Simple suggestion, which is more quality of life than anything else.
Below is the snippet change, duration from 26 to -1. skills3.c L2373
void do_empower(CHAR_DATA *ch, char *argument)
{
char arg[MIL];
AFFECT_DATA af, *paf;
int times = 100;
if (ch->class != class_lookup("monk"))
{
send_to_char("Huh?\n\r",ch);
return;
}
for ( paf = ch->affected; paf != NULL; paf = paf->next )
if (paf->type == gsn_offensive || paf->type == gsn_defensive)
{
times = 26 - paf->duration;
break;
}
if ((is_affected(ch,gsn_empower) || times 8) && !IS_IMMORTAL(ch))
{
send_to_char("You are not ready to empower another ability yet.\n\r",ch);
return;
}
if (argument[0] == '\0')
{
send_to_char("What do you want to empower?\n\r",ch);
return;
}
argument = one_argument(argument,arg);
if (!str_prefix(arg, "offense"))
{
if (is_affected(ch,gsn_offensive))
{
send_to_char("You are still under offensive empowerment.\n\r",ch);
return;
}
if (is_affected(ch,gsn_defensive))
affect_strip(ch,gsn_defensive);
if (is_affected(ch,gsn_sneak))
affect_strip(ch,gsn_sneak);
if (is_affected(ch,gsn_horse))
affect_strip(ch,gsn_horse);
if (is_affected(ch,gsn_buddha))
affect_strip(ch,gsn_buddha);
if (is_affected(ch,gsn_mantis))
affect_strip(ch,gsn_mantis);
if (is_affected(ch,gsn_drunken))
affect_strip(ch,gsn_drunken);
if (is_affected(ch,gsn_aura))
affect_strip(ch,gsn_aura);
af.where = TO_AFFECTS;
af.type = gsn_offensive;
af.level = ch->level;
af.duration = 26;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
act("You begin empowering your offensive skills.",ch,NULL,NULL,TO_CHAR);
act("$n starts emitting a red battle aura.",ch,NULL,NULL,TO_ROOM);
}
else if (!str_prefix(arg, "defense"))
{
if (is_affected(ch,gsn_defensive))
{
send_to_char("You are still under defensive empowerment.\n\r",ch);
return;
}
if (is_affected(ch,gsn_offensive))
affect_strip(ch,gsn_offensive);
if (is_affected(ch,gsn_monkey))
affect_strip(ch,gsn_monkey);
if (is_affected(ch,gsn_dragon))
affect_strip(ch,gsn_dragon);
if (is_affected(ch,gsn_tiger))
affect_strip(ch,gsn_tiger);
if (is_affected(ch,gsn_crane))
affect_strip(ch,gsn_crane);
if (is_affected(ch,gsn_chii_bolt))
affect_strip(ch,gsn_chii_bolt);
af.where = TO_AFFECTS;
af.type = gsn_defensive;
af.level = ch->level;
af.duration = 26;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
act("You begin empowering your defensive skills.",ch,NULL,NULL,TO_CHAR);
act("$n starts emitting a blue peaceful aura.",ch,NULL,NULL,TO_ROOM);
}
else
{
send_to_char("You can't empower that.\n\r",ch);
return;
}
if (!IS_IMMORTAL(ch))
{
af.where = TO_AFFECTS;
af.type = gsn_empower;
af.level = ch->level;
af.duration = 1;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
}
}
void do_empower(CHAR_DATA *ch, char *argument)
{
char arg[MIL];
AFFECT_DATA af, *paf;
int times = 100;
if (ch->class != class_lookup("monk"))
{
send_to_char("Huh?\n\r",ch);
return;
}
// for ( paf = ch->affected; paf != NULL; paf = paf->next )
// if (paf->type == gsn_offensive || paf->type == gsn_defensive)
//{
// times = 26 - paf->duration;
// break;
//}
// if ((is_affected(ch,gsn_empower) || times
// {
//send_to_char("You are not ready to empower another ability yet.\n\r",ch);
//return;
// }
if (argument[0] == '\0')
{
send_to_char("What do you want to empower?\n\r",ch);
return;
}
argument = one_argument(argument,arg);
if (!str_prefix(arg, "offense"))
{
if (is_affected(ch,gsn_offensive))
{
send_to_char("You are still under offensive empowerment.\n\r",ch);
return;
}
if (is_affected(ch,gsn_defensive))
affect_strip(ch,gsn_defensive);
if (is_affected(ch,gsn_sneak))
affect_strip(ch,gsn_sneak);
if (is_affected(ch,gsn_horse))
affect_strip(ch,gsn_horse);
if (is_affected(ch,gsn_buddha))
affect_strip(ch,gsn_buddha);
if (is_affected(ch,gsn_mantis))
affect_strip(ch,gsn_mantis);
if (is_affected(ch,gsn_drunken))
affect_strip(ch,gsn_drunken);
if (is_affected(ch,gsn_aura))
affect_strip(ch,gsn_aura);
af.where = TO_AFFECTS;
af.type = gsn_offensive;
af.level = ch->level;
af.duration = -1;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
act("You begin empowering your offensive skills.",ch,NULL,NULL,TO_CHAR);
act("$n starts emitting a red battle aura.",ch,NULL,NULL,TO_ROOM);
}
else if (!str_prefix(arg, "defense"))
{
if (is_affected(ch,gsn_defensive))
{
send_to_char("You are still under defensive empowerment.\n\r",ch);
return;
}
if (is_affected(ch,gsn_offensive))
affect_strip(ch,gsn_offensive);
if (is_affected(ch,gsn_monkey))
affect_strip(ch,gsn_monkey);
if (is_affected(ch,gsn_dragon))
affect_strip(ch,gsn_dragon);
if (is_affected(ch,gsn_tiger))
affect_strip(ch,gsn_tiger);
if (is_affected(ch,gsn_crane))
affect_strip(ch,gsn_crane);
if (is_affected(ch,gsn_chii_bolt))
affect_strip(ch,gsn_chii_bolt);
af.where = TO_AFFECTS;
af.type = gsn_defensive;
af.level = ch->level;
af.duration = -1;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
act("You begin empowering your defensive skills.",ch,NULL,NULL,TO_CHAR);
act("$n starts emitting a blue peaceful aura.",ch,NULL,NULL,TO_ROOM);
}
else
{
send_to_char("You can't empower that.\n\r",ch);
return;
}
if (!IS_IMMORTAL(ch))
{
af.where = TO_AFFECTS;
af.type = gsn_empower;
af.level = ch->level;
af.duration = 1;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
}
}