This is the meat of it.
Some bits there aren't appropriate except on Dominia, and a couple of bits
common to all offensive skills have been extracted.
ACMD(do_gouge)
{
struct char_data *vict = NULL;
int percent, prob, hits;
struct affected_type af;
vict = find_offensive_vict(ch, SKILL_GOUGE, argument);
if (vict == NULL)
return;
if (IS_NPC(vict) && MOB_FLAGGED(vict, MOB_NOBLIND)) {
act("You can't do that, $E's aware of you!", FALSE, ch, 0, vict,
TO_CHAR);
return;
}
if (AFF_FLAGGED(vict, AFF_ARTIFACT)) {
act("$E's made from metal, no blood to blind $M with.", FALSE, ch, 0,
vict, TO_CHAR);
return;
}
if (GET_EQ(ch, WEAR_WIELD) || GET_EQ(ch, WEAR_TWIELD) || GET_EQ(ch,
WEAR_DWIELD)) {
send_to_char("Eye gouges have to be performed with bare hands.\r\n",
ch);
return;
}
if (GET_MOVE(ch) < 10) {
send_to_char("You're too exhausted to gouge anything!\r\n", ch);
return;
}
GET_MOVE(ch) -= 10;
percent = number(1, 101); /* 101% is a complete failure */
if (restrictions_are_on)
prob = CALC_THIEF_SKILL(ch, SKILL_GOUGE);
else
prob = GET_SKILL(ch, SKILL_GOUGE);
if (percent > prob) {
damage(ch, vict, 0, SKILL_GOUGE);
} else {
hits = GET_HIT(vict);
hit(ch, vict, SKILL_GOUGE);
if (hits > GET_HIT(vict)) {
af.type = SPELL_BLINDNESS;
af.duration = 4;
af.bitvector[0] = AFF_BLIND;
af.modifier = -10;
af.location = APPLY_HITROLL;
affect_join(vict, &af, 0, 0, 0, 0);
}
}
WAIT_STATE(ch, PULSE_VIOLENCE * 2);
}
On Fri, 28 Apr 2000, Shawn Kimbley wrote:
> Anyone have a working gouge or blinding type skill I could look at? I'm
> having some issues trying to get it to work.
>
> Thanks
>
> Whatley
>
>
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