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Post by Amos's Boots on Dec 16, 2019 14:39:01 GMT -5
if (affected_by_spell(i, SPELL_STONE_SKIN)) act("$S skin has a stonelike quality.", FALSE, ch, 0, i, TO_CHAR);
if (affected_by_spell(i, SPELL_HERO_SWORD)) act("$E does not seem to breath or blink.", FALSE, ch, 0, i, TO_CHAR);
if (affected_by_spell(i, SPELL_FLOURESCENT_FOOTSTEPS)) act("$S feet glow with a yellowish light.", FALSE, ch, 0, i, TO_CHAR);
if (affected_by_spell(i, SPELL_ENERGY_SHIELD)) act("$S form is surrounded by faint sparkles of light.", FALSE, ch, 0, i, TO_CHAR);
if (affected_by_spell(i, SPELL_WIND_ARMOR)) act("A raging whirlwind of dust surrounds $S form, blowing strongly.", FALSE, ch, 0, i, TO_CHAR);
if (affected_by_spell(i, SPELL_FIRE_ARMOR)) act("Crackling flames surround $S form, dancing brightly.", FALSE, ch, 0, i, TO_CHAR);
if (affected_by_spell(i, SPELL_IMMOLATE)) act("$E writhes in agony as orange flames immolate $S body.", FALSE, ch, 0, i, TO_CHAR);
if (affected_by_spell(i, SPELL_SHADOW_ARMOR)) act("Writhing shadows surround $S body, darkening $S features.", FALSE, ch, 0, i, TO_CHAR);
if (TRUE == get_char_extra_desc_value(i, "[SEND_SHADOW_SDESC]", bufy, MAX_STRING_LENGTH)) { if (IS_AFFECTED(ch, CHAR_AFF_DETECT_ETHEREAL)) { sprintf(buf, "%s is surrounded by the faint image of %s.", capitalize(HSSH(i)), bufy); act(buf, FALSE, ch, 0, i, TO_CHAR); } }
if (IS_AFFECTED(ch, CHAR_AFF_DETECT_MAGICK) || (affected_by_spell(ch, PSI_MAGICKSENSE) && can_use_psionics(i))) {
/* EYES */ int color = 0; struct affected_type *af;
if (affected_by_spell(i, SPELL_INFRAVISION)) color += 1; if (affected_by_spell(i, SPELL_DETECT_INVISIBLE)) color += 2; if (affected_by_spell(i, SPELL_DETECT_MAGICK)) color += 4; if (affected_by_spell(i, SPELL_IDENTIFY)) color += 8; if (affected_by_spell(i, SPELL_DETECT_POISON)) color += 16; switch (color) { case 1: // red act("$N's eyes glow dimly red.", FALSE, ch, 0, i, TO_CHAR); break; case 2: // blue act("$N's eyes glow dimly blue.", FALSE, ch, 0, i, TO_CHAR); break; case 3: // red & blue act("$N's eyes glow dimly purple.", FALSE, ch, 0, i, TO_CHAR); break; case 4: // yellow act("$N's eyes glow dimly yellow.", FALSE, ch, 0, i, TO_CHAR); break; case 5: // red and yellow act("$N's eyes glow dimly orange.", FALSE, ch, 0, i, TO_CHAR); break; case 6: // blue and yellow act("$N's eyes glow dimly green.", FALSE, ch, 0, i, TO_CHAR); break; case 7: // red, blue and yellow act("$N's eyes glow dimly light purple.", FALSE, ch, 0, i, TO_CHAR); break; case 8: // shimmer act("$N's pupils have a silver shimmer to them.", FALSE, ch, 0, i, TO_CHAR); break; case 9: // red & shimmer act("$N's shimmering eyes glow dimly red.", FALSE, ch, 0, i, TO_CHAR); break; case 10: // blue & shimmer act("$N's shimmering eyes glow dimly blue.", FALSE, ch, 0, i, TO_CHAR); break; case 11: // red, blue & shimmer act("$N's shimmering eyes glow dimly purple.", FALSE, ch, 0, i, TO_CHAR); break; case 12: // yellow & shimmer act("$N's shimmering eyes glow dimly yellow.", FALSE, ch, 0, i, TO_CHAR); break; case 13: // red, yellow & shimmer act("$N's shimmering eyes glow dimly orange.", FALSE, ch, 0, i, TO_CHAR); break; case 14: // blue, yellow & shimmer act("$N's shimmering eyes glow dimly green.", FALSE, ch, 0, i, TO_CHAR); break; case 15: // red, blue, yellow & shimmer act("$N's shimmering eyes glow dimly pale purple.", FALSE, ch, 0, i, TO_CHAR); break; case 16: // brown act("$N's eyes glow dimly pale brown.", FALSE, ch, 0, i, TO_CHAR); break; case 17: // red & brown act("$N's eyes glow dimly pale burgundy.", FALSE, ch, 0, i, TO_CHAR); break; case 18: // blue & brown act("$N's eyes glow dimly pale taupe.", FALSE, ch, 0, i, TO_CHAR); break; case 19: // red, blue & brown act("$N's eyes glow dimly pale sepia.", FALSE, ch, 0, i, TO_CHAR); break; case 20: // yellow & brown act("$N's eyes glow dimly pale citrine.", FALSE, ch, 0, i, TO_CHAR); break; case 21: // red, yellow & brown act("$N's eyes glow dimly pale tawny.", FALSE, ch, 0, i, TO_CHAR); break; case 22: // blue, yellow & brown act("$N's eyes glow dimly pale sienna.", FALSE, ch, 0, i, TO_CHAR); break; case 23: // red, yellow, blue & brown act("$N's eyes glow dimly pale ochre.", FALSE, ch, 0, i, TO_CHAR); break; case 24: // brown & shimmer act("$N's shimmering eyes glow dimly pale brown.", FALSE, ch, 0, i, TO_CHAR); break; case 25: // red, brown & shimmer act("$N's shimmering eyes glow dimly pale burgundy.", FALSE, ch, 0, i, TO_CHAR); break; case 26: // blue, brown & shimmer act("$N's shimmering eyes glow dimly pale taupe.", FALSE, ch, 0, i, TO_CHAR); break; case 27: // red, blue, brown & shimmer act("$N's shimmering eyes glow dimly pale sepia.", FALSE, ch, 0, i, TO_CHAR); break; case 28: // yellow, brown & shimmer act("$N's shimmering eyes glow dimly pale citrine.", FALSE, ch, 0, i, TO_CHAR); break; case 29: // red, yellow, brown & shimmer act("$N's shimmering eyes glow dimly pale tawny.", FALSE, ch, 0, i, TO_CHAR); break; case 30: // blue, yellow, brown & shimmer act("$N's shimmering eyes glow dimly pale sienna.", FALSE, ch, 0, i, TO_CHAR); break; case 31: // red, yellow, blue, brown & shimmer act("$N's shimmering eyes glow dimly pale ochre.", FALSE, ch, 0, i, TO_CHAR); break; default: break; } if (affected_by_spell(i, SPELL_BLIND)) act("$N's eyes are covered with black spots.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_DETECT_ETHEREAL)) act("$N's eyes have black circles around them.", FALSE, ch, 0, i, TO_CHAR);
/* HEAD */ color = 0; if (affected_by_spell(i, SPELL_FURY)) color += 1; /* red */ if (affected_by_spell(i, SPELL_CALM)) color += 2; /* blue */ if (affected_by_spell(i, SPELL_PSI_SUPPRESSION)) color += 4; /* yellow */ switch (color) { case 1: act("$N's head glows dimly red.", FALSE, ch, 0, i, TO_CHAR); break; case 2: act("$N's head glows dimly blue.", FALSE, ch, 0, i, TO_CHAR); break; case 3: act("$N's head glows dimly purple.", FALSE, ch, 0, i, TO_CHAR); break; case 4: act("$N's head glows dimly yellow.", FALSE, ch, 0, i, TO_CHAR); break; case 5: act("$N's head glows dimly orange.", FALSE, ch, 0, i, TO_CHAR); break; case 6: act("$N's head glows dimly green.", FALSE, ch, 0, i, TO_CHAR); break; case 7: act("$N's head glows dimly light purple.", FALSE, ch, 0, i, TO_CHAR); break; default: break; }
if (affected_by_spell(i, SPELL_RECITE)) { cprintf(ch, "The ghostly image of %s clouds %s appearance.\n\r", MSTR(i->specials.contact, short_descr), HSHR(i)); }
if (affected_by_spell(i, SPELL_DEAFNESS)) act("A black haze hovers over $N's ears.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_FEEBLEMIND)) act("$N's head has a gray circle around it.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_FEAR)) act("$N's head has a yellow streak running down the back.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_CHARM_PERSON)) act("$N's head has a pinkish hue near the top.", FALSE, ch, 0, i, TO_CHAR);
if ((af = affected_by_spell(i, SPELL_SLEEP)) != NULL && af->magick_type != MAGICK_NONE) act("$N's head has a bright red glow near the base.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_INSOMNIA)) act("$N's head has violently active white swirls around the top.", FALSE, ch, 0, i, TO_CHAR);
/* ARMS */ color = 0; if (affected_by_spell(i, SPELL_STRENGTH)) color += 1; /*green lines */ if (affected_by_spell(i, SPELL_WEAKEN)) color += 2; /*pale green lines */ switch (color) { case 1: act("$N's arms glow with green lines.", FALSE, ch, 0, i, TO_CHAR); break; case 2: act("$N's arms glow with pale green lines.", FALSE, ch, 0, i, TO_CHAR); break; case 3: act("$N's arms glow with interlacing green, and pale green lines.", FALSE, ch, 0, i, TO_CHAR); break; default: break; }
/* LEGS */ color = 0; if (affected_by_spell(i, SPELL_GODSPEED)) color += 1; /*green lines */ if (affected_by_spell(i, SPELL_SLOW)) color += 2; /*pale green lines */ switch (color) { case 1: act("$N's legs glow with green lines.", FALSE, ch, 0, i, TO_CHAR); break; case 2: act("$N's legs glow with pale green lines.", FALSE, ch, 0, i, TO_CHAR); break; case 3: act("$N's legs glow with interlacing green, and pale green lines.", FALSE, ch, 0, i, TO_CHAR); break; default: break; }
/* MOUTH */ color = 0; if (affected_by_spell(i, SPELL_TONGUES)) color += 1; /*green lines */ if (affected_by_spell(i, SPELL_SILENCE)) color += 2; /*pale green lines */ if (affected_by_spell(i, SPELL_FIREBREATHER)) color += 4; /*red */ switch (color) { case 1: act("$N's mouth glows with a silvery aura.", FALSE, ch, 0, i, TO_CHAR); break; case 2: act("$N's mouth is hidden behind a black square.", FALSE, ch, 0, i, TO_CHAR); break; case 3: act("$N's mouth is hidden behind a black square, from behind which comes a silvery aura.", FALSE, ch, 0, i, TO_CHAR); break; case 4: act("$N's mouth is lined with tiny glowing red flames.", FALSE, ch, 0, i, TO_CHAR); break; case 5: act("$N's mouth is lined with tiny red flames, overlying a glaze of silver.", FALSE, ch, 0, i, TO_CHAR); break; case 6: act("$N's mouth is lined with flames, surrounding a black square.", FALSE, ch, 0, i, TO_CHAR); break; case 7: act("$N's mouth is lined with flames, surrounding a black and silver square.", FALSE, ch, 0, i, TO_CHAR); break; default: break; }
if (affected_by_spell(i, SPELL_BREATHE_WATER)) act("$N's mouth has a faint, glowing green tint around the lips.", FALSE, ch, 0, i, TO_CHAR);
/* BODY */ if (affected_by_spell(i, SPELL_FEATHER_FALL)) act("$N's body is surrounded by a light blue aura.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_LEVITATE)) act("$N's body is surrounded by a blue aura.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_FLY)) act("$N's body is surrounded by a bright blue aura.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_WIND_ARMOR)) act("$N's body is surrounded by a violent, swirling blue aura.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_PARALYZE)) act("$N's body has several grey bands around it.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_CURSE)) act("A reddish brown hue envelops $N's body.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_SANCTUARY)) act("$N is surrounded by a white light.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_REGENERATE)) act("Faint green lines overlie $N's form.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_QUICKENING)) act("Faint sparks play at intervals over $N's form.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_ETHEREAL)) act("$N is almost transparent!", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_POISON)) act("$N's body is surrounded by a sickly green aura.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_ARMOR)) act("$N's body is covered with a pulsing yellow aura.", FALSE, ch, 0, i, TO_CHAR); if (affected_by_spell(i, SPELL_INVULNERABILITY)) act("$N's body glows with a shiny, silver covering.", FALSE, ch, 0, i, TO_CHAR); if (isnamebracketsok("[sand_statue]", MSTR(i, name))) { tmp_string = find_ex_description("[SAND_STATUE_POWERLEVEL]", i->ex_description, TRUE); if (tmp_string) powerlevel = atoi(tmp_string); else powerlevel = 1; chance = 75 - (powerlevel * 10); if (chance >= number(1, 100)) act("$N is made entirely of a life-like sand!", FALSE, ch, 0, i, TO_CHAR); } }
if (IS_AFFECTED(ch, CHAR_AFF_DETECT_POISON)) { int ptype;
ptype = is_poisoned_char(i); if (ptype) { sprintf(buffer, "$N's body is surrounded by a sickly %s aura.", poison_color[ptype]); act(buffer, FALSE, ch, 0, i, TO_CHAR); } }
Eat your hearts out
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