hit > ch->max_hit * 0.4) ch->hit -= dam;
darkknight.c:	if (ch->hit < 0) ch->hit = 1;
darkknight.c:	ch->mana -= 5000;
darkknight.c:	if (ch->pcdata->powers[DARK_MAGICKS] < 5)
darkknight.c:	if (ch->move < 2000) 
darkknight.c:	dam = number_range(2000,4000) + ch->wpn[3] *2;
darkknight.c:	ch->move -= 2000;
darkknight.c:	if (!IS_CLASS(ch, CLASS_DARKKNIGHT) || ch->pcdata->powers[DARK_TACTICS] < 2)
darkknight.c:	if (IS_SET(ch->newbits2, NEW2_ARMADILLO)) 
darkknight.c:		REMOVE_BIT(ch->newbits2, NEW2_ARMADILLO);
darkknight.c:	if (ch->move < 2000)
darkknight.c:		SET_BIT(ch->newbits2, NEW2_ARMADILLO);
darkknight.c:	ch->move -= 2000;
darkknight.c:	if (ch->pcdata->powers[DARK_TACTICS] < 3)
darkknight.c:	if (IS_SET(ch->newbits2, NEW2_ARMADILLO))
darkknight.c:	if (ch->fighting == NULL)
darkknight.c:	if (ch->move < 2000) 
darkknight.c:	dam = number_range(1000,1500) + ch->wpn[3] *6;
darkknight.c:	ch->move -= 2000;
darkknight.c:	if (ch->pcdata->powers[DARK_TACTICS] < 4)
darkknight.c:	if (IS_SET(ch->newbits2, NEW2_ARMADILLO))
darkknight.c:	if (ch->fighting == NULL)
darkknight.c:	if (ch->move < 5000) 
darkknight.c:	dam = number_range(1000,3000) + ch->wpn[3] *10;
darkknight.c:	ch->move -= 5000;
darkknight.c:	if (ch->pcdata->powers[DARK_TACTICS] < 5)
darkknight.c:	if (ch->move < 500) 
darkknight.c:	dam = ch->move * 0.1;
darkknight.c:	if (ch->pcdata->powers[DARK_INNATE] < 1)
darkknight.c:    if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
darkknight.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
darkknight.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
darkknight.c:	if (ch->pcdata->powers[DARK_INNATE] < 4)
darkknight.c:	if (ch->move < 1000)
darkknight.c:  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) || IS_SET(victim->in_room->room_flags, 
darkknight.c:	if (ch->fight_timer > 0)
darkknight.c:	if (victim->move > ch->move)
darkknight.c:  ch->move -= 1000;
darkknight.c:	if (ch->pcdata->powers[DARK_INNATE] < 5)
darkknight.c:	if (ch->mana < 2000)
darkknight.c:	ch->mana -= 2000;
darkknight.c:	ch->hit += gain;
darkknight.c:	if (ch->hit > ch->max_hit)
darkknight.c:    ch->hit = ch->max_hit;
darkknight.c:	if (ch->hit >= ch->max_hit)
darkknight.c:	ch->hit = -100;
darkknight.c:	ch->move = -100;
darkknight.c:	ch->mana = -100;
darkknight.c:    if (str_cmp(ch->pcdata->switchname,obj->questowner))
darkknight.c:		if (ch->alignment <= 0 || IS_CLASS(ch,CLASS_DARKKNIGHT))
darkknight.c:		if (ch->alignment >= 0 || IS_CLASS(ch,CLASS_KNIGHT))
data_base.c:  if (ch->pcdata->kingdom == 0)
data_base.c:  if (str_cmp(ch->pcdata->switchname,king_table[ch->pcdata->kingdom].leader_name))
data_base.c:    free_string(king_desc_list[ch->pcdata->kingdom].princes);
data_base.c:    king_desc_list[ch->pcdata->kingdom].princes = str_dup(argument);
data_base.c:    free_string(king_desc_list[ch->pcdata->kingdom].members);
data_base.c:    king_desc_list[ch->pcdata->kingdom].members = str_dup(argument);
data_base.c:    free_string(king_desc_list[ch->pcdata->kingdom].reqs);
data_base.c:    king_desc_list[ch->pcdata->kingdom].reqs = str_dup(argument);
data_base.c:  if (ch->level > 6) return;
data_base.c:  if (ch->pkill * get_ratio(ch) > leader_board.bestpk_number)
data_base.c:    leader_board.bestpk_number = ch->pkill * get_ratio(ch);
data_base.c:    leader_board.bestpk_name = str_dup(ch->name);
data_base.c:  if (ch->mdeath > leader_board.md_number)
data_base.c:    leader_board.md_number = ch->mdeath;
data_base.c:    leader_board.md_name = str_dup(ch->name);
data_base.c:  if (ch->mkill > leader_board.mk_number)
data_base.c:    leader_board.mk_number = ch->mkill;
data_base.c:    leader_board.mk_name = str_dup(ch->name);
data_base.c:  if (ch->pkill > leader_board.pk_number)
data_base.c:    leader_board.pk_number = ch->pkill;
data_base.c:    leader_board.pk_name = str_dup(ch->name);
data_base.c:  if (ch->pdeath > leader_board.pd_number)
data_base.c:    leader_board.pd_number = ch->pdeath;
data_base.c:    leader_board.pd_name = str_dup(ch->name);
data_base.c:  if (ch->pcdata->questsrun > leader_board.qc_number)
data_base.c:    leader_board.qc_number = ch->pcdata->questsrun;
data_base.c:    leader_board.qc_name = str_dup(ch->name);
data_base.c:    leader_board.tt_name = str_dup(ch->name);
data_base.c:  if (ch->pkill == 0) ratio = 0;
data_base.c:  else ratio = 100 * (ch->pkill * ch->pkill)/((ch->pkill + ch->pdeath) * (ch->pkill + ch->pdeath));
data_base.c:  if (ch->level < 7) return;
db.c:	    for ( pch = char_list; pch != NULL; pch = pch->next )
db.c:		if ( !IS_NPC(pch) && IS_AWAKE(pch) && pch->in_room != NULL && pch->in_room->area == pArea )
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->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->fighting2		= 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 ( paf = ch->affected; paf != NULL; paf = paf_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:    if ( ch->pcdata != NULL )
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->email		);
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 );
draconian.c:	sprintf(buf,"#G  /__     #g/   \\'    #P/  #W*#P\\            #oY#yellow: #R+#y(#G%d#y)#R+\n\r",ch->pcdata->powers[ORB_YELLOW]);
draconian.c:	sprintf(buf,"#G /   `\\  #g|  \\  #G|#y-- #p|     #P| #y---        #gG#Green: #R+#y(#G%d#y)#R+\n\r",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:	sprintf(buf,"    #gY#Gou have #y%d #Gspikes!#n\n\r",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, 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 && ch->pcdata->stats[DRACONIAN_SPIKES] < 200)
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 < 10000)
draconian.c:	if (ch->mana < 10000)
draconian.c:	REMOVE_BIT(ch->polyaff, POLY_LIZARDFORM);
draconian.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
draconian.c:	ch->hitroll -= 600;
draconian.c:	ch->damroll -= 600;
draconian.c:	ch->armor += 550;
draconian.c:    free_string( ch->morph );
draconian.c:    ch->morph = str_dup( "" );	
draconian.c:    ch->move -= 10000;
draconian.c:    ch->mana -= 10000;
draconian.c:	ch->hitroll += 600;
draconian.c:	ch->damroll += 600;
draconian.c:	ch->armor -= 550;
draconian.c:    SET_BIT(ch->polyaff, POLY_LIZARDFORM);
draconian.c:	SET_BIT(ch->affected_by, AFF_POLYMORPH);
draconian.c:	if (ch->generation == 1)
draconian.c:	sprintf(buf, "#R%s#G, the scrawny lizard man#n",ch->pcdata->switchname);
draconian.c:	else if (ch->generation == 2)
draconian.c:	sprintf(buf, "#R%s#G, the muscular lizard man#n",ch->pcdata->switchname);
draconian.c:	else if (ch->generation == 3)
draconian.c:	sprintf(buf, "#R%s#G, the giant lizard#n",ch->pcdata->switchname);
draconian.c:	else if (ch->generation == 4)
draconian.c:	sprintf(buf, "#R%s#G, the vicious draconian#n",ch->pcdata->switchname);
draconian.c:	sprintf(buf, "#R%s#G, the bloodthirsty draconian#n",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,ch->pcdata->powers[ORB_GREEN] * 600);
draconian.c:	    spell_blindness( skill_lookup( "blindness" ), 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 += 150;
draconian.c:	SET_BIT(ch->newbits2, NEW2_SCALES);
draconian.c:	ch->armor -= 150;
draconian.c:	if (ch->pcdata->powers[ORB_GREEN] < 5)
draconian.c:	if (ch->move < 250)
draconian.c:	dam = (ch->pcdata->powers[ORB_GREEN] * 300) + (ch->pcdata->powers[ORB_YELLOW] * 300) + number_range(100, 300);
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) + (ch->pcdata->powers[ORB_YELLOW] * 300) + number_range(-500, 100));
draconian.c:		sprintf(buf,"#0Your gasbreath overcomes #R%s!  #0[#R%d#0]#n\n\r",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,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:	if (ch->move < 1000)
draconian.c:  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) || IS_SET(victim->in_room->room_flags, 
draconian.c:	if (ch->fight_timer > 0)
draconian.c:	if (victim->move > ch->move)
draconian.c:  ch->move -= 1000;
drow.c:  for ( gch = char_list; gch != NULL; gch = gch->next)
drow.c:    if (IS_IMMORTAL(gch) && IS_SET(gch->act, PLR_WIZINVIS)) continue;
drow.c:    capitalize( gch->name ), gch->hit, gch->mana, gch->move, gch->generation);
drow.c:    if (ch->pcdata->stats[DROW_POWER] < cost) 
drow.c:    ch->pcdata->stats[DROW_POWER]   -= cost;
drow.c:	if (!IS_SET(ch->pcdata->powers[1],DPOWER_WEB))
drow.c:	if (ch->mana < 2000)
drow.c:	ch->mana -= 2000;
drow.c:    af.duration  = number_range(ch->generation * 2, ch->generation * 5);
drow.c:!IS_SET(ch->pcdata->powers[1],DPOWER_DROWFIRE)) {
drow.c:	if (ch->mana < 500) {
drow.c:    level = ch->spl[spelltype] * 1.5;
drow.c:	ch->mana = ch->mana - 500;
drow.c:	if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_SPIDERHEAL)) 
drow.c:	if (ch->mana < 2000) {
drow.c:	ch->mana -= 2000;
drow.c:	ch->hit += ch->spl[BLUE_MAGIC]*3 + number_range(1000, 3000);
drow.c:	if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
drow.c:    if (!IS_SET(ch->pcdata->powers[1],DPOWER_SHADOWWALK) && IS_CLASS(ch,CLASS_DROW))
drow.c:    if (ch->move < victim->move)
drow.c:  if (ch->fight_timer > 0)
drow.c:  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
drow.c:	if (ch->move < 500) {
drow.c:	ch->move -= 500;
drow.c:	if (!IS_CLASS(ch, CLASS_DROW) || !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:	if (!IS_CLASS(ch, CLASS_DROW) || !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:	if (!IS_CLASS(ch, CLASS_DROW) ||!IS_SET(ch->pcdata->powers[1], DPOWER_LLOTHBLESS))
drow.c:      if (IS_SET(ch->newbits2,NEW2_LLOTHBLESS))
drow.c:        ch->hitroll -= 200;
drow.c:        ch->damroll -= 200;
drow.c:        ch->armor   += 100;
drow.c:        REMOVE_BIT(ch->newbits2,NEW2_LLOTHBLESS);
drow.c:      else if (!IS_SET(ch->newbits2,NEW2_LLOTHBLESS))
drow.c:        ch->hitroll += 200;
drow.c:        ch->damroll += 200;
drow.c:        ch->armor   -= 100;
drow.c:        SET_BIT(ch->newbits2,NEW2_LLOTHBLESS);
drow.c:	if (!IS_CLASS(ch, CLASS_DROW) || !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:	if (!IS_CLASS(ch, CLASS_DROW) || !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_RES))
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_SHADOWWALK))
drow.c:	if (IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE))
drow.c:	if (IS_SET(ch->pcdata->powers[1], DPOWER_WHIPLASH))
drow.c:	if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWHATE))
drow.c:	if (IS_SET(ch->pcdata->powers[1], DPOWER_LLOTHBLESS))
drow.c:	if (IS_SET(ch->pcdata->powers[1], DPOWER_WEB))
drow.c:	if (IS_SET(ch->pcdata->powers[1], DPOWER_DARKTENDRILS))
drow.c:	if (IS_SET(ch->pcdata->powers[1], DPOWER_SWORDDANCE))
drow.c:        ch->pcdata->stats[DROW_POWER] );
drow.c:  if (!IS_SET(ch->pcdata->powers[1], DPOWER_WEB))
drow.c:    if ( (victim = ch->fighting) == NULL)
drow.c:  level = ch->spl[spelltype];
drow.c:  if (ch->pcdata->stats[DROW_POWER] < level * 5 )
drow.c:  ch->pcdata->stats[DROW_POWER] -= level * 5;
drow.c:  if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE)) 
drow.c:  if (!IS_SET(ch->newbits, NEW_DARKNESS)) 
drow.c:  REMOVE_BIT(ch->newbits, NEW_DARKNESS);  
drow.c:  REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
drow.c:      ch->fight_timer += 5;
drow.c:      ch->pkill = ch->pkill + 1;
drow.c:      sprintf(buf, "%s has been assassinated by %s!",victim->name,ch->name);
drow.c:      ch->fight_timer += 5;
drow.c:	if (!IS_CLASS(ch, CLASS_DROW) || !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:	if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
drow.c:	REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
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:	if(!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_WHIPLASH)) 
drow.c:    if ( ( victim = ch->fighting) == NULL)
drow.c:	if (ch->move < 1500) 
drow.c:	if (ch->fighting != victim)
drow.c:	dam = number_range(1500,3000) + ch->wpn[4] *2;
drow.c:	ch->move -= 1500;
druid.c:  if (ch->generation < 1 || ch->generation > 5)
druid.c:  if (ch->generation >= 1)
druid.c:  if (ch->generation >= 2)
druid.c:  if (ch->generation >= 3)
druid.c:  if (ch->generation >= 4)
druid.c:  if (ch->generation >= 5)
druid.c:  if( ch->move < 500)
druid.c:  if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
druid.c:  if ( !IS_NPC(victim) && ch->move < victim->move )
druid.c:  if (victim->in_room == ch->in_room)
druid.c:  ch->move -= 500;
druid.c:	else if (ch->mana < 2000)
druid.c:    if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
druid.c:	REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
druid.c:	SET_BIT(ch->act, PLR_HOLYLIGHT);
druid.c:	ch->mana -= 2000;
druid.c:  if (ch->mana < 5000)
druid.c:  if (IS_SET(ch->pcdata->powers[DRUID_SIGHT], TRUE))
druid.c:    REMOVE_BIT(ch->pcdata->powers[DRUID_SIGHT], TRUE);
druid.c:    ch->hitroll -= 200;
druid.c:    ch->damroll -= 200;
druid.c:    ch->armor += 200;
druid.c:    SET_BIT(ch->pcdata->powers[DRUID_SIGHT], TRUE);
druid.c:    ch->hitroll += 200;
druid.c:    ch->damroll += 200;
druid.c:    ch->armor -= 200;
druid.c:    ch->mana -= 5000;
druid.c:      IS_SET(ch->pcdata->powers[DRUID_UTTERS], ZEM) ? "#GZem" : "#oZem");
druid.c:      IS_SET(ch->pcdata->powers[DRUID_UTTERS], REMISH) ? "#GRemish" : "#oRemish",
druid.c:      IS_SET(ch->pcdata->powers[DRUID_UTTERS], VOLAD) ? "#GVolad" : "#oVolad",
druid.c:      IS_SET(ch->pcdata->powers[DRUID_UTTERS], LEAXOVE) ? "#GLeaxove" : "#oLeaxove");
druid.c:      IS_SET(ch->pcdata->powers[DRUID_UTTERS], FALOCK) ? "#GFalock" : "#oFalock",
druid.c:      IS_SET(ch->pcdata->powers[DRUID_UTTERS], ALKNIB) ? "#GAlknib" : "#oAlknib",
druid.c:      IS_SET(ch->pcdata->powers[DRUID_UTTERS], RANLOZ) ? "#GRanloz" : "#oRanloz");
druid.c:      IS_SET(ch->pcdata->powers[DRUID_UTTERS], OOTID) ? "#GOotid" : "#oOotid",
druid.c:      IS_SET(ch->pcdata->powers[DRUID_UTTERS], TAAQ) ? "#GTaaq" : "#oTaaq",
druid.c:      IS_SET(ch->pcdata->powers[DRUID_UTTERS], SALAKAR) ? "#GSalakar" : "#oSalakar");
druid.c:      if (ch->pcdata->powers[DRUID_WORDS] < 10)
druid.c:    if (ch->pcdata->powers[DRUID_WORDS] >= 10)
druid.c:    cost = ch->pcdata->powers[DRUID_WORDS]+1;
druid.c:    if (ch->exp < cost)
druid.c:      cost - ch->exp);
druid.c:    if (IS_SET(ch->pcdata->powers[DRUID_UTTERS], word))
druid.c:    SET_BIT(ch->pcdata->powers[DRUID_UTTERS], word);
druid.c:    ch->exp -= cost;
druid.c:    ch->pcdata->powers[DRUID_WORDS]++;
druid.c:  if ( ch->gold < 10000 )
druid.c:  obj->questowner = str_dup(ch->pcdata->switchname);
druid.c:  ch->gold -= 10000;
fight.c:  for ( ch = char_list; ch != NULL; ch = ch->next )
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,EXTRA_BLINKY);
fight.c:      SET_BIT(ch->affected_by2,EXTRA_BLINKY);
fight.c:        if (ch->hit > 0) {
fight.c:        if (IS_SET(ch->newbits, THIRD_HAND) && get_eq_char(ch, WEAR_THIRD) != NULL)
fight.c:        if (IS_SET(ch->newbits, FOURTH_HAND) && get_eq_char(ch, WEAR_FOURTH) != NULL)
fight.c:    ch_next = ch->next;
fight.c:    if (ch->fight_timer > 0) ch->fight_timer--;
fight.c:    if ( ch->embracing != NULL )
fight.c:      emb = ch->embracing;
fight.c:      if ( emb == NULL ) ch->embracing = NULL;
fight.c:      if ( ch->in_room != emb->in_room )
fight.c:          ch->embracing = NULL;
fight.c:        else ch->embracing = NULL;
fight.c:    if ( ch->embraced != NULL )
fight.c:      emb = ch->embraced;
fight.c:      if ( emb == NULL ) ch->embraced = NULL;  
fight.c:      if ( ch->in_room != emb->in_room )
fight.c:          ch->embraced   = NULL;
fight.c:        else ch->embraced = NULL;
fight.c:    if ((victim = ch->fighting ) == NULL || ch->in_room == NULL) continue;
fight.c:      if (ch->fight_timer < 10) ch->fight_timer = 10;
fight.c:      else ch->fight_timer += 3;
fight.c:    if (IS_AWAKE(ch) && IS_AWAKE(victim) && ch->in_room == victim->in_room) multi_hit( ch, victim, TYPE_UNDEFINED );
fight.c:    if ((victim = ch->fighting ) == NULL) continue;
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 || number_bits(3) == 0)
fight.c:            for ( vch = ch->in_room->people; vch; vch = vch->next )
fight.c:  if ( ch->position < POS_SLEEPING ) return;
fight.c:      if (!IS_NPC(ch) && ch->cmbt[unarmed] != 0 && wieldorig == 0)
fight.c:        fightaction(ch,victim,ch->cmbt[unarmed], dt, wieldtype);
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:    switch( ch->pIndexData->vnum )
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:    sprintf(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 || dt == gsn_backstab || dt == gsn_shiroken
fight.c:      chance = (ch->wpn[tempnum]) * 0.5;
fight.c:    else chance = (ch->wpn[0]) * 0.5;
fight.c:  if (IS_CLASS(ch,CLASS_DARKKNIGHT) && IS_SET(ch->newbits2, NEW2_ARMADILLO))
fight.c:    if ( ch->fighting != victim ) return;
fight.c:	if (IS_CLASS(ch, CLASS_GHOUL) && ch->pcdata->powers[GPOWER_ZOMBIE] >= 2)
fight.c:		int dam = ch->damcap[DAM_CAP] / 2;
fight.c:	if (IS_CLASS(ch, CLASS_SKYBLADE) && ch->pcdata->powers[SKYBLADE_SKILLS] >= 4)
fight.c:		int dam = number_range(ch->damcap[DAM_CAP] /4 , ch->damcap[DAM_CAP]);
fight.c:	if (IS_CLASS(ch, CLASS_THIEF) && IS_SET(ch->pcdata->powers[1], THIEF_CRITICALSTRIKE) && wield1 != NULL && wield1->value[3] == 11)
fight.c:		int dam = number_range(ch->damcap[DAM_CAP] * 1.5, ch->damcap[DAM_CAP] * 2);
fight.c:	dam += ch->generation * 50;
fight.c:	ch->pcdata->stats[BLOOD_PTS] += blood;
fight.c:	if (IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->newbits, NEW_DARKTENDRILS))
fight.c:  if (!IS_NPC(ch) && ch->level > 2)
fight.c:  if (!IS_NPC(ch) && ch->level > 2)
fight.c:    if (IS_SET(ch->sohbits, SOH_SHARDS) && IS_CLASS(ch, CLASS_SOHMAGE))
fight.c:  if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_WINGS) && number_range(1,2) == 1 && ch->level > 2)
fight.c:  if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_WINGS) && number_range(1,2) == 1 && ch->level > 2)
fight.c:      SET_BIT(ch->affected_by, AFF_FLAMING);
fight.c:  if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD) && ch->position == POS_FIGHTING)
fight.c:  if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && ch->position == POS_FIGHTING)
fight.c:  if (IS_ITEMAFF(victim, ITEMA_ICESHIELD) && ch->position == POS_FIGHTING)
fight.c:  if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD) && ch->position == POS_FIGHTING)
fight.c:  if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING)
fight.c:    if (ch->level >= 500) count += 1;
fight.c:    if (ch->level >= 1000) count +=1;
fight.c:    if (ch->level >= 1500) count +=1;
fight.c:    if (ch->level >= 2000) count +=1;
fight.c:    if( ch->pIndexData->hitsizedice > 20) count += 2;
fight.c:    else count += ch->pIndexData->hitsizedice/4;
fight.c:    if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() < ch->stance[STANCE_VIPER] * 0.5) count += 1;
fight.c:    else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() < ch->stance[STANCE_MANTIS] * 0.5) count += 1;
fight.c:    else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() < ch->stance[STANCE_TIGER] * 0.5) count += 1;
fight.c:    else if ( IS_STANCE(ch, STANCE_WOLF) && number_percent() < ch->stance[STANCE_WOLF] * 0.5) count += 2;
fight.c:    else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_SPEED) 
fight.c:    && number_percent() < ch->stance[(ch->stance[0])] * 0.5 ) count += 2;
fight.c:    if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() <  ch->stance[STANCE_VIPER] * 0.5) count += 1;
fight.c:    else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() < ch->stance[STANCE_MANTIS] * 0.5) count += 1;
fight.c:    else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() < ch->stance[STANCE_TIGER] * 0.5) count += 1;
fight.c:    else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_SPEED) 
fight.c:    && number_percent() < ch->stance[(ch->stance[0])] * 0.5 ) count += 2;
fight.c:   if (IS_CLASS(ch, CLASS_SWORDSMAN)) count += ((((ch->wpn[1]*2) + (ch->wpn[3]*2)) *6) / 6000);
fight.c:if (IS_CLASS(ch, CLASS_SWORDSMAN) && IS_SET(ch->pcdata->powers[1], SWORDSMAN_SPIRIT)) count += 1;
fight.c:	if (IS_CLASS(ch,CLASS_SOHDEMON) && (ch->pcdata->powers[DPOWER_ATTRIBUTES] > 4))
fight.c:		count +=  (ch->pcdata->powers[N_BODY_MOVEMENT] + ch->pcdata->powers[WARRIOR_VOID]) / 2;
fight.c:		if (ch->pcdata->stats[HYDRA_HEADS] > 0 && ch->pcdata->stats[HYDRA_HEADS] < 21)
fight.c:			count += (ch->pcdata->stats[HYDRA_HEADS] / 2);
fight.c:			if (ch->pcdata->stats[HYDRA_HEADS] < 18) count -= 1;
fight.c:			if (ch->pcdata->stats[HYDRA_HEADS] < 15) count -= 2;
fight.c:			if (ch->pcdata->stats[HYDRA_HEADS] < 12) count -= 3;
fight.c:			if (ch->pcdata->stats[HYDRA_HEADS] == 20) count += number_range(1,3);
fight.c:		if (ch->pcdata->powers[VAMP_CELERITY] >= 2) count += 1;		
fight.c:		if (ch->pcdata->powers[VAMP_CELERITY] >= 3) count += 1;
fight.c:		if (ch->pcdata->powers[VAMP_CELERITY] >= 4) count += 1;
fight.c:		if (ch->pcdata->powers[VAMP_CELERITY] >= 5) count += 1;
fight.c:		if (ch->wpn[3] >= 200 && ch->wpn[1] >= 200); //Courage
fight.c:		if (ch->wpn[3] >= 300 && ch->wpn[1] >= 300); //Valor
fight.c:  if (IS_CLASS(ch,CLASS_DARKKNIGHT) && IS_SET(ch->newbits2, NEW2_ARMADILLO))
fight.c:		if (ch->pcdata->powers[ORB_YELLOW] >= 4)
fight.c:		if (IS_SET(ch->pcdata->powers[1],DPOWER_SPEED))
fight.c:		if (IS_SET(ch->pcdata->powers[1],DPOWER_SWORDDANCE))
fight.c:	if (IS_SET(ch->sohbits, SOH_HASTE) && IS_CLASS(ch, CLASS_SOHMAGE)) count += 5;
fight.c:        if (IS_CLASS(ch, CLASS_SOHMAGE )&& !IS_SET(ch->sohbits, SOH_HASTE)) count += 3;
fight.c:	if (IS_SET(ch->sohbits, SOH_HASTE) && !IS_CLASS(ch, CLASS_SOHMAGE)) count += 2;
fight.c:	if (IS_SET(ch->sohbits, SOH_SLOW)) count -= 2;
fight.c:	if (IS_CLASS(ch, CLASS_THIEF) && IS_SET(ch->pcdata->powers[1], THIEF_SWIFTNESS)) count += 7;
fight.c:	if (ch->pcdata->citizen == CITY_SYLVARIA || ch->pcdata->citizen == CITY_ELAMSHIN) count += 1;
fight.c:			if (ch->wpn[9] < 4)
fight.c:			count -= (4 - ch->wpn[9]);
fight.c:			if (ch->wpn[9] > 4)
fight.c:			count += (ch->wpn[9] - 4);
fight.c:			if (ch->wpn[6] < 5)
fight.c:			count -= (5 - ch->wpn[6]);
fight.c:			if (ch->wpn[6] > 5)
fight.c:			count += (ch->wpn[6] - 5);
fight.c:			if (ch->wpn[12] < 3)
fight.c:			count -= (3 - ch->wpn[12]);
fight.c:			if (ch->wpn[12] > 3)
fight.c:			count += (ch->wpn[12] - 3);
fight.c:  count += (ch->max_move / 25000);
fight.c:  if (IS_SET(ch->newbits2, NEW2_DISFAVOR))
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->wpn[dt-1000] > 5) level = (ch->wpn[dt-1000] / 5);
fight.c:  if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3))
fight.c:  if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2))
fight.c:  if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1))
fight.c:    dam = number_range( ch->level / 2, ch->level * 2 ) * 2;
fight.c:      dam = (ch->spl[RED_MAGIC] + ch->spl[YELLOW_MAGIC] + ch->spl[GREEN_MAGIC] 
fight.c:             + ch->spl[PURPLE_MAGIC] + ch->spl[BLUE_MAGIC])/5;
fight.c:  if (!IS_NPC(ch) && dt >= TYPE_HIT) dam = dam + (dam * (UMIN(350,(ch->wpn[dt-1000]+1)) / 60));
fight.c:  if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3)
fight.c:    && ch->stance[(ch->stance[0])] >100)
fight.c:      dam += dam * 1.5 * (ch->stance[(ch->stance[0])] / 200);
fight.c:  else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2)
fight.c:    && ch->stance[(ch->stance[0])] >100)
fight.c:      dam += dam * 1.0 * (ch->stance[(ch->stance[0])] / 200);
fight.c:  else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1)
fight.c:    && ch->stance[(ch->stance[0])] >100)
fight.c:      dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200);
fight.c:  if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3)
fight.c:    && ch->stance[(ch->stance[0])] >100)
fight.c:      dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200);
fight.c:  else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2)
fight.c:    && ch->stance[(ch->stance[0])] >100)
fight.c:      dam += dam * 0.3 * (ch->stance[(ch->stance[0])] / 200);
fight.c:  else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1)
fight.c:    && ch->stance[(ch->stance[0])] >100)
fight.c:      dam += dam * 0.1 * (ch->stance[(ch->stance[0])] / 200);
fight.c:    if (IS_CLASS(ch,CLASS_DARKKNIGHT) && IS_SET(ch->newbits2, NEW2_DARKAURA) && 
fight.c:!IS_SET(ch->newbits2, NEW2_ARMADILLO) && number_range(1,10) == 3)
fight.c:		ch->hit += wdam;
fight.c:		if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
fight.c:      if (ch->fighting == victim && IS_WEAP(wield,WEAPON_VAMPIRIC))
fight.c:      if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_FLAMING) || IS_WEAP(wield, WEAPON_ELE_FLAME)))
fight.c:      if (ch->fighting == victim && !IS_SET(ch->newbits2, NEW2_ARMADILLO) && (IS_WEAP(wield,WEAPON_FROST) || IS_WEAP(wield, WEAPON_ELE_WATER)))
fight.c:      if (ch->fighting == victim && IS_WEAP(wield, WEAPON_ELE_EARTH) )
fight.c:      if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_SHOCKING)  || IS_WEAP(wield, WEAPON_ELE_AIR)))
fight.c:    dam *= ch->pcdata->rank/2;
fight.c:  if (dt == gsn_circle && ch->pcdata->rank == BELT_EIGHT)
fight.c:  if (dt == gsn_circle && ch->pcdata->rank == BELT_NINE)
fight.c:  if (dt == gsn_circle && ch->pcdata->rank == BELT_TEN)
fight.c:  if( IS_NPC(ch) && ch->pIndexData->hitplus > 3) dam *=3;
fight.c:  else if( IS_NPC(ch) && ch->pIndexData->hitplus > 0 ) dam *= ch->pIndexData->hitplus;
fight.c:   dam += ch->level * 2;
fight.c:  if (dam > ch->damcap[DAM_CAP]) dam = number_range( (ch->damcap[DAM_CAP] - 200), (ch->damcap[DAM_CAP] + 100) );
fight.c:  else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_BYPASS)) return TRUE;
fight.c:	if (ch->level > 30500)
fight.c: 	max_dam += ch->level;
fight.c:    if (ch->generation == 5) max_dam += 500;
fight.c:    else if (ch->generation == 4) max_dam += 300;
fight.c:    else if (ch->generation == 3) max_dam += 200;
fight.c:    else if (ch->generation == 2) max_dam += 100;
fight.c:    if (IS_SET(ch->tag_flags, PLR_GANGBANGER)) max_dam += 500;
fight.c:	max_dam += (ch->race * 25);
fight.c:	if (ch->tier > 0) max_dam += ch->tier * 500;
fight.c://	if (ch->tier > 0) max_dam += ch->tier * 150;		
fight.c:	if (ch->pcdata->citizen == CITY_KRYN) max_dam += 100;
fight.c:	else if ((ch->pcdata->citizen == CITY_SHADOWMOR) && (IS_CLASS(ch,CLASS_GHOUL) || IS_CLASS(ch,CLASS_SOHDEMON))) max_dam += 100;
fight.c:		if (ch->pcdata->powers[HYDRA_VICIOUSNESS] > 0)
fight.c:			if (ch->pcdata->powers[HYDRA_VICIOUSNESS] >= 1) max_dam += 100;
fight.c:			if (ch->pcdata->powers[HYDRA_VICIOUSNESS] >= 2) max_dam += 100;
fight.c:			if (ch->pcdata->powers[HYDRA_VICIOUSNESS] >= 3) max_dam += 200;
fight.c:			if (ch->pcdata->powers[HYDRA_VICIOUSNESS] >= 4) max_dam += 200;
fight.c:			if (ch->pcdata->powers[HYDRA_VICIOUSNESS] >= 5) max_dam += 200;
fight.c:			if (ch->pcdata->powers[HYDRA_VICIOUSNESS] >= 6) max_dam += 200;
fight.c:			if (ch->pcdata->powers[HYDRA_VICIOUSNESS] >= 7) max_dam += 200;
fight.c:			if (ch->pcdata->powers[HYDRA_VICIOUSNESS] >= 8) max_dam += 300;
fight.c:		if (ch->pcdata->stats[HYDRA_HEADS] > 0 && ch->pcdata->stats[HYDRA_HEADS] < 21) 
fight.c:		max_dam += (ch->pcdata->stats[HYDRA_HEADS] * 200);
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[VAMP_POTENCE] >= 1) max_dam += 50;
fight.c:		if (ch->pcdata->powers[VAMP_POTENCE] >= 2) max_dam += 100;
fight.c:		if (ch->pcdata->powers[VAMP_POTENCE] >= 3) max_dam += 250;
fight.c:		if (ch->pcdata->powers[VAMP_POTENCE] >= 4) max_dam += 300;
fight.c:		if (ch->pcdata->powers[VAMP_POTENCE] >= 5) max_dam += 500;
fight.c:		if (ch->wpn[3] >= 200 && ch->wpn[1] >= 200); //Courage
fight.c:		if (ch->wpn[3] >= 300 && ch->wpn[1] >= 300); //Valor
fight.c:		if (IS_SET(ch->newbits2, NEW2_HOLYBLESS))
fight.c:		max_dam += ch->pcdata->powers[FITNESS] * 50;
fight.c:			max_dam += ch->pcdata->powers[WEAPONRY] * 100;
fight.c:		if (ch->fighting != NULL && !IS_NPC(ch->fighting))
fight.c:		max_dam += (ch->pcdata->stats[DROW_FAVOR] * 50);
fight.c:		if (IS_SET(ch->newbits, NEW_DROWHATE))
fight.c:		if (ch->sex == SEX_FEMALE)
fight.c:		if (IS_CLASS(ch,CLASS_DROW) && IS_CLASS(victim,CLASS_DROW) && (ch->sex == SEX_FEMALE) && (victim->sex == SEX_MALE))
fight.c:		if (IS_SET(ch->newbits2,NEW2_LLOTHBLESS))
fight.c:		if (IS_SET(ch->pcdata->powers[1],DPOWER_SWORDDANCE))
fight.c:	if (IS_SET(ch->newbits2, NEW2_BADMOON)) 
fight.c:	max_dam += ch->rage;
fight.c:	if (IS_CLASS(ch,CLASS_SWORDSMAN)) max_dam += ((ch->wpn[1] *2) + (ch->wpn[3] *2));
fight.c:	if (IS_CLASS(ch,CLASS_DARKKNIGHT)) max_dam += (ch->wpn[3] * 3);
fight.c:	if (IS_CLASS(ch,CLASS_DARKKNIGHT) && IS_SET(ch->newbits2, NEW2_UNHOLYBLESS)) max_dam += 500;
fight.c:	if (IS_CLASS(ch,CLASS_DARKKNIGHT) && IS_SET(ch->newbits2, NEW2_ARMADILLO)) max_dam -= 1000;	
fight.c:	  if (ch->pcdata->powers[SKYBLADE_POWER] >= 1) max_dam += 150;	  
fight.c:	  if (ch->pcdata->powers[SKYBLADE_POWER] >= 2) max_dam += 150;	 
fight.c:	  if (ch->pcdata->powers[SKYBLADE_POWER] >= 3) max_dam += 150;
fight.c:	  if (ch->pcdata->powers[SKYBLADE_POWER] >= 4) max_dam += 150;
fight.c:	  if (ch->pcdata->powers[SKYBLADE_POWER] >= 5) max_dam += 150;
fight.c:	  if (ch->pcdata->powers[SKYBLADE_POWER] >= 6) max_dam += 150;
fight.c:	  if (ch->pcdata->powers[SKYBLADE_POWER] >= 7) max_dam += 150;
fight.c:	  if (ch->pcdata->powers[SKYBLADE_POWER] >= 8) max_dam += 150;
fight.c:	  if (ch->pcdata->powers[SKYBLADE_POWER] >= 9) max_dam += 200;	  
fight.c:	  if (ch->pcdata->powers[SKYBLADE_POWER] == 10) max_dam += 250;
fight.c:			if (IS_CLASS(ch,CLASS_SOHDEMON) && (ch->pcdata->powers[DPOWER_ATTRIBUTES] > 6))
fight.c:			if (IS_CLASS(ch,CLASS_SOHDEMON) && (ch->pcdata->powers[DPOWER_SOULPOWERS] > 2))
fight.c:			if (IS_CLASS(ch,CLASS_SOHDEMON) && ( ch->in_room != NULL && ( ch->in_room->vnum < 6) && (ch->in_room->vnum > 4)))
fight.c:			if (IS_CLASS(ch, CLASS_THIEF) && IS_SET(ch->pcdata->powers[1], THIEF_MIGHT))
fight.c:				if (ch->pcdata->powers[ORB_GREEN] >= 3) 
fight.c:				if (ch->pcdata->stats[DRACONIAN_SPIKES] > 0) max_dam += ch->pcdata->stats[DRACONIAN_SPIKES] * 2;
fight.c:	if (IS_SET(ch->sohbits, SOH_MIGHT) && IS_CLASS(ch, CLASS_SOHMAGE)) max_dam += 500;
fight.c:    if      (ch->stance[0] == STANCE_BULL)   max_dam += 200;
fight.c:    else if (ch->stance[0] == STANCE_DRAGON) max_dam += 250;
fight.c:    else if (ch->stance[0] == STANCE_WOLF)   max_dam += 250;
fight.c:    else if (ch->stance[0] == STANCE_TIGER)  max_dam += 200;
fight.c:    else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)]	, STANCEPOWER_DAMCAP_3)) max_dam += 550;
fight.c:    else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_2)) max_dam += 400;
fight.c:    else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMCAP_1)) max_dam += 250;
fight.c:  if (!IS_NPC(victim) && ch->stance[0] != STANCE_MONKEY && !IS_CLASS(ch, CLASS_WARRIOR))
fight.c:    if (IS_NPC(ch) || ch->stance[0] != STANCE_MONKEY || !IS_CLASS(ch, CLASS_WARRIOR))
fight.c:  if (IS_SET(ch->newbits2, NEW2_DISFAVOR))
fight.c:  ch->damcap[DAM_CAP] = max_dam;
fight.c:  ch->damcap[DAM_CHANGE] = 0;
fight.c:  if (ch->power[DISC_VAMP_PROT] >= 7 && dam_type == DAM_FIRE) immune = IS_RESISTANT;
fight.c:  if (dam_type == DAM_POISON && ch->power[DISC_DAEM_CORR] >= 3) immune = IS_DIMMUNE;
fight.c:  if (dam_type == DAM_POISON && ch->power[DISC_DAEM_CORR] >= 1) immune = IS_RESISTANT;
fight.c:  if (dam_type == DAM_FIRE && ch->power[DISC_DAEM_HELL] >= 2) immune = IS_DIMMUNE;
fight.c:  if (dam_type == DAM_FIRE && ch->power[DISC_DAEM_HELL] >= 1) immune = IS_RESISTANT;
fight.c:  if (dam_type == DAM_COLD && ch->power[DISC_DAEM_GELU] >= 4) immune = IS_DIMMUNE;
fight.c:  if (dam_type == DAM_COLD && ch->power[DISC_DAEM_GELU] >= 1) immune = IS_RESISTANT;
fight.c:  if (dam_type == DAM_POISON && ch->power[DISC_VAMP_FORT] >= 1) immune = IS_RESISTANT;
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->wpn[9] == 0)
fight.c:			sprintf(buf,"FIGHT.c %s has a 0 1-handed weapon level!", ch->name );
fight.c:			else if (ch->wpn[9] <= 3)
fight.c:			dam *= (ch->wpn[9] * 0.3);
fight.c:			else if (ch->wpn[9] == 4)
fight.c:			else if (ch->wpn[9] == 5)
fight.c:			else if (ch->wpn[9] >= 6)
fight.c:			dam *= (ch->wpn[9] * .075) + 1;
fight.c:			if (ch->wpn[9] == 0)
fight.c:			sprintf(buf,"FIGHT.c %s has a 0 1-handed weapon level!", ch->name );
fight.c:			else if (ch->wpn[9] <= 3)
fight.c:			dam *= (ch->wpn[9] * 0.3);
fight.c:			else if (ch->wpn[9] == 4)
fight.c:			else if (ch->wpn[9] == 5)
fight.c:			else if (ch->wpn[9] >= 6)
fight.c:			dam *= (ch->wpn[9] * .075) + 1;
fight.c:			if (ch->wpn[9] == 0)
fight.c:			sprintf(buf,"FIGHT.c %s has a 0 1-handed weapon level!", ch->name );
fight.c:			else if (ch->wpn[9] <= 3)
fight.c:			dam *= (ch->wpn[9] * 0.3);
fight.c:			else if (ch->wpn[9] == 4)
fight.c:			else if (ch->wpn[9] == 5)
fight.c:			else if (ch->wpn[9] >= 6)
fight.c:			dam *= (ch->wpn[9] * .075) + 1;
fight.c:			if (ch->wpn[9] == 0)
fight.c:			sprintf(buf,"FIGHT.c %s has a 0 1-handed weapon level!", ch->name );
fight.c:			else if (ch->wpn[9] <= 3)
fight.c:			dam *= (ch->wpn[9] * 0.3);
fight.c:			else if (ch->wpn[9] == 4)
fight.c:			else if (ch->wpn[9] == 5)
fight.c:			else if (ch->wpn[9] >= 6)
fight.c:			dam *= (ch->wpn[9] * .075) + 1;
fight.c:			if (ch->wpn[9] == 0)
fight.c:			sprintf(buf,"FIGHT.c %s has a 0 1-handed weapon level!", ch->name );
fight.c:			else if (ch->wpn[9] <= 3)
fight.c:			dam *= (ch->wpn[9] * 0.3);
fight.c:			else if (ch->wpn[9] == 4)
fight.c:			else if (ch->wpn[9] == 5)
fight.c:			else if (ch->wpn[9] >= 6)
fight.c:			dam *= (ch->wpn[9] * .075) + 1;
fight.c:			if (ch->wpn[6] == 0)
fight.c:			sprintf(buf,"FIGHT.c %s has a 0 2-handed weapon level!", ch->name );
fight.c:			else if (ch->wpn[6] < 3)
fight.c:			dam *= ch->wpn[6] * .33;
fight.c:			else if (ch->wpn[6] > 3)           //These are fine, just hope they don't get too large.
fight.c:			dam *= (ch->wpn[6] * .1) + 1;   // Lower them if they do.  -Trent
fight.c:			if (ch->wpn[12] == 0)
fight.c:			sprintf(buf,"FIGHT.c %s has a 0 missile weapon level!", ch->name );
fight.c:			else if (ch->wpn[12] == 1)         //Very low damage here, but extra attacks are invaluable
fight.c:			else if (ch->wpn[12] == 2)
fight.c:			else if (ch->wpn[12] == 3)
fight.c:			else if (ch->wpn[12] <= 6)
fight.c:			dam *= ch->wpn[12] * .166;
fight.c:			else if (ch->wpn[12] >= 7)
fight.c:			dam *= (ch->wpn[12] * .075) + 1;
fight.c:  dam = number_range(ch->level * 3, ch->level * 6);
fight.c:		if (IS_CLASS(victim,CLASS_VAMPIRE) && ch->generation >= 2) dam *= 0.95;
fight.c:		else if (IS_CLASS(victim,CLASS_VAMPIRE) && ch->generation >= 3) dam *= 0.9;
fight.c:		else if (IS_CLASS(victim,CLASS_VAMPIRE) && ch->generation >= 4) dam *= 0.8;
fight.c:		else if (IS_CLASS(victim,CLASS_VAMPIRE) && ch->generation >= 5) dam *= 0.7;
fight.c:		if (ch->pIndexData->hitplus > 0)
fight.c:			dam *= (ch->pIndexData->hitplus);
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) && number_percent( ) < ch->level * 0.5)
fight.c:      if (IS_NPC(ch) && number_percent( ) < ch->level * 0.5)
fight.c:  if (IS_NPC(victim) && (victim->hit > 0) && (victim->fighting == NULL) && number_percent() >= 55 && !IS_SET(ch->sohbits,SOH_SHARDS))
fight.c:      sprintf( log_buf, "%s killed by %s at %d", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), victim->in_room->vnum);
fight.c:      ch->mkill += 1;
fight.c:		ch->pcdata->stats[GHOUL_PTS] += aurag;
fight.c:		ch->pcdata->stats[BLOOD_PTS] += aurag;
fight.c:		ch->pcdata->stats[DARK_PTS] += aurag;
fight.c:		ch->pcdata->stats[DROW_POWER] += aurag;
fight.c:		ch->pcdata->stats[WOLF_PTS] += aurag;
fight.c:	  	if ( IS_CLASS(ch, CLASS_WOLFKIN) && ch->pcdata->stats[WOLF_AP] < 1000 && number_range(1,2) == 1)
fight.c:		ch->pcdata->stats[WOLF_AP] += aurag;
fight.c:		ch->pcdata->stats[SOHDEMON_PTS] += aurag;
fight.c:		if (ch->generation < 5)
fight.c:		ch->genexp += number_range((victim->level / 4), (victim->level));
fight.c:			if (ch->genexp >= ch->generation * 10000)
fight.c:			ch->genexp = 0;
fight.c:			ch->generation += 1;
fight.c:			sprintf(buf,"#C%s #yhas gained a level!#n",ch->name);
fight.c:	  if (ch->level == 1 && ch->mkill > 4)
fight.c:        ch->level = 2;
fight.c:      ch->gold += victim->pcdata->bounty;
fight.c:    if (IS_SET(ch->act, PLR_AUTOLOOT) )
fight.c:      if ( IS_SET(ch->act, PLR_AUTOSAC) )
fight.c:      if ( IS_SET(ch->tag_flags, PLR_AUTOGOLD))
fight.c:	if (ch->in_room != NULL && ch->in_room->room_gold > 0)
fight.c:    if (!in_statusrange(ch,victim) && ch->fighting2 != victim)
fight.c:      if (ch->tier > victim->tier && victim->fighting != ch && victim->race <= safe_status(ch))
fight.c:    if (!IS_SET(ch->tag_flags, PLR_GANGBANGER) || !IS_SET(victim->tag_flags, PLR_GANGBANGER))
fight.c:      if (!in_statusrange(ch,victim) && ch->tier < victim->tier && victim->fighting2 != NULL && victim->fighting2 != ch)
fight.c:    if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL) REMOVE_BIT(ch->affected_by, AFF_PEACE);
fight.c:    if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL) REMOVE_BIT(ch->affected_by, AFF_PEACE);
fight.c:    if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1 / 5);
fight.c:    else chance -= (ch->level * 0.01);
fight.c:    if (!IS_NPC(ch)) chance -= (ch->wpn[0] * 0.1 / 5);
fight.c:    else chance -= (ch->level * 0.01 / 2);
fight.c:		if ((chwield->value[7] == 1) && (ch->wpn[9] > victim->wpn[9]))
fight.c:		chance -= ((ch->wpn[9] - victim->wpn[9]) * 3);
fight.c:		else if ((chwield->value[7] == 2) && (ch->wpn[6] > victim->wpn[6]))
fight.c:		chance -= ((ch->wpn[6] - victim->wpn[6]) * 3);
fight.c:		else if((chwield->value[7] == 3) && (ch->wpn[12] > victim->wpn[12]))
fight.c:		chance -= ((ch->wpn[12] - victim->wpn[12]) * 3);
fight.c:		if ((vcwield->value[7] == chwield->value[7]) && (victim->wpn[wpntype] > ch->wpn[wpntype]))
fight.c:		chance += ((victim->wpn[wpntype] - ch->wpn[wpntype]) * 2);
fight.c:if (IS_CLASS(ch,CLASS_SOHDEMON) && (ch->pcdata->powers[DPOWER_ATTRIBUTES] > 4))
fight.c:    if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF))
fight.c:  if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1 / 5);
fight.c:		if ((chwield->value[7] == 1) && (ch->wpn[9] > victim->wpn[9]))
fight.c:		chance -= ((ch->wpn[9] - victim->wpn[9]) * 3);
fight.c:		else if ((chwield->value[7] == 2) && (ch->wpn[6] > victim->wpn[6]))
fight.c:		chance -= ((ch->wpn[6] - victim->wpn[6]) * 3);
fight.c:		else if((chwield->value[7] == 3) && (ch->wpn[12] > victim->wpn[12]))
fight.c:		chance -= ((ch->wpn[12] - victim->wpn[12]) * 3);
fight.c:		if ((vcwield->value[7] == chwield->value[7]) && (victim->wpn[wpntype] > ch->wpn[wpntype]))
fight.c:		chance += ((victim->wpn[wpntype] - ch->wpn[wpntype]) * 2);
fight.c:  chance += (ch->carry_weight /25);
fight.c:if (IS_CLASS(ch,CLASS_SOHDEMON) && (ch->pcdata->powers[DPOWER_ATTRIBUTES] > 4))
fight.c:	chance -= ch->pcdata->powers[WARRIOR_VOID] * 2;
fight.c:	chance -= ch->pcdata->powers[N_BODY_MOVEMENT] * 2;
fight.c:		if (!IS_SET(ch->act, PLR_BRIEF3))
fight.c:		if (!IS_SET(ch->act, PLR_BRIEF3))		
fight.c:		if (!IS_SET(ch->act, PLR_BRIEF3))		
fight.c:		if (!IS_SET(ch->act, PLR_BRIEF3))		
fight.c:	if (IS_SET(ch->newbits, NEW_CLOUDBLESS)) skychance += 25;
fight.c:	if (!IS_SET(ch->act, PLR_BRIEF3))
fight.c:    if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF) && skychance != 101)
fight.c:  if (ch->fighting != NULL) return;
fight.c:  ch->fighting = victim;
fight.c:  if (!IS_NPC(ch) && !IS_NPC(victim) && !in_statusrange(victim,ch) && victim->tier > ch->tier)
fight.c:  ch->position = POS_FIGHTING;
fight.c:  ch->damcap[DAM_CHANGE] = 1;
fight.c:    ch->embracing=NULL;
fight.c:  ch->embracing=NULL;
fight.c:  for ( fch = char_list; 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:		sprintf(buf,"#0Your body #REXPLODES, #0splashing #Ghot acid #0all over #G%s!  #0[#R%d#0]#n\n\r",ch->pcdata->switchname,dam2);
fight.c:		SET_BIT(ch->affected_by, AFF_FLAMING);
fight.c:		sprintf(buf,"#r%s #Rcatches #yfire!#n\n\r",ch->pcdata->switchname);
fight.c:		sprintf(buf,"#0Your body turns to #7stone, #0petrifying #W%s!#n\n\r",ch->pcdata->switchname);
fight.c:			sprintf(buf,"#7%s's #0weapon is wrenched from their hands as your corpse falls limp to the ground!#n\n\r",ch->pcdata->switchname);
fight.c:		for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
fight.c:		vch_next = vch->next_in_room;
fight.c:			sprintf(buf,"#0Your #Pchloroform gas #0overcomes #R%s!  #0[#R%d#0]#n\n\r",vch->pcdata->switchname,dam);
fight.c:			sprintf(buf,"%s looks very sick as your poison takes affect.\n\r",vch->pcdata->switchname);
fight.c:			sprintf(buf,"%s looks very sick as your poison takes affect.\n\r",vch->short_descr);
fight.c:			if (vch->position != POS_STUNNED && number_range(1,3) < 2)
fight.c:			vch->position = POS_STUNNED;
fight.c:    name = ch->short_descr;
fight.c:    corpse->value[2]= ch->pIndexData->vnum;
fight.c:	if (ch->soh_fun1 > 0)
fight.c:	low = (ch->soh_fun1 / 2);
fight.c:	amount = number_range(low, (ch->soh_fun1));
fight.c:        if (ch->tier >= 3) amount *= ch->tier/3;
fight.c:		if (IS_SET(ch->newbits2, NEW2_DISFAVOR))
fight.c:	if (ch->in_room != NULL && amount > 0)	
fight.c:	sprintf(buf, "%s drops %d gold.", ch->short_descr, amount);
fight.c:	  ch->in_room->room_gold += amount;
fight.c:    name  = ch->name;
fight.c:    if (ch->gold > 0)
fight.c:	amount = number_range(ch->gold/4, ch->gold/2);
fight.c:        if (ch->tier >= 3) amount *= ch->tier/3;
fight.c:      ch->gold = 0;
fight.c:    ch->in_room->room_gold += amount;    
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( corpse, ch->in_room );
fight.c:  was_in_room = ch->in_room;
fight.c:      ch->in_room = pexit->to_room;
fight.c:  ch->in_room = was_in_room;
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; obj->chobj = ch;obj->timer = number_range(2,3); obj->item_type = ITEM_HEAD;}
fight.c:      if (ch->pcdata->chobj != NULL) ch->pcdata->chobj->chobj = NULL;
fight.c:      ch->pcdata->chobj = obj;
fight.c:    if( ch->in_room != NULL )
fight.c:      obj_to_room( obj, ch->in_room );
fight.c:  if ((IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch) return;
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->tier > 1)
fight.c:	  xp*= gch->tier;
fight.c:	//sprintf(buf,"#cY#Cou receive a #RT#rier #RB#ronus #Cof #cx%d #CXP!#n\n\r",gch->pcdata->stats[TIER_LEVEL]);
fight.c:    if (IS_SET(ch->newbits2, NEW2_DISFAVOR))
fight.c:	if (!IS_SET(ch->act, PLR_BRIEF2))
fight.c:    if (ch->exp + xp >= 2100000000 || ch->exp + xp < 0) xp = 0;
fight.c:    if (ch->exp >= 1900000000)
fight.c:    if ((mount = gch->mount) != NULL) send_to_char( buf, mount );
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(ch) && IS_SET(ch->newbits,NEW_REND)&& dam>0 && number_range(1,7) == 5) critical=TRUE;
fight.c:    else if ( dt == TYPE_HIT && !IS_NPC(ch) && IS_SET(ch->newbits, NEW_MONKFLAME))
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_BRIEF2) && (dt == 37 || dt == 48 || dt == 12 || dt == 1 || dam == 0)))
fight.c:  if ( IS_NPC(ch) && ch->desc == NULL) return;
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:  if ( IS_SET(ch->act, PLR_WIZINVIS) )
fight.c:  REMOVE_BIT(ch->act, PLR_WIZINVIS);
fight.c:  else if (!IS_AWAKE(victim) || IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_backstab])
fight.c:  if((ch->pcdata->rank == BELT_SEVEN || ch->pcdata->rank == BELT_EIGHT || ch->pcdata->rank == BELT_NINE 
fight.c:    || ch->pcdata->rank == BELT_TEN) && number_range(1,3) == 1)
fight.c:  if((ch->pcdata->rank == BELT_NINE || ch->pcdata->rank == BELT_TEN) && number_range(1,6) == 1)
fight.c:  if ((victim = ch->fighting ) == NULL)
fight.c:    if (ch->position == POS_FIGHTING) ch->position = POS_STANDING;
fight.c:  if(ch->move <= 0)
fight.c:  if (IS_SET(ch->newbits2, NEW2_ARMADILLO))
fight.c:  victim = ch->fighting;
fight.c:	if (!IS_NPC(ch) && ch->pcdata->citizen == CITY_ELAMSHIN)
fight.c:  if ( IS_SET(ch->flag2, AFF_TOTALBLIND) )
fight.c:  was_in = ch->in_room;
fight.c:  if (!IS_NPC(ch->fighting))
fight.c:  if (!IS_NPC(ch) && ch->pcdata->citizen == CITY_ELAMSHIN && ((weather_info.sunlight == SUN_DARK) || (IS_CLASS(ch,CLASS_DROW))))
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 (( 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]) dam = number_range(1,4);
fight.c:  if (!IS_NPC(ch)) dam = dam + (dam * ((ch->wpn[0]+1) / 100));
fight.c:    stance = ch->stance[0];
fight.c:      dam *= (ch->stance[STANCE_MONKEY]+1) / 200;
fight.c:    else if ( IS_STANCE(ch, STANCE_BULL) && ch->stance[STANCE_BULL] > 100 )
fight.c:      dam += dam * (ch->stance[STANCE_BULL] / 100);
fight.c:    else if ( IS_STANCE(ch, STANCE_DRAGON) && ch->stance[STANCE_DRAGON] > 100 )
fight.c:      dam += dam * (ch->stance[STANCE_DRAGON] / 100);
fight.c:    else if ( IS_STANCE(ch, STANCE_WOLF) && ch->stance[STANCE_WOLF] > 100)
fight.c:      dam += dam*(ch->stance[STANCE_WOLF] /100);
fight.c:    else if ( IS_STANCE(ch, STANCE_TIGER) && ch->stance[STANCE_TIGER] > 100 )
fight.c:      dam += dam * (ch->stance[STANCE_TIGER] / 100);
fight.c:    else if ( ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_3) 
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 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_2)
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 && IS_SET(ch->stance[(ch->stance[0]+6)], STANCEPOWER_DAMAGE_1)
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:  if ( !IS_NPC(ch) ) dam = dam + (dam * (ch->wpn[0] / 100));
fight.c:    switch( ch->pIndexData->vnum )
fight.c:  if (ch->in_room == NULL) {stc("Sex is good but check berserk.\n\r",ch);return;}
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 || (to_room = pexit->to_room) == NULL)
fight.c:    dam = number_range(ch->level, (ch->level * 4));
fight.c:    if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
fight.c:    dam = number_range(ch->level, (ch->level * 4));
fight.c:    if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
fight.c:      && pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL)
fight.c:      dam = number_range(ch->level, (ch->level * 6));
fight.c:      if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
fight.c:    dam = number_range(ch->level, (ch->level * 2));
fight.c:    if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
fight.c:    &&   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:    else if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 )
fight.c:  if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
fight.c:  ch->fighting = NULL;
fight.c:	if (ch->fighting != NULL || victim->fighting != NULL)
fight.c:  ch->fight_timer += 10;
fight.c:    ch->gold += victim->pcdata->bounty;
fight.c:  ch->exp += victim->exp / 4;
fight.c:  if (!in_statusrange(ch,victim) && ch->tier > victim->tier) {paradox_punish = TRUE;could_kill = FALSE;}
fight.c:  if (ch->fighting2 == victim) {paradox_punish = FALSE;}
fight.c://  else if ( (victim->tier) < ch->tier && (ch->race - victim->race) > 5) paradox_punish = TRUE;
fight.c://  else if ( (ch->tier) < 1 && (victim->tier) < 1 && (ch->race - victim->race) >5) paradox_punish = TRUE;
fight.c://  else if (victim->tier == 0 && victim->race == 0 && (ch->tier > 0 && ch->race > 3)) paradox_punish = TRUE;
fight.c:  if (ch->level > 6 && paradox_punish == TRUE) paradox_punish = FALSE;
fight.c://    ch->paradox[0] += ch->race;
fight.c://    ch->paradox[1] += ch->race;
fight.c://    ch->paradox[2] += PARADOX_TICK;
fight.c:    sprintf(buf,"%s has been diablerised by %s for no status.",victim->pcdata->switchname,ch->pcdata->switchname);
fight.c:    victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
fight.c:    ch->fight_timer += 10;
fight.c:  if (victim->tier >= ch->tier)
fight.c:  ch->tks = ch->tks + 1;
fight.c:  if (ch->race - ((ch->race/100)*100) == 0) ch->race = ch->race + 1;
fight.c:  else if (ch->race - ((ch->race/100)*100) < 300) ch->race = ch->race + 1;}
fight.c:  if (ch->race - ((ch->race/100)*100) == 0) victim->race = victim->race;
fight.c:  ch->fight_timer += 10;
fight.c:  ch->pcdata->stats[BLOOD_PTS] += 10000;
fight.c:  ch->max_hit += number_range(100,350);
fight.c:  if (IS_ITEMAFF(victim, ITEMA_STEELSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_STEELSHIELD);
fight.c:	REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
fight.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
fight.c:    ch->morph = str_dup( "" );	
fight.c:  sprintf(buf,"#r%s #0has diablerised #R%s!#n",ch->pcdata->switchname,victim->pcdata->switchname);
fight.c:  ch->exp += 1000000;
fight.c:  victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
fight.c:  ch->fighting2 = NULL;
fight.c:    ch->hit = 1;
fight.c:	ch->mana = 1;
fight.c:	ch->move = 1;
fight.c:    ch->gold += victim->pcdata->bounty;
fight.c:  if (!in_statusrange(ch,victim) && ch->tier > victim->tier) {paradox_punish = TRUE;could_kill = FALSE;}
fight.c:  if (ch->fighting2 == victim) {paradox_punish = FALSE;}
fight.c://  else if ( (victim->tier) < ch->tier && (ch->race - victim->race) > 5) paradox_punish = TRUE;
fight.c://  else if ( (ch->tier) < 1 && (victim->tier) < 1 && (ch->race - victim->race) >5) paradox_punish = TRUE;
fight.c://  else if (victim->tier == 0 && victim->race == 0 && (ch->tier > 0 && ch->race > 3)) paradox_punish = TRUE;
fight.c:  if (ch->level > 6 && paradox_punish == TRUE) paradox_punish = FALSE;
fight.c://    ch->paradox[0] += ch->race;
fight.c://    ch->paradox[1] += ch->race;
fight.c://    ch->paradox[2] += PARADOX_TICK;
fight.c:    sprintf(buf,"%s has been decapitated by %s for no status.",victim->pcdata->switchname,ch->pcdata->switchname);
fight.c:    victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
fight.c:    ch->fight_timer += 10;
fight.c:    if (ch->pcdata->kingdom != 0) king_table[ch->pcdata->kingdom].pk += 1;
fight.c:    ch->pkill = ch->pkill + 1;
fight.c:    ch->pcdata->bounty += number_range(200,1000);
fight.c:  if (ch->exp + (victim->exp / 4) <= 2100000000)
fight.c:  ch->exp += victim->exp / 4;
fight.c:  if (victim->tier >= ch->tier)
fight.c:  ch->tks = ch->tks + 1;
fight.c:  if (ch->race - ((ch->race/100)*100) == 0) ch->race = ch->race + 1;
fight.c:  else if (ch->race - ((ch->race/100)*100) < 45) ch->race = ch->race + 1;
fight.c:  if (ch->race - ((ch->race/100)*100) == 0) victim->race = victim->race;
fight.c:  ch->fight_timer += 10;
fight.c:  if (ch->pcdata->kingdom != 0)
fight.c:  king_table[ch->pcdata->kingdom].pk += 1;
fight.c:  ch->pcdata->stats[SOUL_PTS] += 1;
fight.c:  ch->pkill = ch->pkill + 1;
fight.c:		sprintf(buf,"#r%s #Rhas stolen #r%s's #Reternal soul!#n",ch->pcdata->switchname,victim->pcdata->switchname);
fight.c:  ch->exp += 1000000;
fight.c:  victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
fight.c:  ch->pcdata->bounty += number_range(200,1000);
fight.c:  ch->fighting2 = NULL;
fight.c:    ch->hit = 1;
fight.c:	ch->mana = 1;
fight.c:	ch->move = 1;
fight.c:  if (ch->pcdata->stats[DROW_FAVOR] >= 10)
fight.c:  ch->fight_timer += 10;
fight.c:  if (ch->exp + (victim->exp / 4) <= 2100000000)
fight.c:  ch->exp += victim->exp / 4;
fight.c:if (ch->pcdata->stats[DROW_FAVOR] < 10)
fight.c:	ch->pcdata->stats[DROW_FAVOR] += 1;
fight.c:  sprintf(buf,"#p%s #0has sacrificed #P%s #0to Lloth!#n",ch->pcdata->switchname,victim->pcdata->switchname);
fight.c:  ch->exp += 1000000;
fight.c:  victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
fight.c:  ch->fighting2 = NULL;
fight.c:		if ((wield->value[7] == 1) && (ch->pcdata->wpnpoints[0] < 500000))
fight.c:		ch->pcdata->wpnpoints[0] += number_range(1000,2000);
fight.c:		else if ((wield->value[7] == 2) && (ch->pcdata->wpnpoints[0] < 500000))
fight.c:		ch->pcdata->wpnpoints[1] += number_range(1000,2000);
fight.c:		else if ((wield->value[7] == 3) && (ch->pcdata->wpnpoints[0] < 500000))
fight.c:		ch->pcdata->wpnpoints[2] += number_range(1000,2000);
fight.c:    ch->gold += victim->pcdata->bounty;
fight.c:  if (!in_statusrange(ch,victim) && ch->tier > victim->tier) {paradox_punish = TRUE;could_kill = FALSE;}
fight.c:  if (ch->fighting2 == victim) {paradox_punish = FALSE;}
fight.c://  else if ( (victim->tier) < ch->tier && (ch->race - victim->race) > 5){could_kill = FALSE; paradox_punish = TRUE;}
fight.c://  else if ( (ch->tier) < 1 && (victim->tier) < 1 && (ch->race - victim->race) >5) paradox_punish = TRUE;
fight.c://  else if (victim->tier == 0 && victim->race == 0 && (ch->tier > 0 && ch->race > 3)) paradox_punish = TRUE;
fight.c:  if (ch->level > 6 && paradox_punish == TRUE) paradox_punish = FALSE;
fight.c://    ch->paradox[0] += ch->race;
fight.c://    ch->paradox[1] += ch->race;
fight.c://    ch->paradox[2] += PARADOX_TICK;
fight.c:    sprintf(buf,"%s has been decapitated by %s for no status.",victim->pcdata->switchname,ch->pcdata->switchname);
fight.c:    victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
fight.c:    ch->fight_timer += 10;
fight.c:    if (ch->pcdata->kingdom != 0) king_table[ch->pcdata->kingdom].pk += 1;
fight.c:    ch->pkill = ch->pkill + 1;
fight.c:    ch->pcdata->bounty += number_range(200,1000);
fight.c:  if (ch->exp + (victim->exp / 4) <= 2100000000)
fight.c:  ch->exp += victim->exp / 4;
fight.c:  if (victim->tier >= ch->tier)
fight.c:  ch->tks = ch->tks + 1;
fight.c:  if (ch->race - ((ch->race/100)*100) == 0) ch->race = ch->race + 1;
fight.c:  else if (ch->race - ((ch->race/100)*100) < 300) ch->race = ch->race + 1;
fight.c:  if (ch->tier == 0 && ch->race > 5) ch->race = 5;
fight.c:  if (ch->race > (ch->tier * 10) && ch->tier != 0) ch->race = ch->tier * 10;
fight.c:  if (ch->race - ((ch->race/100)*100) == 0) victim->race = victim->race;
fight.c:  ch->fight_timer += 10;
fight.c:  if (ch->pcdata->kingdom != 0)
fight.c:  king_table[ch->pcdata->kingdom].pk += 1;
fight.c:  ch->pkill = ch->pkill + 1;
fight.c:	 if (ch->sex == SEX_MALE) sprintf(chsex,"his");
fight.c:else if (ch->sex == SEX_FEMALE) sprintf(chsex,"her");
fight.c:		if (ch->class == class_message_lookup[i].classnum) 
fight.c:			sprintf(buf,class_message_lookup[i].decap_msg,ch->pcdata->switchname,chsex,victim->pcdata->switchname);
fight.c:			sprintf(buf,class_message_lookup[i].decap_msg,victim->pcdata->switchname, ch->pcdata->switchname);
fight.c:			sprintf(buf,class_message_lookup[i].decap_msg,ch->pcdata->switchname,victim->pcdata->switchname,vcsex);
fight.c:			sprintf(buf,class_message_lookup[i].decap_msg,ch->pcdata->switchname,victim->pcdata->switchname);
fight.c:  ch->exp += 1000000;
fight.c:  victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum );
fight.c:  ch->fighting2 = NULL;
fight.c:  ch->pcdata->bounty += number_range(200,1000);
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 = victim->hit - number_range(ch->level,(5*ch->level));
fight.c:  if (ch->fight_timer > 0 && !IS_NPC(ch)) 
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_BULL;
fight.c:    ch->stance[MONK_AUTODROP] = STANCE_VIPER;
fight.c:    ch->stance[MONK_AUTODROP] = STANCE_MONGOOSE;
fight.c:  else if (!str_cmp(arg, "mantis") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200)
fight.c:    ch->stance[MONK_AUTODROP] = STANCE_MANTIS;
fight.c:  else if (!str_cmp(arg, "monkey") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
fight.c:    ch->stance[MONK_AUTODROP] = STANCE_MONKEY;
fight.c:  else if (!str_cmp(arg, "swallow") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200)
fight.c:    ch->stance[MONK_AUTODROP] = STANCE_SWALLOW;
fight.c:  else if (!str_cmp(arg, "tiger") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200)
fight.c:    ch->stance[MONK_AUTODROP] = STANCE_TIGER;
fight.c:  else if (!str_cmp(arg, "dragon") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_BULL] >= 200)
fight.c:    ch->stance[MONK_AUTODROP] = STANCE_DRAGON;
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, "ss4") && ch->stance[22] != -1)
fight.c:    ch->stance[MONK_AUTODROP] = STANCE_SS4;
fight.c:  else if (!str_cmp(arg, "ss5") && ch->stance[23] != -1)
fight.c:    ch->stance[MONK_AUTODROP] = STANCE_SS5;
fight.c:  if (ch->stance[MONK_AUTODROP]==STANCE_NONE) return;
fight.c:  if (ch->stance[MONK_AUTODROP]==STANCE_VIPER) sprintf(stancename,"viper");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_CRANE) sprintf(stancename,"crane");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_CRAB) sprintf(stancename,"crab");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_MONGOOSE) sprintf(stancename,"mongoose");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_BULL) sprintf(stancename,"bull");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_MANTIS) sprintf(stancename,"mantis");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_DRAGON) sprintf(stancename,"dragon");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_TIGER) sprintf(stancename,"tiger");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_MONKEY) sprintf(stancename,"monkey");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_SWALLOW) sprintf(stancename,"swallow");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_XKILLA) sprintf(stancename,"leopard");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_SS1) sprintf(stancename,"ss1");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_SS2) sprintf(stancename,"ss2");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_SS3) sprintf(stancename,"ss3");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_SS4) sprintf(stancename,"ss4");
fight.c:  else if (ch->stance[MONK_AUTODROP]==STANCE_SS5) sprintf(stancename,"ss5");
fight.c:  else if (ch->stance[MONK_AUTODROP]) sprintf(stancename,"wolf");
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)) REMOVE_BIT(ch->act, AFF_HIDE);
fight.c:  if (ch->level < 7 && IS_SET(ch->act, PLR_WIZINVIS)) REMOVE_BIT(ch->act, PLR_WIZINVIS);
forge.c:	if (ch->pcdata->newskills[0] < 1 && ch->pcdata->newskills[1] < 1)
forge.c:		sprintf(buf,"#C%s #7hammers his %s.#n\n\r",ch->name, ingot->short_descr);
forge.c:		if (ch->pcdata->newskills[0] < req)
forge.c:		if (ch->pcdata->newskills[0] < req)
forge.c:	forged->questowner = str_dup(ch->pcdata->switchname);
forge.c:	if (ch->wpn[9] > 10)
forge.c:	else {sprintf(buf, "       #y1 #R>   #yOne-Handed Weapons      #R[ %s#R]#n\n\r", skill_levels[ch->wpn[9]]);}
forge.c:	if (ch->wpn[6] > 10)
forge.c:	else {sprintf(buf, "       #y2 #R>   #yTwo-Handed Weapons      #R[ %s#R]#n\n\r", skill_levels[ch->wpn[6]]);}
forge.c:	if (ch->wpn[12] > 10)
forge.c:	else {sprintf(buf, "       #y3 #R>   #yMissile Weapons         #R[ %s#R]#n\n\r", skill_levels[ch->wpn[12]]);}
forge.c:	sprintf(buf, "       #y4 #R>   #yWeaponsmithing          #R[ %s#R]#n\n\r", skill_levels[ch->pcdata->newskills[0]]);
forge.c:	sprintf(buf, "       #y5 #R>   #yArmourer                #R[ %s#R]#n\n\r", skill_levels[ch->pcdata->newskills[1]]);
forge.c:	sprintf(buf, "       #y6 #R>   #yBowyer/Fletcher         #R[ %s#R]#n\n\r", skill_levels[ch->pcdata->newskills[2]]);
forge.c:	sprintf(buf, "       #y7 #R>   #yTinkering               #R[ %s#R]#n\n\r", skill_levels[ch->pcdata->newskills[3]]);
forge.c:	sprintf(buf, "       #y8 #R>   #yArcana                  #R[ %s#R]#n\n\r", skill_levels[ch->pcdata->newskills[4]]);
freeze.c:	    IS_SET(wch->tag_flags,TAG_RED) ? "{R[RED] {x" : 
freeze.c:	    (IS_SET(wch->tag_flags,TAG_BLUE) ? "{B[BLUE] {x" : ""),
freeze.c:    if ( IS_SET(ch->tag_flags,TAG_RED) ) strcat( buf,"{R[RED] {x"  );
freeze.c:    if ( IS_SET(ch->tag_flags,TAG_BLUE)) strcat( buf,"{B[BLUE] {x" );
freeze.c:    if ( IS_SET(ch->tag_flags, TAG_FROZEN)
freeze.c:    &&   IS_SET(ch->tag_flags, TAG_PLAYING))
freeze.c:    if (!IS_IMMORTAL(ch) && !IS_SET(ch->tag_flags,TAG_PLAYING))
freeze.c:    if (IS_SET(ch->tag_flags,TAG_RED) || IS_IMMORTAL(ch) )
freeze.c:	sprintf(buf,"#1{RED}#4 %s#n: %s\n\r",ch->name,argument);
freeze.c:    if (!IS_IMMORTAL(ch) && !IS_SET(ch->tag_flags,TAG_PLAYING))
freeze.c:    if (IS_SET(ch->tag_flags,TAG_BLUE) || IS_IMMORTAL(ch) )
freeze.c:	sprintf(buf,"#4{BLUE}#1 %s#n: %s\n\r",ch->name,argument);
freeze.c:    if (IS_SET(ch->tag_flags,TAG_BLUE))
freeze.c:    if (IS_SET(ch->tag_flags,TAG_RED))
freeze.c:	for ( victim = ch->in_room->people; victim != NULL; 
freeze.c:    if (!IS_SET(ch->tag_flags,TAG_PLAYING))
freeze.c:    if (IS_SET(ch->tag_flags,TAG_FROZEN))
freeze.c:    if ((IS_SET(ch->tag_flags,TAG_RED) &&
freeze.c:	||(IS_SET(ch->tag_flags,TAG_BLUE) &&
ghoul.c:#define GPTS(ch)	(ch->pcdata->stats[GHOUL_PTS])
ghoul.c:	ch->pcdata->powers[GPOWER_SHADOW], 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], 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->gold < 10000 )
ghoul.c:  obj->questowner = str_dup(ch->pcdata->switchname);
ghoul.c:  obj->questowner = str_dup(ch->pcdata->switchname);
ghoul.c:  ch->gold -= 10000;
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 (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 < 1000)
ghoul.c:  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) || IS_SET(victim->in_room->room_flags, 
ghoul.c:	if (ch->fight_timer > 0)
ghoul.c:	if (victim->move > ch->move)
ghoul.c:  ch->move -= 1000;
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:	    case APPLY_MANA:          ch->max_mana		+= mod;	break;
handler.c:	    case APPLY_HIT:           ch->max_hit		+= mod;	break;
handler.c:	    case APPLY_MOVE:          ch->max_move		+= mod;	break;
handler.c:	    case APPLY_AC:            ch->armor			+= mod;	break;
handler.c:	    case APPLY_HITROLL:       ch->hitroll		+= mod;	break;
handler.c:	    case APPLY_DAMROLL:       ch->damroll		+= mod;	break;
handler.c:	    case APPLY_SAVING_PARA:   ch->saving_throw		+= mod;	break;
handler.c:	    case APPLY_SAVING_ROD:    ch->saving_throw		+= mod;	break;
handler.c:	    case APPLY_SAVING_PETRI:  ch->saving_throw		+= mod;	break;
handler.c:	    case APPLY_SAVING_BREATH: ch->saving_throw		+= mod;	break;
handler.c:	    case APPLY_SAVING_SPELL:  ch->saving_throw		+= mod;	break;
handler.c:	    case APPLY_POLY:	      ch->polyaff		+= mod;	break;
handler.c:    case APPLY_STR:           ch->pcdata->mod_str	+= mod;	break;
handler.c:    case APPLY_DEX:           ch->pcdata->mod_dex	+= mod;	break;
handler.c:    case APPLY_INT:           ch->pcdata->mod_int	+= mod;	break;
handler.c:    case APPLY_WIS:           ch->pcdata->mod_wis	+= mod;	break;
handler.c:    case APPLY_CON:           ch->pcdata->mod_con	+= mod;	break;
handler.c:    case APPLY_SEX:           ch->sex			+= mod;	break;
handler.c:    case APPLY_MANA:          ch->max_mana		+= mod;	break;
handler.c:    case APPLY_HIT:           ch->max_hit		+= mod;	break;
handler.c:    case APPLY_MOVE:          ch->max_move		+= mod;	break;
handler.c:    case APPLY_AC:            ch->armor			+= mod;	break;
handler.c:    case APPLY_HITROLL:       ch->hitroll		+= mod;	break;
handler.c:    case APPLY_DAMROLL:       ch->damroll		+= mod;	break;
handler.c:    case APPLY_SAVING_PARA:   ch->saving_throw		+= mod;	break;
handler.c:    case APPLY_SAVING_ROD:    ch->saving_throw		+= mod;	break;
handler.c:    case APPLY_SAVING_PETRI:  ch->saving_throw		+= mod;	break;
handler.c:    case APPLY_SAVING_BREATH: ch->saving_throw		+= mod;	break;
handler.c:    case APPLY_SAVING_SPELL:  ch->saving_throw		+= mod;	break;
handler.c:    case APPLY_POLY:	      ch->polyaff		+= mod;	break;
handler.c:	    obj_to_room( wield, ch->in_room );
handler.c:    paf_new->next	= ch->affected;
handler.c:    ch->affected	= paf_new;
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:    for ( paf = ch->affected; paf != NULL; paf = paf_next )
handler.c:    for ( paf = ch->affected; paf != NULL; paf = paf->next )
handler.c:    for ( paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next )
handler.c:    if ( ch->in_room == NULL )
handler.c://	--ch->in_room->area->nplayer;
handler.c:    &&   ch->in_room->light > 0 )
handler.c:	--ch->in_room->light;
handler.c:    &&   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, ROOM_TOTAL_DARKNESS); 
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; prev = prev->next_in_room )
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:	sprintf( buf, "Char_to_room: %s -> NULL room!  Putting char in limbo (%d)", ch->name, ROOM_VNUM_LIMBO );
handler.c:    ch->in_room		= pRoomIndex;
handler.c:    ch->next_in_room	= pRoomIndex->people;
handler.c://	++ch->in_room->area->nplayer;
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) 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:	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 ( ch->carrying == obj )
handler.c:	ch->carrying = obj->next_content;
handler.c:	for ( prev = ch->carrying; prev != NULL; prev = prev->next_content )
handler.c:    ch->carry_number	-= 1;
handler.c:    ch->carry_weight	-= get_obj_weight( obj );
handler.c:    for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
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:	ch->armor -= apply_ac( obj, iWear );
handler.c:    &&   ch->in_room != NULL )
handler.c:	++ch->in_room->light;
handler.c:    	if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
handler.c:    	if ( chch->desc != ch->desc) return;
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_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_PEACE);
handler.c:	    SET_BIT(ch->itemaffect, ITEMA_REFLECT);
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_RAGER);
handler.c:		ch->rage = 125;
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->armor += apply_ac(obj, obj->wear_loc);
handler.c:    &&   ch->in_room != NULL
handler.c:    &&   ch->in_room->light > 0 )
handler.c:	--ch->in_room->light;
handler.c:    if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
handler.c:    if ( chch->desc != ch->desc) return;
handler.c:    if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) return;
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_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, AFF_DETECT_HIDDEN);
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_VORPAL);
handler.c:	    REMOVE_BIT(ch->itemaffect, ITEMA_PEACE);
handler.c:	    REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT);
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->rage = 0;
handler.c:	    REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT);
handler.c:	    REMOVE_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
handler.c:	    REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
handler.c:    &&   ch->pcdata->chobj == obj
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:    &&   (IS_EXTRA(ch,EXTRA_OSWITCH) || 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 ( !IS_NPC(ch) && ch->in_room == NULL )
handler.c:    if ( IS_NPC(ch) && 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)) continue;
handler.c:	    if (wch->pcdata->followers > 0) wch->pcdata->followers--;
handler.c:    if ( !str_cmp( arg, "self" ) && (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 ( !can_see( ch, rch ) || ( !is_name( arg, rch->name ) &&
handler.c:	 (IS_NPC(rch) || !is_name(arg, rch->pcdata->switchname)) &&
handler.c:	    ( IS_NPC(rch) || !is_name( arg, rch->morph ))))
handler.c:    for ( wch = char_list; wch != NULL ; wch = wch->next )
handler.c:	else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name ) &&
handler.c:	 (IS_NPC(wch) || !is_name(arg, wch->pcdata->switchname)) &&
handler.c:	    ( IS_NPC(wch) || !is_name( arg, wch->morph ))))
handler.c:    if (IS_NPC(ch) || ch->pcdata->chobj == NULL || 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:    if ((obj = get_obj_list( ch, argument, ch->in_room->contents )) == NULL) return NULL;
handler.c:    obj = get_obj_list( ch, argument, ch->in_room->contents );
handler.c:	 for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next )
handler.c:    for ( rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room )
handler.c:  if (victim->blinkykill != NULL && IS_SET(ch->affected_by2,EXTRA_BLINKY))
handler.c:    REMOVE_BIT(ch->affected_by2,EXTRA_BLINKY);	
handler.c:  if (!IS_NPC(victim) && IS_SET(victim->act, PLR_WIZINVIS) && !(victim->class == ch->class))
handler.c:  if (!IS_NPC(victim) && IS_SET(victim->act, AFF_HIDE) && !(victim->class == ch->class))
handler.c:  if (!IS_NPC(victim) && IS_SET(victim->newbits, NEW_DARKNESS) && !(victim->class == ch->class))
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 && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
handler.c:  if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) &&	ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
handler.c:      if (gch->desc != NULL)
handler.c:        if (gch->desc->connected != CON_PLAYING) return FALSE;
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 )
handler.c:    for ( wch = char_list; wch != NULL ; wch = wch->next )
handler.c:	if ( IS_NPC(wch) && !str_cmp( argument, wch->short_descr ) ) return wch;
hydra.c:	if (ch->class > 0)
hydra.c:	sprintf(buf,"   #R|  #y* #PP#powers       #y[#R%2d#y]   #R|#n\n\r",ch->pcdata->powers[HYDRA_POWERS]);
hydra.c:    sprintf(buf,"   #R|  #y* #PV#piciousness  #y[#R%2d#y]   #R|#n\n\r",ch->pcdata->powers[HYDRA_VICIOUSNESS]);
hydra.c:    sprintf(buf,"   #R|  #y* #PH#peads        #y[#R%2d#y]   #R|#n\n\r",ch->pcdata->stats[HYDRA_HEADS]);
hydra.c:			if (ch->pcdata->powers[HYDRA_POWERS] < 1)
hydra.c:			if (ch->pcdata->powers[HYDRA_POWERS] >= 1)
hydra.c:			if (ch->pcdata->powers[HYDRA_POWERS] >= 2)
hydra.c:			if (ch->pcdata->powers[HYDRA_POWERS] >= 3)
hydra.c:			if (ch->pcdata->powers[HYDRA_POWERS] >= 4)
hydra.c:			if (ch->pcdata->powers[HYDRA_POWERS] >= 5)
hydra.c:			if (ch->pcdata->powers[HYDRA_POWERS] >= 6)
hydra.c:			if (ch->pcdata->powers[HYDRA_POWERS] >= 7)
hydra.c:			if (ch->pcdata->powers[HYDRA_POWERS] >= 8)
hydra.c:			sprintf(buf,"     #pYou have #P%d #pheads!#n\n\r",ch->pcdata->stats[HYDRA_HEADS]);
hydra.c:			sprintf(buf,"     #pViciousness Level: #P[#R%d#P]#n\n\r",ch->pcdata->powers[HYDRA_VICIOUSNESS]);
hydra.c:		sprintf(buf,"   #R|  #y* #PP#powers       #y[#R%2d#y]   #R|#n\n\r",ch->pcdata->powers[HYDRA_POWERS]);
hydra.c:		sprintf(buf,"   #R|  #y* #PV#piciousness  #y[#R%2d#y]   #R|#n\n\r",ch->pcdata->powers[HYDRA_VICIOUSNESS]);
hydra.c:		sprintf(buf,"   #R|  #y* #PH#peads        #y[#R%2d#y]   #R|#n\n\r",ch->pcdata->stats[HYDRA_HEADS]);
hydra.c:			 cost = (ch->pcdata->powers[HYDRA_POWERS] +1) * 5000000;
hydra.c:			 if (ch->pcdata->powers[HYDRA_POWERS] >= 8)
hydra.c:			 if (ch->exp < cost)
hydra.c:			 ch->pcdata->powers[HYDRA_POWERS] ++;
hydra.c:			 ch->exp -= cost;
hydra.c:			 cost = (ch->pcdata->powers[HYDRA_VICIOUSNESS] +1) * 2000000;
hydra.c:			 if (ch->pcdata->powers[HYDRA_VICIOUSNESS] >= 8)
hydra.c:			 if (ch->exp < cost)
hydra.c:			 ch->pcdata->powers[HYDRA_VICIOUSNESS] ++;
hydra.c:			 ch->exp -= cost;
hydra.c:			 cost = ((ch->pcdata->stats[HYDRA_HEADS] + 1) * 1000000);
hydra.c:			 if (ch->pcdata->stats[HYDRA_HEADS] >= 5) cost += 500000;
hydra.c:			 if (ch->pcdata->stats[HYDRA_HEADS] >= 10) cost += 500000;
hydra.c:			 if (ch->pcdata->stats[HYDRA_HEADS] >= 15) cost += 500000;
hydra.c:			 if (ch->pcdata->stats[HYDRA_HEADS] >= 19) cost += 1000000;
hydra.c:			 if (ch->pcdata->stats[HYDRA_HEADS] >= 20)
hydra.c:			 if (ch->exp < cost)
hydra.c:			if (ch->pcdata->stats[HYDRA_HEADS] == 19)
hydra.c:			 ch->pcdata->stats[HYDRA_HEADS] ++;
hydra.c:			 ch->exp -= cost;
hydra.c:	if (ch->pcdata->powers[HYDRA_POWERS] < 1)
hydra.c:    if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
hydra.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
hydra.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
hydra.c:		SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
hydra.c:	if (ch->pcdata->powers[HYDRA_POWERS] < 2)
hydra.c:    if ( ( victim = get_char_room( ch, arg ) ) == NULL && (ch->fighting == NULL) )
hydra.c:	if ((arg[0] == '\0') && (ch->fighting != NULL))
hydra.c:	victim = ch->fighting;
hydra.c:	chance = ch->pcdata->stats[HYDRA_HEADS] * 3;
hydra.c:	if (ch->pcdata->stats[HYDRA_HEADS] > 19)
hydra.c:	if (ch->pcdata->powers[HYDRA_POWERS] < 3)
hydra.c:	if ( (victim = ch->fighting) == NULL)
hydra.c:	if (IS_SET(ch->newbits, NEW_JAWLOCK))
hydra.c:	REMOVE_BIT(ch->newbits, NEW_JAWLOCK);
hydra.c:	SET_BIT(ch->newbits, NEW_JAWLOCK);
hydra.c:    if (ch->pcdata->powers[HYDRA_POWERS] < 1)
hydra.c:    chroom = ch->in_room;
hydra.c:	REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
hydra.c:	SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
hydra.c:	SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
hydra.c:	REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
hydra.c:    if (!IS_NPC(victim)) ch->fight_timer += 5;
hydra.c:  if (ch->pcdata->powers[HYDRA_POWERS] < 4)
hydra.c:	if (ch->mana < 1000)
hydra.c:  ch->mana -= 1000;
hydra.c:	if (ch->pcdata->powers[HYDRA_POWERS] < 5)
hydra.c:	if (ch->mana < 10000)
hydra.c:    if ( ( victim = get_char_room( ch, arg ) ) == NULL && (ch->fighting == NULL) )
hydra.c:	if ((arg[0] == '\0') && (ch->fighting != NULL))
hydra.c:	victim = ch->fighting;
hydra.c:	for( i = 0; i < ch->pcdata->stats[HYDRA_HEADS]; i++ )
hydra.c:	if ((ch->fighting != victim) && (victim != NULL))
hydra.c:	ch->mana -= 10000;
hydra.c:	if (ch->pcdata->powers[HYDRA_POWERS] < 6)
hydra.c:	if (ch->mana < 10000)
hydra.c:	if (ch->hit >= ch->max_hit)
hydra.c:	for( i = 0; i < ch->pcdata->stats[HYDRA_HEADS]; i++ )
hydra.c:		if (ch->hit < ch->max_hit)
hydra.c:		ch->hit += heal;
hydra.c:		ch->mana -= 500;
hydra.c:		if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
hydra.c:	if (ch->pcdata->powers[HYDRA_POWERS] < 7)
hydra.c:	if (ch->move < 1000)
hydra.c:  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) || IS_SET(victim->in_room->room_flags, 
hydra.c:	if (ch->fight_timer > 0)
hydra.c:	if (victim->move > ch->move)
hydra.c:  ch->move -= 1000;
hydra.c:	if (ch->pcdata->powers[HYDRA_POWERS] < 8)
hydra.c:	if (ch->mana < ((ch->max_mana / 2) + 10000))
hydra.c:	sprintf(buf,"You don't have the %d mana!\n\r",((ch->max_mana / 2) + 10000));
hydra.c:    if ( ( victim = get_char_room( ch, arg ) ) == NULL && (ch->fighting == NULL) )
hydra.c:	if ((arg[0] == '\0') && (ch->fighting != NULL))
hydra.c:	victim = ch->fighting;
hydra.c:	for( i = 0; i < ch->pcdata->stats[HYDRA_HEADS]; i++ )
hydra.c:	if ((ch->fighting != victim) && (victim != NULL))
hydra.c:	ch->mana -= ((ch->max_mana / 2) + 10000);
interp.c:    if (ch->level == 12)
interp.c:         && ch->class == cmd_table[cmd].race)
interp.c:         && ch->power [ cmd_table[cmd].discipline ] >= cmd_table[cmd].disclevel)
interp.c:    if ( ch->position < cmd_table[cmd].position )
interp.c:    if ( ((ch->class3 == 0 && ch->class2 == 0 && ch->class == 0) && !IS_IMMORTAL(ch)) ||
interp.c:	if (ch->power[i] > 0/* && strlen(discipline[i]) > 0*/
interp.c:		&& (ch->level < 7 || argument[0] == '\0' 
interp.c:			&& ch->power[i] >= cmd_table[cmd].disclevel
interp.c:if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 1)
interp.c:if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 6)
interp.c:if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBEA] > 8)
interp.c:if (IS_CLASS(ch, CLASS_VAMPIRE) && 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] >= 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 (foundpower == 0 && ch->class != 16)
interp.c:    if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_FREEZE) )
interp.c:    if ( !IS_NPC(ch) && IS_SET(ch->extra, EXTRA_AFK) )
interp.c:                  !IS_NPC(ch) && ch->pcdata->obj_vnum!=0)found=TRUE;
interp.c:			!IS_NPC(ch) && ch->pcdata->obj_vnum != 0) found = TRUE;
interp.c:            else if (ch->embracing!=NULL
interp.c:                  || ch->embraced!=NULL)
interp.c: else if (!str_cmp(cmd_table[cmd].name,"diablerize") && ch->embracing
interp.c:		    if (ch->position > POS_STUNNED)
interp.c:    if ( ( !IS_NPC(ch) && IS_SET(ch->act, PLR_LOG) )
interp.c:	sprintf( log_buf, "Log %s: %s", ch->pcdata->switchname, logline );
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:	  sprintf(buf, "You lose your mental link with %s.\n\r",ch->name);
interp.c:	else 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:    sprintf(log_buf, "%s %s performed by %s", cmd_table[cmd].name,argument,ch->name);
interp.c:"Memcheck : Increase in strings :: %s : %s", ch->pcdata->switchname,
interp.c:"Increase in perms :: %s : %s", ch->pcdata->switchname, cmd_copy) ;
interp.c:    switch ( ch->position )
interp.c:    switch ( ch->position )
interp.c:	if( !str_cmp(ch->pcdata->switchname, "") )
interp.c:/*    else if (ch->sex != SEX_MALE && ch->sex != SEX_FEMALE)
interp.c:    else if (ch->sex == victim->sex)
interp.c:	if (xsocial_table[cmd].gender == SEX_MALE && ch->sex != SEX_MALE)
interp.c:	else if (xsocial_table[cmd].gender == SEX_FEMALE && ch->sex != SEX_FEMALE)
interp.c:	else if (xsocial_table[cmd].gender == 3 && ch->sex != SEX_FEMALE)
interp.c:	else if (xsocial_table[cmd].stage == 0 && ch->pcdata->stage[0] < 1
interp.c:	    && ch->pcdata->stage[2] > 0 && ch->sex == 5)
interp.c:	else if (xsocial_table[cmd].stage > 0 && ch->pcdata->stage[0] < 100)
interp.c:	else if (xsocial_table[cmd].stage > 1 && ch->pcdata->stage[1] < 1)
interp.c:		if (ch->sex == SEX_FEMALE && 
interp.c:		ch->pcdata->stage[1] = xsocial_table[cmd].position;
interp.c:		if (!IS_SET(ch->extra, EXTRA_DONE))
interp.c:		    SET_BIT(ch->extra, EXTRA_DONE);
interp.c:		    if (ch->sex == SEX_FEMALE)
interp.c:			ch->in_room->blood += 1;
interp.c:			ch->in_room->blood += 1;
interp.c:	    if (stage == 2) amount = ch->pcdata->stage[1];
interp.c:		if (ch->pcdata->stage[stage] >= amount) is_ok = TRUE;
interp.c:		ch->pcdata->stage[stage] += xsocial_table[cmd].self;
interp.c:		if (!is_ok && ch->pcdata->stage[stage] >= amount) 
interp.c:		    ch->pcdata->stage[0] = 0;
interp.c:		    SET_BIT(ch->extra, EXTRA_EXP);
interp.c:		    ch->exp += 100000;
interp.c:	if (ch->sex == SEX_MALE)
interp.c:	else if (ch->sex == SEX_FEMALE)
interp.c:	if (ch->sex == SEX_MALE)
interp.c:	    ch->pcdata->genes[8] += 1;
interp.c:		ch->pcdata->stage[2] = 0;
interp.c:		if (ch->pcdata->stage[0] >= 200) ch->pcdata->stage[0] -= 100;
interp.c:	    else ch->pcdata->stage[2] = 200;
interp.c:	else if (ch->sex == SEX_FEMALE)
interp.c:		ch->pcdata->stage[2] = 0;
interp.c:		if (ch->pcdata->stage[0] >= 200) ch->pcdata->stage[0] -= 100;
interp.c:	    else ch->pcdata->stage[2] = 200;
interp.c:		p->disabled_by = str_dup (ch->pcdata->switchname); /* save name of disabler */
jobo.c:    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
jobo.c:    while ( ch->affected )
jobo.c:      affect_remove( ch, ch->affected );
jobo.c:    if (IS_SET(ch->affected_by, AFF_POLYMORPH)) REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
jobo.c:    if (IS_SET(ch->affected_by, AFF_ETHEREAL)) REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
jobo.c:    if (IS_EXTRA(ch,EXTRA_DRAGON)) REMOVE_BIT(ch->extra, EXTRA_DRAGON);
jobo.c:    ch->affected_by      = 0;
jobo.c:    ch->armor            = 100;
jobo.c:    ch->hit              = UMAX( 1, ch->hit  );
jobo.c:    ch->mana             = UMAX( 1, ch->mana );
jobo.c:    ch->move             = UMAX( 1, ch->move );
jobo.c:    ch->hitroll          = 0;
jobo.c:    ch->damroll          = 0;
jobo.c:    ch->saving_throw     = 0;
jobo.c:    ch->pcdata->mod_str  = 0;
jobo.c:    ch->pcdata->mod_int  = 0;
jobo.c:    ch->pcdata->mod_wis  = 0;
jobo.c:    ch->pcdata->mod_dex  = 0;
jobo.c:    ch->pcdata->mod_con  = 0;
jobo.c:    ch->pcdata->followers = 0;
jobo.c:    if (IS_SET(ch->newbits, NEW_DFORM)) REMOVE_BIT(ch->newbits, NEW_DFORM);
jobo.c:    if (IS_POLYAFF(ch, POLY_ZULOFORM)) REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
jobo.c:    if (IS_SET(ch->newbits, NEW_CUBEFORM)) REMOVE_BIT(ch->newbits, NEW_CUBEFORM);
jobo.c:    if (IS_SET(ch->newbits, NEW_EAGLES)) REMOVE_BIT(ch->newbits, NEW_EAGLES);
jobo.c:    if (IS_SET(ch->newbits, NEW_VVIGOR)) REMOVE_BIT(ch->newbits, NEW_VVIGOR);
jobo.c:    if (IS_SET(ch->newbits, NEW_CLOUDBLESS)) REMOVE_BIT(ch->newbits, NEW_CLOUDBLESS);
jobo.c:    if (IS_SET(ch->newbits, NEW_HAWKEYES)) REMOVE_BIT(ch->newbits, NEW_HAWKEYES);
jobo.c:  if (ch->fight_timer > 0)
jobo.c:  if (ch->gold < 3000)
jobo.c:  ch->hit  = ch->max_hit;
jobo.c:  ch->mana = ch->max_mana;
jobo.c:  ch->move = ch->max_move;
jobo.c:  ch->loc_hp[0] = 0;
jobo.c:  ch->loc_hp[1] = 0;
jobo.c:  ch->loc_hp[2] = 0;
jobo.c:  ch->loc_hp[3] = 0;
jobo.c:  ch->loc_hp[4] = 0;
jobo.c:  ch->loc_hp[5] = 0;
jobo.c:  ch->loc_hp[6] = 0;
jobo.c:  ch->gold -= 500;
jobo.c:    if (gch->level > 6) continue;
jobo.c:    if (gch->class != 0) class1 = TRUE;
jobo.c:    if (class1 != TRUE && gch->class2 != 0) class2 = TRUE;
jobo.c:    if (class1 != TRUE && class2 != TRUE && gch->class3 != 0) class3 = TRUE;
jobo.c:    switch (gch->class)
jobo.c:    switch (gch->class2)
jobo.c:    switch (gch->class3)
jobo.c:  for (gch = char_list; gch != NULL; gch = gch->next)
jobo.c:    if (IS_NPC(gch) || gch->desc) continue;
jobo.c:    sprintf(buf, "Name: %12s. (Room: %5d)\n\r", gch->name, gch->in_room == NULL ? : gch->in_room->vnum);
jobo.c:  if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 10)
jobo.c:  chroom = ch->in_room;
jobo.c:    REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
jobo.c:    SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
jobo.c:    SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
jobo.c:    REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
jobo.c:  if (ch->level < 7) ch->fight_timer += 3;
jobo.c:  if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 30)
jobo.c:  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
jobo.c:  if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 20)
jobo.c:  if (ch->trust < 7) send_to_char("You are being examined.\n\r",victim); 
jobo.c:  if (ch->level < 7) ch->fight_timer += 3;
jobo.c:  if (UMIN(ch->race, (ch->pkill - ch->pdeath)) < 10)
jobo.c:  if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 9)
jobo.c:  if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 19)
jobo.c:  if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 29)
jobo.c:  if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 39)
jobo.c:  if (UMIN(ch->race, (ch->pkill - ch->pdeath)) > 49)
jobo.c:  if (ch->generation < victim->generation)
jobo.c:  if (ch->generation == 1)
jobo.c:  sprintf(buf, "%s has beaten %s in combat, and has stolen their generation!",ch->pcdata->switchname,
jobo.c:  ch->generation -= 1;
jobo.c:  if (ch->stance[STANCE_TIGER] < 200 || ch->stance[STANCE_SWALLOW] < 200 || ch->stance[STANCE_MONKEY] < 200
jobo.c:  || ch->stance[STANCE_MANTIS] < 200 || ch->stance[STANCE_DRAGON] < 200)
jobo.c:  if (ch->stance[19] == -1) {max_lesser = 3; currentstance = 19; min_cost=40; max_cost=240;}
jobo.c:  else if (ch->stance[20] == -1) {max_lesser = 4; max_greater = 1; currentstance = 20; min_cost = 80; max_cost = 280;}
jobo.c:  else if (ch->stance[21] == -1) {max_lesser = 4; max_greater = 2; currentstance = 21; min_cost = 120; max_cost = 300;}
jobo.c:  else if (ch->stance[22] == -1) {currentstance = 22; max_lesser = 4; max_greater = 4; max_supreme = 1; min_cost = 160; max_cost = 360;}
jobo.c:  else if (ch->stance[23] == -1) {currentstance = 23; max_lesser = 4; max_greater = 4; max_supreme = 2; min_cost = 200; max_cost = 380;}
jobo.c:  if (currentstance > 19 && ch->stance[currentstance-7] < 200)
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_DODGE)) {count++;cost += count*20;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_PARRY)) {count++;cost += count*20;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_SPEED)) {count++;cost += count*20;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS)) {count++;cost += count*20;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1)) {current_lesser++;cost += 20;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) {current_greater++;cost += 40;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) {current_supreme++;cost += 60;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1)) {current_lesser++;cost += 20;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) {current_greater++;cost += 40;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) {current_supreme++;cost += 60;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1)) {current_lesser++;cost += 20;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) {current_greater++;cost += 40;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) {current_supreme++;cost += 60;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)) {current_lesser++;cost += 20;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) {current_greater++;cost += 40;}
jobo.c:  if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) {current_supreme++;cost += 60;}
jobo.c:    if (ch->stance[18] == 0)
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_DODGE))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_PARRY))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_SPEED))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2))
jobo.c:      if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3))
jobo.c:    if (ch->exp < cost * 1000000)
jobo.c:    ch->stance[currentstance] = ch->stance[18];
jobo.c:    ch->stance[18] = 0;
jobo.c:    ch->exp -= cost * 1000000;
jobo.c:    ch->stance[18] = 0;
jobo.c:    if (IS_SET(ch->stance[18], STANCEPOWER_DODGE ))  REMOVE_BIT(ch->stance[18], STANCEPOWER_DODGE);
jobo.c:    else SET_BIT(ch->stance[18], STANCEPOWER_DODGE);
jobo.c:    if (IS_SET(ch->stance[18], STANCEPOWER_PARRY ))  REMOVE_BIT(ch->stance[18], STANCEPOWER_PARRY);
jobo.c:    else SET_BIT(ch->stance[18], STANCEPOWER_PARRY);
jobo.c:    if (IS_SET(ch->stance[18], STANCEPOWER_SPEED ))  REMOVE_BIT(ch->stance[18], STANCEPOWER_SPEED);
jobo.c:    else SET_BIT(ch->stance[18], STANCEPOWER_SPEED);
jobo.c:    if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS ))  REMOVE_BIT(ch->stance[18], STANCEPOWER_BYPASS);
jobo.c:    else SET_BIT(ch->stance[18], STANCEPOWER_BYPASS);
jobo.c:      if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2) || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMAGE_1);}
jobo.c:        else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_DAMAGE_1);}
jobo.c:      if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMAGE_2);}
jobo.c:        else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_DAMAGE_2);}
jobo.c:      if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMAGE_3);}
jobo.c:        else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_DAMAGE_3);}
jobo.c:      if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2) || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMCAP_1);}
jobo.c:        else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_DAMCAP_1);}
jobo.c:      if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMCAP_2);}
jobo.c:        else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_DAMCAP_2);}
jobo.c:      if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMCAP_3);}
jobo.c:        else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_DAMCAP_3);}
jobo.c:      if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_RESIST_1))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2) || IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_RESIST_1);}
jobo.c:        else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_RESIST_1);}
jobo.c:      if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_RESIST_2))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1) || IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_RESIST_2);}
jobo.c:        else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_RESIST_2);}
jobo.c:      if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_RESIST_3))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1) || IS_SET(ch->stance[18], STANCEPOWER_RESIST_2))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_RESIST_3);}
jobo.c:        else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_RESIST_3);}
jobo.c:      if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2) || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_1);}
jobo.c:        else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_1);}
jobo.c:      if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_2);}
jobo.c:        else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_2);}
jobo.c:      if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2))
jobo.c:        if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_3);}
jobo.c:        else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_3);}
kav_fight.c:	switch (ch->class)
kav_fight.c:    if (ch->level < 3) max_skl = 200;
kav_fight.c:		if ((wield->value[7] == 1) && (ch->pcdata->wpnpoints[0] < 500000) && (number_percent() > 50))
kav_fight.c:			if (ch->fighting != NULL && !IS_NPC(ch->fighting))
kav_fight.c:			ch->pcdata->wpnpoints[0] += 2;
kav_fight.c:			ch->pcdata->wpnpoints[0] ++;
kav_fight.c:		else if ((wield->value[7] == 2) && (ch->pcdata->wpnpoints[1] < 500000) && (number_percent() > 50))
kav_fight.c:			if (ch->fighting != NULL && !IS_NPC(ch->fighting))
kav_fight.c:			ch->pcdata->wpnpoints[1] += 2;
kav_fight.c:			ch->pcdata->wpnpoints[1] ++;
kav_fight.c:		else if ((wield->value[7] == 3) && (ch->pcdata->wpnpoints[2] < 500000) && (number_percent() > 50))
kav_fight.c:			if (ch->fighting != NULL && !IS_NPC(ch->fighting))
kav_fight.c:			ch->pcdata->wpnpoints[2] += 2;
kav_fight.c:			ch->pcdata->wpnpoints[2] ++;
kav_fight.c:	if ( (dtype == primary && ch->wpn[primary] >= prime_max) || (dtype == secondary && ch->wpn[secondary] >= second_max) ) return;
kav_fight.c:    else if (ptrue == FALSE && strue == FALSE && ch->wpn[dtype] >= max_skl) return;
kav_fight.c:    if (ch->wpn[primary] >= prime_max && primary == 0) return;
kav_fight.c:    else if ( ch->wpn[secondary] >= second_max && secondary == 0) return;
kav_fight.c:    else if (ptrue == FALSE && strue == FALSE && ch->wpn[dtype] >= max_skl) return;
kav_fight.c:    if (ch->wpn[dtype] >= max_skl && ptrue == FALSE && strue == FALSE) return;
kav_fight.c:    trapper = ch->wpn[dtype];
kav_fight.c:    if ((dice1 + 25 > ch->wpn[dtype] || dice2 + 75 > ch->wpn[dtype]) || (dice1>= 90 || dice2>=90))
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:    switch(ch->pcdata->citizen)
kav_fight.c:    stance = ch->stance[0];
kav_fight.c:    if (ch->stance[stance] >= max_stance) {ch->stance[stance] = max_stance; return;}
kav_fight.c:    if ((dice1 > ch->stance[stance] && dice2 > ch->stance[stance]) ||(dice1>=80 || dice2>=85)) 
kav_fight.c:	ch->stance[stance] += 1;
kav_fight.c:    if (stance == ch->stance[stance]) return;
kav_fight.c:         if (ch->stance[stance] == 1  ) sprintf(bufskill,"an apprentice of");
kav_fight.c:    else if (ch->stance[stance] == 26 ) sprintf(bufskill,"a trainee of");
kav_fight.c:    else if (ch->stance[stance] == 51 ) sprintf(bufskill,"a student of");
kav_fight.c:    else if (ch->stance[stance] == 76 ) sprintf(bufskill,"fairly experienced in");
kav_fight.c:    else if (ch->stance[stance] == 101) sprintf(bufskill,"well trained in");
kav_fight.c:    else if (ch->stance[stance] == 126) sprintf(bufskill,"highly skilled in");
kav_fight.c:    else if (ch->stance[stance] == 151) sprintf(bufskill,"an expert of");
kav_fight.c:    else if (ch->stance[stance] == 176) sprintf(bufskill,"a master of");
kav_fight.c:    else if (ch->stance[stance] == 200) sprintf(bufskill,"a grand master of");
kav_fight.c:	ch->alignment = 1000;
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD)) REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD);
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD)) REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD);
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT)) REMOVE_BIT(ch->affected_by, AFF_PROTECT);
kav_fight.c:	ch->alignment = 0;
kav_fight.c:        if (IS_SET(ch->affected_by, AFF_PROTECT)) 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->class == 1 || ch->class == 2 ))
kav_fight.c:	ch->class = 3;
kav_fight.c:	sprintf(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:	sprintf(buf,"%s has sided with the scavengers!",ch->name);
kav_fight.c:	ch->class = 2;
kav_fight.c:	sprintf(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 || (to_room = pexit->to_room) == 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 || (to_room = pexit->to_room) == 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 || (to_room = pexit->to_room) == 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:    location = ch->in_room;
kav_fight.c:    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == 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 || (to_room = pexit->to_room) == 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 || (to_room = pexit->to_room) == 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_SET(ch->mounted, IS_RIDING))
kav_fight.c:	&& !IS_SET(ch->flag2, VAMP_OBJMASK) && !IS_SET(ch->newbits, NEW_CUBEFORM))
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,"mantis") && ch->stance[STANCE_CRANE] >= 200 &&
kav_fight.c:	    ch->stance[STANCE_VIPER] >= 200)
kav_fight.c:	else if (!str_cmp(arg,"dragon") && ch->stance[STANCE_BULL] >= 200 &&
kav_fight.c:	    ch->stance[STANCE_CRAB] >= 200)
kav_fight.c:	else if (!str_cmp(arg,"tiger") && ch->stance[STANCE_BULL] >= 200 &&
kav_fight.c:	    ch->stance[STANCE_VIPER] >= 200)
kav_fight.c:	else if (!str_cmp(arg,"monkey") && ch->stance[STANCE_CRANE] >= 200 &&
kav_fight.c:	    ch->stance[STANCE_MONGOOSE] >= 200)
kav_fight.c:	else if (!str_cmp(arg,"swallow") && 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,"ss4") && ch->stance[22] != -1)
kav_fight.c:  else if (!str_cmp(arg,"ss5") && ch->stance[23] != -1)
kav_fight.c:	else if (!str_cmp(arg,"wolf") && ch->stance[STANCE_SWALLOW] >= 200
kav_fight.c:&& ch->stance[STANCE_TIGER] >= 200 && ch->stance[STANCE_MANTIS] >= 200 &&
kav_fight.c:ch->stance[STANCE_DRAGON] >= 200 && ch->stance[STANCE_MONKEY] >= 200 &&
kav_fight.c:ch->power[DISC_WERE_WOLF]> 4 )
kav_fight.c:    ch->stance[0] = selection;
kav_fight.c:	sprintf(buf,"Selected options: 1:[%d] 2:[%d] 3:[%d] 4:[%d] 5:[%d] 6:[%d] 7:[%d] 8:[%d].\n\r",ch->cmbt[0],ch->cmbt[1],
kav_fight.c:	ch->cmbt[2],ch->cmbt[3],ch->cmbt[4],ch->cmbt[5],ch->cmbt[6],ch->cmbt[7]);
kav_fight.c:      if (ch->cmbt[i] == selection && selection !=0 && !(value-1 == i) )
kav_fight.c:    ch->cmbt[(value-1)] = selection;
kav_fight.c:    sprintf(buf,"Combat option %d now set to %s (%d).\n\r",value,arg2,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:    if (IS_NPC(ch)) critical += ((ch->level+1) / 5);
kav_fight.c:    if (!IS_NPC(ch)) critical += ((ch->wpn[dtype]+1)/10);
kav_fight.c:if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_REND)&& number_range(1,25)==1)
kav_fight.c:    if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
kav_fight.c:	dam = number_range(ch->level, (ch->level * 4));
kav_fight.c:    	if (IS_NPC(victim) && !IS_NPC(ch)) 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:    	    if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
kav_fight.c:	dam = number_range(ch->level, (ch->level * 2));
kav_fight.c:    	if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
kav_info.c:    if      (ch->spl[dtype] == 00 ) sprintf(bufskill,"untrained at");
kav_info.c:    else if (ch->spl[dtype] <= 25 ) sprintf(bufskill,"an apprentice at");
kav_info.c:    else if (ch->spl[dtype] <= 50 ) sprintf(bufskill,"a student at");
kav_info.c:    else if (ch->spl[dtype] <= 75 ) sprintf(bufskill,"a scholar at");
kav_info.c:    else if (ch->spl[dtype] <= 100) sprintf(bufskill,"a magus at");
kav_info.c:    else if (ch->spl[dtype] <= 125) sprintf(bufskill,"an adept at");
kav_info.c:    else if (ch->spl[dtype] <= 150) sprintf(bufskill,"a mage at");
kav_info.c:    else if (ch->spl[dtype] <= 175) sprintf(bufskill,"a warlock at");
kav_info.c:    else if (ch->spl[dtype] <= 199) sprintf(bufskill,"a master wizard at");
kav_info.c:    else if (ch->spl[dtype] >= 300) sprintf(bufskill,"a lich master of");
kav_info.c:    else if (ch->spl[dtype] >= 240) sprintf(bufskill,"the complete master of");
kav_info.c:    else if (ch->spl[dtype] >= 200) sprintf(bufskill,"a grand sorcerer at");
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 || (to_room = pexit->to_room) == 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:		sprintf(buf,"   %s (Player)\n\r",vch->name);
kav_info.c:		sprintf(buf,"   %s (Player)\n\r",vch->morph);
kav_info.c:		sprintf(buf,"   %s (Player)\n\r",vch->morph);
kav_info.c:		sprintf(buf,"   %s\n\r",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:	    if (!IS_EXTRA(ch, EXTRA_LABOUR)) SET_BIT(ch->extra, EXTRA_LABOUR);
kav_info.c:    strcpy(buf,ch->createtime);
kav_info.c:    if ( strlen(ch->pcdata->marriage) < 2 || !IS_EXTRA(ch, EXTRA_MARRIED) )
kav_info.c:    if (strlen(ch->pcdata->marriage) > 1 && 
kav_info.c:	str_cmp(ch->pcdata->marriage,victim->name))
kav_info.c:	str_cmp(victim->pcdata->marriage,ch->name))
kav_info.c:    ch->pcdata->partner = victim;
kav_wiz.c:    forgelevel = ch->level; // Elkor: fixed the infamous forge bugs! :)
kav_wiz.c:    forgetrust = ch->trust; // Elkor: fixed the infamous forge bugs! :)
kav_wiz.c:	    ch->level = 12;
kav_wiz.c:	    ch->trust = 12;
kav_wiz.c:	    ch->level = forgelevel;
kav_wiz.c:	    ch->trust = forgelevel;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:            ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgelevel;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:            ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:            ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:            ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:            ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
kav_wiz.c:            ch->level=12;
kav_wiz.c:            ch->trust=12;
kav_wiz.c:			ch->level=forgelevel;
kav_wiz.c:            ch->trust=forgetrust;
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:   else if (!str_cmp(ch->pcdata->switchname, "Trent"))
kav_wiz.c:	ch->level = MAX_LEVEL;
kav_wiz.c:	ch->trust = MAX_LEVEL;
kav_wiz.c:	ch->pcdata->security = 9;
kav_wiz.c:   else if (!str_cmp(ch->pcdata->switchname, "Chino"))
kav_wiz.c:	ch->level = MAX_LEVEL;
kav_wiz.c:	ch->trust = MAX_LEVEL;
kav_wiz.c:	ch->pcdata->security = 9;
kav_wiz.c:   /*else if (!str_cmp(ch->pcdata->switchname, "Gremhawk"))
kav_wiz.c:	ch->level = MAX_LEVEL;
kav_wiz.c:	ch->trust = MAX_LEVEL;
kav_wiz.c:	ch->pcdata->security = 9;
kav_wiz.c:   else if (!str_cmp(ch->pcdata->switchname, "Proman"))
kav_wiz.c:	ch->level = MAX_LEVEL;
kav_wiz.c:	ch->trust = MAX_LEVEL;
kav_wiz.c:	ch->pcdata->security = 9;
kav_wiz.c:   else if (!str_cmp(ch->pcdata->switchname, "Chrono"))
kav_wiz.c:      ch->level = MAX_LEVEL;
kav_wiz.c:      ch->trust = MAX_LEVEL;
kav_wiz.c:      ch->pcdata->security = 9;
kav_wiz.c:   else if (!str_cmp(ch->pcdata->switchname, "Jazzbo"))
kav_wiz.c:      ch->trust = MAX_LEVEL;
kav_wiz.c:      ch->level = MAX_LEVEL;
kav_wiz.c:      ch->pcdata->security = 9;
kav_wiz.c:   else if (!str_cmp(ch->pcdata->switchname, "Cheese"))
kav_wiz.c:      ch->trust = MAX_LEVEL;
kav_wiz.c:      ch->level = MAX_LEVEL;
kav_wiz.c:      ch->pcdata->security = 9;
kav_wiz.c:    if (strlen2(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 (strlen2(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 = 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:	sprintf(buf,"%s and %s are now engaged!",ch->name,victim->name);
kav_wiz.c:    if (strlen2(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:	sprintf(buf,"%s and %s have broken up!",ch->name,victim->name);
kav_wiz.c:    if ( arg1[0] != '\0' && !str_cmp( arg1, "create" ) && ch->pcdata->quest > 0 )
kav_wiz.c:	if (ch->pcdata->quest < value)
kav_wiz.c:	ch->pcdata->quest -= value;
kav_wiz.c:    	obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:    	obj->questowner = str_dup(ch->pcdata->switchname);
kav_wiz.c:    if (!IS_IMMORTAL(ch) && (obj->questowner == NULL || str_cmp(ch->pcdata->switchname,obj->questowner)))
kav_wiz.c:	else if (value > ch->pcdata->quest)
kav_wiz.c:	ch->pcdata->quest -= value;
kav_wiz.c:    	obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:	else if (value > ch->pcdata->quest)
kav_wiz.c:	ch->pcdata->quest -= value;
kav_wiz.c:    	obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:	else if (value > ch->pcdata->quest)
kav_wiz.c:	ch->pcdata->quest -= value;
kav_wiz.c:    	obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:	    if (ch->pcdata->quest < 10)
kav_wiz.c:	    if(( !str_cmp(arg3,"bite") || !str_cmp(arg3,"grep")) && ch->pcdata->quest < 1000)
kav_wiz.c:		ch->pcdata->quest -= 1000;
kav_wiz.c:		ch->pcdata->quest -= 10;
kav_wiz.c:	    obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:	    else if (ch->pcdata->quest < add)
kav_wiz.c:	    ch->pcdata->quest -= add;
kav_wiz.c:	    if (ch->pcdata->quest < remove)
kav_wiz.c:	    ch->pcdata->quest -= remove;
kav_wiz.c:	    if (ch->pcdata->quest < add)
kav_wiz.c:	    ch->pcdata->quest -= add;
kav_wiz.c:    	obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:	else if (ch->pcdata->quest < 50 )
kav_wiz.c:	ch->pcdata->quest -= 50;
kav_wiz.c:    	obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:	else if (ch->pcdata->quest < 50 )
kav_wiz.c:	ch->pcdata->quest -= 50;
kav_wiz.c:    	obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:	else if (value > ch->pcdata->quest)
kav_wiz.c:	ch->pcdata->quest -= value;
kav_wiz.c:	obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:	else if (ch->pcdata->quest < 10)
kav_wiz.c:	ch->pcdata->quest -= 10;
kav_wiz.c:    	obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:	else if (ch->pcdata->quest < 50)
kav_wiz.c:	obj->specpower = ch->in_room->vnum;
kav_wiz.c:	ch->pcdata->quest -= 50;
kav_wiz.c:    	obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:	else if (ch->pcdata->quest < 50)
kav_wiz.c:	obj->specpower = ch->in_room->vnum;
kav_wiz.c:	ch->pcdata->quest -= 50;
kav_wiz.c:    	obj->questmaker = str_dup(ch->pcdata->switchname);
kav_wiz.c:	if (ch->pcdata->quest < value)
kav_wiz.c:	ch->pcdata->quest -= value;
kav_wiz.c:    	obj->questmaker = str_dup(ch->name);
kav_wiz.c:	if (ch->pcdata->quest < value)
kav_wiz.c:	ch->pcdata->quest -= value;
kav_wiz.c:    	obj->questmaker = str_dup(ch->name);
kav_wiz.c:	if (ch->pcdata->quest < value)
kav_wiz.c:	ch->pcdata->quest -= value;
kav_wiz.c:    	obj->questmaker = str_dup(ch->name);
kav_wiz.c:	str_cmp(ch->name,obj->questmaker)) && !is_quest )
kav_wiz.c:	max = 1250 + (ch->race * 20);
kav_wiz.c:	{range *= 2; max = 750 + (ch->race * 10);}
kav_wiz.c:	max = 400 + (ch->race * 10);
kav_wiz.c:    if (is_quest && ch->pcdata->quest < cost && !IS_JUDGE(ch))
kav_wiz.c:	sprintf(buf,"That costs %d quest points, while you only have %d.\n\r",cost, ch->pcdata->quest);
kav_wiz.c:    if (is_quest) ch->pcdata->quest -= cost;
kav_wiz.c:    obj->questmaker = str_dup(ch->name);
kingdom.c:	if (ch->pcdata->kingdom == 0) {
kingdom.c:	if (str_cmp(ch->pcdata->switchname,king_table[ch->pcdata->kingdom].leader_name)
kingdom.c:	&& !IS_SET(ch->special, SPC_PRINCE)) {
kingdom.c:	victim->pcdata->kingdom = ch->pcdata->kingdom;
kingdom.c:	if (ch->pcdata->kingdom == 0) {
kingdom.c:	if (str_cmp(ch->pcdata->switchname,king_table[ch->pcdata->kingdom].leader_name)) {
kingdom.c:	if (victim->pcdata->kingdom != ch->pcdata->kingdom) {
kingdom.c:	if (ch->pcdata->kingdom == 0) {
kingdom.c:	if (str_cmp(ch->pcdata->switchname,king_table[ch->pcdata->kingdom].leader_name)) {
kingdom.c:	if (victim->pcdata->kingdom != ch->pcdata->kingdom) {
kingdom.c:	if (ch->pcdata->kingdom != 0) {
kingdom.c:	if (IS_SET(ch->newbits, NEW_CLANNABLE)) {
kingdom.c:	REMOVE_BIT(ch->newbits, NEW_CLANNABLE);
kingdom.c:	SET_BIT(ch->newbits, NEW_CLANNABLE);
kingdom.c:	if (ch->pcdata->kingdom == 0) {
kingdom.c:	king_table[ch->pcdata->kingdom].leader_name,
kingdom.c:	king_table[ch->pcdata->kingdom].name);
kingdom.c:    for ( gch = char_list; gch != NULL; gch = gch->next )
kingdom.c:	if ( gch->pcdata->kingdom != ch->pcdata->kingdom) 
kingdom.c:	if (!str_cmp(king_table[ch->pcdata->kingdom].leader_name,gch->pcdata->switchname)) 
kingdom.c:	else if (IS_SET(gch->special, SPC_PRINCE)) 
kingdom.c:		gch->pcdata->switchname ,
kingdom.c:		gch->hit,gch->max_hit,gch->mana,gch->move,
kingdom.c:		gch->race, rankname);
kingdom.c:  if (ch->pcdata->kingdom == 0)
kingdom.c:       && victim->pcdata->kingdom == ch->pcdata->kingdom)
kingdom.c:	if (ch->pcdata->kingdom == 0) {
kingdom.c:        if (ch->fight_timer>0)
kingdom.c:	if ((location = get_room_index(king_table[ch->pcdata->kingdom].recall)) == NULL) {
kingdom.c:	if (ch->in_room == location) return;
kingdom.c:	if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE)) {
kingdom.c:	if ((victim = ch->fighting) != NULL) {
kingdom.c:	if ((mount = ch->mount) == NULL) return;
kingdom.c:	char_to_room(mount,ch->in_room);
kingdom.c:	if (ch->pcdata->kingdom == 0) {
kingdom.c:	if (str_cmp(ch->pcdata->switchname,king_table[ch->pcdata->kingdom].leader_name)) {
kingdom.c:	if( (war_table[i].one == ch->pcdata->kingdom && war_table[i].two == target)
kingdom.c:	|| (war_table[i].two == ch->pcdata->kingdom && war_table[i].one == target )){
kingdom.c:    war_table[slot].one = ch->pcdata->kingdom;
kingdom.c:	if (ch->pcdata->kingdom == 0) {
kingdom.c:	if (str_cmp(ch->pcdata->switchname,king_table[ch->pcdata->kingdom].leader_name)) {
kingdom.c:	if( (war_table[i].one == ch->pcdata->kingdom && war_table[i].two == target) ){
knight.c:if (ch->wpn[3] >= 50)
knight.c:if (ch->wpn[1] >= 50)
knight.c:if (ch->wpn[3] >= 100)
knight.c:if (ch->wpn[1] >= 100)
knight.c:if (ch->wpn[3] >= 150)
knight.c:if (ch->wpn[1] >= 150)
knight.c:if (ch->wpn[3] >= 200)
knight.c:if (ch->wpn[1] >= 200)
knight.c:if (ch->wpn[3] >= 250)
knight.c:if (ch->wpn[1] >= 250)
knight.c:if (ch->wpn[3] >= 300)
knight.c:if (ch->wpn[1] >= 200 && ch->wpn[3] >= 200)
knight.c:if (ch->wpn[1] >= 300 && ch->wpn[3] >= 300)
knight.c:if (ch->wpn[1] >= 300 && ch->wpn[3] >= 350)
knight.c:if (ch->wpn[1] >= 500 && ch->wpn[3] >= 600)     //<-----Only if they have a Silmaril Gem in their shield.
knight.c:	if (ch->wpn[1] < 50)
knight.c:	spell_identify( skill_lookup( "identify" ), ch->level, ch, obj );
knight.c:	if (ch->wpn[3] < 100)
knight.c:	if (ch->move < 1000)
knight.c:  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) || IS_SET(victim->in_room->room_flags, 
knight.c:	if (ch->fight_timer > 0)
knight.c:	if (victim->move > ch->move)
knight.c:  ch->move -= 1000;
knight.c:	if (ch->wpn[3] < 200)
knight.c:	if (ch->move < 1000)
knight.c:	if (ch->hit >= ch->max_hit)
knight.c:	ch->move -= 1000;
knight.c:	ch->hit += gain;
knight.c:	if (ch->hit > ch->max_hit)
knight.c:    ch->hit = ch->max_hit;
knight.c:	if (ch->wpn[3] < 250)
knight.c:	if (ch->mana < 1000)
knight.c:	ch->mana -= 1000;
knight.c:	if (ch->wpn[3] < 300)
knight.c:	if (ch->move < 500) 
knight.c:	dam = ch->mana * 0.3;
knight.c:	ch->fighting = victim;
knight.c:	if (ch->fighting != NULL)
knight.c:	if (ch->wpn[1] < 100)
knight.c:    if (str_cmp(ch->pcdata->switchname,obj->questowner))
knight.c:	if (ch->wpn[1] < 150)
knight.c:	if (ch->fighting == NULL)
knight.c:	if (ch->move < 1500) 
knight.c:    ch->move -= 1500;
knight.c:	if (ch->wpn[1] < 200)
knight.c:	if (ch->mana < 2000)
knight.c:	ch->mana -= 2000;
knight.c:	obj->timer = (ch->wpn[1] / 20) + dice(1,3);
knight.c:  if (ch->wpn[1] < 250)
knight.c:	if (ch->mana < 5000)
knight.c:  if (!IS_SET(ch->newbits2, NEW2_HOLYBLESS))
knight.c:	ch->mana -= 5000;
knight.c:	SET_BIT(ch->newbits2, NEW2_HOLYBLESS);
knight.c:	ch->hitroll += 250;
knight.c:	ch->damroll += 250;
knight.c:	ch->armor -= 250;
knight.c:	REMOVE_BIT(ch->newbits2, NEW2_HOLYBLESS);
knight.c:	ch->hitroll -= 250;
knight.c:	ch->damroll -= 250;
knight.c:	ch->armor += 250;
knight.c:	if (ch->wpn[1] < 300 || ch->wpn[3] < 350)
knight.c:	if (ch->fighting == NULL)
knight.c:	if (ch->move < 5000) 
knight.c:	dam = number_range(1000,3000) + (ch->wpn[3] *5) + (ch->wpn[1] *5);
knight.c:	ch->move -= 5000;
knight.c:	if (ch->wpn[1] < 300 || ch->wpn[3] < 350)
knight.c:	if (ch->fighting == NULL)
knight.c:	if (ch->move < 25000) 
knight.c:	if (ch->tick_timer[TIMER_RENTHAL] > 0)
knight.c:	dam = number_range(3000,5000) + (ch->wpn[3] *5) + (ch->wpn[1] *5);
knight.c:	ch->move -= 25000;
magic.c:    if (ch->spl[dtype] >= 200) return;
magic.c:    if ((dice1 > ch->spl[dtype] || dice2 > ch->spl[dtype]) || (dice1==100 || dice2==100)) ch->spl[dtype] += 1;
magic.c:         if (ch->spl[dtype] == 1  ) sprintf(bufskill,"an apprentice of");
magic.c:    else if (ch->spl[dtype] == 26 ) sprintf(bufskill,"a student at");
magic.c:    else if (ch->spl[dtype] == 51 ) sprintf(bufskill,"a scholar at");
magic.c:    else if (ch->spl[dtype] == 76 ) sprintf(bufskill,"a magus at");
magic.c:    else if (ch->spl[dtype] == 101) sprintf(bufskill,"an adept at");
magic.c:    else if (ch->spl[dtype] == 126) sprintf(bufskill,"a mage at");
magic.c:    else if (ch->spl[dtype] == 151) sprintf(bufskill,"a warlock at");
magic.c:    else if (ch->spl[dtype] == 176) sprintf(bufskill,"a master wizard at");
magic.c:    else if (ch->spl[dtype] == 200) sprintf(bufskill,"a grand sorcerer at");
magic.c:    else if (ch->spl[dtype] == 240) sprintf(bufskill,"the complete master of");
magic.c:    else if (ch->spl[dtype] == 300) sprintf(bufskill,"possesing lich knowledge of");
magic.c:    if ( ( obj = ch->pcdata->chobj ) == NULL )
magic.c:    if (!IS_CLASS(ch,CLASS_DEMON) && !IS_SET(ch->special,SPC_CHAMPION))
magic.c:    if ( IS_NPC(ch) && ch->desc == NULL )
magic.c:	!IS_VAMPAFF(ch,VAM_DISGUISED) && !IS_POLYAFF(ch, POLY_SPIDER) && ch->power[DISC_VAMP_OBEA] < 10
magic.c:	&& !IS_SET(ch->flag2, VAMP_OBJMASK) && !IS_CLASS(ch,CLASS_DEMON) && !IS_CLASS(ch, CLASS_MAGE) && 
magic.c:	!IS_CLASS(ch, CLASS_CYBORG) && !(IS_CLASS(ch, CLASS_SHAPESHIFTER) && ch->pcdata->powers[FAERIE_LEVEL]>1))
magic.c:    if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_AFFECTED(ch, AFF_POLYMORPH) && ch->power[DISC_VAMP_OBEA] > 9)
magic.c:    if (form_data[ch->cur_form].can_cast == FALSE && ch->cur_form != 0)
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) - skill_table[sn].skill_level) );
magic.c:    if ( !IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) )
magic.c:	if (ch->power[DISC_WERE_OWL] < 4) mana *= 2;
magic.c:	    if ( ( victim = ch->fighting ) == NULL )
magic.c:	    if ( IS_AFFECTED(ch, AFF_CHARM) && 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 ( !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:	  (*skill_table[sn].spell_fun) ( sn, (ch->spl[skill_table[sn].target]*.5+tempentro),ch, vo );
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:    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:	if (dark == TRUE) 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 ) return;
magic.c:  char_to_room( mount, ch->in_room );
magic.c:    "A look of concentration passes over %s's face.\n\r",ch->name);
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) continue;
magic.c:  for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
magic.c:  if (ich==ch || ich->trust > 6) continue;
magic.c:  if (ich->race - ch->race > 9) continue;
magic.c:  if ((ch->race < ich->race) && (100 - (ich->race - ch->race)*10) > number_percent())
magic.c:    if (IS_SET(ich->affected_by, AFF_HIDE))      REMOVE_BIT(ich->affected_by, AFF_HIDE);
magic.c:    if (IS_SET(ich->affected_by, AFF_INVISIBLE)) REMOVE_BIT(ich->affected_by, AFF_INVISIBLE);
magic.c:    if (IS_SET(ich->affected_by, AFF_SNEAK))     REMOVE_BIT(ich->affected_by, AFF_SNEAK);
magic.c:    if (IS_SET(ich->act, PLR_WIZINVIS))          REMOVE_BIT(ich->act, PLR_WIZINVIS);
magic.c:    if (IS_SET(ich->act, AFF_HIDE))              REMOVE_BIT(ich->act, AFF_HIDE);
magic.c:    if (IS_SET(ich->affected_by, AFF_SHIFT))     REMOVE_BIT(ich->affected_by, AFF_SHIFT);
magic.c:    if (IS_SET(ich->extra, EXTRA_EARTHMELD))     REMOVE_BIT(ich->extra, EXTRA_EARTHMELD);
magic.c:    if (IS_AFFECTED(ich,AFF_SHADOWPLANE)) REMOVE_BIT(ich->affected_by, AFF_SHADOWPLANE);
magic.c:    if (IS_AFFECTED(ich, AFF_PEACE)) REMOVE_BIT(ich->affected_by, AFF_PEACE);
magic.c:    if (IS_AFFECTED(ich,AFF_ETHEREAL)) REMOVE_BIT(ich->affected_by, AFF_ETHEREAL);
magic.c:  if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
magic.c:    if (!still_dark) REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
magic.c:    char_to_room( create_mobile( get_mob_index(MOB_VNUM_VAMPIRE) ),	ch->in_room );
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) ich->hit=ich->max_hit;
magic.c:    for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
magic.c:    if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT) && ch->sex == SEX_FEMALE)
magic.c:	amt = -(ch->spl[2] * 2);
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 ) return;
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]) dam = number_range( (ch->damcap[DAM_CAP] - 200), (ch->damcap[DAM_CAP] + 100) );
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:    if (ch->wpn[1]  > ch->wpn[weapontype])
magic.c:    if (ch->wpn[2]  > ch->wpn[weapontype])
magic.c:    if (ch->wpn[4]  > ch->wpn[weapontype])
magic.c:    if (ch->wpn[5]  > ch->wpn[weapontype])
magic.c:    if (ch->wpn[6]  > ch->wpn[weapontype])
magic.c:    if (ch->wpn[7]  > ch->wpn[weapontype])
magic.c:    if (ch->wpn[8]  > ch->wpn[weapontype])
magic.c:    if (ch->wpn[9]  > ch->wpn[weapontype])
magic.c:    if (ch->wpn[10] > ch->wpn[weapontype])
magic.c:    if (ch->wpn[11] > ch->wpn[weapontype])
magic.c:    if (ch->wpn[12] > ch->wpn[weapontype])
magic.c:    sprintf(buf,"%s soul %s",ch->name,wpnname);
magic.c:    if (IS_NPC(ch)) sprintf(buf,"%s's soul %s",ch->short_descr,wpnname);
magic.c:    else sprintf(buf,"%s's soul %s",ch->pcdata->switchname,wpnname);
magic.c:    if (IS_NPC(ch)) sprintf(buf,"%s's soul %s is lying here.",ch->short_descr,wpnname);
magic.c:    else sprintf(buf,"%s's soul %s is lying here.",ch->name,wpnname);
magic.c:    if (IS_NPC(ch)) obj->level = ch->level;
magic.c:    else if (ch->spl[2] > 4) 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:	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:	hitbonus = (2 * ch->spl[2]);
magic.c:	dambonus = (2 * ch->spl[2]);;
magic.c:    ||   (!IS_NPC(victim) && victim->move > ch->move && victim->fight_timer <= 0)
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:  if (!IS_NPC(ch) && !IS_NPC(victim) && victim->fight_timer > 0 && ch->fight_timer <= 0)
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->practice < 1)
magic.c:    if (ch->in_room == NULL) return;
magic.c:    if (ch->practice >= 100) {ch->practice -= 100; obj->level = 100;}
magic.c:    else {obj->level = ch->practice; ch->practice = 0;}
magic.c:    obj->questmaker = str_dup(ch->name);
magic.c:    obj->questowner = str_dup(ch->name);
magic.c:    sprintf(buf,"%s %s",ch->name,itemkind);
magic.c:    sprintf(buf,"%s's %s",ch->name, itemkind);
magic.c:    sprintf(buf,"%s's %s lies here.",ch->name,itemkind);
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;sprintf(col,"purple");}
magic.c:    	{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
magic.c:    	{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
magic.c:    	{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
magic.c:    	{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
magic.c:    sprintf(buf,"%s potion %s %s",ch->name,col,skill_table[sn].name);
magic.c:    sprintf(buf,"%s's %s potion of %s",ch->name,col,skill_table[sn].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;sprintf(col,"purple");}
magic.c:    	{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
magic.c:    	{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
magic.c:    	{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
magic.c:    	{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
magic.c:    sprintf(buf,"%s scroll %s %s",ch->name,col,skill_table[sn].name);
magic.c:    sprintf(buf,"%s's %s scroll of %s",ch->name,col,skill_table[sn].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;sprintf(col,"purple");}
magic.c:    	{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
magic.c:    	{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
magic.c:    	{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
magic.c:    	{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
magic.c:    sprintf(buf,"%s wand %s %s",ch->name,col,skill_table[sn].name);
magic.c:    sprintf(buf,"%s's %s wand of %s",ch->name,col,skill_table[sn].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]+1)/4;sprintf(col,"purple");}
magic.c:    	{obj->value[0] = (ch->spl[1]+1)/4;sprintf(col,"red");}
magic.c:    	{obj->value[0] = (ch->spl[2]+1)/4;sprintf(col,"blue");}
magic.c:    	{obj->value[0] = (ch->spl[3]+1)/4;sprintf(col,"green");}
magic.c:    	{obj->value[0] = (ch->spl[4]+1)/4;sprintf(col,"yellow");}
magic.c:    sprintf(buf,"%s staff %s %s",ch->name,col,skill_table[sn].name);
magic.c:    sprintf(buf,"%s's %s staff of %s",ch->name,col,skill_table[sn].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;sprintf(col,"purple");}
magic.c:    	{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
magic.c:    	{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
magic.c:    	{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
magic.c:    	{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
magic.c:    sprintf(buf,"%s pill %s %s",ch->name,col,skill_table[sn].name);
magic.c:    sprintf(buf,"%s's %s pill of %s",ch->name,col,skill_table[sn].name);
magic.c:    if (ch->pcdata->followers > -1)
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:	sprintf(buf,"%s's white pegasus",ch->name);
magic.c:	sprintf(buf,"%s's griffin",ch->name);
magic.c:	sprintf(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) do_stance(ch,"");
magic.c:	if (ch->mounted == IS_RIDING) do_dismount(ch,"");
magic.c:	sprintf(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) do_stance(ch,"");
magic.c:	if (ch->mounted == IS_RIDING) do_dismount(ch,"");
magic.c:	sprintf(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) do_stance(ch,"");
magic.c:	if (ch->mounted == IS_RIDING) do_dismount(ch,"");
magic.c:	sprintf(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:    ch->hit += (ch->hit *3/2);
magic.c:       if (ch->hit > ch->max_hit)
magic.c:		ch->hit = ch->max_hit;
ocommands.c:            if (ch->pcdata->smite == NULL || ch->pcdata->smite[0] == '\0')
ocommands.c:            strcpy(buf,ch->pcdata->smite);
ocommands.c:                        free_string(ch->pcdata->smite);
ocommands.c:                        ch->pcdata->smite = str_dup(buf);
ocommands.c:                        send_to_char( ch->pcdata->smite ? ch->pcdata->smite : 
ocommands.c:            free_string(ch->pcdata->smite);
ocommands.c:            ch->pcdata->smite = str_dup(buf);
ocommands.c:            if ( ch->pcdata->smite != NULL )
ocommands.c:                strcat( buf, ch->pcdata->smite );
ocommands.c:        free_string( ch->pcdata->smite );
ocommands.c:        ch->pcdata->smite = str_dup( buf );
ocommands.c:    send_to_char( ch->pcdata->smite ? ch->pcdata->smite : "(None).\n\r", ch );
ocommands.c:    if (ch->alignment > 300)
ocommands.c:    if (ch->alignment > -301 && ch->alignment < 301)
ocommands.c:    if (ch->alignment < -300)
ocommands.c:    if ( ch->pcdata->smite[0] != '\0' )
ocommands.c:        send_to_char( ch->pcdata->smite, victim );
ocommands.c:    sprintf( buf, "\a%s has beeped you.\n\r", ch->name );
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:    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)
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)
olc.c:	    char_to_room( ch, ch->desc->pEdit );
olc.c:    ch->desc->editor = ED_ROOM;
olc.c:	if( ch->trust < MAX_LEVEL)
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)
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:		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:	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_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:	    sprintf( buf, "Security is 0-%d.\n\r", 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:	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:	ch->desc->pEdit		= (void *)tHelp;
olc_act.c: ch->desc->pEdit		= (void *)pHelp;
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;
remort.c:  ch->extra                           = 0;
remort.c:  ch->exp			      = 0;
remort.c:  ch->practice			      = 0;
remort.c:  ch->special                         = 0;
remort.c:  ch->newbits                         = 0;
remort.c://  ch->max_hit			      = 5000;
remort.c://  ch->max_mana                        = 5000;
remort.c://  ch->max_move                        = 5000;
remort.c://  ch->hit                             = 5000;
remort.c://  ch->mana                            = 5000;
remort.c://  ch->move                            = 5000;
remort.c:  ch->generation		      = 5;
remort.c:  ch->pcdata->familiar                = NULL;
remort.c:  ch->pcdata->chobj                   = NULL;
remort.c:  ch->pcdata->memorised               = NULL;
remort.c:  ch->pcdata->smite                   = str_dup( "" );
remort.c:  ch->pcdata->dragonaff               = 0;/*dragons*/
remort.c:  ch->pcdata->dragonage               = 0;/*dragons*/
remort.c:  ch->pcdata->hatch                   = 0; // I think this is mounts for SOD.....Chino?
remort.c:  ch->pcdata->breath[0]               = str_dup("");
remort.c:  ch->pcdata->breath[1]               = str_dup("");
remort.c:  ch->pcdata->breath[2]               = str_dup("");
remort.c:  ch->pcdata->breath[3]               = str_dup("");
remort.c:  ch->pcdata->breath[4]               = str_dup("");
remort.c:  ch->pcdata->disc_research           = -1;
remort.c:  ch->lord                            = str_dup( "" );
remort.c:  ch->morph                           = str_dup( "" );
remort.c:  ch->pload                           = str_dup( "" );
remort.c:  ch->poweraction                     = str_dup( "" );
remort.c:  ch->powertype                       = str_dup( "" );
remort.c:  ch->hunting                         = str_dup( "" );
remort.c:  ch->pcdata->followers               = 0; 
remort.c:  ch->spectype                        = 0;
remort.c:  ch->specpower                       = 0;
remort.c:  ch->mounted                         = 0;
remort.c:  ch->home                            = 30200;
remort.c:  ch->vampgen_a                       = 0;
remort.c:  ch->paradox[0]                      = 0;    /* Total paradox */
remort.c:  ch->paradox[1]                      = 0;    /* Current Paradox */
remort.c:  ch->paradox[2]                      = 0;    /* Paradox Ticker */
remort.c:  ch->damcap[0]                       = 1000;
remort.c:  ch->damcap[1]                       = 0;
remort.c:  ch->vampaff_a                       = 0;
remort.c:  ch->itemaffect                      = 0;
remort.c:  ch->vamppass_a                      = -1;
remort.c:  ch->polyaff                         = 0;
remort.c:  ch->immune                          = 0; 
remort.c:  ch->race				= 0;
remort.c:  ch->form                            = 32767;
remort.c:  ch->beast                           = 15;
remort.c:      ch->loc_hp[sn]                  = 0;   
remort.c:       ch->wpn[sn]                    = 0;
remort.c:       ch->spl[sn]                    = 4;
remort.c:       ch->cmbt[sn]                   = 0;
remort.c:       ch->cmbt[sn]                   = 0;
remort.c:  ch->pcdata->followers               = 0;   
remort.c:  ch->pcdata->perm_str                = 13;
remort.c:  ch->pcdata->perm_int                = 13;
remort.c:  ch->pcdata->perm_wis                = 13;
remort.c:  ch->pcdata->perm_dex                = 13;
remort.c:  ch->pcdata->perm_con                = 13;
remort.c:  ch->pcdata->wolf                    = 0;
remort.c:  ch->pcdata->rank                    = 0;
remort.c:  ch->pcdata->language[0]             = 0;
remort.c:  ch->pcdata->language[1]             = 0; 
remort.c:  ch->pcdata->stage[0]                = 0;
remort.c:  ch->pcdata->stage[1]                = 0; 
remort.c:  ch->pcdata->stage[2]                = 0;
remort.c:  ch->pcdata->wolfform[0]             = 1;   
remort.c:  ch->pcdata->wolfform[1]             = 1; 
remort.c:  ch->pcdata->score[0]                = 0; 
remort.c:  ch->pcdata->score[1]                = 0; 
remort.c:  ch->pcdata->score[2]                = 0; 
remort.c:  ch->pcdata->score[3]                = 0; 
remort.c:  ch->pcdata->score[4]                = 0;
remort.c:  ch->pcdata->score[5]                = 0;
remort.c:       ch->pcdata->disc_a[sn]         = 0;
remort.c:       ch->pcdata->genes[sn]          = 0;
remort.c:      ch->pcdata->powers[sn]          = 0;   
remort.c:      ch->pcdata->stats[sn]           = 0; 
remort.c:      ch->stance[sn]		      = 0;
remort.c:      ch->stance[sn]                  = -1;
remort.c:      ch->power[sn]                   = -2;
remort.c:  ch->pcdata->fake_skill              = 0;
remort.c:  ch->pcdata->fake_stance             = 0;
remort.c:  ch->pcdata->fake_hit                = 0;
remort.c:  ch->pcdata->fake_dam                = 0;
remort.c:  ch->pcdata->fake_ac                 = 0;
remort.c:  ch->pcdata->fake_hp                 = 0;
remort.c:  ch->pcdata->fake_mana               = 0;
remort.c:  ch->pcdata->fake_move               = 0;
remort.c:  ch->pcdata->obj_vnum                = 0;   
remort.c:  ch->pcdata->condition[COND_THIRST]  = 48;
remort.c:  ch->pcdata->condition[COND_FULL]    = 48;
remort.c:  ch->pcdata->stat_ability[STAT_STR]  = 0; 
remort.c:  ch->pcdata->stat_ability[STAT_END]  = 0;
remort.c:  ch->pcdata->stat_ability[STAT_REF]  = 0;
remort.c:  ch->pcdata->stat_ability[STAT_FLE]  = 0;
remort.c:  ch->pcdata->stat_amount[STAT_STR]   = 0;
remort.c:  ch->pcdata->stat_amount[STAT_END]   = 0;
remort.c:  ch->pcdata->stat_amount[STAT_REF]   = 0;
remort.c:  ch->pcdata->stat_amount[STAT_FLE]   = 0;
remort.c:  ch->pcdata->stat_duration[STAT_STR] = 0;
remort.c:  ch->pcdata->stat_duration[STAT_END] = 0;
remort.c:  ch->pcdata->stat_duration[STAT_REF] = 0;
remort.c:  ch->pcdata->stat_duration[STAT_FLE] = 0;
remort.c:  ch->pcdata->exhaustion              = 0;   
remort.c:      ch->pcdata->powers[sn]	      = 0;
rot_wiz.c:    sprintf(buf,"%s: Pset %s",ch->name,argument);
rot_wiz.c:    if (ch->level < NO_WATCH) do_watching(ch,buf);
rot_wiz.c:				ch->pcdata->wpnpoints[0] += value;
rot_wiz.c:				ch->pcdata->wpnpoints[1] += value;
rot_wiz.c:				ch->pcdata->wpnpoints[2] += value;
rot_wiz.c:    sprintf( buf, "%s is struck by a paradox.\n\r", ch->name);
rot_wiz.c:    ch->paradox[1] = +1;
rot_wiz.c:    ch->paradox[2] = +1;
rot_wiz.c:    if (ch->max_hit > 2000 + (1000 * ch->paradox[1]))
rot_wiz.c:	ch->max_hit -= (1000 + 1000 * ch->paradox[1]);
rot_wiz.c:    else ch->max_hit -= 2000;
rot_wiz.c:    if (ch->max_move > 2000 + (1000 * ch->paradox[1]))
rot_wiz.c:	ch->max_move -= (1000 + 1000 * ch->paradox[1]);
rot_wiz.c:    else ch->max_move -= 2000;
rot_wiz.c:    if (ch->max_mana > 2000 + (1000 * ch->paradox[1]))
rot_wiz.c:        ch->max_mana -= (1000 + 1000 * ch->paradox[1]);
rot_wiz.c:    else ch->max_mana -= 2000;
rot_wiz.c:    ch->hit     =  -10;
rot_wiz.c:     SET_BIT(ch->extra, TIED_UP);
rot_wiz.c:        SET_BIT(ch->extra, GAGGED);
rot_wiz.c:        SET_BIT(ch->extra, BLINDFOLDED);
rot_wiz.c:    if (ch->paradox[0] <= 15)
rot_wiz.c:    	ch->hit     =  -10;
rot_wiz.c:    	SET_BIT(ch->extra, TIED_UP);
rot_wiz.c:    	SET_BIT(ch->extra, GAGGED);
rot_wiz.c:    	SET_BIT(ch->extra, BLINDFOLDED);
rot_wiz.c:    else if (ch->paradox[0] <= 55)
rot_wiz.c:    	ch->hit     =  -10;
rot_wiz.c:    	SET_BIT(ch->extra, TIED_UP);
rot_wiz.c:    	SET_BIT(ch->extra, GAGGED);
rot_wiz.c:    	SET_BIT(ch->extra, BLINDFOLDED);
rot_wiz.c:    else if (ch->paradox[0] <= 99)
rot_wiz.c:    	ch->hit     =  -10;
rot_wiz.c:    	SET_BIT(ch->extra, TIED_UP);
rot_wiz.c:    	SET_BIT(ch->extra, GAGGED);
rot_wiz.c:    	SET_BIT(ch->extra, BLINDFOLDED);
rot_wiz.c:    else if (ch->paradox[0] >= 100)
rot_wiz.c:    	ch->hit     =  -10;
rot_wiz.c:    	SET_BIT(ch->extra, TIED_UP);
rot_wiz.c:    	SET_BIT(ch->extra, GAGGED);
rot_wiz.c:    	SET_BIT(ch->extra, BLINDFOLDED);
save.c:    if ( IS_NPC(ch) || ch->level < 2 )
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:    sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( ch->pcdata->switchname ) );
save.c:	if ( ch->carrying != NULL )
save.c:	    fwrite_obj( ch, ch->carrying, fp, 0 );
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:    sprintf( strsave, "%sstore/%s", PLAYER_DIR, capitalize(ch->pcdata->switchname) );
save.c:	if ( ch->carrying != NULL )
save.c:	    fwrite_obj( ch, ch->carrying, fp, 0 );
save.c:	if      (ch->level >= 11) sprintf(chlevel,"<Implementor>");
save.c:	else if (ch->level == 10) sprintf(chlevel,"<High Judge>");
save.c:	else if (ch->level == 9 ) sprintf(chlevel,"<Judge>");
save.c:	else if (ch->level == 8 ) sprintf(chlevel,"<Enforcer>");
save.c:	else if (ch->level == 7 ) sprintf(chlevel,"<Quest Maker>");
save.c:	else if (ch->level == 6 ) sprintf(chlevel,"<Builder>");
save.c:	else if (ch->level == 5 ) sprintf(chlevel,"<Avatar>");
save.c:	else if (ch->level == 4 ) sprintf(chlevel,"<Avatar>");
save.c:	else if (ch->level == 3 ) sprintf(chlevel,"<Avatar>");
save.c:	if (strlen(ch->lasttime) > 1)
save.c:	    sprintf(buf,"%s Last logged in on %s.\n\r", chlevel, ch->lasttime);
save.c:	    sprintf(buf,"%s New player logged in on %s.\n\r", chlevel, ch->createtime);
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:    sprintf( strsave, "%sbackup/%s", PLAYER_DIR, 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:	fprintf( fp, "%d\n",    ch->race                );
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, "%s~\n",   ch->pcdata->email       );
save.c:    fprintf( fp, "Name         %s~\n",  ch->name                );
save.c:    fprintf( fp, "Switchname   %s~\n",  ch->pcdata->switchname  );
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, "Kingdom      %d\n", ch->pcdata->kingdom	);
save.c:    fprintf( fp, "CPower %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d\n", ch->power[0],ch->power[1],ch->power[2],ch->power[3],ch->power[4], ch->power[5],ch->power[6],ch
save.c:->power[7],ch->power[8],ch->power[9], ch->power[10],ch->power[11],ch->power[12],ch->power[13],ch->power[14], ch->power[15],ch->power[16],ch->power[17],ch->power[18],ch->power[19], ch->power[20],ch->power[21],ch->power[22],ch->power[23],ch->power[24], ch->
save.c:power[25],ch->power[26],ch->power[27],ch->power[28],ch->power[29], ch->power[30],ch->power[31],ch->power[32],ch->power[33],ch->power[34], ch->power[35],ch->power[36],ch->power[37],ch->power[38],ch->power[39], ch->power[40],ch->power[41],ch->power[42],ch->
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        %ld\n",   ch->class               );
save.c:    fprintf( fp, "Class2       %ld\n",  ch->class2	        );
save.c:    fprintf( fp, "Class3       %ld\n",  ch->class3              );
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, "Sex          %d\n",   ch->sex                 );
save.c:    fprintf( fp, "Race         %d\n",   ch->race                );
save.c:    fprintf( fp, "Revision     %d\n",   ch->pcdata->revision	);
save.c:    fprintf( fp, "Immune       %d\n",   ch->immune              );
save.c:    fprintf( fp, "Polyaff      %d\n",   ch->polyaff             );
save.c:    fprintf( fp, "Clan         %s~\n",  ch->clan		);
save.c:    fprintf( fp, "CurrentForm  %d\n",   ch->cur_form            );
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, "Itemaffect   %d\n",   ch->itemaffect          );
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
save.c:	    : 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:	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] );
save.c:	ch->spl[0], ch->spl[1], ch->spl[2], ch->spl[3], ch->spl[4] );
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], ch->stance[15],
save.c:        ch->stance[16], ch->stance[17], ch->stance[18], ch->stance[19],
save.c:        ch->stance[20], ch->stance[21], ch->stance[22], ch->stance[23] );
save.c:	ch->loc_hp[0], ch->loc_hp[1], ch->loc_hp[2], ch->loc_hp[3],
save.c:	ch->loc_hp[4], ch->loc_hp[5], ch->loc_hp[6] );
save.c:	ch->hit, ch->max_hit, ch->mana, ch->max_mana, ch->move, ch->max_move );
save.c:    fprintf( fp, "Gold         %d\n",   ch->gold                );
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],
save.c:      ch->gifts[3],  ch->gifts[4],  ch->gifts[5],
save.c:      ch->gifts[6],  ch->gifts[7],  ch->gifts[8],
save.c:      ch->gifts[9],  ch->gifts[10], ch->gifts[11],
save.c:      ch->gifts[12], ch->gifts[13], ch->gifts[14],
save.c:      ch->gifts[15], ch->gifts[16], ch->gifts[17],
save.c:      ch->gifts[18], ch->gifts[19], 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, "Garou2        %d\n", ch->garou2 );
save.c:    fprintf( fp, "Explevel     %d\n",   ch->explevel            );
save.c:    fprintf( fp, "Expgained    %d\n",   ch->expgained           );
save.c:    fprintf( fp, "Exp          %d\n",   ch->exp                 );
save.c:    fprintf( fp, "Levelexp     %d\n",   ch->levelexp            );
save.c:    fprintf( fp, "Act          %d\n",   ch->act                 );
save.c:    fprintf( fp, "TagFlags     %d\n",   ch->tag_flags		);
save.c:    fprintf( fp, "Special      %d\n",   ch->special             );
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, "Dragonbits   %d\n",   ch->dragonbits          );
save.c:    fprintf( fp, "Extra        %d\n",   ch->extra               );
save.c:    fprintf( fp, "AffectedBy   %d\n",   ch->affected_by         );
save.c:       fprintf( fp, "MageFlags    %d\n",       ch->mflags                              );
save.c:		ch->spheres[0],ch->spheres[1],ch->spheres[2],ch->spheres[3],ch->spheres[4],
save.c:		ch->spheres[5],ch->spheres[6],ch->spheres[7],ch->spheres[8] );
save.c:		ch->imms[0], ch->imms[1], ch->imms[2] );
save.c:		ch->quint[0], ch->quint[1], ch->quint[2] );
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, "XHitroll     %d\n",   ch->xhitroll            );
save.c:    fprintf( fp, "XDamroll     %d\n",   ch->xdamroll            );
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, "Wimpy        %d\n",   ch->wimpy               );
save.c:    fprintf( fp, "Deaf         %d\n",   ch->deaf                );
save.c:	fprintf( fp, "SohFun      %d %d\n",	ch->soh_fun1, ch->soh_fun2 );	
save.c:	fprintf( fp, "Vnum         %d\n",       ch->pIndexData->vnum    );
save.c:        fprintf( fp, "Smite %s~\n",     ch->pcdata->smite);
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:	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:        fprintf( fp, "ConfirmDel   %d\n",      ch->pcdata->confirm_delete);
save.c:	fprintf( fp, "Bank         %d\n",      ch->pcdata->bank        );
save.c:	fprintf( fp, "Horde        %d\n",      ch->pcdata->horde       );
save.c:	fprintf( fp, "Citizen      %d\n",      ch->pcdata->citizen     );
save.c:	fprintf( fp, "Citytithe    %d\n",      ch->pcdata->citytithe   );
save.c:	fprintf( fp, "Citylevel    %d\n",      ch->pcdata->citylevel   );
save.c:	fprintf( fp, "Wpnpoints    %d %d %d\n",ch->pcdata->wpnpoints[0],ch->pcdata->wpnpoints[1],ch->pcdata->wpnpoints[2]);
save.c:	fprintf( fp, "Newskills    %d %d %d %d %d\n",ch->pcdata->newskills[0],ch->pcdata->newskills[1],ch->pcdata->newskills[2],
save.c:												 ch->pcdata->newskills[3],ch->pcdata->newskills[4]);
save.c:	fprintf( fp, "Email        %s~\n",      ch->pcdata->email       );
save.c:	    ch->pcdata->perm_str,
save.c:	    ch->pcdata->perm_int,
save.c:	    ch->pcdata->perm_wis,
save.c:	    ch->pcdata->perm_dex,
save.c:	    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, 
save.c:	    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:	fprintf( fp, "Dragonaff    %d\n", ch->pcdata->dragonaff );/*dragons*/
save.c:	fprintf( fp, "Dragonage    %d\n", ch->pcdata->dragonage );/*dragons*/
save.c:	fprintf( fp, "Hatch        %d\n", ch->pcdata->hatch );/*dragons*/
save.c:	fprintf( fp, "Breath1      %s~\n",ch->pcdata->breath[0] );
save.c:	fprintf( fp, "Breath2      %s~\n",ch->pcdata->breath[1] );
save.c:	fprintf( fp, "Breath3      %s~\n",ch->pcdata->breath[2] );
save.c:	fprintf( fp, "Breath4      %s~\n",ch->pcdata->breath[3] );
save.c:	fprintf( fp, "Breath5      %s~\n",ch->pcdata->breath[4] );
save.c:	    ch->pcdata->language[0],
save.c:	    ch->pcdata->language[1] );
save.c:	    ch->pcdata->stage[0],
save.c:	    ch->pcdata->stage[1],
save.c:	    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],
save.c:	    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],
save.c:	    ch->pcdata->genes[9] );
save.c:		fprintf(fp, "%d ", ch->pcdata->powers[sn]);
save.c:		fprintf(fp, "%d ", ch->pcdata->magejunk[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,
save.c:	    ch->pcdata->fake_move);
save.c:	if (ch->pcdata->obj_vnum != 0)
save.c:	    fprintf( fp, "Objvnum      %d\n", ch->pcdata->obj_vnum );
save.c:	    ch->pcdata->condition[0],
save.c:	    ch->pcdata->condition[1],
save.c:	    ch->pcdata->condition[2] );
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, "Exhaustion   %d\n", ch->pcdata->exhaustion );
save.c:	fprintf (fp, "%s %ld ", boards[i].short_name, ch->pcdata->last_note[i]);
save.c:	    if ( skill_table[sn].name != NULL && ch->pcdata->learned[sn] > 0 )
save.c:		    ch->pcdata->learned[sn], skill_table[sn].name );
save.c:    for ( paf = ch->affected; paf != NULL; paf = paf->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_BLANK
save.c:        ch->pcdata->board               = &boards[DEFAULT_BOARD];
save.c:    ch->extra                           = 0;
save.c:    ch->special                         = 0;
save.c:    ch->newbits                         = 0;
save.c:    ch->newbits2                        = 0;    
save.c:	ch->sohbits                         = 0;
save.c:	ch->dragonbits						= 0;
save.c:	ch->class                           = 0;
save.c:    ch->class2				= 0;
save.c:    ch->class3			        = 0;
save.c:    ch->pcdata->familiar                = NULL;
save.c:    ch->pcdata->partner                 = NULL;
save.c:    ch->pcdata->propose                 = NULL;
save.c:    ch->pcdata->chobj                   = NULL;
save.c:    ch->pcdata->memorised               = NULL;
save.c:    ch->pcdata->revision		= 0;
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->smite                    = str_dup( "" );
save.c:    ch->pcdata->title                   = str_dup( "" );
save.c:    ch->pcdata->bounty                  = 0;
save.c:    ch->pcdata->bank                    = 0;
save.c:	ch->pcdata->horde					= 0;
save.c:	ch->pcdata->citizen                 = 0;
save.c:	ch->pcdata->citytithe               = 0;
save.c:    ch->pcdata->citylevel               = 0;
save.c:        ch->pcdata->wpnpoints[sn]       = 0;
save.c:        ch->pcdata->newskills[sn]       = 0;
save.c:		ch->pcdata->dragonaff           = 0;/*dragons*/
save.c:        ch->pcdata->dragonage           = 0;/*dragons*/
save.c:        ch->pcdata->hatch                       = 0;/*dragons*/
save.c:    ch->pcdata->breath[0]               = str_dup("");
save.c:    ch->pcdata->breath[1]               = str_dup("");
save.c:    ch->pcdata->breath[2]               = str_dup("");
save.c:    ch->pcdata->breath[3]               = str_dup("");
save.c:    ch->pcdata->breath[4]               = str_dup("");
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->confirm_delete		= FALSE;
save.c:    ch->pcdata->email                   = 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                            = 30200;
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->vamppass_a                      = -1;
save.c:    ch->polyaff                         = 0;
save.c:    ch->immune                          = 0;
save.c:    ch->form                            = 32767;   
save.c:    ch->beast                           = 15;
save.c:        ch->loc_hp[sn]                  = 0;
save.c:         ch->wpn[sn]                    = 0;
save.c:         ch->spl[sn]                    = 0;
save.c:         ch->cmbt[sn]                   = 0;
save.c:         ch->cmbt[sn]                   = 0;
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->class2				= 0;
save.c:    ch->class3				= 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->wolf                    = 0;
save.c:    ch->pcdata->rank                    = 0;
save.c:    ch->pcdata->language[0]             = 0;
save.c:    ch->pcdata->language[1]             = 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->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_BLANK
save.c:	ch->pcdata->board               = &boards[DEFAULT_BOARD];
save.c:    ch->extra                           = 0;
save.c:    ch->special                         = 0;
save.c:    ch->newbits                         = 0;
save.c:    ch->newbits2                        = 0;	
save.c:	ch->sohbits							= 0;
save.c:	ch->dragonbits						= 0;
save.c:	ch->class                           = 0;
save.c:    ch->class2				= 0;
save.c:    ch->class3				= 0;
save.c:    ch->pcdata->familiar                = NULL;
save.c:    ch->pcdata->partner                 = NULL;
save.c:    ch->pcdata->propose                 = NULL;
save.c:    ch->pcdata->chobj                   = NULL;
save.c:    ch->pcdata->memorised               = NULL;
save.c:    ch->pcdata->revision		= 0;
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->smite                    = str_dup( "" );
save.c:    ch->pcdata->title                   = str_dup( "" );
save.c:    ch->pcdata->bounty			= 0;
save.c:	ch->pcdata->bank            = 0;
save.c:	ch->pcdata->horde           = 0;
save.c:	ch->pcdata->citizen         = 0;
save.c:	ch->pcdata->citytithe       = 0;
save.c:	ch->pcdata->citylevel       = 0;
save.c:        ch->pcdata->wpnpoints[sn] = 0;
save.c:        ch->pcdata->newskills[sn]       = 0;
save.c:	ch->pcdata->dragonaff		= 0;/*dragons*/
save.c:	ch->pcdata->dragonage		= 0;/*dragons*/
save.c:	ch->pcdata->hatch			= 0;/*dragons*/
save.c:    ch->pcdata->breath[0]		= str_dup("");
save.c:    ch->pcdata->breath[1]		= str_dup("");
save.c:    ch->pcdata->breath[2]		= str_dup("");
save.c:    ch->pcdata->breath[3]		= str_dup("");
save.c:    ch->pcdata->breath[4]		= str_dup("");
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->confirm_delete		= FALSE;
save.c:    ch->pcdata->email                   = 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                            = 30200;
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->vamppass_a                      = -1;
save.c:    ch->polyaff                         = 0;
save.c:    ch->immune                          = 0;
save.c:    ch->form                            = 32767;
save.c:    ch->beast                           = 15;
save.c:	ch->loc_hp[sn]                  = 0;
save.c:	 ch->wpn[sn]                    = 0;
save.c:	 ch->spl[sn]                    = 0;
save.c:	 ch->cmbt[sn]                   = 0;
save.c:	 ch->cmbt[sn]                   = 0;
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->class2				= 0;
save.c:    ch->class3				= 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->wolf                    = 0;
save.c:    ch->pcdata->rank                    = 0;
save.c:    ch->pcdata->language[0]             = 0;
save.c:    ch->pcdata->language[1]             = 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:	    KEY( "Act",         ch->act,                fread_number( fp ) );
save.c:	    KEY( "AffectedBy",  ch->affected_by,        fread_number( fp ) );
save.c:	    KEY( "Alignment",   ch->alignment,          fread_number( fp ) );
save.c:	    KEY( "Armor",       ch->armor,              fread_number( fp ) );
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:		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:       	KEY( "Bank",        ch->pcdata->bank,       fread_number( fp ) );	   
save.c:		KEY( "Bamfin",      ch->pcdata->bamfin,     fread_string( fp ) );
save.c:	    KEY( "Bamfout",     ch->pcdata->bamfout,    fread_string( fp ) );
save.c:	    KEY( "Beast",       ch->beast,              fread_number( fp ) );
save.c:       	    KEY( "Bounty",  ch->pcdata->bounty, fread_number( fp ));
save.c:	    KEY( "Breath1", ch->pcdata->breath[0], fread_string( fp));
save.c:	    KEY( "Breath2", ch->pcdata->breath[1], fread_string( fp));
save.c:	    KEY( "Breath3", ch->pcdata->breath[2], fread_string( fp));
save.c:	    KEY( "Breath4", ch->pcdata->breath[3], fread_string( fp));
save.c:	    KEY( "Breath5", ch->pcdata->breath[4], fread_string( fp));
save.c:					sprintf (buf, "fread_char: %s had unknown board name: %s. Skipped.", ch->name, boardname);                                      
save.c:					ch->pcdata->last_note[i] = fread_number(fp);
save.c:    KEY( "Citizen",        ch->pcdata->citizen,       fread_number( fp ) );	   	
save.c:    KEY( "Citytithe",      ch->pcdata->citytithe,     fread_number( fp ) );	   	
save.c:    KEY( "Citylevel",      ch->pcdata->citylevel,     fread_number( fp ) );	   	
save.c:	KEY("Clan",ch->clan,	fread_string(fp));
save.c:	    KEY( "Class",       ch->class,              fread_number( fp ) );
save.c:	    KEY( "Class2",      ch->class2,		fread_number( fp ) );
save.c:	    KEY( "Class3",      ch->class3,		fread_number( fp ) );
save.c:    KEY( "ConfirmDel", ch->pcdata->confirm_delete, fread_number( fp ) );
save.c:	KEY( "CurrentForm",  ch->cur_form,      fread_number( fp ) );
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, fread_string( fp ) );
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:	    KEY( "Cparents",    ch->pcdata->cparents,   fread_string( fp ) );
save.c:	    KEY( "Cprompt",     ch->cprompt,            fread_string( fp ) );
save.c:	    KEY( "Createtime",  ch->createtime,         fread_string( fp ) );
save.c:	    KEY( "Damroll",     ch->damroll,            fread_number( fp ) );
save.c:	    KEY( "Deaf",        ch->deaf,               fread_number( fp ) );
save.c:	    KEY( "Description", ch->description,        fread_string( fp ) );
save.c:	    KEY( "DiscRese",    ch->pcdata->disc_research, fread_number( fp ) );
save.c:	    KEY( "DiscPoin",    ch->pcdata->disc_points, fread_number( fp ) );
save.c:		KEY( "Dragonaff", ch->pcdata->dragonaff, fread_number(fp) );/*dragons*/
save.c:		KEY( "Dragonage", ch->pcdata->dragonage, fread_number(fp) );/*dragons*/
save.c:		KEY( "Dragonbits",  ch->dragonbits,		    fread_number( fp ) );
save.c:	    KEY( "Email",       ch->pcdata->email,      fread_string( fp ) );
save.c:	    KEY( "Exhaustion",  ch->pcdata->exhaustion, fread_number( fp ) );
save.c:	    KEY( "Exp",         ch->exp,                fread_number( 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:		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( "Genexp", ch->genexp, 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:        KEY( "Garou2",  ch->garou2,     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( "Gold",        ch->gold,               fread_number( fp ) );
save.c:	    KEY( "Hitroll",     ch->hitroll,            fread_number( fp ) );
save.c:	    KEY( "Home",        ch->home,               fread_number( fp ) );
save.c:       	KEY( "Horde",       ch->pcdata->horde,      fread_number( fp ) );	   		
save.c:		KEY( "Hatch",		ch->pcdata->hatch,				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("Kingdom",	ch->pcdata->kingdom,	fread_number(fp));
save.c:		ch->pcdata->language[0] = fread_number( fp );
save.c:		ch->pcdata->language[1] = fread_number( fp );
save.c:	    KEY( "Lasthost",    ch->lasthost,           fread_string( fp ) );
save.c:	    KEY( "Lasttime",    ch->lasttime,           fread_string( fp ) );
save.c:	    KEY( "Level",       ch->level,              fread_number( fp ) );
save.c:	    KEY( "Levelexp",    ch->levelexp,           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( "LongDescr",   ch->long_descr,         fread_string( fp ) );
save.c:	    KEY( "Lord",        ch->lord,               fread_string( fp ) );
save.c:	KEY("MageFlags", ch->mflags, fread_number( 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:			ch->imms[0] = fread_number( fp );
save.c:			ch->imms[1] = fread_number( fp );
save.c:			ch->imms[2] = fread_number( fp );
save.c:                        ch->pcdata->magejunk[sn] = fread_number( fp );
save.c:	KEY( "Monkstuff",       ch->monkstuff, fread_number( fp ) );
save.c:        KEY( "Monkcrap",        ch->monkcrap, fread_number( fp ) );
save.c:	    KEY( "Marriage",    ch->pcdata->marriage,   fread_string( fp ) );
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:		ch->pcdata->newskills[0]      = fread_number( fp );
save.c:		ch->pcdata->newskills[1]      = fread_number( fp );
save.c:		ch->pcdata->newskills[2]      = fread_number( fp );
save.c:		ch->pcdata->newskills[3]      = fread_number( fp );
save.c:		ch->pcdata->newskills[4]      = fread_number( fp );
save.c:	    KEY( "Objvnum",     ch->pcdata->obj_vnum,   fread_number( fp ) );
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( "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( "Polyaff",     ch->polyaff,            fread_number( fp ) );
save.c:			ch->pcdata->powers[sn] = fread_number( fp );
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, fread_number( fp ) );
save.c:	    KEY( "Queststotal",	 ch->pcdata->questtotal, fread_number( fp ) );
save.c:		ch->quint[0] = fread_number( fp );
save.c:		ch->quint[1] = fread_number( fp );
save.c:		ch->quint[2] = fread_number( fp );
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( "Revision", ch->pcdata->revision, fread_number(fp));
save.c:		ch->in_room = get_room_index( fread_number( fp ) );
save.c:		if ( ch->in_room == NULL )
save.c:		    ch->in_room = get_room_index( ROOM_VNUM_LIMBO );
save.c:   KEY( "Smite",       ch->pcdata->smite,      fread_string( fp ) );
save.c:	    KEY( "SavingThrow", ch->saving_throw,       fread_number( fp ) );
save.c:	    KEY( "Switchname",  ch->pcdata->switchname, fread_string( fp ) );
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:		ch->spheres[0] = fread_number( fp );
save.c:		ch->spheres[1] = fread_number( fp );
save.c:		ch->spheres[2] = fread_number( fp );
save.c:		ch->spheres[3] = fread_number( fp );
save.c:		ch->spheres[4] = fread_number( fp );
save.c:		ch->spheres[5] = fread_number( fp );
save.c:		ch->spheres[6] = fread_number( fp );
save.c:		ch->spheres[7] = fread_number( fp );
save.c:		ch->spheres[8] = 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,  fread_number(fp));
save.c:		    ch->pcdata->learned[sn] = value;
save.c:		    ch->pcdata->learned[sn] = 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->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] = fread_number( fp );
save.c:		ch->pcdata->stat_ability[1] = fread_number( fp );
save.c:		ch->pcdata->stat_ability[2] = fread_number( fp );
save.c:		ch->pcdata->stat_ability[3] = fread_number( fp );
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] = fread_number( fp );
save.c:		ch->pcdata->stat_duration[1] = fread_number( fp );
save.c:		ch->pcdata->stat_duration[2] = fread_number( fp );
save.c:		ch->pcdata->stat_duration[3] = fread_number( fp );
save.c:		ch->soh_fun1 = fread_number( fp );
save.c:		ch->soh_fun2 = fread_number( fp );
save.c:			ch->pcdata->stats[sn] = fread_number( fp );
save.c:	    KEY( "TagFlags",  ch->tag_flags,		fread_number( fp ) );
save.c:	    KEY( "Tier",        ch->tier,               fread_number( fp ) );
save.c:		KEY( "Tks",         ch->tks,                fread_number( fp ) );
save.c:		KEY( "Trust",       ch->trust,              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:		    sprintf( buf, " %s", ch->pcdata->title );
save.c:		    free_string( ch->pcdata->title );
save.c:		    ch->pcdata->title = str_dup( buf );
save.c:		ch->pIndexData = get_mob_index( fread_number( fp ) );
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:	    KEY( "Wimpy",       ch->wimpy,              fread_number( fp ) );
save.c:		ch->pcdata->wpnpoints[0]      = fread_number( fp );
save.c:		ch->pcdata->wpnpoints[1]      = fread_number( fp );
save.c:		ch->pcdata->wpnpoints[2]      = fread_number( fp );
save.c:	KEY( "XHitroll", ch->xhitroll, fread_number( fp ) );
save.c:	KEY( "XDamroll", ch->xdamroll, fread_number( fp ) );
shop.c:	room = ch->in_room;
shop.c:	if (ch->pcdata->citizen == 1 || ch->pcdata->citizen == CITY_ALDARA 
shop.c:	|| ch->pcdata->citizen == CITY_CRYSTAI || ch->pcdata->citizen == CITY_THORIEN)
shop.c:	else if (ch->pcdata->citizen == CITY_SYLVARIA || ch->pcdata->citizen == CITY_ELAMSHIN)
shop.c:		if (ch->gold < itemcost)
shop.c: 		sprintf(buf, "This item costs %d gold, while you only have %d.\n\r", itemcost, ch->gold);
shop.c:		obj->questowner = str_dup(ch->pcdata->switchname);        
shop.c:		ch->gold -= itemcost;
shop.c:	room = ch->in_room;
shop.c:	if ( obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->pcdata->switchname,obj->questowner)) 	
shop.c:	ch->gold += value;
shop.c:	room = ch->in_room;
shop.c:	  scost = ((ch->wpn[9] * ch->wpn[9]) ) * 1000;
shop.c:	  wcost = ((ch->wpn[9] * ch->wpn[9] ) * 2) * 1000;
shop.c:	    wcost = (ch->wpn[9] * ch->wpn[9] ) * 1700;
shop.c:	  if (ch->wpn[9] < 10 && ch->wpn[9] < room->cost_mod)
shop.c:	  scost = ((ch->wpn[6] * ch->wpn[6]) ) * 1000;
shop.c:	  wcost = ((ch->wpn[6] * ch->wpn[6] ) * 2) * 1000;
shop.c:	  if (ch->wpn[6] < 10 && ch->wpn[6] < room->cost_mod)
shop.c:	  scost = ((ch->wpn[12] * ch->wpn[12]) ) * 1000;
shop.c:	  wcost = ((ch->wpn[12] * ch->wpn[12] ) * 2) * 1000;
shop.c:	    if (ch->wpn[12] < 10 && ch->wpn[12] < room->cost_mod)
shop.c:	  scost = ((ch->wpn[9] * ch->wpn[9]) ) * 1000;
shop.c:	  wcost = ((ch->wpn[9] * ch->wpn[9] ) * 2) * 1000;
shop.c:	    wcost = (ch->wpn[9] * ch->wpn[9] ) * 1700;
shop.c:	  if (ch->wpn[9] < 10 && ch->wpn[9] < room->cost_mod)
shop.c:	  scost = ((ch->wpn[6] * ch->wpn[6]) ) * 1000;
shop.c:	  wcost = ((ch->wpn[6] * ch->wpn[6] ) * 2) * 1000;
shop.c:	  if (ch->wpn[6] < 10 && ch->wpn[6] < room->cost_mod)
shop.c:	  scost = ((ch->wpn[9] * ch->wpn[9]) ) * 1000;
shop.c:	  wcost = ((ch->wpn[9] * ch->wpn[9] ) * 2) * 1000;
shop.c:	    wcost = (ch->wpn[9] * ch->wpn[9] ) * 1700;
shop.c:	  if (ch->wpn[9] < 10 && ch->wpn[9] < room->cost_mod)
shop.c:	  scost = ((ch->wpn[12] * ch->wpn[12]) ) * 1000;
shop.c:	  wcost = ((ch->wpn[12] * ch->wpn[12] ) * 2) * 1000;
shop.c:	  if (ch->wpn[12] < 10 && ch->wpn[12] < room->cost_mod)
shop.c:	  scost = ((ch->wpn[6] * ch->wpn[6]) ) * 1000;
shop.c:	  wcost = ((ch->wpn[6] * ch->wpn[6] ) * 2) * 1000;
shop.c:	  if (ch->wpn[6] < 10 && ch->wpn[6] < room->cost_mod)
shop.c:	  scost = ((ch->wpn[12] * ch->wpn[12]) ) * 1000;
shop.c:	  wcost = ((ch->wpn[12] * ch->wpn[12] ) * 2) * 1000;
shop.c:		if (ch->wpn[12] < 10 && ch->wpn[12] < room->cost_mod)
shop.c:	  scost = ((ch->wpn[9] * ch->wpn[9]) ) * 1000;
shop.c:	  wcost = ((ch->wpn[9] * ch->wpn[9] ) * 2) * 1000;
shop.c:	    wcost = (ch->wpn[9] * ch->wpn[9] ) * 1700;
shop.c:	  if (ch->wpn[9] < 10 && ch->wpn[9] < room->cost_mod)
shop.c:	  scost = ((ch->wpn[6] * ch->wpn[6]) ) * 1000;
shop.c:	  wcost = ((ch->wpn[6] * ch->wpn[6] ) * 2) * 1000;
shop.c:	  if (ch->wpn[6] < 10 && ch->wpn[6] < room->cost_mod)
shop.c:	  scost = ((ch->wpn[12] * ch->wpn[12]) ) * 1000;
shop.c:	  wcost = ((ch->wpn[12] * ch->wpn[12] ) * 2) * 1000;
shop.c:		if (ch->wpn[12] < 10 && ch->wpn[12] < room->cost_mod)
shop.c:	  scost = ((ch->pcdata->newskills[0]) + 1) * 5000;
shop.c:	  if ((ch->pcdata->newskills[0] >= forgemax) || (ch->pcdata->newskills[0] >= room->cost_mod))
shop.c:	  scost = ((ch->pcdata->newskills[1]) + 1) * 5000;
shop.c:	  if ((ch->pcdata->newskills[1] >= forgemax) || (ch->pcdata->newskills[1] >= room->cost_mod))
shop.c:	  scost = ((ch->pcdata->newskills[2]) + 1) * 10000;
shop.c:	  if (ch->pcdata->newskills[2] >= bowmax || ch->pcdata->newskills[2] >= room->cost_mod)
shop.c:	room = ch->in_room;
shop.c:	sprintf(buf,"     #R%s's #oB#yank #oA#yccount:#n\n\r",ch->name);
shop.c:    if ( ch->pcdata->bank <= 0 )
shop.c:	sprintf(buf,"                  #y%d#n\n\r",ch->pcdata->bank);
shop.c:    if ( ch->in_room == NULL || (ch->in_room->shop_type < 10 || ch->in_room->shop_type > 12))
shop.c:    if ( amount > ch->gold )
shop.c:	if (ch->pcdata->citizen == CITY_KRYN || ch->pcdata->citizen == CITY_ALDARA 
shop.c:	|| ch->pcdata->citizen == CITY_CRYSTAI || ch->pcdata->citizen == CITY_THORIEN)
shop.c:	else if (ch->pcdata->citizen == CITY_SYLVARIA || ch->pcdata->citizen == CITY_ELAMSHIN)
shop.c:    ch->gold -= amount;
shop.c:    ch->pcdata->bank += total;
shop.c:    if ( ch->in_room == NULL || (ch->in_room->shop_type < 10 || ch->in_room->shop_type > 12))
shop.c:    if ( amount > ch->pcdata->bank )
shop.c:    sprintf( buf, "You withdraw %d gold coins from your account (%d left).\n\r", amount, ch->pcdata->bank - amount );
shop.c:    ch->gold += amount;
shop.c:    ch->pcdata->bank -= amount;
shop.c:	room = ch->in_room;
shop.c:	    wcost = ((ch->wpn[9] * ch->wpn[9] ) * 2) * 1000;
shop.c:	    wcost = (ch->wpn[9] * ch->wpn[9] ) * 1700;
shop.c:		if (!str_cmp(ch->name, "Chino")) 
shop.c:				if (ch->wpn[9] > 9)
shop.c:		if (ch->wpn[9] >= room->cost_mod)
shop.c:		if (ch->gold < gcost)
shop.c:		if (ch->pcdata->wpnpoints[0] < wcost)
shop.c:			sprintf(buf, "This skill requires %d weapon practice points to lean. You have only %d.\n\r", wcost, ch->pcdata->wpnpoints[0]);
shop.c:		ch->wpn[9] ++;
shop.c:		ch->gold -= gcost;
shop.c:		ch->pcdata->wpnpoints[0] = 0;
shop.c:	    wcost = ((ch->wpn[6] * ch->wpn[6] ) * 2) * 1000;
shop.c:				if (ch->wpn[6] > 9)
shop.c:		if (ch->wpn[6] >= room->cost_mod)
shop.c:		if (ch->gold < gcost)
shop.c:		if (ch->pcdata->wpnpoints[1] < wcost)
shop.c:			sprintf(buf, "This skill requires %d weapon practice points to lean. You have only %d.\n\r", wcost, ch->pcdata->wpnpoints[0]);
shop.c:		ch->wpn[6] ++;
shop.c:		ch->gold -= gcost;
shop.c:		ch->pcdata->wpnpoints[1] = 0;
shop.c:	    wcost = ((ch->wpn[12] * ch->wpn[12] ) * 2) * 1000;
shop.c:				if (ch->wpn[12] > 9)
shop.c:		if (ch->wpn[12] >= room->cost_mod)
shop.c:		if (ch->gold < gcost)
shop.c:		if (ch->pcdata->wpnpoints[2] < wcost)
shop.c:			sprintf(buf, "This skill requires %d weapon practice points to lean. You have only %d.\n\r", wcost, ch->pcdata->wpnpoints[0]);
shop.c:		ch->wpn[12] ++;
shop.c:		ch->gold -= gcost;
shop.c:		ch->pcdata->wpnpoints[2] = 0;
shop.c:	    gcost = (ch->pcdata->newskills[0] + 1) * 5000;
shop.c:		if (ch->pcdata->newskills[0] >= classmax )
shop.c:		if (ch->pcdata->newskills[0] >= room->cost_mod)
shop.c:		if (ch->gold < gcost)
shop.c:		ch->pcdata->newskills[0] ++;
shop.c:		ch->gold -= gcost;
shop.c:	    gcost = (ch->pcdata->newskills[1] + 1) * 5000;
shop.c:				if (ch->pcdata->newskills[1] >= classmax )
shop.c:		if (ch->pcdata->newskills[1] >= room->cost_mod)
shop.c:		if (ch->gold < gcost)
shop.c:		ch->pcdata->newskills[1] ++;
shop.c:		ch->gold -= gcost;
shop.c:	    gcost = (ch->pcdata->newskills[2] + 1) * 10000;
shop.c:				if (ch->pcdata->newskills[2] >= classmax )
shop.c:		if (ch->pcdata->newskills[2] >= room->cost_mod)
shop.c:		if (ch->gold < gcost)
shop.c:		ch->pcdata->newskills[2] ++;
shop.c:		ch->gold -= gcost;
skyblade.c:	ch->pcdata->powers[SKYBLADE_POWER], 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:	sprintf(buf, "You have %d power.\n\r", 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:	 sprintf(buf, "You have %d magic.\n\r",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( ch->move < 1000)
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:  ch->move -= 1000;
skyblade.c:   if (ch->pcdata->powers[SKYBLADE_POWER] < 3)
skyblade.c:	if ( ch->move < 1000 )
skyblade.c:   if (!IS_SET(ch->newbits, NEW_EAGLES))
skyblade.c:   SET_BIT(ch->newbits, NEW_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->newbits, NEW_EAGLES)){
skyblade.c:    REMOVE_BIT(ch->newbits, NEW_EAGLES);
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_POWER] <= 3) ch->damroll -= 75;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_POWER] >= 4) ch->damroll -= 250;
skyblade.c:   if (ch->pcdata->powers[SKYBLADE_POWER] < 5)
skyblade.c:	if ( ch->move < 1000 )
skyblade.c:   if (!IS_SET(ch->newbits, NEW_HAWKEYES))
skyblade.c:   SET_BIT(ch->newbits, NEW_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->newbits, NEW_HAWKEYES)){
skyblade.c:    REMOVE_BIT(ch->newbits, NEW_HAWKEYES);
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_POWER] <= 5) ch->hitroll -= 75;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_POWER] >= 6) ch->hitroll -= 250;
skyblade.c:   if (ch->pcdata->powers[SKYBLADE_POWER] < 7)
skyblade.c:	if ( ch->move < 1000 )
skyblade.c:   if (!IS_SET(ch->newbits, NEW_VVIGOR))
skyblade.c:   SET_BIT(ch->newbits, NEW_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->newbits, NEW_VVIGOR)){
skyblade.c:    REMOVE_BIT(ch->newbits, NEW_VVIGOR);
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_POWER] <= 7) ch->armor += 75;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_POWER] >= 8) 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 < 150 )
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] == 1) vnum = 33102;
skyblade.c:    if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 2) vnum = 33103;
skyblade.c:		ch->practice -= 150;
skyblade.c:    obj->questowner = str_dup(ch->pcdata->switchname);
skyblade.c:  if (ch->pcdata->powers[SKYBLADE_SKILLS] < 9)
skyblade.c:    if (ch->fighting == NULL)
skyblade.c:    else 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:    else victim = ch->fighting;
skyblade.c:  if (ch->mana < 10000)
skyblade.c:  ch->mana -= 10000;
skyblade.c:  ch->pcdata->powers[SKYBLADE_DTIMER] = 0;
skyblade.c:  sprintf(buf, "#L%s returns to the ground and the dragon fades away.#W[%d]\n\r",ch->name,dam);
skyblade.c:  if (ch->fighting == NULL) ch->fighting = victim;
skyblade.c:  if (ch->pcdata->powers[SKYBLADE_MAGIC] < 3)
skyblade.c:    if (( victim = ch->fighting) == NULL)
skyblade.c:    else victim = ch->fighting;
skyblade.c:  if (ch->mana < 5000)
skyblade.c:  if (ch->pcdata->powers[SKYBLADE_MAGIC] >= 4) dam = number_range(5000, 7000);
skyblade.c:  sprintf(buf, "#C%s calls upon a heavenly rain to harm you!#W[%d]\n\r",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) ch->fighting = victim;
soh.c:	if (str_cmp(ch->name, "Chino") && str_cmp(ch->name, "Trent") && str_cmp(ch->name, "Magus") )
soh.c:	SET_BIT(ch->newbits2, NEW2_DISFAVOR);
special.c:   if (ch->fighting != NULL) regenchance = 25; //Fighting
special.c:   if ((ch->hit < (ch->max_hit/1.2)) && number_percent() < regenchance && !IS_SET(ch->affected_by, AFF_FLAMING))
special.c:	ch->hit += number_range(ch->max_hit *0.2, ch->max_hit *0.5);
special.c:	if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:           || victim->in_room->area != ch->in_room->area 
special.c:		   || victim->in_room != ch->in_room)
special.c:		if (victim->in_room == ch->in_room)
special.c:		dam = number_range(ch->level * 5, ch->level * 12);
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:           || victim->in_room->area != ch->in_room->area 
special.c:		   || victim->in_room != ch->in_room)
special.c:		if (victim->in_room == ch->in_room)
special.c:				if (ch->fighting != NULL && number_range(1,2) == 1)
special.c:				dam = number_range(ch->level * 10, ch->level * 20);
special.c:				if (ch->fighting != NULL && number_range(1,2)  == 2)
special.c:				dam = number_range(ch->level * 7, ch->level * 14);
special.c:				if (ch->fighting != NULL && number_range(1, 12) == 3)
special.c:				dam = number_range(ch->level * 5, ch->level * 10);
special.c:			if (randomact == 2 && ch->fighting == NULL)
special.c:			else if (randomact == 4 && ch->fighting == NULL)
special.c:			else if (randomact == 6 && ch->fighting == NULL)
special.c:			else if (randomact == 8 && ch->fighting == NULL)
special.c:			else if ((randomact == 10 || randomact == 12) && ch->fighting != NULL)
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:           || victim->in_room->area != ch->in_room->area 
special.c:		   || victim->in_room != ch->in_room
special.c:		if (victim->in_room == ch->in_room)
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:           || victim->in_room->area != ch->in_room->area 
special.c:	   || victim->in_room != ch->in_room)
special.c:	if (victim->in_room == ch->in_room)
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:           || victim->in_room->area != ch->in_room->area 
special.c:		   || victim->in_room != ch->in_room)
special.c:		if (victim->in_room == ch->in_room)
special.c:				if (ch->fighting != NULL && number_range(1,3) == 1)
special.c:				dam = number_range(ch->level * 10, ch->level * 20);
special.c:				if (ch->fighting != NULL && number_range(1,5) == 3)
special.c:				dam = number_range(ch->level * 3, ch->level * 5);
special.c:				if (ch->fighting != NULL && number_range(1,10) == 10)
special.c:				dam = number_range(ch->level * 15, ch->level * 20);
special.c:				if (ch->fighting != NULL && number_range(1,2) == 2 && !IS_SET(ch->spectype, HAS_SUMMONED))
special.c:				char_to_room(summonedvictim,ch->in_room);				
special.c:				char_to_room(summonedvictim,ch->in_room);					
special.c:				char_to_room(summonedvictim,ch->in_room);									
special.c:				char_to_room(summonedvictim,ch->in_room);	
special.c:				char_to_room(summonedvictim,ch->in_room);					
special.c:				SET_BIT(ch->spectype, HAS_SUMMONED);
special.c:			else if (randomact == 4 && ch->fighting == NULL)
special.c:			else if (randomact == 5 && ch->fighting != NULL)
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:           || victim->in_room->area != ch->in_room->area 
special.c:		   || victim->in_room != ch->in_room)
special.c:		if (victim->in_room == ch->in_room)
special.c:		  gch_next = ch->in_room->people;
special.c:		  gch = ch->in_room->people;
special.c:			gch_next = gch->next_in_room;
special.c:			  gch->position = POS_STUNNED;
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:           || victim->in_room->area != ch->in_room->area 
special.c:           || victim->in_room != ch->in_room)
special.c:	if (victim->in_room == ch->in_room)
special.c:	    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next)
special.c:	      vch_next = vch->next_in_room;
special.c:	      if (vch->pIndexData->vnum != ch->pIndexData->vnum) continue;
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:           || victim->in_room->area != ch->in_room->area 
special.c:           || victim->in_room != ch->in_room)
special.c:	if (victim->in_room == ch->in_room)
special.c:if ( ch->fighting != NULL )
special.c:    for ( victim = ch->in_room->people; victim != NULL; victim = v_next )
special.c:	sprintf(buf,"%s has been decapitated by %s.",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->fighting) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:   if (ch->position != POS_STANDING) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:   if (ch->position != POS_STANDING) return FALSE;
special.c:           || victim->in_room->area != ch->in_room->area)
special.c:        if (ch->in_room!=victim->in_room)
special.c:   if (ch->fighting) return FALSE;
special.c:   if (ch->position != POS_STANDING) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:   if (ch->position != POS_STANDING) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:   if (ch->position != POS_STANDING) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:   if (ch->position != POS_STANDING) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:   if (ch->position != POS_STANDING) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:   if (ch->position != POS_STANDING) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:   if (ch->position != POS_STANDING) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
special.c:   if (ch->position != POS_STANDING) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
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->in_room == NULL) return FALSE;
special.c:           || victim->in_room->area != ch->in_room->area 
special.c:		   || victim->in_room != ch->in_room)
special.c:		if (victim->in_room == ch->in_room)
special.c:				if (ch->fighting != NULL && number_range(1,2) == 1)
special.c:				dam = number_range(ch->level * 5, ch->level * 15);
special.c:				if (ch->fighting != NULL && number_range(1,3) == 3)
special.c:				dam = number_range(ch->level * 3, ch->level * 5);
special.c:				if (ch->fighting != NULL && number_range(1, 16) == 3)
special.c:				dam = number_range(ch->level * 8, ch->level * 16);
special.c:			if (randomact < 6 && ch->fighting == NULL)
special.c:   if (ch->fighting) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
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, ch, victim );
special.c:	    ch->level, ch, victim );
special.c:	    ch->level, ch, victim );
special.c:	    ch->level, ch, victim );
special.c:	spell_fly( skill_lookup( "fly" ), 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:	if (!IS_NPC(ech) && ech->race >= 25)
special.c:	        ech->name);
special.c:	    do_rescue( ch, ech->name );
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:	    ch->soh_fun1 += 7 * gold / 8;
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; victim = v_next )
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) ch->max_move = ch->max_move + 20;
special.c:   if ( ch->fighting != NULL )
special.c:   if (((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL)
special.c:   if (((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL)
special.c:   if (!(((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == 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; obj2 = obj2->next_content )
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) return FALSE;
special.c:   if (ch->in_room == NULL) return FALSE;
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:	    spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
special.c:	    spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, ch );
special.c:	    spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, ch );
special.c:	    spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, ch );
special.c:	    spell_sanctuary( skill_lookup( "sanctuary" ), ch->level, ch, ch );
special.c:	    spell_frenzy( skill_lookup( "frenzy" ), ch->level, ch, ch );
special.c:	    spell_darkblessing( skill_lookup( "darkblessing" ), ch->level, ch, ch );
special.c:	    spell_bless( skill_lookup( "bless" ), ch->level, ch, ch );
special.c:	    spell_stone_skin( skill_lookup( "stone skin" ), 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, ch );
special.c:	    spell_faerie_fire( skill_lookup( "faerie fire" ), ch->level, ch, victim );
special.c:	    spell_blindness( skill_lookup( "blindness" ), ch->level, ch, victim );
special.c:	    spell_curse( skill_lookup( "curse" ), ch->level, ch, victim );
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) && number_percent() < 75)
special.c:	    spell_heal( skill_lookup( "heal" ), ch->level, ch, ch );
special.c:	else if (ch->hit < (ch->max_hit * 0.25) && number_percent() < 50)
special.c:	    ch->spectype = ZOMBIE_REST;
special.c:	else if (ch->hit < (ch->max_hit * 0.1) && number_percent() < 25)
special.c:	    spell_teleport( skill_lookup( "teleport" ), ch->level, ch, ch );
special.c:	    ch->spectype = ZOMBIE_REST;
special.c:		    spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, victim );
special.c:		    spell_harm( skill_lookup( "harm" ), ch->level, ch, victim );
special.c:	if ( (victim = ch->fighting) == NULL ) return TRUE;
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) continue;
special.c:		case DIR_NORTH: ch->specpower = DIR_SOUTH; break;
special.c:		case DIR_SOUTH: ch->specpower = DIR_NORTH; break;
special.c:		case DIR_EAST:  ch->specpower = DIR_WEST;  break;
special.c:		case DIR_WEST:  ch->specpower = DIR_EAST;  break;
special.c:		case DIR_UP:    ch->specpower = DIR_DOWN;  break;
special.c:		case DIR_DOWN:  ch->specpower = DIR_UP;    break;
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)) consider -= 1;
special.c:	    	else if ((victim->hit*1.5) < ch->hit) consider += 1;
special.c:    switch ( ch->spectype )
special.c:	ch->spectype = number_range(1, 3);
special.c:	if (strlen(ch->hunting) > 1)
special.c:	    ch->spectype = number_range(1, 3);
special.c:	if      (strlen(ch->in_room->track[0]) > 1)
special.c:	    strcpy(buf,ch->in_room->track[0]);
special.c:	else if (strlen(ch->in_room->track[1]) > 1)
special.c:	    strcpy(buf,ch->in_room->track[1]);
special.c:	else if (strlen(ch->in_room->track[2]) > 1)
special.c:	    strcpy(buf,ch->in_room->track[2]);
special.c:	else if (strlen(ch->in_room->track[3]) > 1)
special.c:	    strcpy(buf,ch->in_room->track[3]);
special.c:	else if (strlen(ch->in_room->track[4]) > 1)
special.c:	    strcpy(buf,ch->in_room->track[4]);
special.c:	else {ch->spectype = number_range(1, 3);return spec_rogue(ch);}
special.c:	ch->spectype = number_range(1, 3);
special.c:	    spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch );
special.c:	    spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, ch );
special.c:	    spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, ch );
special.c:	    spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, ch );
special.c:	    spell_sanctuary( skill_lookup( "sanctuary" ), ch->level, ch, ch );
special.c:	    spell_frenzy( skill_lookup( "frenzy" ), ch->level, ch, ch );
special.c:	    spell_darkblessing( skill_lookup( "darkblessing" ), ch->level, ch, ch );
special.c:	    spell_bless( skill_lookup( "bless" ), ch->level, ch, ch );
special.c:	    spell_stone_skin( skill_lookup( "stone skin" ), 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, 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, ch );
special.c:	    spell_darkblessing( skill_lookup( "darkblessing" ), ch->level, ch, ch );
special.c:	    spell_bless( skill_lookup( "bless" ), ch->level, ch, ch );
special.c:	    spell_stone_skin( skill_lookup( "stone skin" ), 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, ch );
special.c:	else ch->spectype = 0;
special.c:	if (ch->hit < (ch->max_hit*0.25)) ch->spectype = ZOMBIE_REST;
special.c:	if (ch->hit >= ch->max_hit)
special.c:	{do_stand(ch,"");ch->spectype = 0;return TRUE;}
special.c:	    spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, ch );
special.c:	if (ch->in_room->vnum != ROOM_VNUM_ALTAR) do_recall(ch,"");
special.c:	if (ch->in_room->vnum == ROOM_VNUM_TEMPLE) do_north(ch,"");
special.c:	if (ch->position == POS_STANDING) do_rest(ch,"");
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 == 29107 && number_range(1,4) <= 2)
special.c:	    else if (ch->in_room->vnum == 29107)
special.c:    if (ch->in_room == NULL) return TRUE;
special.c:    if (ch->in_room->vnum == 29104 && random <= 2)
special.c:    else if (ch->in_room->vnum == 29104 && random <= 2)
special.c:    else if (ch->in_room->vnum == 29113 && random <= 2)
special.c:    else if (ch->in_room->vnum == 29107 && random <= 2)
special.c:    else if ((ch->in_room->vnum == 29100 || ch->in_room->vnum == 29101 || 
special.c:	ch->in_room->vnum == 29117) && random <= 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) continue;
special.c:		    vch_next	= vch->next;
special.c:		    if ( vch->in_room == NULL || IS_NPC(vch) )
special.c:		    if ( vch->in_room == ch->in_room )
special.c:		    if ( vch->in_room->area == ch->in_room->area )
special.c:		case DIR_NORTH: ch->specpower = DIR_SOUTH; break;
special.c:		case DIR_SOUTH: ch->specpower = DIR_NORTH; break;
special.c:		case DIR_EAST:  ch->specpower = DIR_WEST;  break;
special.c:		case DIR_WEST:  ch->specpower = DIR_EAST;  break;
special.c:		case DIR_UP:    ch->specpower = DIR_DOWN;  break;
special.c:		case DIR_DOWN:  ch->specpower = DIR_UP;    break;
special.c:    for ( obj = ch->in_room->contents; obj != NULL; obj = o_next )
string.c:    ch->desc->pString = pString;
string.c:    ch->desc->pString = pString;
string.c:            **ch->desc->pString = '\0';
string.c:            send_to_char( *ch->desc->pString, ch );
string.c:            *ch->desc->pString =
string.c:                string_replace( *ch->desc->pString, arg2, arg3 );
string.c:            *ch->desc->pString = format_string( *ch->desc->pString );
string.c:        ch->desc->pString = NULL;
string.c:        ch->desc->pString = NULL;
string.c:    strcpy( buf, *ch->desc->pString );
string.c:    free_string( *ch->desc->pString );
string.c:    *ch->desc->pString = str_dup( buf );
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->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:	if (!IS_CLASS(ch, CLASS_THIEF) || !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:		if (!IS_CLASS(ch, CLASS_THIEF) || !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) && assassinationchance >= 8)
thief.c:		REMOVE_BIT(ch->act, PLR_WIZINVIS);
thief.c:		ch->move -= randomizer;
thief.c:		ch->exp += victim->xpvalue;
thief.c:		sprintf(buf,"#r%s #0wipes the #Rblood #0from his #7dagger #0after making another skillfull #Rassa#rssina#Rtion#n.",ch->pcdata->switchname);
thief.c:		REMOVE_BIT(ch->act, PLR_WIZINVIS);
thief.c:		ch->move -= 10000;
thief.c:		if (!IS_CLASS(ch, CLASS_THIEF) || !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, ch->damcap[DAM_CAP] * 3);
thief.c:			dam = number_range(ch->damcap[DAM_CAP] * 1.5, ch->damcap[DAM_CAP] * 2);
thief.c:			dam = number_range(ch->damcap[DAM_CAP] * 2, ch->damcap[DAM_CAP] * 3);
thief.c:			dam = number_range(ch->damcap[DAM_CAP] * 1.3, ch->damcap[DAM_CAP] * 1.9);
thief.c:			dam = number_range(ch->damcap[DAM_CAP] * 1.75, ch->damcap[DAM_CAP] * 2.6);
thief.c:			dam = number_range(ch->damcap[DAM_CAP] , ch->damcap[DAM_CAP] * 2);
thief.c:			dam = number_range(ch->damcap[DAM_CAP] * 0.9, ch->damcap[DAM_CAP] * 1.2);
thief.c:			dam = number_range(ch->damcap[DAM_CAP] - 200, ch->damcap[DAM_CAP] - 400);
thief.c:			dam = number_range(ch->damcap[DAM_CAP] * 3, ch->damcap[DAM_CAP] * 5);
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) {ch->fighting = victim;}
thief.c:	if (!IS_CLASS(ch, CLASS_THIEF) || !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 < 2000)
thief.c:  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) || IS_SET(victim->in_room->room_flags, 
thief.c:	if (ch->fight_timer > 0)
thief.c:	if (victim->move > ch->move)
thief.c:  ch->move -= 2000;
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:    if (ch->hit >= 1)
update.c:	gain = ch->level/100;
update.c:	    switch ( ch->position )
update.c:	if ( ch->pcdata->condition[COND_FULL]   == 0 && !IS_HERO(ch) )
update.c:	if ( ch->pcdata->condition[COND_THIRST] == 0 && !IS_HERO(ch) )
update.c:    if (ch->position >= 4 && ch->position <= 7)
update.c:    return UMIN(gain, ch->max_hit - ch->hit);
update.c:	gain = ch->level;
update.c:	    switch ( ch->position )
update.c:		gain *= intamount * ch->level;	break;
update.c:	if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 )
update.c:    return UMIN(gain, ch->max_mana - ch->mana);
update.c:	gain = ch->level;
update.c:	if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 )
update.c:    return UMIN(gain, ch->max_move - ch->move);
update.c:    condition				= ch->pcdata->condition[iCond];
update.c:			ch->pcdata->condition[iCond]	= URANGE( 0, condition + value, 48 );
update.c:	ch->pcdata->condition[iCond]	= 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:    else if ( ch->pcdata->condition[iCond] < 10 )
update.c:		ch_next = ch->next;
update.c:		if ( ch->in_room == NULL ) continue;
update.c:		if ( ch->hunting != NULL && ch->hunting != '\0' && 
update.c:			strlen(ch->hunting) > 1 )
update.c:  if (IS_HERO(ch) && ch->hit > 0)
update.c:    if (ch->level < 7) update_safe_powers(ch);
update.c:  else if (ch->position > POS_MORTAL)
update.c:    if (ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move)
update.c:    if (IS_ITEMAFF(ch, ITEMA_REGENERATE) && ch->hit > 0)
update.c:    ch->hit += number_range(1,5);
update.c:			if ( ch->spec_fun != 0 )
update.c:				if ( (*ch->spec_fun) ( ch ) )
update.c:			if ( ch->position != POS_STANDING ) {do_stand(ch, "");continue;}
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; obj = obj->next_content )
update.c:			if ( !IS_SET(ch->act, ACT_SENTINEL)
update.c:				&& ( pexit = ch->in_room->exit[door] ) != NULL
update.c:				&& ( ch->hunting == NULL || strlen(ch->hunting) < 2 )
update.c:				&& ( (!IS_SET(ch->act, ACT_STAY_AREA) && 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:				&&   ch->level < 900
update.c:				rch  = rch->next_in_room )
update.c:		&&	IS_SET(ch->newbits2, NEW2_MOONSTRUCK))
update.c:	REMOVE_BIT(ch->newbits2, NEW2_MOONSTRUCK);
update.c:	if (IS_CLASS(ch,CLASS_VAMPIRE)) ch->hit = ch->max_hit;
update.c:               REMOVE_BIT(ch->extra, EXTRA_ROT);
update.c:               if (ch->pcdata->followers > 0) ch->pcdata->followers=0;
update.c:               if (IS_SET(ch->in_room->room_flags, ROOM_SILENCE))
update.c:                REMOVE_BIT(ch->in_room->room_flags,ROOM_SILENCE);
update.c:	if (IS_CLASS(ch,CLASS_WOLFKIN) && (!IS_SET(ch->newbits2, NEW2_MOONSTRUCK)) && chance == 1)
update.c:	SET_BIT(ch->newbits2, NEW2_MOONSTRUCK); 
update.c:                if (IS_SET(ch->in_room->room_flags,ROOM_FLAMING))
update.c:                REMOVE_BIT(ch->in_room->room_flags,ROOM_FLAMING);
update.c:		&&	IS_SET(ch->newbits2, NEW2_MOONSTRUCK))
update.c:	REMOVE_BIT(ch->newbits2, NEW2_MOONSTRUCK);
update.c:	ch_next = ch->next;
update.c:	else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0)
update.c:	    {is_obj = TRUE;SET_BIT(ch->extra, EXTRA_OSWITCH);}
update.c:	&& ( ch->desc == NULL || 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:	    ch->power[DISC_WERE_BEAR] > 3 && ch->position == POS_SLEEPING)
update.c:	    if ( ch->hit  < ch->max_hit  ) ch->hit  = ch->max_hit;
update.c:	    if ( ch->mana < ch->max_mana ) ch->mana = ch->max_mana;
update.c:	    if ( ch->move < ch->max_move ) ch->move = ch->max_move;
update.c://	if (ch->fighting == NULL && !IS_NPC(ch))
update.c:      if (!IS_NPC(ch) && ch->position == POS_SLEEPING && !IS_SET(ch->act, PLR_BRIEF3))
update.c:          if (ch->sex == SEX_FEMALE)
update.c:          else if (ch->sex == SEX_MALE)
update.c:          if (ch->hit < ch->max_hit) ch->hit += number_range(500,1500);
update.c:          if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
update.c:          if (ch->alignment <= -500)
update.c:          else if (ch->alignment >= 500)
update.c:        if (ch->tick_timer[TIMER_CAN_CALL_WAR_HORSE] == 1)
update.c:		if (ch->tick_timer[TIMER_RENTHAL] == 1)
update.c:        if (ch->tick_timer[TIMER_PSIONICS] == 1)
update.c: 	if (ch->tick_timer[TIMER_CAN_POLYMORPH] == 1)
update.c: 	if (ch->tick_timer[TIMER_WYRM_ROAR] == 1)
update.c: 	if (ch->tick_timer[TIMER_ECLYPSE] == 1) 	
update.c:	if (ch->tick_timer[TIMER_SLOW] == 1)
update.c:		REMOVE_BIT(ch->sohbits, SOH_SLOW);
update.c: 	if (ch->tick_timer[TIMER_SWORDSPIRIT] == 1)
update.c:		ch->hitroll -= 250;
update.c:		ch->damroll -= 250;
update.c:		ch->armor += 200;
update.c:		ch->max_hit -= 2500;
update.c:		ch->max_mana -= 2500;
update.c:		ch->max_move -= 2500;
update.c:		REMOVE_BIT(ch->newbits2, NEW2_SWORDSPIRIT);
update.c:	if (ch->tick_timer[TIMER_BADMOON] == 1)
update.c:		ch->hitroll -= 100;
update.c:		ch->damroll -= 100;
update.c:		ch->armor += 100;		
update.c:		REMOVE_BIT(ch->newbits2, NEW2_BADMOON);
update.c:        if (ch->tick_timer[TIMER_CANMAJESTY] == 1)
update.c: 	if (ch->tick_timer[TIMER_PUMMEL] == 1)
update.c: 	if (ch->tick_timer[TIMER_NEWBIE_IMM] == 1)
update.c: 	if (ch->tick_timer[TIMER_CAN_DO_NEXUS] == 1)
update.c:        if (ch->tick_timer[TIMER_INFERNO] == 1)
update.c: 	if (ch->tick_timer[TIMER_CAN_SHRIEK] == 1)
update.c:	if (ch->tick_timer[TIMER_RSILENCE] == 1)
update.c: 	if (ch->tick_timer[TIMER_ANARCHY] == 1)
update.c: 	if (ch->tick_timer[TIMER_MINDRAPE] == 1)
update.c: 	if (ch->tick_timer[TIMER_PANACEA] == 1)
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 (ch->tick_timer[TIMER_CAN_FEATHER] == 1)
update.c:	    if (ch->tick_timer[TIMER_THIRD_ARM_GROWING] == 1)
update.c:		SET_BIT(ch->newbits, THIRD_HAND);
update.c:	    if (ch->tick_timer[TIMER_FOURTH_ARM_GROWING] == 1)
update.c:		SET_BIT(ch->newbits, FOURTH_HAND);
update.c:	if (IS_SET(ch->sohbits, SOH_REGEN) && !IS_NPC(ch) && 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 (IS_CLASS(ch,CLASS_DARKKNIGHT) && 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 (!IS_NPC(ch) && ch->position == POS_SLEEPING)
update.c:/*	if( ch->tick_timer[TIMER_DSLEEP] == 1)
update.c:	    ch->pcdata->condition[COND_FULL] = 100;
update.c:	    if (ch->tick_timer[i] > 0) ch->tick_timer[i] -= 1;
update.c:        if ( ch->position == POS_MORTAL || ch->position == POS_STUNNED || ch->position == POS_INCAP )
update.c:        if(IS_SET(ch->affected_by2,AFF_SEVERED))
update.c:            REMOVE_BIT(ch->affected_by2,AFF_SEVERED);
update.c:	if ( ch->position > POS_STUNNED && !is_obj)
update.c:	    if ( ch->hit  < ch->max_hit )
update.c:		ch->hit  += hit_gain(ch);
update.c:	    if ( ch->mana < ch->max_mana )
update.c:		ch->mana += mana_gain(ch);
update.c:		if (ch->mana > ch->max_mana) ch->mana = ch->max_mana;
update.c:	    if ( ch->move < ch->max_move )
update.c:		ch->move += move_gain(ch);
update.c:	if ( ch->position <= POS_STUNNED && !is_obj)
update.c:            ch->hit = ch->hit + number_range(0,1);
update.c:            if (ch->position > POS_STUNNED)
update.c:	if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL && !is_obj)
update.c:		if ( --obj->value[2] == 0 && ch->in_room != NULL )
update.c:		    --ch->in_room->light;
update.c:	    if ( ++ch->timer >= 12 )
update.c:		if ( ch->was_in_room == NULL && ch->in_room != NULL )
update.c:		    ch->was_in_room = ch->in_room;
update.c:		    if ( ch->fighting != NULL )
update.c:	    if ( ch->timer > 30 ) ch_quit = ch;
update.c:		if (ch->beast > 0)
update.c:		    if (IS_SET(ch->act, PLR_HOLYLIGHT)) blood -= number_range(1,5);
update.c:               ch->pcdata->condition[COND_THIRST] += blood;
update.c:               if (ch->pcdata->condition[COND_THIRST] <= 0)
update.c:                ch->pcdata->condition[COND_THIRST] = 0;
update.c:	for ( paf = ch->affected; paf != NULL; paf = paf_next )
update.c:	if ( ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL )
update.c:	    if (IS_BLEEDING(ch,BLEEDING_HEAD) && (ch->hit-dam) > minhit )
update.c:		dam += (ch->hit * (1/4));
update.c:	    if (IS_BLEEDING(ch,BLEEDING_THROAT) && (ch->hit-dam) > minhit )
update.c:		dam += (ch->hit * (1/10));
update.c:	    if (IS_BLEEDING(ch,BLEEDING_ARM_L) && (ch->hit-dam) > minhit )
update.c:	    else if (IS_BLEEDING(ch,BLEEDING_HAND_L) && (ch->hit-dam) > minhit )
update.c:	    if (IS_BLEEDING(ch,BLEEDING_ARM_R) && (ch->hit-dam) > minhit )
update.c:	    else if (IS_BLEEDING(ch,BLEEDING_HAND_R) && (ch->hit-dam) > minhit )
update.c:	    if (IS_BLEEDING(ch,BLEEDING_LEG_L) && (ch->hit-dam) > minhit )
update.c:	    else if (IS_BLEEDING(ch,BLEEDING_FOOT_L) && (ch->hit-dam) > minhit )
update.c:	    if (IS_BLEEDING(ch,BLEEDING_LEG_R) && (ch->hit-dam) > minhit )
update.c:	    else if (IS_BLEEDING(ch,BLEEDING_FOOT_R) && (ch->hit-dam) > minhit )
update.c:	    if (IS_HERO(ch)) { ch->hit = ch->hit - dam;
update.c:		if (ch->hit < 1) ch->hit = 1; }
update.c:	    else ch->hit = ch->hit - dam;
update.c:	    ch->in_room->blood += dam;
update.c:	    if (ch->in_room->blood > 1000) ch->in_room->blood = 1000;
update.c:	    if (ch->hit <=-11 || (IS_NPC(ch) && ch->hit < 1))
update.c:		do_killperson(ch,ch->name);
update.c:         ch->hit = ch->hit - dam;
update.c:         if (ch->hit < -10)
update.c:            do_killperson(ch,ch->name);
update.c:	if (IS_SET(ch->in_room->room_flags,ROOM_FLAMING) && !IS_AFFECTED(ch,AFF_FLAMING))
update.c:        SET_BIT(ch->affected_by, AFF_FLAMING);
update.c:        sprintf(buf,"%s catches on fire!\n\r",ch->name);
update.c:     if ( IS_AFFECTED(ch, AFF_FLAMING) && !is_obj && !drop_out && ch->in_room != NULL )
update.c:	    ch->hit = ch->hit - dam;
update.c:	    if (ch->hit <=-9)
update.c:            if (number_range(1,4)==1) REMOVE_BIT(ch->affected_by, AFF_POISON);
update.c:	else if ( !IS_NPC( ch ) && ch->paradox[1] > 0 )
update.c:	    if ( ch->paradox[1] > 50 ) paradox( ch );
update.c:	    else if ( ch->paradox[2] == 0 && ch->paradox[1] > 0 )
update.c:		ch->paradox[1] --;
update.c:		ch->paradox[2] = PARADOX_TICK;
update.c:	    else ch->paradox[3] --;
update.c:	else if ( ch->position == POS_INCAP && !is_obj && !drop_out )
update.c:	    if (ch->level > 0)
update.c:                ch->hit = ch->hit + number_range(2,4);
update.c:                ch->hit = ch->hit - number_range(1,2);
update.c:            if (ch->position > POS_INCAP)
update.c:            if (ch->position > POS_STUNNED)
update.c:	else if ( ch->position == POS_MORTAL && !is_obj && !drop_out )
update.c:	   /* if (ch->level > 0)*/
update.c:                ch->hit = ch->hit + number_range(2,4);
update.c:                ch->hit = ch->hit - number_range(1,2);
update.c:		if (!IS_NPC(ch) && (ch->hit <=-11))
update.c:		    do_killperson(ch,ch->name);
update.c:            	if (ch->position == POS_INCAP)
update.c:	else if ( ch->position == POS_DEAD && !is_obj && !drop_out )
update.c:		do_killperson(ch,ch->name);
update.c:	    ch_next = ch->next;
update.c:	    for ( vch = (locate_obj(obj))->people; vch != NULL;vch=vch->next_in_room )
update.c:		if (vch->class == 0 || (!IS_NPC(vch) && vch->level < 3)) continue;
update.c:	    if ( IS_SET(vch->in_room->room_flags,ROOM_SAFE) )
update.c:	&&   ch->pcdata->stage[1] > 0
update.c:	&& ( victim = ch->pcdata->partner ) != NULL
update.c:	&&   ch->in_room != NULL
update.c:	&&   victim->in_room != ch->in_room )
update.c:	    ch->pcdata->stage[1] = 0;
update.c:	&&   ch->pcdata != NULL
update.c:	&& ( obj = ch->pcdata->chobj ) != NULL )
update.c:	    if (ch->in_room != objroom && objroom != NULL)
update.c:	&&   ch->pcdata != NULL
update.c:	&&   (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0) )
update.c:	    if (ch->pcdata->obj_vnum != 0)
update.c:	    	REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);
update.c:	    	ch->position = POS_RESTING;
update.c:	    	ch->hit = 1;
update.c:		REMOVE_BIT(ch->extra,EXTRA_OSWITCH);}
update.c:	    REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
update.c:	    free_string(ch->morph);
update.c:	    ch->morph = str_dup("");
update.c:	    if ( ( chobj = ch->pcdata->chobj ) != NULL )
update.c:	    ch->pcdata->chobj = NULL;
update.c:	wch_next = wch->next;
update.c:	|| ( wch->desc != NULL && wch->desc->connected != CON_PLAYING && wch->desc->connected != CON_EDITING )
update.c:	||   wch->position <= POS_STUNNED
update.c:	||   wch->level >= LEVEL_IMMORTAL
update.c:	||   wch->pcdata == NULL
update.c:	|| ( ( chobj = wch->pcdata->chobj ) != NULL )
update.c:	||   wch->in_room == NULL )
update.c:	for ( ch = wch->in_room->people; ch != NULL; ch = ch_next )
update.c:	    ch_next	= ch->next_in_room;
update.c:	    ||   !IS_SET(ch->act, ACT_AGGRESSIVE)
update.c:	    ||   ch->fighting != NULL
update.c:	    ||   ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) )
update.c:	    for ( vch = wch->in_room->people; vch != NULL; vch = vch_next )
update.c:		vch_next = vch->next_in_room;
update.c:		&&   vch->pcdata != NULL
update.c:		&& ( ( chobj = vch->pcdata->chobj ) == NULL )
update.c:		&&   vch->level < LEVEL_IMMORTAL
update.c:		&&   vch->position > POS_STUNNED
update.c:		&&   ( !IS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) )
update.c:		bug( "Aggr_update: null victim attempt by mob %d.", ch->pIndexData->vnum );
update.c:	if( ch->hit > 0 && ch->pcdata->mortal > 0 ) ch->pcdata->mortal = 0;
update.c:		ch->pcdata->mortal += 1;		
update.c:		if( ch->pcdata->mortal > 10 )
update.c:			ch->hit = 100;
update.c:			ch->pcdata->mortal = 0;
update.c:	if(IS_SET(ch->in_room->room_flags, ROOM_SAFE) && ch->level > 2 && ch->level < MAX_LEVEL -5 && ch->race > 0)
update.c:		ch->pcdata->sit_safe += ch->race;
update.c:		if ( IS_SET(ch->tag_flags,TAG_RED) || IS_SET(ch->tag_flags,TAG_BLUE))
update.c:			ch->pcdata->sit_safe = 0;
update.c:		if( ch->hit != ch->max_hit ) 
update.c:			ch->pcdata->sit_safe = 0;
update.c:		if( ch->pcdata->sit_safe > 200
update.c:		|| ch->fight_timer != 0)
update.c:		if (ch->pcdata->sit_safe > 0) ch->pcdata->sit_safe -=10;
update.c:		else ch->pcdata->sit_safe = 0;
update.c:	if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1)
update.c:	if (ch->pcdata->stage[0] > 0 || ch->pcdata->stage[2] > 0)
update.c:		if (ch->pcdata->stage[1] > 0 && ch->pcdata->stage[2] >= 225)
update.c:			ch->pcdata->stage[2] += 1;
update.c:			if ( ( vch = ch->pcdata->partner ) != NULL &&
update.c:			!IS_NPC(vch) && vch->pcdata->partner == ch 
update.c:			&& ((vch->pcdata->stage[2] >= 200 && vch->sex == SEX_FEMALE) 
update.c:			|| (ch->pcdata->stage[2] >= 200 && ch->sex == SEX_FEMALE)))
update.c:				if (ch->in_room != vch->in_room)return ;
update.c:				if (vch->pcdata->stage[2] >= 225 
update.c:				&& ch->pcdata->stage[2] >= 225 
update.c:				&& vch->pcdata->stage[2] < 240 
update.c:				&& ch->pcdata->stage[2] < 240)
update.c:					ch->pcdata->stage[2] = 240;
update.c:					vch->pcdata->stage[2] = 240;
update.c:				if (ch->sex == SEX_MALE && vch->pcdata->stage[2] >= 240)
update.c:					if (vch->pcdata->stage[2] > ch->pcdata->stage[2])
update.c:						ch->pcdata->stage[2] = vch->pcdata->stage[2];
update.c:				else if (ch->sex == SEX_FEMALE && vch->pcdata->stage[2] >= 240)
update.c:					if (vch->pcdata->stage[2] > ch->pcdata->stage[2])
update.c:						ch->pcdata->stage[2] = vch->pcdata->stage[2];
update.c:			if (ch->pcdata->stage[2] >= 250)
update.c:				if ( ( vch = ch->pcdata->partner ) != NULL &&
update.c:					!IS_NPC(vch) && vch->pcdata->partner == ch &&
update.c:					ch->in_room == vch->in_room)
update.c:					vch->pcdata->stage[2] = 250;
update.c:					if (ch->sex == SEX_MALE)
update.c:					ch->pcdata->stage[0] = 0;
update.c:					vch->pcdata->stage[0] = 0;
update.c:						SET_BIT(ch->extra, EXTRA_EXP);
update.c:						ch->exp += 100000;
update.c:						SET_BIT(vch->extra, EXTRA_EXP);
update.c:						vch->exp += 100000;
update.c:			if (ch->pcdata->stage[0] > 0 && ch->pcdata->stage[2] < 1 &&
update.c:				ch->position != POS_RESTING) 
update.c:				if (ch->pcdata->stage[0] > 1)
update.c:					ch->pcdata->stage[0] -= 1;
update.c:					ch->pcdata->stage[0] = 0;
update.c:			else if (ch->pcdata->stage[2]>0 && ch->pcdata->stage[0] < 1)
update.c:				if (ch->pcdata->stage[2] > 10)
update.c:					ch->pcdata->stage[2] -= 10;
update.c:					ch->pcdata->stage[2] = 0;
update.c:				if (ch->sex == SEX_MALE && ch->pcdata->stage[2] == 0)
update.c:  if (IS_SET(ch->act, PLR_WIZINVIS))
update.c:    if (ch->move >= 2500) ch->move -= 2500;
update.c:      REMOVE_BIT(ch->act, PLR_WIZINVIS);
update.c:  if (IS_SET(ch->act, AFF_HIDE))
update.c:    if (ch->move >= 3000) ch->move -= 3000;
update.c:      REMOVE_BIT(ch->act, AFF_HIDE);
update.c:  if (IS_SET(ch->newbits, NEW_DARKNESS))
update.c:    if (ch->fight_timer <= 0 && ch->mana >= 3000) ch->mana -= 3000;
update.c:    else if (ch->fight_timer > 0 && ch->mana >= 9000) ch->mana -= 9000;
update.c:      REMOVE_BIT(ch->newbits, NEW_DARKNESS);
update.c:      REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
update.c:    if (ch->mana >= 3000) ch->mana -= 3000;
update.c:      REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
update.c:    if (ch->mana >= 3000) ch->mana -= 3000;
update.c:      REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
update.c:	if (ch->pcdata->stats[WOLF_AP] > 0)
update.c:	ch->pcdata->stats[WOLF_AP] -= number_range(3,5);
update.c:		if (ch->pcdata->stats[WOLF_AP] < 0)
update.c:		ch->pcdata->stats[WOLF_AP] = 0;
update.c:	if (IS_POLYAFF(ch, POLY_ZULOFORM) && ch->pcdata->stats[WOLF_AP] < 1)
update.c:	REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
update.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
update.c:	ch->hitroll -= 250;
update.c:	ch->damroll -= 250;
update.c:	ch->armor += 250;
update.c:    if (ch->position == POS_FIGHTING)
update.c:      if (ch->rage < 300 && ch->rage > 0) 
update.c:	  ch->rage += number_range(0,2);
update.c:    else if (ch->rage > 0)
update.c:      ch->rage -= number_range(0,1);
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->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->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->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->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->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move)
update.c:if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 7) {
update.c:    if (ch->pcdata->powers[SKYBLADE_DTIMER] < 10 && ch->position == POS_FIGHTING){
update.c:    ch->pcdata->powers[SKYBLADE_DTIMER] ++;
update.c:    if (ch->pcdata->powers[SKYBLADE_DTIMER] >= 10)
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->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move)
update.c:	   if ( ch->in_room != NULL && ( ch->in_room->vnum < 6) && (ch->in_room->vnum > 4))
update.c:  if (ch->hit < ch->max_hit || ch->mana < ch->max_mana || 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] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)
update.c:if (IS_CLASS(ch,CLASS_SOHMAGE) && ch->fight_timer < 1 && ch->pcdata->powers[MAGE_SK] > 0)
update.c:    if (ch->position == POS_SLEEPING)
update.c:      mana_gain += number_range(ch->pcdata->powers[MAGE_SK] * 400,ch->pcdata->powers[MAGE_SK] * 600);
update.c:    else if (ch->position == POS_MEDITATING)
update.c:      mana_gain += number_range(ch->pcdata->powers[MAGE_SK] * 600,ch->pcdata->powers[MAGE_SK] * 800);
update.c:      mana_gain += number_range(ch->pcdata->powers[MAGE_SK] * 100,ch->pcdata->powers[MAGE_SK] * 200);
update.c:    else if (ch->position == POS_SLEEPING && ch->fight_timer < 1)
update.c:    else if (ch->position == POS_FIGHTING)
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->mana > ch->max_mana) ch->mana = ch->max_mana;
update.c:  if (ch->mana < 0) ch->mana = ch->max_mana;
update.c:  if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move )
vampire.c:	if (IS_SET(ch->newbits2, NEW2_GANGREL))        
vampire.c:	else if (IS_SET(ch->newbits2, NEW2_TREMERE))   
vampire.c:	else if (IS_SET(ch->newbits2, NEW2_BRUJAH))    
vampire.c:	else if (IS_SET(ch->newbits2, NEW2_VENTRUE))   
vampire.c:	else if (IS_SET(ch->newbits2, NEW2_MALKAVIAN)) 
vampire.c:	else if (IS_SET(ch->newbits2, NEW2_ASSAMITE))  
vampire.c:	sprintf(buf,"                   #0%s's#n\n\r",ch->name);
vampire.c:	for (i = 0; i < ch->pcdata->powers[VAMP_AUSPEX]; i++)
vampire.c:	for (i = 0; i < ch->pcdata->powers[VAMP_CELERITY]; i++)
vampire.c:	for (i = 0; i < ch->pcdata->powers[VAMP_OBTENEBRATION]; i++)
vampire.c:	for (i = 0; i < ch->pcdata->powers[VAMP_POTENCE]; i++)
vampire.c:	for (i = 0; i < ch->pcdata->powers[VAMP_QUIETUS]; i++)
vampire.c:	for (i = 0; i < ch->pcdata->powers[VAMP_VICISSITUDE]; i++)
vampire.c:		if (ch->pcdata->powers[VAMP_AUSPEX] > 0)
vampire.c:		if (ch->pcdata->powers[VAMP_AUSPEX] > 1)
vampire.c:		if (ch->pcdata->powers[VAMP_AUSPEX] > 2)
vampire.c:		if (ch->pcdata->powers[VAMP_AUSPEX] > 3)
vampire.c:		if (ch->pcdata->powers[VAMP_AUSPEX] > 4)
vampire.c:		if (ch->pcdata->powers[VAMP_QUIETUS] > 0)
vampire.c:		if (ch->pcdata->powers[VAMP_QUIETUS] > 1)
vampire.c:		if (ch->pcdata->powers[VAMP_QUIETUS] > 2)
vampire.c:		if (ch->pcdata->powers[VAMP_QUIETUS] > 3)
vampire.c:		if (ch->pcdata->powers[VAMP_QUIETUS] > 4)
vampire.c:		if (ch->pcdata->powers[VAMP_OBTENEBRATION] > 0)
vampire.c:		if (ch->pcdata->powers[VAMP_OBTENEBRATION] > 1)
vampire.c:		if (ch->pcdata->powers[VAMP_OBTENEBRATION] > 2)
vampire.c:		if (ch->pcdata->powers[VAMP_OBTENEBRATION] > 3)
vampire.c:		if (ch->pcdata->powers[VAMP_OBTENEBRATION] > 4)
vampire.c:		if (ch->pcdata->powers[VAMP_VICISSITUDE] > 0)
vampire.c:		if (ch->pcdata->powers[VAMP_VICISSITUDE] > 1)
vampire.c:		if (ch->pcdata->powers[VAMP_VICISSITUDE] > 2)
vampire.c:		if (ch->pcdata->powers[VAMP_VICISSITUDE] > 3)
vampire.c:		if (ch->pcdata->powers[VAMP_VICISSITUDE] > 4)
vampire.c:	cost = (ch->pcdata->powers[improve]+1) * 2000;
vampire.c:	if ( ch->pcdata->powers[improve] >= max )
vampire.c:	if ( cost > ch->pcdata->stats[BLOOD_PTS] )
vampire.c:	ch->pcdata->powers[improve] += 1;
vampire.c:	ch->pcdata->stats[BLOOD_PTS] -= cost;
vampire.c:		if (IS_SET(ch->newbits2, NEW2_GANGREL))        {sprintf(clanname,"#PGangrel#n");sprintf(prefix,"a");}
vampire.c:		else if (IS_SET(ch->newbits2, NEW2_TREMERE))   {sprintf(clanname, "#PTremere#n");sprintf(prefix,"a");}
vampire.c:		else if (IS_SET(ch->newbits2, NEW2_BRUJAH))    {sprintf(clanname, "#PBrujah#n");sprintf(prefix,"a");}
vampire.c:		else if (IS_SET(ch->newbits2, NEW2_VENTRUE))   {sprintf(clanname, "#PVentrue#n");sprintf(prefix,"a");}
vampire.c:		else if (IS_SET(ch->newbits2, NEW2_MALKAVIAN)) {sprintf(clanname, "#PMalkavian#n");sprintf(prefix,"a");}
vampire.c:		else if (IS_SET(ch->newbits2, NEW2_ASSAMITE))  {sprintf(clanname, "#PAssamite#n");sprintf(prefix,"an");}
vampire.c:		if (!IS_SET(ch->newbits2, NEW2_GANGREL) && !IS_SET(ch->newbits2, NEW2_BRUJAH) && !IS_SET(ch->newbits2, NEW2_VENTRUE) && 
vampire.c:		!IS_SET(ch->newbits2, NEW2_MALKAVIAN) && !IS_SET(ch->newbits2, NEW2_ASSAMITE) && !IS_SET(ch->newbits2, NEW2_TREMERE))
vampire.c:		if (!str_cmp(arg1,"clear") && ch->level == MAX_LEVEL)
vampire.c:		if (IS_SET(ch->newbits2, NEW2_GANGREL))
vampire.c:		REMOVE_BIT(ch->newbits2, NEW2_GANGREL);
vampire.c:		if (IS_SET(ch->newbits2, NEW2_TREMERE))
vampire.c:		REMOVE_BIT(ch->newbits2, NEW2_TREMERE);
vampire.c:		if (IS_SET(ch->newbits2, NEW2_VENTRUE))
vampire.c:		REMOVE_BIT(ch->newbits2, NEW2_VENTRUE);
vampire.c:		if (IS_SET(ch->newbits2, NEW2_ASSAMITE))
vampire.c:		REMOVE_BIT(ch->newbits2, NEW2_ASSAMITE);
vampire.c:		if (IS_SET(ch->newbits2, NEW2_BRUJAH))
vampire.c:		REMOVE_BIT(ch->newbits2, NEW2_BRUJAH);
vampire.c:		if (IS_SET(ch->newbits2, NEW2_MALKAVIAN))
vampire.c:		REMOVE_BIT(ch->newbits2, NEW2_MALKAVIAN);
vampire.c:		if (IS_SET(ch->newbits2, NEW2_GANGREL) || IS_SET(ch->newbits2, NEW2_BRUJAH) || IS_SET(ch->newbits2, NEW2_VENTRUE) ||
vampire.c:		IS_SET(ch->newbits2, NEW2_MALKAVIAN) || IS_SET(ch->newbits2, NEW2_ASSAMITE) || IS_SET(ch->newbits2, NEW2_TREMERE))
vampire.c:		if (ch->exp < 10000000)
vampire.c:		if (ch->gold < 1000)
vampire.c:		SET_BIT(ch->newbits2, NEW2_GANGREL);
vampire.c:		SET_BIT(ch->newbits2, NEW2_BRUJAH);
vampire.c:		SET_BIT(ch->newbits2, NEW2_VENTRUE);
vampire.c:		SET_BIT(ch->newbits2, NEW2_MALKAVIAN);
vampire.c:		SET_BIT(ch->newbits2, NEW2_ASSAMITE);
vampire.c:		SET_BIT(ch->newbits2, NEW2_TREMERE);
vampire.c:		ch->exp -= 10000000;
vampire.c:		ch->gold -= 1000;
vampire.c:		if (!IS_SET(ch->newbits2, NEW2_ASSAMITE))
vampire.c:		sprintf(buf,"#r%s #0has become a #R%s #rV#Rampire!#n",ch->pcdata->switchname,arg1);
vampire.c:		sprintf(buf,"#r%s #0has become an #R%s #rV#Rampire!#n",ch->pcdata->switchname,arg1); //Assamite.  (Grammar Police)
vampire.c:	 if (ch->pcdata->powers[VAMP_OBTENEBRATION] < 1)
vampire.c:	if (ch->pcdata->powers[VAMP_OBTENEBRATION] < 2)
vampire.c:	if (ch->mana < 2000)
vampire.c:	if (number_percent() > (ch->pcdata->powers[VAMP_OBTENEBRATION] * 20))
vampire.c:	ch->mana -= 2000;
vampire.c:    af.duration  = number_range(ch->generation * 2, ch->generation * 5);
vampire.c:	if (ch->pcdata->powers[VAMP_OBTENEBRATION] < 3)
vampire.c:	if (ch->mana < 2500) 
vampire.c:	ch->mana -= 2500;
vampire.c:	if (ch->pcdata->powers[VAMP_OBTENEBRATION] < 4)
vampire.c:	if (ch->mana < 1500) 
vampire.c:	dam = number_range(ch->pcdata->powers[VAMP_OBTENEBRATION] * 100, ch->pcdata->powers[VAMP_OBTENEBRATION] * 400);
vampire.c:	ch->hit += dam;
vampire.c:	if (ch->hit > ch->max_hit) ch->hit = ch->max_hit;
vampire.c:	ch->mana -= 1500;
vampire.c:	if (ch->pcdata->powers[VAMP_OBTENEBRATION] < 5)
vampire.c:      REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
vampire.c:      SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
vampire.c:	if (ch->mana < 5000) 
vampire.c:	if (ch->pcdata->stats[BLOOD_PTS] < 2000)
vampire.c:	if (ch->fighting != NULL)
vampire.c:	if (ch->fight_timer > 0)
vampire.c:	REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
vampire.c:	ch->mana -= 5000;
vampire.c:	ch->pcdata->stats[BLOOD_PTS] -= 2000;
vampire.c:	ch->fight_timer += 10;
vampire.c:	if (IS_SET(ch->newbits2, NEW2_ASSAMITE))
vampire.c:	if (weather_info.sunlight == SUN_DARK) dam = number_range(ch->generation * 750, ch->generation * 950);
vampire.c:	else dam = number_range(ch->generation * 600, ch->generation * 800);
vampire.c:	ch->fight_timer += 5;
vampire.c:	if (ch->pcdata->powers[VAMP_VICISSITUDE] < 2)
vampire.c:	if (ch->pcdata->stats[BLOOD_PTS] < 100)
vampire.c:	REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
vampire.c:	SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
vampire.c:	ch->pcdata->stats[BLOOD_PTS] -= 100;
vampire.c:	if (ch->pcdata->powers[VAMP_VICISSITUDE] < 1)
vampire.c:	if (ch->pcdata->powers[VAMP_VICISSITUDE] < 3)
vampire.c:	if (ch->pcdata->stats[BLOOD_PTS] < 500)
vampire.c:	REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
vampire.c:	SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS);
vampire.c:	ch->pcdata->stats[BLOOD_PTS] -= 500;
vampire.c:	if (ch->pcdata->powers[VAMP_VICISSITUDE] < 4)
vampire.c:	if (ch->pcdata->stats[BLOOD_PTS] < 1000)
vampire.c:	if (ch->move < 5000)
vampire.c:	if (ch->mana < 5000)
vampire.c:	REMOVE_BIT(ch->polyaff, POLY_ZULOFORM);
vampire.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
vampire.c:	ch->hitroll -= 150;
vampire.c:	ch->damroll -= 150;
vampire.c:    free_string( ch->morph );
vampire.c:    ch->morph = str_dup( "" );	
vampire.c:    ch->move -= 5000;
vampire.c:    ch->mana -= 5000;
vampire.c:	ch->pcdata->stats[BLOOD_PTS] -= 1000;
vampire.c:	ch->hitroll += 150;
vampire.c:	ch->damroll += 150;
vampire.c:    SET_BIT(ch->polyaff, POLY_ZULOFORM);
vampire.c:	SET_BIT(ch->affected_by, AFF_POLYMORPH);
vampire.c:    free_string( ch->morph );
vampire.c:    ch->morph = str_dup( buf );	
vampire.c:	if (ch->pcdata->powers[VAMP_VICISSITUDE] < 5)
vampire.c:	if (ch->pcdata->stats[BLOOD_PTS] < 5000)
vampire.c:	if (ch->move < 10000)
vampire.c:	if (ch->mana < 10000)
vampire.c:	REMOVE_BIT(ch->polyaff, POLY_NIGHTSTALKER);
vampire.c:    REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
vampire.c:	ch->hitroll -= 500;
vampire.c:	ch->damroll -= 500;
vampire.c:	ch->armor += 250;
vampire.c:    free_string( ch->morph );
vampire.c:    ch->morph = str_dup( "" );	
vampire.c:    ch->move -= 10000;
vampire.c:    ch->mana -= 10000;
vampire.c:	ch->pcdata->stats[BLOOD_PTS] -= 5000;
vampire.c:	ch->hitroll += 500;
vampire.c:	ch->damroll += 500;
vampire.c:	ch->armor -= 250;
vampire.c:    SET_BIT(ch->polyaff, POLY_NIGHTSTALKER);
vampire.c:	SET_BIT(ch->affected_by, AFF_POLYMORPH);
vampire.c:    sprintf(buf, "#0%s the #rN#0ight#rS#0talker#n",ch->pcdata->switchname);
vampire.c:    free_string( ch->morph );
vampire.c:    ch->morph = str_dup( buf );	
vampire.c:	if (ch->pcdata->powers[VAMP_QUIETUS] < 1 )
vampire.c:	if (ch->pcdata->stats[BLOOD_PTS] < 500)
vampire.c:    if (ch->in_room == NULL)
vampire.c:	if (IS_SET(ch->in_room->room_flags, ROOM_SILENCE))
vampire.c:	REMOVE_BIT(ch->in_room->room_flags, ROOM_SILENCE);
vampire.c:    if (IS_SET(ch->in_room->room_flags, ROOM_SILENCE))
vampire.c: 	if (ch->tick_timer[TIMER_RSILENCE] > 0)
vampire.c:    SET_BIT(ch->in_room->room_flags, ROOM_SILENCE);
vampire.c:	SET_TIMER(ch->in_room, RTIMER_SILENCE, 10	);
vampire.c:	ch->pcdata->stats[BLOOD_PTS] -= 500;	
vampire.c:	if (ch->pcdata->powers[VAMP_QUIETUS] < 2) 
vampire.c:    if (ch->fight_timer > 0)
vampire.c:	if (ch->move < 5000)
vampire.c:	if (ch->pcdata->stats[BLOOD_PTS] < 500)
vampire.c:	if ( IS_SET(ch->act, PLR_WIZINVIS) )
vampire.c:	REMOVE_BIT(ch->act, PLR_WIZINVIS);
vampire.c:	SET_BIT(ch->act, PLR_WIZINVIS);
vampire.c:	ch->move -= 5000;
vampire.c:	ch->pcdata->stats[BLOOD_PTS] -= 500;
vampire.c:	if (ch->pcdata->powers[VAMP_QUIETUS] < 3)
vampire.c:	if (ch->pcdata->stats[BLOOD_PTS] < 1000)
vampire.c:  ch->pcdata->stats[BLOOD_PTS] -= 1000;
vampire.c:	if (ch->pcdata->powers[VAMP_QUIETUS] < 4)
vampire.c:	if (ch->move < 3500)
vampire.c:      if ( ( victim = ch->fighting) == NULL )
vampire.c:/*	if (ch->fighting != victim)
vampire.c:	if (ch->pcdata->powers[VAMP_QUIETUS] < 5) 
vampire.c:	if (ch->move < 10000)
vampire.c:	if (ch->pcdata->stats[BLOOD_PTS] < 3500)
vampire.c:	if (ch->fight_timer > 0 && !IS_NPC(victim))
vampire.c:	if (ch->fighting != NULL || victim->fighting != NULL)
vampire.c:    ch->hitroll += 2000;
vampire.c:	ch->move -= 10000;
vampire.c:	ch->pcdata->stats[BLOOD_PTS] -= 3500;
vampire.c:        ch->hitroll -= 2000;
vampire.c:       ch->hitroll += 2000;
vampire.c:	ch->move -= 10000;
vampire.c:	ch->pcdata->stats[BLOOD_PTS] -= 3500;
vampire.c:        ch->hitroll -= 2000;
vampire.c:	ch->fight_timer += 10;
vampire.c:	if (!IS_CLASS(ch, CLASS_VAMPIRE) || ch->pcdata->powers[VAMP_AUSPEX] < 3)
vampire.c:    if ( IS_SET(ch->act, PLR_HOLYLIGHT) )
vampire.c:        REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
vampire.c:        SET_BIT(ch->act, PLR_HOLYLIGHT);
vampire.c:    ch->pcdata->powers[VAMP_AUSPEX] < 4) && !IS_ITEMAFF(ch, ITEMA_VISION))
vampire.c:	spell_identify( skill_lookup( "identify" ), ch->level, ch, obj );
vampire.c:	if (ch->pcdata->powers[VAMP_AUSPEX] < 5)
vampire.c:    chroom = ch->in_room;
vampire.c:	REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
vampire.c:	SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
vampire.c:	SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
vampire.c:	REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
vampire.c:    if (!IS_NPC(victim)) ch->fight_timer += 2;
vampire.c:	if (!IS_SET(ch->newbits2, NEW2_GANGREL))
vampire.c:	if (ch->move < 1000)
vampire.c:	if (ch->pcdata->stats[BLOOD_PTS] < 1000)
vampire.c:	if (ch->rage > 0)
vampire.c:	ch->move -= 1000;
vampire.c:	ch->pcdata->stats[BLOOD_PTS] -= 1000;
vampire.c:	ch->rage += number_range(250,350);
vampire.c:	if (!IS_SET(ch->newbits2, NEW2_TREMERE))
vampire.c:	if (ch->mana < 5000)
vampire.c:	if (ch->pcdata->stats[BLOOD_PTS] < 3000)
vampire.c:	if (ch->hit >= ch->max_hit)
vampire.c:	ch->mana -= 5000;
vampire.c:	ch->pcdata->stats[BLOOD_PTS] -= 3000;
vampire.c:	ch->hit += gain;
vampire.c:	if (ch->hit > ch->max_hit)
vampire.c:    ch->hit = ch->max_hit;
vampire.c:		if (ch->fight_timer > 0)
vampire.c:		if (ch->fighting != NULL)
vampire.c:	 	if (ch->tick_timer[TIMER_PANACEA] > 0)	
vampire.c:		ch->mana -= 5000;
vampire.c:		ch->pcdata->stats[BLOOD_PTS] -= 3000;
vampire.c:		ch->hit = ch->max_hit;
vampire.c:	if (!IS_SET(ch->newbits2, NEW2_MALKAVIAN))
vampire.c:	if (ch->mana < 3000)
vampire.c: 	if (ch->tick_timer[TIMER_MINDRAPE] > 0)
vampire.c:	if (ch->pcdata->stats[BLOOD_PTS] < 2000)
vampire.c:	ch->mana -= 3000;
vampire.c:	ch->pcdata->stats[BLOOD_PTS] -= 2000;
vampire.c:	if (!IS_SET(ch->newbits2, NEW2_BRUJAH))
vampire.c:	if (ch->tick_timer[TIMER_ANARCHY] > 0)
vampire.c:	if (ch->pcdata->stats[BLOOD_PTS] < 2000)
vampire.c:	if (ch->move < 1000)
vampire.c:	 ch->move -= 1000;
vampire.c:	 ch->pcdata->stats[BLOOD_PTS] -= 2000;
vampire.c:	for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
vampire.c:	  vch_next  = vch->next;
vampire.c:		if (vch->in_room == NULL) continue;
vampire.c:		  multi_hit(vch, vch->next, TYPE_UNDEFINED );
vampire.c:	if (ch->pcdata->powers[VAMP_VICISSITUDE] < 5)
vampire.c:	if (ch->move < 1000)
vampire.c:	if (ch->mana < 1000)
vampire.c:  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) || IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
vampire.c:	if (ch->fight_timer > 0)
vampire.c:	if (victim->move > ch->move)
vampire.c:  ch->move -= 1000;
vampire.c:  ch->mana -= 1000;
vladdonly.c:			if (!strcmp(vch->name, "SuoMarte")) continue;
vladdonly.c:			if (top[i] == NULL || vch->pcdata->score[SCORE_TOTAL_XP] > top[i]->pcdata->score[SCORE_TOTAL_XP]) {
vladdonly.c:		sprintf(buf, "You: #R%-12s#7 with #0%d#7 XP and #0%d#7 total gold.\n\r", ch->name,
vladdonly.c:ch->pcdata->score[SCORE_TOTAL_XP], (ch->gold + ch->pcdata->bank));
vladdonly.c:if (!IS_NPC(ch) && ch->class != 0)
vladdonly.c:if (ch->level < 3) return;
vladdonly.c:ch->hit = 1;
vladdonly.c:ch->class = CLASS_GHOUL;
vladdonly.c:sprintf(buf,"#G%s #chas been doomed to roam the lands as an undead apparition for all #Ceternity!#n",ch->pcdata->switchname);
vladdonly.c:ch->class = CLASS_VAMPIRE;
vladdonly.c:sprintf(buf,"#R%s #rbears their fangs and lusts for #Rblood!#n",ch->pcdata->switchname);
vladdonly.c:ch->class = CLASS_SKYBLADE;
vladdonly.c:sprintf(buf,"#L%s #Chas been washed in the aura of the dragon and has became one of the skyblades!#n\n\r",ch->pcdata->switchname);
vladdonly.c:ch->class = CLASS_WARLOCK;
vladdonly.c:sprintf(buf,"#c%s #0has chosen to delve in the black magiks!#n",ch->pcdata->switchname);
vladdonly.c:ch->spl[2] += 100;
vladdonly.c:if(ch->spl[2] > 200) ch->spl[2] = 200;
vladdonly.c:ch->class = CLASS_THIEF;
vladdonly.c:sprintf(buf,"#R%s #0has taken up the lifestyle of the murderous thief!  Watch your possessions... and your back!#n",ch->pcdata->switchname);
vladdonly.c:ch->class = CLASS_SOHDEMON;
vladdonly.c:ch->alignment = -1000;
vladdonly.c:sprintf(buf,"#r%s #Rhas embodied all that is evil, becoming one of the fallen!#n",ch->pcdata->switchname);
vladdonly.c:ch->class = CLASS_SOHMAGE;
vladdonly.c:sprintf(buf,"#P%s #0has devoted their life to the art of #CM#0agic!#n\n\r",ch->pcdata->switchname);
vladdonly.c:ch->class = CLASS_SWORDSMAN;
vladdonly.c:sprintf(buf,"#c%s #CHas vowed to live and die by the sword!#n\n\r",ch->pcdata->switchname);
vladdonly.c:ch->class = CLASS_WOLFKIN;
vladdonly.c:sprintf(buf,"#G%s #yhas become a wolfkin tribal ritualist!#n\n\r",ch->pcdata->switchname);
vladdonly.c:sprintf(buf,"%s is now a warrior!\n\r",ch->pcdata->switchname);
vladdonly.c:ch->stance[0] = -1;
vladdonly.c:ch->class = CLASS_WARRIOR;
vladdonly.c:sprintf(buf,"#G%s #yhas begun their quest for the ancient dragon orbs!#n\n\r",ch->pcdata->switchname);
vladdonly.c:ch->class = CLASS_DRACONIAN;
vladdonly.c:sprintf(buf,"#p%s #0has chosen to follow Lloth!#n\n\r",ch->pcdata->switchname);
vladdonly.c:ch->class = CLASS_DROW;
vladdonly.c:sprintf(buf,"#L%s #0has become a #7D#0ark #7K#0night!#n\n\r",ch->pcdata->switchname);
vladdonly.c:ch->class = CLASS_DARKKNIGHT;
vladdonly.c:  obj->questowner = str_dup(ch->pcdata->switchname);
vladdonly.c:  sprintf(buf,"#7The#0%s #rF#Ramily #7S#0w#7o#Wr#7d#n",ch->pcdata->title);  
vladdonly.c:  sprintf(buf,"Dark Knight %s Family Sword",ch->pcdata->title); 
vladdonly.c:  obj->questowner = str_dup(ch->pcdata->switchname);
vladdonly.c:  sprintf(buf,"#7The#0%s #rF#Ramily #7S#0h#7i#We#7l#0d#n",ch->pcdata->title);  
vladdonly.c:  sprintf(buf,"Dark Knight %s Family Shield",ch->pcdata->title); 
vladdonly.c:sprintf(buf,"#R%s #7has joined the ranks of the noble knights!#n\n\r",ch->pcdata->switchname);
vladdonly.c:ch->class = CLASS_KNIGHT;
vladdonly.c:  obj->questowner = str_dup(ch->pcdata->switchname);
vladdonly.c:  sprintf(buf,"#7The#y%s #rF#Ramily #7S#0h#7i#We#7l#0d#n",ch->pcdata->title);  
vladdonly.c:  sprintf(buf,"Knight %s Family Shield",ch->pcdata->title); 
vladdonly.c:  obj->questowner = str_dup(ch->pcdata->switchname);
vladdonly.c:  sprintf(buf,"#P%s#R'#7s #WHoly #7Sym#Rbo#Pl#n",ch->name);  
vladdonly.c:  sprintf(buf,"holyknight knight holy symbol %s",ch->name); 
vladdonly.c:		vch->exp += v;
vladdonly.c:		vch->pcdata->score[SCORE_TOTAL_XP] += v;
vladdonly.c:		vch->gold += v;
vladdonly.c:	if (vch->mkill < 5) {
vladdonly.c:		vch->mkill = 5;
vladdonly.c:	sprintf(arg2, "%s reimbursed %d %s.\n\r", vch->name, v, arg);
vladdonly.c:	sprintf(arg2, "%s has reimbursed you %d %s.\n\r", ch->name, v, arg);
vladdonly.c:     if (IS_SET(ch->newbits, NEW_UNHOLYMIGHT))
vladdonly.c:	 if (IS_SET(ch->sohbits, SOH_ACCURACY))
vladdonly.c:	 if (IS_SET(ch->sohbits, SOH_HASTE))
vladdonly.c:	 if (IS_SET(ch->sohbits, SOH_SLOW))
vladdonly.c:	 if (IS_SET(ch->sohbits, SOH_REGEN))
vladdonly.c:	 if (IS_SET(ch->sohbits, SOH_MIGHT))
vladdonly.c:	 if (IS_SET(ch->sohbits, SOH_SHARDS))
vladdonly.c:     if ( ch->affected == NULL )
vladdonly.c:     if ( ch->affected != NULL )
vladdonly.c:         for ( paf = ch->affected; paf != NULL; paf = paf->next )
vladdonly.c:               if ( ch->level >= 0 )
warlock.c:sprintf(buf,"    #0|#p.#0|	 #rSkills  #R[#y%2d#R]#0|\n\r",ch->pcdata->powers[WL_SKILLS]);
warlock.c:sprintf(buf,"    #0|#p.#0|#p. #bSpells	 #R[#y%2d#R]#0|\n\r",ch->pcdata->powers[WL_SPELLS]);
warlock.c:sprintf(buf,"    #0|#p.#0| #rSkills  #R[#y%2d#R] #0|\n\r",ch->pcdata->powers[WL_SKILLS]);
warlock.c:sprintf(buf,"    #0|#p.#0|#p.#bSpells  #R[#y%2d#R] #0|\n\r",ch->pcdata->stats[WL_SPELLS]);
warlock.c:	    if (ch->pcdata->powers[WL_SKILLS] < 1) 
warlock.c:	    if (ch->pcdata->powers[WL_SKILLS] > 0) 
warlock.c:	    if (ch->pcdata->powers[WL_SKILLS] > 1) 
warlock.c:	    if (ch->pcdata->powers[WL_SKILLS] > 2) 
warlock.c:	    if (ch->pcdata->powers[WL_SKILLS] > 3) 
warlock.c:	 if (ch->pcdata->stats[WL_SPELLS] < 1){
warlock.c:	 if (ch->pcdata->stats[WL_SPELLS] < 2){
warlock.c:	 if (ch->pcdata->stats[WL_SPELLS] < 3){
warlock.c:	 if (ch->pcdata->stats[WL_SPELLS] < 4){
warlock.c:	 if (ch->pcdata->stats[WL_SPELLS] < 5){
warlock.c:	 if (ch->pcdata->stats[WL_SPELLS] < 6){
warlock.c:	 if (ch->pcdata->stats[WL_SPELLS] < 7){
warlock.c:	 if (ch->pcdata->stats[WL_SPELLS] < 8){
warlock.c:	 if (ch->pcdata->stats[WL_SPELLS] < 9){
warlock.c:	 if (ch->pcdata->stats[WL_SPELLS] < 10){
warlock.c:	 if (ch->pcdata->stats[WL_SPELLS] < 11){
warlock.c:sprintf(buf,"    #0|#p.#0| #rSkills  #R[#y%2d#R] #0|\n\r",ch->pcdata->powers[WL_SKILLS]);
warlock.c:sprintf(buf,"    #0|#p.#0|#p.#bSpells  #R[#y%2d#R] #0|\n\r",ch->pcdata->stats[WL_SPELLS]);
warlock.c:	cost = (ch->pcdata->powers[WL_SKILLS]+1) * 20;
warlock.c:	if ( ch->pcdata->powers[WL_SKILLS] >= max )
warlock.c:	if ( cost > ch->practice)
warlock.c:	ch->pcdata->powers[WL_SKILLS]++;
warlock.c:	ch->practice -= cost;
warlock.c:	cost = (ch->pcdata->stats[WL_SPELLS]+1) * 20;
warlock.c:	if ( ch->pcdata->stats[WL_SPELLS] >= max )
warlock.c:	if ( cost > ch->practice)
warlock.c:	ch->pcdata->stats[WL_SPELLS]++;
warlock.c:	ch->practice -= cost;
warlock.c:	if (ch->pcdata->stats[WL_SPELLS] < 3)
warlock.c:	if (ch->mana < 10000)
warlock.c:    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
warlock.c:	vch_next = vch->next_in_room;
warlock.c:	vch->position = POS_STUNNED;
warlock.c:	dam = number_range( vch->hit/32, vch->hit/16);
warlock.c:	if (ch->pcdata->powers[WL_SKILLS] > 3)
warlock.c:	vch->hit -= dam;
warlock.c:	sprintf(buf, "#R%s closes his eyes and brings his hands together, releasing a massive shockwave! #y[#c%d#y]#n\n\r", ch->name, dam);
warlock.c:	sprintf(buf, "#R%s falls to the ground, stunned!\n\r", vch->name);
warlock.c:	if (vch->hit < -10)
warlock.c:	vch->hit = -10;
warlock.c:	ch->fight_timer += 10;
warlock.c:	ch->mana -= 10000;
warlock.c:	if (ch->pcdata->stats[WL_SPELLS] < 8)
warlock.c:	if (ch->pcdata->powers[WL_SKILLS] < 4) cost = 20000;
warlock.c:	if (ch->pcdata->powers[WL_SKILLS] > 3) cost = 15000;
warlock.c:	if (ch->mana < 20000 && ch->pcdata->powers[WL_SKILLS] < 4)
warlock.c:	else if (ch->mana < 15000 && ch->pcdata->powers[WL_SKILLS] > 3)
warlock.c:	if (ch->pcdata->powers[WL_SKILLS] > 3 && number_range(1, 20) < 5)
warlock.c:		if (ch->pcdata->powers[WL_SKILLS] > 3 && number_range(1, 100) < 2 && !IS_NPC(victim))
warlock.c:			sprintf( buf, "#y%s#R is cut to pieces by #y%s's#R hellblades.\n\r", victim->name, ch->name);
warlock.c:			ch->pkill ++;
warlock.c:			ch->race ++;
warlock.c:	ch->mana -= cost;
warlock.c:	if (ch->pcdata->stats[WL_SPELLS] < 11)
warlock.c:	if (ch->mana < 5000)
warlock.c:		if (ch->pcdata->powers[WL_SKILLS] > 3) dam *= 2;
warlock.c:		ch->mana -= 5000;
warlock.c:		if (ch->pcdata->stats[WL_SPELLS] < 1)
warlock.c:		if (ch->mana < 1000)
warlock.c:		if (ch->pcdata->powers[WL_SKILLS] > 3) 
warlock.c:		ch->mana -= 1000;
warlock.c:		if (ch->pcdata->powers[WL_SKILLS] > 3) 
warlock.c:		if (ch->fighting == NULL) ch->fighting = victim;
warlock.c:	if (ch->pcdata->stats[WL_SPELLS] < 5)
warlock.c:	if ( ( victim = ch->fighting ) == NULL )
warlock.c:	if ( ch->position == POS_FIGHTING )
warlock.c:	    ch->position = POS_STANDING;
warlock.c:	if(ch->mana < 750)
warlock.c:	if ( ( pexit = ch->in_room->exit[door] ) == NULL
warlock.c:	ch->mana -= 750;
warlock.c:	if (ch->pcdata->stats[WL_SPELLS] < 9)
warlock.c:	if (ch->mana < 7500)
warlock.c:    pRoom = ch->in_room;
warlock.c:	ch->mana -= 7500;
warlock.c:	if (ch->pcdata->stats[WL_SPELLS] < 7) 
warlock.c:	if (ch->mana < 7500)
warlock.c:	sprintf(buf, "#y%s#R's eyes sink into his head, and you are overcome with depression.#n\n\r", ch->name);
warlock.c:	if (ch->pcdata->powers[WL_SKILLS] > 3) 
warlock.c:	ch->mana -= 7500;
warlock.c:		if (ch->pcdata->stats[WL_SPELLS] < 4)
warlock.c:		if (ch->mana < 5000)
warlock.c:		if (ch->pcdata->powers[WL_SKILLS] > 3) 
warlock.c:		sprintf( buf, "#y%s#R points his hands towards you and sends forth a wicked spear of ice.#n   #y[#C%d#y]#n\n\r", ch->name, dam);
warlock.c:		ch->mana -= 5000;
warlock.c:		if (ch->pcdata->powers[WL_SKILLS] > 3) 
warlock.c:		if (ch->fighting == NULL) ch->fighting = victim;
warlock.c:	if (ch->pcdata->stats[WL_SPELLS] < 2)
warlock.c:	if (ch->pcdata->powers[WL_SKILLS] > 3) dam *= 2;
warlock.c:	if (ch->mana < dam * 2)
warlock.c:	ch->hit += dam;
warlock.c:	ch->mana -= dam;
warlock.c:	sprintf(buf, "#R%s#r places his hands on you, sucking out your life. #B[#R%d#B]#n\n\r", ch->name, dam);
warlock.c:	if (ch->pcdata->stats[WL_SPELLS] < 6)
warlock.c:  if (ch->mana < 5000)
warlock.c:	ch->mana -= 5000;
warlock.c:	if (ch->pcdata->stats[WL_SPELLS] < 10)
warlock.c:	if (ch->move < 2000)
warlock.c:	if (ch->mana < 2000)
warlock.c:  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) || IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
warlock.c:	if (ch->fight_timer > 0)
warlock.c:	if (victim->move > ch->move)
warlock.c:  ch->move -= 2000;
warlock.c:  ch->mana -= 2000;
wizutil.c:	if ( victim->level > ch->level )    
wizutil.c:	sprintf(buf, "%s just raised your security to level %d",ch->name,seclevel);
wizutil.c:	pArea = ch->in_room->area; /* this is the area we want info on */
wizutil.c:		return ch->name;
wizutil.c:	one_argument (ch->name, name); /* copy the first word into name */
wizutil.c:	for (rch = ch->in_room->people; rch && (rch != ch);rch = rch->next_in_room)
wizutil.c:		if (is_name (name, rch->name))
wizutil.c:				old_room = ch->in_room;
wizutil.c:					old_room = ch->in_room;
