void do_spit_acid( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; int dam; if ( !IS_NPC(ch) && ch->level < skill_table[gsn_spit_acid].skill_level[ch->class] ) { send_to_char( "You better leave the draconian breath to the draconians :-P.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } dam = number_range( 1, ch->level+1000 ); WAIT_STATE( ch, skill_table[gsn_spit_acid].beats ); if ( get_skill(ch,gsn_spit_acid) > number_percent()) { damage(ch,victim,number_range( dam, (ch->level*3.6) ), gsn_spit_acid,DAM_ACID,TRUE); check_improve(ch,gsn_spit_acid,TRUE,1); } else { damage( ch, victim, 0, gsn_spit_acid,DAM_ACID,TRUE); check_improve(ch,gsn_spit_acid,FALSE,1); } return; }