src/magic.c
/* RT really nasty high-level attack spell */
RT really nasty high-level attack spell
RT really nasty high - level attack spell
void spell_holy_word(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;
    int dam;
    int bless_num, curse_num, frenzy_num;
    bless_num = skill_lookup("bless");
    curse_num = skill_lookup("curse"); 
    frenzy_num = skill_lookup("frenzy");
    act("$n utters a word of divine power!",ch,NULL,NULL,TO_ROOM);
    send_to_char("You utter a word of divine power.\n\r",ch);
    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
    {
        vch_next = vch->next_in_room;
	if ((IS_GOOD(ch) && IS_GOOD(vch)) ||
	    (IS_EVIL(ch) && IS_EVIL(vch)) ||
	    (IS_NEUTRAL(ch) && IS_NEUTRAL(vch)) )
	{
 	  send_to_char("You feel full more powerful.\n\r",vch);
	  spell_frenzy(frenzy_num,level,ch,(void *) vch,TARGET_CHAR); 
	  spell_bless(bless_num,level,ch,(void *) vch,TARGET_CHAR);
	}
	else if ((IS_GOOD(ch) && IS_EVIL(vch)) ||
		 (IS_EVIL(ch) && IS_GOOD(vch)) )
	{
	  if (!is_safe_spell(ch,vch,TRUE))
	  {
            spell_curse(curse_num,level,ch,(void *) vch,TARGET_CHAR);
	    send_to_char("You are struck down!\n\r",vch);
	    dam = dice(level,6);
	    damage(ch,vch,dam,sn,DAM_ENERGY,TRUE);
	  }
	}
        else if (IS_NEUTRAL(ch))
	{
	  if (!is_safe_spell(ch,vch,TRUE))
	  {
            spell_curse(curse_num,level/2,ch,(void *) vch,TARGET_CHAR);
	    send_to_char("You are struck down!\n\r",vch);
	    dam = dice(level,4);
	    damage(ch,vch,dam,sn,DAM_ENERGY,TRUE);
   	  }
	}
    }  
    send_to_char("You feel drained.\n\r",ch);
    ch->move = 0;
    ch->hit /= 2;
}
void spell_holy_word ( int sn , int level , CHAR_DATA * ch , void * vo , int target ) { CHAR_DATA * vch ; CHAR_DATA * vch_next ; int dam ; int bless_num , curse_num , frenzy_num ; bless_num = skill_lookup ( " " ) ; curse_num = skill_lookup ( " " ) ; frenzy_num = skill_lookup ( " " ) ; act ( " " , ch , NULL , NULL , TO_ROOM ) ; send_to_char ( " \n \r " , ch ) ; for ( vch = ch -> in_room -> people ; vch != NULL ; vch = vch_next ) { vch_next = vch -> next_in_room ; if ( ( IS_GOOD ( ch ) && IS_GOOD ( vch ) ) || ( IS_EVIL ( ch ) && IS_EVIL ( vch ) ) || ( IS_NEUTRAL ( ch ) && IS_NEUTRAL ( vch ) ) ) { send_to_char ( " \n \r " , vch ) ; spell_frenzy ( frenzy_num , level , ch , ( void * ) vch , TARGET_CHAR ) ; spell_bless ( bless_num , level , ch , ( void * ) vch , TARGET_CHAR ) ; } else if ( ( IS_GOOD ( ch ) && IS_EVIL ( vch ) ) || ( IS_EVIL ( ch ) && IS_GOOD ( vch ) ) ) { if ( ! is_safe_spell ( ch , vch , TRUE ) ) { spell_curse ( curse_num , level , ch , ( void * ) vch , TARGET_CHAR ) ; send_to_char ( " \n \r " , vch ) ; dam = dice ( level , 6 ) ; damage ( ch , vch , dam , sn , DAM_ENERGY , TRUE ) ; } } else if ( IS_NEUTRAL ( ch ) ) { if ( ! is_safe_spell ( ch , vch , TRUE ) ) { spell_curse ( curse_num , level / 2 , ch , ( void * ) vch , TARGET_CHAR ) ; send_to_char ( " \n \r " , vch ) ; dam = dice ( level , 4 ) ; damage ( ch , vch , dam , sn , DAM_ENERGY , TRUE ) ; } } } send_to_char ( " \n \r " , ch ) ; ch -> move = 0 ; ch -> hit /= 2 ; }
RT really nasty high-level attack spell
RT really nasty high - level attack spell