Exemple #1
0
        /// <summary>
        /// Shows a character's attribute screen.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Attributes(CharData ch, string[] str)
        {
            if( ch == null ) return;

            string buf1 = String.Empty;

            if (ch.IsNPC())
            {
                ch.SendText("&nYour attributes are as would be expected for an NPC.\r\n");
                return;
            }

            if (ch.IsImmortal() && str.Length != 0)
            {
                CharData worldChar = ch.GetCharWorld(str[0]);
                if (!worldChar)
                {
                    ch.SendText("No such person.\r\n");
                    return;
                }
                if (worldChar.IsNPC())
                {
                    ch.SendText("NPCs don't have skills!\r\n");
                    return;
                }
            }

            string buf = String.Format(
                "&+WName: &+G{0}&n    &+WLevel: {1}&n\r\n",
                MUDString.PadStr(ch.Name, 17),
                ch.Level);
            buf1 += buf;

            buf = String.Format(
                      "&+WRace:&n {0}          &+WClass:&n {1}     &n&+WSex:&n {2}\r\n",
                      MUDString.PadStr(Race.RaceList[ch.GetRace()].ColorName, 16),
                      MUDString.PadStr(ch.CharacterClass.WholistName, 16),
                      System.Threading.Thread.CurrentThread.CurrentCulture.TextInfo.ToTitleCase(ch.GetSexString()));
            buf1 += buf;

            // Break a player's size into strings when we get around to it
            // -- Xangis
            if (!ch.IsNPC())
            {
                buf = String.Format(
                          "&+WHeight:&n {0} inches         &+WWeight:&n {1} pounds    &+WSize:&n {2}\r\n",
                          MUDString.PadInt(((PC)ch).Height, 3),
                          MUDString.PadInt(((PC)ch).Weight, 5),
                          Race.SizeString(ch.CurrentSize));
            }
            else
            {
                buf = String.Format("&+WSize:&n  {0}\r\n", ch.CurrentSize);
            }
            buf1 += buf;

            TimeSpan time = TimeSpan.FromTicks(ch.TimePlayed.Ticks) + (DateTime.Now - ch.LogonTime);
            int days = (int)time.TotalHours / 24;
            time = (time - TimeSpan.FromDays(days));
            int hours = (int)time.TotalHours;
            time = (time - TimeSpan.FromHours(hours));
            int minutes = (int)time.TotalMinutes;

            // Age is a hack until we get it coded - Xangis
            buf = String.Format(
                      "\r\n&+BAge:&n {0} years.             &+BPlaying Time:&n {1} days {2} hours {3} minutes.\r\n",
                      MUDString.PadInt(ch.GetAge(), 3), days, hours, minutes);
            buf1 += buf;

            // Need to create a function to display character status strings
            buf = String.Format("&+BStatus:&n  {0}", System.Threading.Thread.CurrentThread.CurrentCulture.TextInfo.ToTitleCase(Position.PositionString(ch.CurrentPosition)));
            if (!ch.IsNPC() && ch.IsAffected(Affect.AFFECT_BERZERK))
            {
                buf += ", &+Rberzerk&n";
            }
            if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEMORIZING))
            {
                buf += ", Memorizing";
            }
            if (ch.IsAffected(Affect.AFFECT_CASTING))
            {
                buf += ", Casting";
            }
            if (ch.IsAffected(Affect.AFFECT_SINGING))
            {
                buf += ", Singing";
            }
            if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_MEDITATING))
            {
                buf += ", Meditating";
            }
            if (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_CAMPING))
            { /* This is ugly and should be moved to its own function */
                buf += ", Camping";
            }
            buf += ".\r\n\r\n";
            buf1 += buf;

            // We want players to see the same stats for levels 1-50.

            // Should create string converters so that we have no decimals displayed
            // below this point.
            buf = String.Format("     &+cSTR:&n  {0}      &+cArmor Class:&n {1}.\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrStr()), 15), ch.GetAC());
            buf1 += buf;
            buf = String.Format("     &+cAGI:&n  {0}      &+cHitroll:&n     {1}\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrAgi()), 15), StringConversion.BonusString(ch.GetHitroll(ObjTemplate.WearLocation.hand_one)));
            buf1 += buf;
            buf = String.Format("     &+cDEX:&n  {0}      &+cDamroll:&n     {1}\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrDex()), 15), StringConversion.BonusString(ch.GetDamroll(ObjTemplate.WearLocation.hand_one)));
            buf1 += buf;
            buf = String.Format("     &+cCON:&n  {0}      &+cAlignment:&n   {1}\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrCon()), 15), StringConversion.AlignmentString(ch));
            buf1 += buf;
            buf = String.Format("     &n&+cINT:&n  {0}\r\n", MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrInt()), 15));
            buf1 += buf;
            buf = String.Format("     &+cWIS:&n  {0}      &+BSaving Throws&n\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrWis()), 15));
            buf1 += buf;
            buf = String.Format("     &+cPOW:&n  {0}      &+cParalysis:&n {1}\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrPow()), 15), StringConversion.BonusString(-ch.SavingThrows[0]));
            buf1 += buf;
            buf = String.Format("     &+cCHA:&n  {0}      &+cRod:&n       {1}\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrCha()), 15), StringConversion.BonusString(-ch.SavingThrows[1]));
            buf1 += buf;
            buf = String.Format("     &+cLUK:&n  {0}      &+cPetrify:&n   {1}\r\n",
                      MUDString.PadStr(StringConversion.AbilityScoreString(ch.GetCurrLuck()), 15), StringConversion.BonusString(-ch.SavingThrows[2]));
            buf1 += buf;

            buf = String.Format("                                &+cBreath:&n    {0}\r\n",
                      StringConversion.BonusString(-ch.SavingThrows[3]));
            buf1 += buf;

            buf = String.Format("&+BWimpy:        &n{0}               &+cSpell:&n     {1}\r\n",
                      MUDString.PadInt(ch.Wimpy, 4), StringConversion.BonusString(-ch.SavingThrows[4]));
            buf1 += buf;

            buf = String.Format("&+BLoad Carried: &n{0} pounds ({1})\r\n",
                      MUDString.PadInt(ch.CarryWeight, 3), StringConversion.WeightString(ch));
            buf1 += buf;

            ch.SendText(buf1);
            return;
        }
Exemple #2
0
        /// <summary>
        /// Bash. Usable to initiate combat and during combat.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Bash(CharData ch, string[] str)
        {
            if( ch == null ) return;

            int chance;

            /* Check player's level and class, mobs can use this skill */
            if ((!ch.HasSkill("bash")))
            {
                ch.SendText("You'd better leave that to those with more skills.\r\n");
                return;
            }

            if (ch.IsBlind() && !ch.Fighting)
            {
                return;
            }

            /* Verify a target. */
            CharData victim = ch.Fighting;
            if (str.Length != 0)
            {
                victim = ch.GetCharRoom(str[0]);
                if (!victim || victim.CurrentPosition == Position.dead)
                {
                    ch.SendText("They aren't anywhere to be found.\r\n");
                    return;
                }
            }
            else
            {
                if (!victim || victim.CurrentPosition == Position.dead)
                {
                    ch.SendText("You aren't fighting anyone.\r\n");
                    return;
                }
            }

            /* Bash self? Ok! */
            // Toned down the damage cuz you can't really bash yourself
            // like you could with someone else.
            if (victim == ch)
            {
                ch.SendText("You throw yourself to the ground!\r\n");
                SocketConnection.Act("$N&n knocks $mself to the ground.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                ch.CurrentPosition = Position.kneeling;
                ch.WaitState((Skill.SkillList["bash"].Delay * 8) / 10);
                Combat.InflictDamage(ch, ch, MUDMath.NumberRange(1, 3), "bash", ObjTemplate.WearLocation.none,
                        AttackType.DamageType.bludgeon);
                return;
            }

            /* Check size of ch vs. victim. */
            /* If ch is too small. */
            if (ch.CurrentSize < victim.CurrentSize)
            {
                SocketConnection.Act("$N&n is too big for you to bash!", ch, null, victim, SocketConnection.MessageTarget.character);
                return;
            }
            /* Ch 2 or more sizes larger than victim => bad! */
            if (ch.CurrentSize - 2 > victim.CurrentSize)
            {
                SocketConnection.Act("You nearly topple over as you try to bash $N&n.", ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n nearly topples over as $e attempts to bash you.", ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n nearly topples over as $e attempts to bash $N&n.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                ch.WaitState((Skill.SkillList["bash"].Delay));
                ch.CurrentPosition = Position.kneeling;
                if (victim.Fighting == null)
                {
                    Combat.SetFighting(victim, ch);
                }
                return;
            }

            /* Lag to basher from bash. Pets get more lag because pets are cheesy */
            if (!ch.IsNPC())
            {
                ch.WaitState(MUDMath.FuzzyNumber(Skill.SkillList["bash"].Delay));
            }
            else
            {
                ch.WaitState((Skill.SkillList["bash"].Delay * 6 / 5));
            }

            /* Base chance to bash, followed by chance modifications. */
            if (ch.IsNPC())
            {
                chance = (ch.Level * 3) / 2 + 15;
            }
            else
            {
                chance = ((PC)ch).SkillAptitude["bash"] - 5;
            }

            if (victim.CurrentPosition < Position.fighting)
            {
                chance /= 5; //used to be 0
            }
            else
            {
                chance += ch.GetCurrAgi() - victim.GetCurrAgi();
            }

            if (chance > 95)
            {
                chance = 95;
            }

            Object obj = Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_one);
            if (!obj)
            {            /* No primary item. */
                if (!(obj = Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_two)))
                {          /* No items in hand. */
                    if (!ch.IsClass(CharClass.Names.paladin) && !ch.IsClass(CharClass.Names.antipaladin))
                    {
                        if (!ch.IsClass(CharClass.Names.warrior))
                        {
                            chance -= 25;
                        }
                        else
                        {
                            chance -= 20;
                        }
                        ch.SendText("You lower your shoulder and attempt to bash without a shield...\r\n");
                    }
                    else
                    {
                        chance -= 3; // Hidden penalty for not having a shield
                    }
                }
                else if (obj.ItemType != ObjTemplate.ObjectType.shield)
                {          /* Secondary item isn't a shield, no primary. */
                    if (!ch.IsClass(CharClass.Names.paladin) && !ch.IsClass(CharClass.Names.antipaladin))
                    {
                        if (!ch.IsClass(CharClass.Names.warrior))
                        {
                            chance -= 25;
                        }
                        else
                        {
                            chance -= 20;
                        }
                        ch.SendText("Bashing without a shield is tough, but you try anyway...\r\n");
                    }
                    else
                    {
                        chance -= 5; // Small hidden penalty for not having a shield
                    }
                }          /* Secondary item is a shield, no primary. */
                else if (ch.IsClass(CharClass.Names.paladin) || ch.IsClass(CharClass.Names.antipaladin))
                {
                    chance += 3; // Small hidden bonus for having a shield
                }
            }
            else if (obj.ItemType != ObjTemplate.ObjectType.shield)
            {            /* Primary item isn't a shield. */
                if (!(obj = Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_two)))
                {          /* No secondary. */
                    if (!ch.IsClass(CharClass.Names.paladin) && !ch.IsClass(CharClass.Names.antipaladin))
                    {
                        if (!ch.IsClass(CharClass.Names.warrior))
                        {
                            chance -= 25;
                        }
                        else
                        {
                            chance -= 20;
                        }
                        ch.SendText("Without a shield, bashing is a wistful thought, but you try anyway...\r\n");
                    }
                    else
                    {
                        chance -= 5; // Hidden penalty for not having a shield
                    }
                }
                else if (obj.ItemType != ObjTemplate.ObjectType.shield)
                {          /* Secondary item is not a shield. */
                    if (!ch.IsClass(CharClass.Names.paladin) && !ch.IsClass(CharClass.Names.antipaladin))
                    {
                        if (!ch.IsClass(CharClass.Names.warrior))
                        {
                            chance -= 25;
                        }
                        else
                        {
                            chance -= 20;
                        }
                        ch.SendText("Without a shield, your shoulder bash is but wishful thinking...\r\n");
                    }
                    else
                    {
                        chance -= 5; // Hidden penalty for not having a shield
                    }
                }
                else if (ch.IsClass(CharClass.Names.paladin) || ch.IsClass(CharClass.Names.antipaladin))
                {          /* Secondary is a shield. */
                    chance += 3; // Small hidden bonus for having a shield
                }
                else if (ch.IsClass(CharClass.Names.ranger))
                {
                    chance -= 8;
                }
                else if (ch.IsClass(CharClass.Names.warrior))
                {
                    chance -= 5;
                }
            }

            // Centaurs are awful damned hard to bash -- Xangis
            if (victim.GetRace() == Race.RACE_CENTAUR)
            {
                chance -= 25;
            }

            // damned high penalty for bashing blind
            if (ch.IsAffected(Affect.AFFECT_BLIND) && !victim.IsAffected(Affect.AFFECT_BLIND))
            {
                chance /= 10;
            }
            if (ch.IsAffected(Affect.AFFECT_BLIND) && victim.IsAffected(Affect.AFFECT_BLIND))
            {
                chance /= 4;
            }

            ch.PracticeSkill("bash");

            /* Start a fight if not already in one. */
            if (ch != victim)
            {
                if (!ch.Fighting)
                {
                    Combat.SetFighting(ch, victim);
                }
                if (!victim.Fighting)
                {
                    Combat.SetFighting(victim, ch);
                }
            }

            string lbuf = "Bash: " + ch.Name + " bashing " + victim.Name + " with " + chance + " chance.";
            ImmortalChat.SendImmortalChat(null, ImmortalChat.IMMTALK_SPAM, 0, lbuf);

            /* Do the bash, deal the damage. */
            if (MUDMath.NumberPercent() < chance)
            {
                /* Hit the bash. */
                if (victim.IsAffected(Affect.AFFECT_SINGING))
                {
                    victim.RemoveAffect(Affect.AFFECT_SINGING);
                    SocketConnection.Act("$n&n chokes on a note and falls silent as $e slams into the ground!", victim, null, null, SocketConnection.MessageTarget.room);
                    victim.SendText("You abort your singing!\r\n");
                }
                if (victim.IsAffected(Affect.AFFECT_CASTING))
                {
                    victim.RemoveAffect(Affect.AFFECT_CASTING);
                    SocketConnection.Act("$n&n's eyes roll back in $s head and $e forgets all about $s spell.", victim, null, null, SocketConnection.MessageTarget.room);
                    victim.SendText("Being knocked over so forcefully makes it hard to cast.\r\n");
                }
                if (!Combat.CheckTumble(victim))
                {
                    victim.WaitState(((Skill.SkillList["bash"].Delay * 5) / 6));
                    if (victim.CurrentPosition > Position.kneeling)
                    {
                        victim.CurrentPosition = Position.kneeling;
                    }
                    victim.SendText("You are knocked to the ground!\r\n");
                    Combat.InflictDamage(ch, victim, MUDMath.NumberRange(1, ch.Level), "bash", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
                }
                else
                {
                    Combat.InflictDamage(ch, victim, MUDMath.NumberRange(1, (ch.Level / 3)), "bash", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
                    victim.SendText("You roll with the blow, finally landing on your feet.\r\n");
                    SocketConnection.Act("$n&n rolls with the blow, finally landing on $s feet.", victim, null, null, SocketConnection.MessageTarget.room);
                }
            }
            else
            { /* Miss the bash. */
                SocketConnection.Act("As $N&n avoids your bash, you topple to the &n&+yground&n with a loud crash.", ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n crashes to the &n&+yground&n as you sidestep $s bash.", ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n misses $s bash at $N&n and is driven to the &n&+yground&n.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                ch.CurrentPosition = Position.kneeling;
            }

            return;
        }
Exemple #3
0
        /// <summary>
        /// Command to climb something.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Climb(CharData ch, string[] str)
        {
            if( ch == null ) return;

            int chance;

            if (!ch.HasSkill("climb"))
            {
                ch.SendText("You lack the skills to climb anything.\r\n");
                return;
            }

            if (str.Length == 0)
            {
                ch.SendText("Climb what?\r\n");
                return;
            }

            Object obj = ch.GetObjHere(str[0]);
            if (!obj)
            {
                ch.SendText("Uhh... what exactly did you want to climb!?\r\n");
                return;
            }

            if (obj.ItemType != ObjTemplate.ObjectType.wall)
            {
                ch.SendText("That wasn't exactly designed for climbing.\r\n");
                return;
            }

            if (ch.IsNPC())
            {
                chance = ch.Level * 3 / 2 + 20;
            }
            else
            {
                chance = ((PC)ch).SkillAptitude["climb"];
            }

            // Agility helps.
            chance += ch.GetCurrAgi() / 10;

            switch (obj.ObjIndexData.IndexNumber)
            {
                case StaticObjects.OBJECT_NUMBER_WALL_STONE:
                    chance += 5;
                    break;
                case StaticObjects.OBJECT_NUMBER_WALL_IRON:
                    chance -= 15;
                    break;
                default:
                    ch.SendText("That wasn't exactly designed for climbing.\r\n");
                    return;
            }

            // Maximum chance of 98%
            if (chance > 98)
            {
                chance = 98;
            }

            if (MUDMath.NumberPercent() >= chance)
            {
                ch.SendText("You try to climb it, but you fall on your ass!\r\n");
                ch.CurrentPosition = Position.sitting;
                ch.WaitState(5);
                return;
            }

            ch.SendText("With great skill, you scale the wall!\r\n");

            // Value 0 of a wall object is the direction that has been walled...
            // This means that they should move in that direction.  We leave it up to
            // move_char to make sure that there is actually an exit in that direction.
            // we use the climbing bit to allow them to pass the walls in move_char.
            ch.SetAffectBit(Affect.AFFECT_CLIMBING);
            ch.Move((Exit.Direction)obj.Values[0]);
            ch.RemoveAffect(Affect.AFFECT_CLIMBING);

            return;
        }
Exemple #4
0
        /// <summary>
        /// Ingest a liquid.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Drink(CharData ch, string[] str)
        {
            if( ch == null ) return;

            Object obj = null;

            if (ch.IsBlind())
            {
                return;
            }

            if (ch.Fighting || ch.CurrentPosition == Position.fighting)
            {
                ch.SendText("You can't drink while you're fighting!\r\n");
                return;
            }

            if (str.Length == 0 && ch.InRoom != null)
            {
                foreach (Object iobj in ch.InRoom.Contents)
                {
                    if (iobj.ItemType == ObjTemplate.ObjectType.drink_container)
                    {
                        obj = iobj;
                        break;
                    }
                }

                if (!obj)
                {
                    ch.SendText("Drink what?\r\n");
                    return;
                }
            }
            else
            {
                if (!(obj = ch.GetObjHere(str[0])))
                {
                    ch.SendText("You can't find it.\r\n");
                    return;
                }
            }

            // Allow bards to get twice as drunk as other classes - Xangis
            if (!ch.IsNPC() && !ch.IsImmortal()
                    && ((PC)ch).Drunk > 15 && ch.IsClass(CharClass.Names.bard)
                    && MUDMath.NumberPercent() < ch.GetCurrAgi() - ((PC)ch).Drunk)
            {
                ch.SendText("You fail to reach your mouth.  *Hic*\r\n");
                return;
            }
            if (!ch.IsNPC() && !ch.IsImmortal()
                && ((PC)ch).Drunk > 25 && ch.IsClass(CharClass.Names.bard)
                && MUDMath.NumberPercent() < ch.GetCurrAgi() - ((PC)ch).Drunk)
            {
                ch.SendText("You fail to reach your mouth.  *Hic*\r\n");
                return;

            }

            switch (obj.ItemType)
            {
                default:
                    ch.SendText("You can't drink from that.\r\n");
                    break;

                case ObjTemplate.ObjectType.drink_container:
                    // -1 Means a container never goes empty.
                    if (obj.Values[1] <= 0 && obj.Values[1] != -1)
                    {
                        ch.SendText("It is already &+Lempty&n.\r\n");
                        return;
                    }

                    /* No drinking if you're full */
                    if ((!ch.IsImmortal()) && (
                                (!ch.IsNPC() && ((PC)ch).Thirst > 40) ||
                                (!ch.IsNPC() && ((PC)ch).Hunger > 50)))
                    {
                        ch.SendText("You couldn't possibly drink any more.\r\n");
                        return;
                    }

                    int liquid;
                    if ((liquid = obj.Values[2]) >= Liquid.Table.Length)
                    {
                        Log.Error("Drink: bad liquid number {0}.", liquid);
                        liquid = obj.Values[2] = 0;
                    }

                    SocketConnection.Act("You drink $T from $p&n.",
                         ch, obj, Liquid.Table[liquid].Name, SocketConnection.MessageTarget.character);
                    SocketConnection.Act("$n&n drinks $T from $p&n.",
                         ch, obj, Liquid.Table[liquid].Name, SocketConnection.MessageTarget.room);

                    int amount = MUDMath.NumberRange(3, 10);
                    if (obj.Values[0] != -1)
                    {
                        amount = Math.Min(amount, obj.Values[1]);
                    }

                    ch.AdjustDrunk(amount * Liquid.Table[liquid].DrunkValue);

                    if (!ch.IsUndead())
                    {
                        ch.AdjustHunger(amount * Liquid.Table[liquid].HungerValue);
                        if (ch.IsAffected(Affect.AFFECT_THIRST))
                        {
                            ch.AdjustThirst((amount * Liquid.Table[liquid].ThirstValue) / 12);
                            ch.SendText("That doesn't taste as &+bwet&n as it used to.\r\n");
                        }
                        else
                        {
                            ch.AdjustThirst(amount * Liquid.Table[liquid].ThirstValue);
                        }
                    }
                    else
                    {
                        /* If blood */
                        if (Liquid.Table[liquid].Name == "blood")
                        {
                            ch.AdjustHunger(amount * 2);
                            ch.AdjustThirst(amount);
                        }
                    }

                    if (!ch.IsNPC() && ((PC)ch).Drunk > 10)
                    {
                        ch.SendText("You feel &n&+gdrunk&n.\r\n");
                    }
                    if (!ch.IsNPC() && ((PC)ch).Hunger > 20)
                    {
                        ch.SendText("You are &n&+yfull&n.\r\n");
                    }
                    if (!ch.IsNPC() && ((PC)ch).Thirst > 20)
                    {
                        ch.SendText("You do not feel &n&+cth&+Ci&n&+cr&+Cst&n&+cy&n.\r\n");
                    }

                    if (obj.Values[3] != 0 && !CharData.CheckImmune(ch, Race.DamageType.poison))
                    {
                        /* The shit was poisoned ! */
                        Affect af = new Affect();

                        ch.SendText("You choke and gag.\r\n");
                        SocketConnection.Act("$n chokes and gags.", ch, null, null, SocketConnection.MessageTarget.room);
                        af.Type = Affect.AffectType.spell;
                        af.Value = "poison";
                        af.Duration = 3 * amount;
                        af.AddModifier(Affect.Apply.strength, -(obj.Level / 7 + 1));
                        af.SetBitvector(Affect.AFFECT_POISON);
                        ch.CombineAffect(af);
                    }

                    /* HOLY_WATER and UNHOLY_WATER effects */
                    if ((ch.IsGood() && obj.Values[2] == 27) ||
                            (ch.IsEvil() && obj.Values[2] == 28))
                    {
                        int heal = MUDMath.Dice(1, 8);
                        if (ch.Hitpoints < ch.GetMaxHit())
                        {
                            ch.Hitpoints = Math.Min(ch.Hitpoints + heal, ch.GetMaxHit());
                            ch.UpdatePosition();
                            ch.SendText("You feel a little better!\r\n");
                        }
                    }
                    if ((ch.IsEvil() && obj.Values[2] == 27) ||
                            (ch.IsGood() && obj.Values[2] == 28))
                    {
                        int harm = MUDMath.Dice(1, 10);
                        ch.Hitpoints = Math.Max(ch.Hitpoints - harm, -10);
                        ch.SendText("You choke and feel as if you'd swallowed boiling oil!\r\n");
                        ch.UpdatePosition();
                    }
                    /* End (UN)HOLY_WATER effects */

                    // -1 Means a container never goes empty.
                    if (obj.Values[1] != -1)
                    {
                        obj.Values[1] -= amount;
                        if (obj.Values[1] <= 0)
                        {
                            ch.SendText("The container is now &+Lempty&n.\r\n");
                            obj.Values[1] = 0;
                        }
                    }
                    break;
            }

            return;
        }
Exemple #5
0
        /// <summary>
        /// Bodyslam an opponent.  Can only be used to initiate combat.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Bodyslam(CharData ch, string[] str)
        {
            if( ch == null ) return;

            CharData victim;

            /* Check player's level and class, mobs can use this skill */
            if (!ch.HasInnate(Race.RACE_BODYSLAM))
            {
                ch.SendText("You don't feel massive enough to manhandle that.\r\n");
                return;
            }

            if (ch.IsBlind())
            {
                return;
            }
            if (ch.Riding)
            {
                ch.SendText("You can't do that while mounted.\r\n");
                return;
            }

            if (str.Length != 0)
            {
                if (!(victim = ch.GetCharRoom(str[0])) || victim.CurrentPosition == Position.dead)
                {
                    ch.SendText("They aren't here.\r\n");
                    return;
                }
            }
            else
            {
                ch.SendText("Bodyslam who?\r\n");
                return;
            }

            // Added size restrictions -- Xangis
            if (victim.CurrentSize > ch.CurrentSize)
            {
                if (ch.HasInnate(Race.RACE_SLAM_LARGER))
                {
                    // allowing centaurs to slam one size up if it's an ogre
                    if (victim.CurrentSize > (ch.CurrentSize + 1))
                    {
                        ch.SendText("You can't bodyslam something that much bigger than you.\r\n");
                        return;
                    }
                }
                else
                {
                    ch.SendText("You can't bodyslam something bigger than you.\r\n");
                    return;
                }
            }

            if ((ch.CurrentSize > victim.CurrentSize) && ((ch.CurrentSize - victim.CurrentSize) > 3))
            {
                ch.SendText("They're too small to slam.\r\n");
                return;
            }

            /* Bodyslam self?  Ok! */
            if (ch == victim)
            {
                ch.SendText("You slam yourself to the ground!\r\n");
                SocketConnection.Act("$n&n throws $mself to the ground in a fit of clumsiness.",
                     ch, null, victim, SocketConnection.MessageTarget.room_vict);
                ch.WaitState((Skill.SkillList["bodyslam"].Delay / 2));
                ch.CurrentPosition = Position.reclining;
                Combat.InflictDamage(ch, ch, MUDMath.NumberRange(1, 6), "bodyslam", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
                return;
            }

            ch.WaitState(Skill.SkillList["bodyslam"].Delay);
            ch.PracticeSkill("bodyslam");

            int chance = (ch.Level * 3) / 2 + 15;
            chance += ch.GetCurrAgi() - victim.GetCurrAgi();
            chance -= (victim.Level - ch.Level);

            switch (victim.CurrentPosition)
            {
                case Position.dead:
                    return;
                case Position.mortally_wounded:
                    chance += 15;
                    break;
                case Position.incapacitated:
                    chance += 10;
                    break;
                case Position.unconscious:
                    chance += 5;
                    break;
                case Position.stunned:
                    chance += 3;
                    break;
                case Position.sleeping:
                    chance += 2;
                    break;
                case Position.reclining:
                    chance -= 45;
                    break;
                case Position.resting:
                    chance -= 30;
                    break;
                case Position.sitting:
                    chance -= 20;
                    break;
                case Position.kneeling:
                    chance -= 15;
                    break;
                case Position.fighting:
                case Position.standing:
                default:
                    break;
            }

            // Small penalty for the small buggers -- Xangis
            if (victim.CurrentSize < (ch.CurrentSize - 1))
            {
                chance -= 15;
            }

            if (chance > 90)
            {
                chance = 90;
            }

            // Shaman bodyslam penalty.
            if (ch.IsClass(CharClass.Names.shaman) || ch.IsClass(CharClass.Names.druid))
            {
                chance = (chance * 2) / 3;
            }

            if (victim.IsAffected(Affect.AFFECT_AWARE))
            {
                chance -= 15;
            }
            else if (victim.IsAffected( Affect.AFFECT_SKL_AWARE))
            {
                if (ch.HasSkill("springleap"))
                {
                    if (ch.IsNPC())
                    {
                        if (MUDMath.NumberPercent() < ((ch.Level * 3) / 2 + 15))
                        {
                            chance -= 15;
                        }
                    }
                    else if (MUDMath.NumberPercent() < ((PC)ch).SkillAptitude["awareness"])
                    {
                        ch.PracticeSkill("awareness");
                        chance -= 15;
                    }
                    else
                    {
                        ch.PracticeSkill("awareness");
                    }
                }
            }

            if (!ch.Fighting)
            {
                Combat.SetFighting(ch, victim);
            }
            if (victim.Fighting == null)
            {
                Combat.SetFighting(victim, ch);
            }

            if (ch.IsNPC() || MUDMath.NumberPercent() < chance)
            {
                if (victim.IsAffected( Affect.AFFECT_SINGING))
                {
                    victim.RemoveAffect(Affect.AFFECT_SINGING);
                    SocketConnection.Act("$n&n suddenly loses track of the key $e was singing in.", victim, null, null, SocketConnection.MessageTarget.room);
                    victim.SendText("You get the wind knocked out of you!\r\n");
                }
                if (victim.IsAffected( Affect.AFFECT_CASTING))
                {
                    victim.RemoveAffect(Affect.AFFECT_CASTING);
                    SocketConnection.Act("$n&n's thoughts of casting are scattered about as $e is slammed into the ground.", victim, null, null, SocketConnection.MessageTarget.room);
                    victim.SendText("Your brain slamming against your skull disrupts your concentration.\r\n");
                }
                // Moved damage to bottom because it would crash when a person died, because
                // it still tried to access them as a valid character.  Also added tumble check for
                // thieves.
                if (!Combat.CheckTumble(victim))
                {
                    victim.WaitState(Skill.SkillList["bodyslam"].Delay);
                    victim.CurrentPosition = Position.reclining;
                    Combat.InflictDamage(ch, victim, MUDMath.NumberRange(1, ch.Level), "bodyslam", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
                }
                else
                {
                    if (!Combat.InflictDamage(ch, victim, MUDMath.NumberRange(1, (ch.Level / 3)), "bodyslam", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon))
                    {
                        ch.SendText("You roll with the blow, finally landing on your feet.\r\n");
                        SocketConnection.Act("$n&n rolls with the blow, finally landing on $s feet.", ch, null, null, SocketConnection.MessageTarget.room);
                    }
                }
            }
            else
            {
                ch.Hitpoints -= MUDMath.NumberRange(1, 5);
                SocketConnection.Act("As $N&n avoids your slam, you smack headfirst into the &n&+yground&n.", ch, null, victim, SocketConnection.MessageTarget.character);
                SocketConnection.Act("$n&n throws $mself to the &n&+yground&n in a fit of clumsiness.", ch, null, victim, SocketConnection.MessageTarget.victim);
                SocketConnection.Act("$n&n misses a bodyslam on $N&n and slams $s head into the &n&+yground&n.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                ch.CurrentPosition = Position.reclining;
            }

            return;
        }
Exemple #6
0
        /// <summary>
        /// Circle around behind someone and backstab them.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Circle(CharData ch, string[] str)
        {
            if( ch == null ) return;

            CharData victim;

            /* Verify that ch can circle. */
            if (!ch.IsNPC() && !ch.HasSkill("circle"))
            {
                ch.SendText("You'd better leave the assassination trade to those more skilled.\r\n");
                return;
            }

            /* No charmies or NPC's are allowed to circle. */
            if (ch.IsNPC() && ch.IsAffected(Affect.AFFECT_CHARM))
            {
                return;
            }

            /* Yeah, gallop around them without them noticing. */
            if (ch.Riding)
            {
                ch.SendText("You can't circle while mounted.\r\n");
                return;
            }

            /* Find the unlucky soul. */
            if (str.Length == 0)
            {
                victim = ch.Fighting;
            }
            else
            {
                if (!(victim = ch.GetCharRoom(str[0])))
                {
                    ch.SendText("They aren't here.\r\n");
                    return;
                }
            }

            /* No target. */
            if (!victim)
            {
                ch.SendText("Circle who?\r\n");
                return;
            }

            /* Run around yourself? Ok. */
            if (victim == ch)
            {
                ch.SendText("You spin around in a circle.  Whee!\r\n");
                return;
            }

            /* Check for protection of victim. */
            victim = Combat.CheckGuarding(ch, victim);
            if (Combat.IsSafe(ch, victim))
            {
                return;
            }

            // is_safe could wipe out victim, as it calls procs if a boss
            // check and see that victim is still valid
            if (!victim)
            {
                return;
            }

            /* Check if someone is attacking ch. */
            CharData roomChar = null;
            foreach (CharData irch in ch.InRoom.People)
            {
                if (irch.Fighting == ch)
                {
                    roomChar = irch;
                    break;
                }
            }
            if (roomChar)
            {
                ch.SendText("You're too busy being hit right now.\r\n");
                return;
            }

            Object obj = Object.GetEquipmentOnCharacter(ch, ObjTemplate.WearLocation.hand_one);
            if (!obj || obj.Values[3] != 11)
            {
                ch.SendText("You need to wield a piercing weapon.\r\n");
                return;
            }

            SocketConnection.Act("You circle around behind $N&n...", ch, null, victim, SocketConnection.MessageTarget.character);
            SocketConnection.Act("$n&n circles around behind $N&n...", ch, null, victim, SocketConnection.MessageTarget.room_vict);

            Crime.CheckAttemptedMurder(ch, victim);
            ch.WaitState(Skill.SkillList["circle"].Delay);

            if (ch.IsNPC() || MUDMath.NumberPercent() < ((PC)ch).SkillAptitude["circle"] +
                    ch.GetCurrAgi() - victim.GetCurrAgi())
            {
                /* Don't always switch. */
                if (MUDMath.NumberPercent() < 40)
                {
                    Combat.StopFighting(victim, false);
                }
                Combat.SingleAttack(ch, victim, "circle", ObjTemplate.WearLocation.hand_one);
            }
            else
            {
                SocketConnection.Act("You failed to get around $M!", ch, null, victim, SocketConnection.MessageTarget.character);
            }

            ch.PracticeSkill("circle");

            return;
        }
Exemple #7
0
        /// <summary>
        /// Kick someone.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Kick(CharData ch, string[] str)
        {
            if( ch == null ) return;

            int chance;
            int wallkickchance;

            /* Check player's level and class, allow mobs to do this too */
            if ((!ch.HasSkill("kick")))
            {
                ch.SendText("You'd better leave the martial arts to fighters.\r\n");
                return;
            }

            if (ch.IsBlind() && !ch.Fighting)
            {
                return;
            }

            CharData victim = ch.Fighting;

            if (str.Length != 0)
            {
                victim = ch.GetCharRoom(str[0]);
                if (!victim || victim.CurrentPosition == Position.dead)
                {
                    ch.SendText("They aren't here.\r\n");
                    return;
                }
            }
            else
            {
                if (!victim || victim.CurrentPosition == Position.dead)
                {
                    ch.SendText("You aren't fighting anyone.\r\n");
                    return;
                }
            }

            if (victim == ch)
            {
                ch.SendText("You kick yourself for being a dummy.\r\n");
                return;
            }

            ch.WaitState(MUDMath.FuzzyNumber(Skill.SkillList["kick"].Delay));

            if (!ch.IsNPC())
            {
                chance = ((PC)ch).SkillAptitude["kick"];
                ch.PracticeSkill("kick");
            }
            else
            {
                chance = ch.Level * 3 / 2 + 20;
            }
            // It's much harder to kick really tiny things; imagine trying to kick
            // a fly.
            if (ch.CurrentSize > victim.CurrentSize + 5)
            {
                chance -= (ch.CurrentSize - victim.CurrentSize) * 5;
            }

            // It's harder to kick things that move faster than you.
            chance += ((ch.GetCurrAgi() - victim.GetCurrAgi()) / 5);

            // Huge bonus against incapacitated and mortally wounded foes.
            if (victim.CurrentPosition <= Position.incapacitated)
            {
                chance += 50;
            }

            // Damned high penalty for kicking blind
            if (ch.IsAffected(Affect.AFFECT_BLIND) && !victim.IsAffected(Affect.AFFECT_BLIND))
            {
                chance /= 10;
            }
            if (ch.IsAffected(Affect.AFFECT_BLIND) && victim.IsAffected(Affect.AFFECT_BLIND))
            {
                chance /= 4;
            }

            // If the victim is two or more sizes smaller than the kicker give them a chance
            // to be kicked into a wall or out of the room.
            //
            // Chance of 5% per size class difference, no maximum
            // (wall/room kick is 50% at a difference of 10 sizes)
            if (victim.CurrentSize - 1 >= ch.CurrentSize)
            {
                wallkickchance = 0;
            }
            else
            {
                wallkickchance = ((ch.CurrentSize - victim.CurrentSize) * 5) - 5;
            }

            // Check for kick success
            if (MUDMath.NumberPercent() < chance)
            {
                /* Check for wall kick. */
                /* to be kicked out of the room (random direction). */
                if (MUDMath.NumberPercent() < wallkickchance)
                {
                    Exit.Direction door = Database.RandomDoor();

                    // Check for valid room stuff on victim
                    Room kickedInto;
                    Exit exit;
                    if (victim && victim.InRoom && victim.InRoom.ExitData != null
                        && (exit = victim.InRoom.GetExit(door))
                        && exit.TargetRoom
                        && exit.ExitFlags != 0
                        && !exit.HasFlag(Exit.ExitFlag.secret)
                        && !exit.HasFlag(Exit.ExitFlag.blocked)
                        && !exit.HasFlag(Exit.ExitFlag.walled)
                        && exit.HasFlag(Exit.ExitFlag.closed)
                        && !Room.GetRoom(exit.IndexNumber).IsPrivate()
                        && exit.TargetRoom.TerrainType != TerrainType.underground_impassable
                        && (kickedInto = Room.GetRoom(exit.IndexNumber)))
                    {
                        Combat.StopFighting(victim, true);
                        string buf = String.Format("$N&n is sent flying out of the room {0}ward by $n&n's mighty kick.", door.ToString());
                        SocketConnection.Act(buf, ch, null, victim, SocketConnection.MessageTarget.room_vict);
                        buf = String.Format("$N&n is sent flying out of the room {0}ward by your mighty kick.", door.ToString());
                        SocketConnection.Act(buf, ch, null, victim, SocketConnection.MessageTarget.character);
                        SocketConnection.Act("You are sent flying out of the room by $n's mighty kick!", ch, null, victim, SocketConnection.MessageTarget.victim);
                        victim.RemoveFromRoom();
                        victim.AddToRoom(kickedInto);

                        SocketConnection.Act("$n&n is stunned!", victim, null, null, SocketConnection.MessageTarget.room);
                        victim.SendText("You are stunned!\r\n");
                        victim.WaitState((Skill.SkillList["kick"].Delay * 9) / 10);
                        if (victim.CurrentPosition > Position.resting)
                        {
                            victim.CurrentPosition = Position.resting;
                        }
                    }
                    else
                    {
                        // If no exit in our chosen direction, must be a wall.
                        SocketConnection.Act("$N&n is sent flying into the wall by $n&n's mighty kick.", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                        SocketConnection.Act("$N&n is sent flying into the wall by your mighty kick.", ch, null, victim, SocketConnection.MessageTarget.character);
                        SocketConnection.Act("You are smacked into the wall by $n's mighty kick!", ch, null, victim, SocketConnection.MessageTarget.victim);
                        if (victim.CurrentPosition > Position.resting)
                        {
                            victim.CurrentPosition = Position.resting;
                        }
                        // At least a two second stun
                        victim.WaitState(8);
                        /* Check for stunning victim. */
                        if ((MUDMath.NumberPercent() * 2) > victim.GetCurrAgi())
                        {
                            SocketConnection.Act("$N&n is stunned!", ch, null, victim, SocketConnection.MessageTarget.room_vict);
                            victim.SendText("You are stunned!\r\n");
                            victim.WaitState((Skill.SkillList["kick"].Delay * 9) / 10);
                        }
                        else
                        {
                            victim.WaitState(1);
                        }
                    }
                    // Do excessive damage compared to a normal kick
                    Combat.InflictDamage(ch, victim, MUDMath.Dice(2, ch.Level), String.Empty, ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);

                } // Check for wall kick (execute regular kick)
                else
                {
                    Combat.InflictDamage(ch, victim, MUDMath.NumberRange(1, ch.Level), "kick", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
                }
            } // Check for successful kick (missed kick)
            else
            {
                Combat.InflictDamage(ch, victim, 0, "kick", ObjTemplate.WearLocation.none, AttackType.DamageType.bludgeon);
            }

            return;
        }
        /// <summary>
        /// Sends ability scores when rolling stats or applying bonuses.  Used to avoid repetitive code.
        /// </summary>
        /// <param name="ch"></param>
        private void SendAbilityScores(CharData ch)
        {
            string text = String.Format( "\r\n\r\nStr: {0}    Int: {1}\r\nDex: {2}    Wis: {3}\r\nAgi: {4}    Cha: {5}\r\nCon: {6}\r\nPow: {7}\r\n\r\n",
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrStr() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrInt() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrDex() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrWis() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrAgi() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrCha() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrCon() ), 17 ),
                    MUDString.PadStr( StringConversion.AbilityScoreString( ch.GetCurrPow() ), 17 ) );

            WriteToBuffer( text );
        }
Exemple #9
0
 /// <summary>
 /// Checks whether a spell cast by the player is swallowed by one of the starshell types.
 /// </summary>
 /// <param name="ch">The caster</param>
 /// <returns>true if the spell was eaten.</returns>
 public bool CheckStarshell(CharData ch)
 {
     if( !ch.IsClass( CharClass.Names.bard ) )
     {
         if( ch.InRoom.HasFlag( ROOM_EARTHEN_STARSHELL ) )
         {
             ch.SendText( "You start casting...\r\n" );
             ch.SendText( "&+lThe &+yearth&n &+lcomes up &+yand engulfs &+lyour spell.\r\n" );
             Combat.InflictSpellDamage( ch, ch, 1, "earthen starshell", AttackType.DamageType.fire );
             ch.WaitState( 6 );
             return true;
         }
         if( ch.InRoom.HasFlag( ROOM_AIRY_STARSHELL ) )
         {
             ch.SendText( "You start casting...\r\n" );
             ch.SendText( "&+CAir swir&n&+cls a&+Cnd absorbs y&n&+cour spell.&n\r\n" );
             ch.WaitState( 6 );
             if( ch.CurrentPosition > Position.reclining && MUDMath.NumberPercent() + 50 > ch.GetCurrAgi() )
             {
                 ch.CurrentPosition = Position.reclining;
                 ch.WaitState( 6 );
                 ch.SendText( "You are knocked over!\r\n" );
             }
             return true;
         }
         if( ch.InRoom.HasFlag( ROOM_WATERY_STARSHELL ) )
         {
             ch.SendText( "You start casting...\r\n" );
             ch.SendText( "&+bWater b&+Bursts up a&n&+bnd absor&+Bbs your spell.&n\r\n" );
             ch.WaitState( 6 );
             ch.CurrentMoves -= 20;
             ch.SendText( "You feel tired!\r\n" );
             return true;
         }
         if( ch.InRoom.HasFlag( ROOM_FIERY_STARSHELL ) )
         {
             ch.SendText( "You start casting...\r\n" );
             ch.SendText( "&+RFire&n&+r engu&+Rlfs y&n&+rour s&+Rpell.&n\r\n" );
             Combat.InflictSpellDamage( ch, ch, 1, "fiery starshell", AttackType.DamageType.fire );
             ch.WaitState( 6 );
             return true;
         }
     }
     return false;
 }
Exemple #10
0
        /// <summary>
        /// Check tumble skill to see whether an attack is avoided.
        /// </summary>
        /// <param name="ch"></param>
        /// <returns></returns>
        public static bool CheckTumble( CharData ch )
        {
            if (ch == null) return false;

            int chance;

            if( !ch.HasSkill( "tumble" ) )
                return false;

            if( ch.IsNPC() )
                chance = ch.Level / 2 + 8;
            else
                chance = ( (PC)ch ).SkillAptitude[ "tumble" ] / 3;

            chance += ch.GetCurrAgi() / 15;

            ch.PracticeSkill( "tumble" );

            if( MUDMath.NumberPercent() >= chance )
                return false;

            return true;
        }
Exemple #11
0
        /// <summary>
        /// Check for falling. Called from room update and movement.
        /// </summary>
        /// <param name="room"></param>
        /// <param name="target"></param>
        /// <param name="ch"></param>
        public static void CheckFall( Room room, Room target, CharData ch )
        {
            int chance;

            if( !room || !target || !ch )
                return;
            if( room.TerrainType != TerrainType.air &&
                    room.TerrainType != TerrainType.plane_of_air &&
                    room.TerrainType != TerrainType.underground_no_ground )
            {
                if( MUDMath.NumberPercent() > room.FallChance )
                    return;
            }

            if( ch.CanFly() || ch.IsAffected( Affect.AFFECT_LEVITATE ) )
                return;

            if( ch.InRoom.People != null )
            {
                SocketConnection.Act( "You are falling down!", ch, null, null, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "$n&n falls away.", ch, null, null, SocketConnection.MessageTarget.room );
            }

            ch.RemoveFromRoom();
            ch.AddToRoom( target );

            if( !ch.HasSkill( "safe_fall" ) )
                chance = 0;
            else if( ch.IsNPC() )
                chance = ( ( ch.Level * 3 ) / 2 ) + 15;
            else
                chance = ( (PC)ch ).SkillAptitude[ "safe fall" ];

            // People with high agility have a small chance to safe fall, and those with
            // the skill already get a bonus.
            chance += ( ch.GetCurrAgi() / 20 );

            // Minimum 1% chance of a bad fall.
            if( chance > 99 )
            {
                chance = 99;
            }

            // Safe fall added by Xangis
            if( target.FallChance == 0 || !target.ExitData[ 5 ]
                    || !target.ExitData[ 5 ].TargetRoom )
            {
                if( MUDMath.NumberPercent() < chance )
                {
                    // Decent chance of skill increase - people don't fall very often.
                    ch.PracticeSkill( "safe fall" );
                    ch.PracticeSkill( "safe fall" );
                    ch.PracticeSkill( "safe fall" );
                    ch.PracticeSkill( "safe fall" );
                    ch.SendText( "You fall to the ground!\r\n" );

                    if( MUDMath.NumberPercent() < chance )
                    {
                        SocketConnection.Act( "$n&n falls from above and lands gracefully.", ch, null, null, SocketConnection.MessageTarget.room );
                        ch.SendText( "You land gracefully, avoiding any injury.\r\n" );
                    }
                    else
                    {
                        SocketConnection.Act( "$n&n falls from above and lands on $s arse.", ch, null, null, SocketConnection.MessageTarget.room );
                        if( Race.MAX_SIZE > 0 && !ch.IsNPC() )
                        {
                            Combat.InflictDamage(ch, ch, MUDMath.NumberRange(2, 4), String.Empty, ObjTemplate.WearLocation.none, AttackType.DamageType.none);
                            ch.CurrentPosition = Position.sitting;
                            ch.WaitState( 3 );
                        }
                    }
                }
                else
                {
                    ch.SendText( "You slam into the ground!\r\n" );
                    ch.CurrentPosition = Position.sitting;
                    ch.WaitState( 8 );
                    SocketConnection.Act( "$n&n comes crashing in from above.", ch, null, null, SocketConnection.MessageTarget.room );
                    if( Race.MAX_SIZE > 0 && !ch.IsNPC() )
                    {
                        Combat.InflictDamage( ch, ch, ( ( MUDMath.NumberPercent() * (int)ch.CurrentSize ) / Race.MAX_SIZE ),
                                String.Empty, ObjTemplate.WearLocation.none, AttackType.DamageType.none);
                    }
                }
            }
            else if( ch && ch.InRoom )
            {
                if( ch.InRoom.People.Count > 0 )
                {
                    SocketConnection.Act( "$n&n falls by.", ch, null, null, SocketConnection.MessageTarget.room );
                }
            }

            return;
        }