<commit_before>//////////////////////////////////////////////////////////////////////////
//
// SneezyMUD - All rights reserved, SneezyMUD Coding Team
//
//////////////////////////////////////////////////////////////////////////


#include "stdsneezy.h"
#include "combat.h"

static int quiveringPalm(TBeing *c, TBeing *v)
{
  affectedData aff;
  int percent;
  int i;

  int level = c->getSkillLevel(SKILL_QUIV_PALM);

  if (c->checkPeaceful("You feel too peaceful to contemplate violence.\n\r"))
    return FALSE;

  if (c->noHarmCheck(v))
    return FALSE;
  if (!c->hasHands()) {
    c->sendTo("You need hands to successfully quiver someone!\n\r");
    return FALSE;
  }
  if (c->bothArmsHurt()) {
    c->sendTo("At least one of your arms needs to work to try to quiver!\n\r");
    return FALSE;
  }
  //  if (IS_SET(v->specials.act, ACT_IMMORTAL)) {
  if(v->isImmortal()){
    c->sendTo("You decide not to waste your concentration on an immortal.\n\r");
    return FALSE;
  }
  if (!v->isHumanoid()) {
    c->sendTo("You can only do this to humanoid opponents.\n\r");
    return FALSE;
  }
  if (c->affectedBySpell(SKILL_QUIV_PALM) || c->checkForSkillAttempt(SKILL_QUIV_PALM)) {
    c->sendTo("You are not yet centered enough to attempt this maneuver again.\n\r");
    return FALSE;
  }
  percent = 0;

  if(c->getMana()<100){
    c->sendTo("You lack the chi.\n\r");
  }
  c->reconcileMana(TYPE_UNDEFINED, 0, 100);
  
  c->sendTo("You begin to work on the vibrations.\n\r");
  c->reconcileHurt(v, 0.1);

  int bKnown = c->getSkillValue(SKILL_QUIV_PALM);

  c->reconcileDamage(v, 0,SKILL_QUIV_PALM);

  int dmg=bKnown*10;

  if (v->getHit() > dmg){
    SV(SKILL_QUIV_PALM);
    act("$N seems unaffected by the vibrations.", 
         FALSE, c, NULL, v, TO_CHAR);
    act("$n touches you, but you ignore the puny vibrations.", 
         FALSE, c, NULL, v, TO_VICT);
    act("$n touches $N, but $E ignores it.", 
         FALSE, c, NULL, v, TO_NOTVICT);
    aff.type = AFFECT_SKILL_ATTEMPT;
    aff.duration = 10 * UPDATES_PER_MUDHOUR;
    aff.modifier = SKILL_QUIV_PALM;
    aff.location = APPLY_NONE;
    aff.bitvector = 0;
    c->affectTo(&aff, -1);

    return TRUE;
  }

  if (bSuccess(c, bKnown + percent, SKILL_QUIV_PALM) &&
      ((i = c->specialAttack(v, SKILL_QUIV_PALM)) || (i == GUARANTEED_SUCCESS))) {
    int dam = 20 * level;
    if (c->willKill(v, dam, SKILL_QUIV_PALM, false)) {
      act("$N is killed instantly by the dreaded quivering palm.", 
            FALSE, c, NULL, v, TO_CHAR);
      act("As $n touches you, you feel your bones and organs shatter inside.", 
              FALSE, c, NULL, v, TO_VICT);<commit_msg>fixed damage for quiv<commit_after>//////////////////////////////////////////////////////////////////////////
//
// SneezyMUD - All rights reserved, SneezyMUD Coding Team
//
//////////////////////////////////////////////////////////////////////////


#include "stdsneezy.h"
#include "combat.h"

static int quiveringPalm(TBeing *c, TBeing *v)
{
  affectedData aff;
  int percent;
  int i;

  if (c->checkPeaceful("You feel too peaceful to contemplate violence.\n\r"))
    return FALSE;

  if (c->noHarmCheck(v))
    return FALSE;
  if (!c->hasHands()) {
    c->sendTo("You need hands to successfully quiver someone!\n\r");
    return FALSE;
  }
  if (c->bothArmsHurt()) {
    c->sendTo("At least one of your arms needs to work to try to quiver!\n\r");
    return FALSE;
  }
  //  if (IS_SET(v->specials.act, ACT_IMMORTAL)) {
  if(v->isImmortal()){
    c->sendTo("You decide not to waste your concentration on an immortal.\n\r");
    return FALSE;
  }
  if (!v->isHumanoid()) {
    c->sendTo("You can only do this to humanoid opponents.\n\r");
    return FALSE;
  }
  if (c->affectedBySpell(SKILL_QUIV_PALM) || c->checkForSkillAttempt(SKILL_QUIV_PALM)) {
    c->sendTo("You are not yet centered enough to attempt this maneuver again.\n\r");
    return FALSE;
  }
  percent = 0;

  if(c->getMana()<100){
    c->sendTo("You lack the chi.\n\r");
  }
  c->reconcileMana(TYPE_UNDEFINED, 0, 100);
  
  c->sendTo("You begin to work on the vibrations.\n\r");
  c->reconcileHurt(v, 0.1);

  int bKnown = c->getSkillValue(SKILL_QUIV_PALM);

  c->reconcileDamage(v, 0,SKILL_QUIV_PALM);

  int dmg=bKnown*10;

  if (v->getHit() > dmg){
    SV(SKILL_QUIV_PALM);
    act("$N seems unaffected by the vibrations.", 
         FALSE, c, NULL, v, TO_CHAR);
    act("$n touches you, but you ignore the puny vibrations.", 
         FALSE, c, NULL, v, TO_VICT);
    act("$n touches $N, but $E ignores it.", 
         FALSE, c, NULL, v, TO_NOTVICT);
    aff.type = AFFECT_SKILL_ATTEMPT;
    aff.duration = 10 * UPDATES_PER_MUDHOUR;
    aff.modifier = SKILL_QUIV_PALM;
    aff.location = APPLY_NONE;
    aff.bitvector = 0;
    c->affectTo(&aff, -1);

    return TRUE;
  }

  if (bSuccess(c, bKnown + percent, SKILL_QUIV_PALM) &&
      ((i = c->specialAttack(v, SKILL_QUIV_PALM)) || (i == GUARANTEED_SUCCESS))) {
    int dam = v->getHit()+100;
    if (c->willKill(v, dam, SKILL_QUIV_PALM, false)) {
      act("$N is killed instantly by the dreaded quivering palm.", 
            FALSE, c, NULL, v, TO_CHAR);
      act("As $n touches you, you feel your bones and organs shatter inside.", 
              FALSE, c, NULL, v, TO_VICT);
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