Branch data Line data Source code
1 : : /* omega copyright (C) by Laurence Raphael Brothers, 1987,1988,1989 */
2 : : /* priest.c */
3 : : /* functions for clerics. */
4 : :
5 : : #include "glob.h"
6 : :
7 : : /* prayer occurs at altars, hence name of function */
8 : 0 : void l_altar(void)
9 : : {
10 : : int i,deity;
11 : : char response;
12 : :
13 [ # # ]: 0 : if (Current_Environment == E_COUNTRYSIDE) deity = DRUID;
14 : 0 : else deity = Level->site[Player.x][Player.y].aux;
15 : :
16 [ # # # # : 0 : switch(deity) {
# # # ]
17 : : default:
18 : 0 : print1("This rude altar has no markings.");
19 : 0 : break;
20 : : case ODIN:
21 : 0 : print1("This granite altar is graven with a gallows.");
22 : 0 : break;
23 : : case SET:
24 : 0 : print1("This sandstone altar has a black hand drawn on it.");
25 : 0 : break;
26 : : case HECATE:
27 : 0 : print1("This silver altar is inlaid with a black crescent moon.");
28 : 0 : break;
29 : : case ATHENA:
30 : 0 : print1("This golden altar is inscribed with an owl.");
31 : 0 : break;
32 : : case DESTINY:
33 : 0 : print1("This crystal altar is in the form of an omega.");
34 : 0 : break;
35 : : case DRUID:
36 : 0 : print1("This oaken altar is ornately engraved with leaves.");
37 : 0 : break;
38 : : }
39 : 0 : print2("Worship at this altar? [yn] ");
40 [ # # ]: 0 : if (ynq2() == 'y') {
41 : :
42 : : #ifdef INCLUDE_MONKS
43 [ # # ]: 0 : if (Player.rank[MONKS] > 0)
44 : 0 : print2("A monk seeks truth within.");
45 : : else
46 : : #endif
47 [ # # ]: 0 : if (Player.rank[PRIESTHOOD] == 0)
48 : 0 : increase_priest_rank(deity);
49 [ # # ]: 0 : else if (! check_sacrilege(deity)) {
50 [ # # ]: 0 : if (Blessing) print1("You have a sense of immanence.");
51 : 0 : print2("Request a Blessing, Sacrifice an item, or just Pray [b,s,p] ");
52 : 0 : do response = (char) mcigetc();
53 [ # # ]: 0 : while ((response != 'b') &&
54 [ # # ]: 0 : (response != 's') &&
55 [ # # ]: 0 : (response != 'p') &&
56 [ # # ]: 0 : (response != ESCAPE));
57 [ # # ]: 0 : if (response == 'b') {
58 : 0 : print1("You beg a heavenly benefice.");
59 : 0 : print2("You hear a gong resonating throughout eternity....");
60 : 0 : morewait();
61 [ # # ]: 0 : if (Blessing) {
62 : 0 : print1("A shaft of lucent radiance lances down from the heavens!");
63 : 0 : print2("You feel uplifted....");
64 : 0 : morewait();
65 : 0 : gain_experience(Player.rank[PRIESTHOOD]*Player.rank[PRIESTHOOD]*50);
66 : 0 : cleanse(1);
67 : 0 : heal(10);
68 : 0 : bless(1);
69 : 0 : Blessing = FALSE;
70 : 0 : increase_priest_rank(deity);
71 : : }
72 : : else {
73 : 0 : print1("Your ardent plea is ignored.");
74 : 0 : print2("You feel ashamed.");
75 : 0 : Player.xp -= (Player.xp/4);
76 : : }
77 : 0 : calc_melee();
78 : : }
79 [ # # ]: 0 : else if (response == 's') {
80 : 0 : i = getitem_prompt("Sacrifice what? ", NULL_ITEM);
81 [ # # ]: 0 : if (i==ABORT) i = 0;
82 [ # # ]: 0 : if (Player.possessions[i] == NULL) {
83 : 0 : print1("You have insulted your deity!");
84 : 0 : print2("Not a good idea, as it turns out...");
85 : 0 : dispel(-1);
86 : 0 : p_damage(Player.hp-1,UNSTOPPABLE,"a god's pique");
87 : : }
88 [ # # ]: 0 : else if (true_item_value(Player.possessions[i]) >
89 : 0 : (long) (Player.rank[PRIESTHOOD] *
90 : 0 : Player.rank[PRIESTHOOD] *
91 : 0 : Player.rank[PRIESTHOOD] * 50)) {
92 : 0 : print1("With a burst of blue flame, your offering vanishes!");
93 : 0 : dispose_lost_objects(1,Player.possessions[i]);
94 : 0 : print2("A violet nimbus settles around your head and slowly fades.");
95 : 0 : morewait();
96 : 0 : Blessing = TRUE;
97 : : }
98 : : else {
99 : 0 : print1("A darkling glow envelopes your offering!");
100 : 0 : print2("The glow slowly fades....");
101 : 0 : morewait();
102 : 0 : setgamestatus(SUPPRESS_PRINTING);
103 [ # # ]: 0 : if (Player.possessions[i]->used) {
104 : 0 : Player.possessions[i]->used = FALSE;
105 : 0 : item_use(Player.possessions[i]);
106 : 0 : Player.possessions[i]->blessing =
107 : 0 : -1 - abs(Player.possessions[i]->blessing);
108 : 0 : Player.possessions[i]->used = TRUE;
109 : 0 : item_use(Player.possessions[i]);
110 : : }
111 : 0 : else Player.possessions[i]->blessing =
112 : 0 : -1 - abs(Player.possessions[i]->blessing);
113 : 0 : resetgamestatus(SUPPRESS_PRINTING);
114 : : }
115 : : }
116 [ # # ]: 0 : else if (response == 'p') {
117 [ # # ]: 0 : if (deity != Player.patron)
118 : 0 : print1("Nothing seems to happen.");
119 [ # # ]: 0 : else if (!increase_priest_rank(deity))
120 : 0 : answer_prayer();
121 : : }
122 : : }
123 : : }
124 : 0 : }
125 : :
126 : :
127 : 0 : int check_sacrilege(int deity)
128 : : {
129 : 0 : int i,sacrilege=FALSE;
130 [ # # ][ # # ]: 0 : if ((Player.patron != deity) && (Player.patron > 0)) {
131 : 0 : sacrilege=TRUE;
132 : 0 : Player.pow--;
133 : 0 : Player.maxpow--;
134 [ # # # # : 0 : switch(Player.patron) {
# # # ]
135 : : case ODIN:
136 : 0 : print1("Odin notices your lack of faith! ");
137 : 0 : morewait();
138 [ # # ]: 0 : if (deity == ATHENA) {
139 : 0 : print2("However, Athena intercedes on your behalf.");
140 : 0 : sacrilege = FALSE;
141 : : }
142 : : else {
143 : 0 : print2("You are struck by a thunderbolt!");
144 : 0 : p_damage(Player.level*5,UNSTOPPABLE,"Odin's wrath");
145 [ # # ]: 0 : if (Player.hp > 0) {
146 : 0 : morewait();
147 : 0 : print2("The bolt warps your feeble frame....");
148 : 0 : Player.maxcon = Player.maxcon/2;
149 : 0 : Player.con = min(Player.con,Player.maxcon);
150 : 0 : Player.maxstr = Player.maxstr/2;
151 : 0 : Player.con = min(Player.str,Player.maxstr);
152 : : }
153 : : }
154 : 0 : morewait();
155 : 0 : break;
156 : : case SET:
157 : 0 : print1("Set notices your lack of faith! ");
158 : 0 : morewait();
159 [ # # ]: 0 : if (deity == HECATE) {
160 : 0 : print1("But since you pray to a friendly deity,");
161 : 0 : print2("Set decides not to punish you.");
162 : 0 : sacrilege = FALSE;
163 : : }
164 : : else {
165 : 0 : print2("You are blasted by a shaft of black fire!");
166 : 0 : p_damage(Player.level*5,UNSTOPPABLE,"Set's anger");
167 [ # # ]: 0 : if (Player.hp > 0) {
168 : 0 : morewait();
169 : 0 : print1("You are wreathed in clouds of smoke.");
170 [ # # ]: 0 : for(i=0;i<MAXITEMS;i++)
171 [ # # ][ # # ]: 0 : if ((Player.possessions[i] != NULL) &&
172 : 0 : (Player.possessions[i]->blessing > -1))
173 : 0 : conform_lost_object(Player.possessions[i]);
174 : 0 : morewait();
175 : 0 : print2("You feel Set's Black Hand on your heart....");
176 : 0 : Player.con = Player.maxcon = Player.maxcon / 4;
177 : : }
178 : : }
179 : 0 : morewait();
180 : 0 : break;
181 : : case HECATE:
182 : 0 : print1("Hecate notices your lack of faith! ");
183 : 0 : morewait();
184 [ # # ]: 0 : if (deity == SET) {
185 : 0 : print1("But ignores the affront since she likes Set.");
186 : 0 : sacrilege = FALSE;
187 : : }
188 : : else {
189 : 0 : print1("You are zapped by dark moonbeams!");
190 : 0 : p_damage(Player.level*5,UNSTOPPABLE,"Hecate's malice");
191 [ # # ]: 0 : if (Player.hp > 0) {
192 : 0 : print2("The beams leach you of magical power!");
193 : 0 : Player.maxpow = Player.maxpow/5;
194 : 0 : Player.pow = min(Player.pow,Player.maxpow);
195 [ # # ]: 0 : for(i=0;i<NUMSPELLS;i++)
196 : 0 : Spells[i].known = FALSE;
197 : : }
198 : : }
199 : 0 : morewait();
200 : 0 : break;
201 : : case ATHENA:
202 : 0 : print1("Athena notices your lack of faith! ");
203 : 0 : morewait();
204 [ # # ]: 0 : if (deity == ODIN) {
205 : 0 : print2("But lets you off this time since Odin is also Lawful.");
206 : 0 : sacrilege = FALSE;
207 : : }
208 : : else {
209 : 0 : print2("You are zorched by godsfire!");
210 [ # # ]: 0 : if (Player.hp > 0) {
211 : 0 : morewait();
212 : 0 : print1("The fire burns away your worldly experience!");
213 : 0 : Player.level = 0;
214 : 0 : Player.xp = 0;
215 : 0 : Player.maxhp = Player.hp = Player.con;
216 : 0 : print2("Your power is reduced by the blast!!!");
217 : 0 : Player.pow = Player.maxpow = Player.maxpow/3;
218 [ # # ]: 0 : Player.mana = min(Player.mana,calcmana());
219 : : }
220 : : }
221 : 0 : morewait();
222 : 0 : break;
223 : : case DESTINY:
224 : 0 : print2("The Lords of Destiny ignore your lack of faith.");
225 : 0 : sacrilege = FALSE;
226 : 0 : morewait();
227 : 0 : break;
228 : : case DRUID:
229 : 0 : print2("Your treachery to the ArchDruid has been noted.");
230 [ # # ]: 0 : if (random_range(2) == 1)
231 : 0 : Player.alignment += 40;
232 : 0 : else Player.alignment -= 40;
233 : 0 : morewait();
234 : 0 : break;
235 : : }
236 [ # # ]: 0 : if (sacrilege) {
237 : 0 : Player.patron = 0;
238 : 0 : Player.rank[PRIESTHOOD] = 0;
239 : : }
240 : : }
241 : 0 : return(sacrilege);
242 : : }
243 : :
244 : 0 : int increase_priest_rank(int deity)
245 : : {
246 [ # # ][ # # : 0 : if (Player.rank[PRIESTHOOD] == 0) switch(deity) {
# # # #
# ]
247 : : default:
248 : 0 : print2("Some nameless god blesses you....");
249 : 0 : Player.hp = max(Player.hp, Player.maxhp);
250 : 0 : morewait();
251 : 0 : print2("The altar crumbles to dust and blows away.");
252 : 0 : Level->site[Player.x][Player.y].locchar = FLOOR;
253 : 0 : Level->site[Player.x][Player.y].p_locf = L_NO_OP;
254 : 0 : lset(Player.x, Player.y, CHANGED);
255 : 0 : break;
256 : : case ODIN:
257 [ # # ]: 0 : if (Player.alignment > 0) {
258 : 0 : print1("Odin hears your prayer!");
259 : 0 : print2(Priest[ODIN]);
260 : 0 : nprint2(" personally blesses you.");
261 : 0 : nprint2(" You are now a lay devotee of Odin.");
262 : 0 : Player.patron = ODIN;
263 : 0 : Player.rank[PRIESTHOOD] = LAY;
264 : 0 : Player.guildxp[PRIESTHOOD] = 1;
265 : : /* DAG learnclericalspells() starts with mprint() so don't need morewait */
266 : : /* morewait(); */
267 : 0 : learnclericalspells(ODIN,LAY);
268 : : }
269 : 0 : else print1("Odin ignores you.");
270 : 0 : break;
271 : : case SET:
272 [ # # ]: 0 : if (Player.alignment < 0) {
273 : 0 : print1("Set hears your prayer!");
274 : 0 : print2(Priest[SET]);
275 : 0 : nprint2(" personally blesses you. ");
276 : 0 : nprint2(" You are now a lay devotee of Set.");
277 : 0 : Player.patron = SET;
278 : 0 : Player.rank[PRIESTHOOD] = LAY;
279 : 0 : Player.guildxp[PRIESTHOOD] = 1;
280 : : /* DAG learnclericalspells() starts with mprint() so don't need morewait */
281 : : /* morewait(); */
282 : 0 : learnclericalspells(SET,LAY);
283 : : }
284 : 0 : else print1("Set ignores you.");
285 : 0 : break;
286 : : case ATHENA:
287 [ # # ]: 0 : if (Player.alignment > 0) {
288 : 0 : print1("Athena hears your prayer!");
289 : 0 : print2(Priest[ATHENA]);
290 : 0 : nprint2(" personally blesses you.");
291 : 0 : nprint2(" You are now a lay devotee of Athena.");
292 : 0 : Player.patron = ATHENA;
293 : 0 : Player.rank[PRIESTHOOD] = LAY;
294 : 0 : Player.guildxp[PRIESTHOOD] = 1;
295 : : /* DAG learnclericalspells() starts with mprint() so don't need morewait */
296 : : /* morewait(); */
297 : 0 : learnclericalspells(ATHENA,LAY);
298 : : }
299 : 0 : else print1("Athena ignores you.");
300 : 0 : break;
301 : : case HECATE:
302 [ # # ]: 0 : if (Player.alignment < 0) {
303 : 0 : print1("Hecate hears your prayer!");
304 : 0 : print2(Priest[HECATE]);
305 : 0 : nprint2(" personally blesses you.");
306 : 0 : nprint2(" You are now a lay devotee of Hecate.");
307 : 0 : Player.patron = HECATE;
308 : 0 : Player.rank[PRIESTHOOD] = LAY;
309 : 0 : Player.guildxp[PRIESTHOOD] = 1;
310 : : /* DAG learnclericalspells() starts with mprint() so don't need morewait */
311 : : /* morewait(); */
312 : 0 : learnclericalspells(HECATE,LAY);
313 : : }
314 : 0 : else print1("Hecate ignores you.");
315 : 0 : break;
316 : : case DRUID:
317 [ # # ][ # # ]: 0 : if (abs(Player.alignment) < 10) {
318 : 0 : print1(Priest[DRUID]);
319 : 0 : nprint1(" personally blesses you.");
320 : 0 : print2("You are now a lay devotee of the Druids.");
321 : 0 : Player.patron = DRUID;
322 : 0 : Player.rank[PRIESTHOOD] = LAY;
323 : 0 : Player.guildxp[PRIESTHOOD] = 1;
324 : : /* DAG learnclericalspells() starts with mprint() so don't need morewait */
325 : : /* morewait(); */
326 : 0 : learnclericalspells(DRUID,LAY);
327 : : }
328 : : else {
329 : 0 : print1("You hear a voice....");
330 : 0 : morewait();
331 : 0 : print2("'Only those who embody the Balance may become Druids.'");
332 : : }
333 : 0 : break;
334 : : case DESTINY:
335 : 0 : print1("The Lords of Destiny could hardly care less.");
336 : 0 : print2("But you can consider yourself now to be a lay devotee.");
337 : 0 : Player.patron = DESTINY;
338 : 0 : Player.rank[PRIESTHOOD] = LAY;
339 : 0 : Player.guildxp[PRIESTHOOD] = 1;
340 : 0 : break;
341 : : }
342 [ # # ]: 0 : else if (deity == Player.patron) {
343 [ # # ][ # # ]: 0 : if ((((deity == ODIN) || (deity == ATHENA)) &&
[ # # ]
344 [ # # ]: 0 : (Player.alignment < 1)) ||
345 [ # # ][ # # ]: 0 : (((deity == SET) || (deity == HECATE)) &&
346 [ # # ]: 0 : (Player.alignment > 1)) ||
347 [ # # ]: 0 : ((deity == DRUID) && (abs(Player.alignment) > 10))) {
348 : 0 : print1("You have swerved from the One True Path!");
349 : 0 : print2("Your deity is greatly displeased...");
350 : 0 : Player.xp -= Player.level*Player.level;
351 : 0 : Player.xp = max(0,Player.xp);
352 : : }
353 [ # # ]: 0 : else if (Player.rank[PRIESTHOOD]== HIGHPRIEST) return 0;
354 [ # # ]: 0 : else if (Player.rank[PRIESTHOOD]== SPRIEST) {
355 [ # # ]: 0 : if (Player.level > Priestlevel[deity])
356 : 0 : hp_req_test();
357 : 0 : else return 0;
358 : : }
359 [ # # ]: 0 : else if (Player.rank[PRIESTHOOD]==PRIEST) {
360 [ # # ]: 0 : if (Player.guildxp[PRIESTHOOD] >= 4000) {
361 : 0 : print1("An heavenly fanfare surrounds you!");
362 : 0 : print2("Your deity raises you to the post of Senior Priest.");
363 : 0 : hp_req_print();
364 : 0 : Player.rank[PRIESTHOOD] = SPRIEST;
365 : : /* DAG learnclericalspells() starts with mprint() so don't need morewait */
366 : : /* morewait(); */
367 : 0 : learnclericalspells(deity,SPRIEST);
368 : : }
369 : 0 : else return 0;
370 : : }
371 [ # # ]: 0 : else if (Player.rank[PRIESTHOOD]==ACOLYTE) {
372 [ # # ]: 0 : if (Player.guildxp[PRIESTHOOD] >= 1500) {
373 : 0 : print1("A trumpet sounds in the distance.");
374 : 0 : print2("Your deity raises you to the post of Priest.");
375 : 0 : Player.rank[PRIESTHOOD] = PRIEST;
376 : : /* DAG learnclericalspells() starts with mprint() so don't need morewait */
377 : : /* morewait(); */
378 : 0 : learnclericalspells(deity,PRIEST);
379 : : }
380 : 0 : else return 0;
381 : : }
382 [ # # ]: 0 : else if (Player.rank[PRIESTHOOD]==LAY) {
383 [ # # ]: 0 : if (Player.guildxp[PRIESTHOOD] >= 400) {
384 : 0 : print1("A mellifluous chime sounds from above the altar.");
385 : 0 : print2("Your deity raises you to the post of Acolyte.");
386 : 0 : Player.rank[PRIESTHOOD] = ACOLYTE;
387 : : /* DAG learnclericalspells() starts with mprint() so don't need morewait */
388 : : /* morewait(); */
389 : 0 : learnclericalspells(deity,ACOLYTE);
390 : : }
391 : 0 : else return 0;
392 : : }
393 : : }
394 : 0 : return 1;
395 : : }
396 : :
397 : :
398 : 0 : void answer_prayer(void)
399 : : {
400 : 0 : clearmsg();
401 [ # # # # ]: 0 : switch(random_range(12)) {
402 : 0 : case 0: print1("You have a revelation!"); break;
403 : 0 : case 1: print1("You feel pious."); break;
404 : 0 : case 2: print1("A feeling of sanctity comes over you."); break;
405 : 0 : default: print1("Nothing unusual seems to happen."); break;
406 : : }
407 : 0 : }
408 : :
409 : :
410 : 0 : void hp_req_test(void)
411 : : {
412 : : pob o;
413 [ # # # # : 0 : switch (Player.patron) {
# # # ]
414 : : case ODIN:
415 [ # # ]: 0 : if (find_item(&o,OB_SYMBOL_SET,-1))
416 : 0 : make_hp(o);
417 : 0 : else hp_req_print();
418 : 0 : break;
419 : : case SET:
420 [ # # ]: 0 : if (find_item(&o,OB_SYMBOL_ODIN,-1))
421 : 0 : make_hp(o);
422 : 0 : else hp_req_print();
423 : 0 : break;
424 : : case ATHENA:
425 [ # # ]: 0 : if (find_item(&o,OB_SYMBOL_HECATE,-1))
426 : 0 : make_hp(o);
427 : 0 : else hp_req_print();
428 : 0 : break;
429 : : case HECATE:
430 [ # # ]: 0 : if (find_item(&o,OB_SYMBOL_ATHENA,-1))
431 : 0 : make_hp(o);
432 : 0 : else hp_req_print();
433 : 0 : break;
434 : : case DRUID:
435 [ # # ]: 0 : if (find_item(&o,OB_SYMBOL_ODIN,-1))
436 : 0 : make_hp(o);
437 [ # # ]: 0 : else if (find_item(&o,OB_SYMBOL_SET,-1))
438 : 0 : make_hp(o);
439 [ # # ]: 0 : else if (find_item(&o,OB_SYMBOL_ATHENA,-1))
440 : 0 : make_hp(o);
441 [ # # ]: 0 : else if (find_item(&o,OB_SYMBOL_HECATE,-1))
442 : 0 : make_hp(o);
443 : 0 : else hp_req_print();
444 : 0 : break;
445 : : case DESTINY:
446 [ # # ]: 0 : if (find_item(&o,OB_SYMBOL_DESTINY,-1))
447 : 0 : make_hp(o);
448 : 0 : else hp_req_print();
449 : 0 : break;
450 : : }
451 : 0 : }
452 : :
453 : :
454 : 0 : void hp_req_print(void)
455 : : {
456 : 0 : morewait();
457 : 0 : print1("To advance further, you must obtain the Holy Symbol of ");
458 [ # # # # : 0 : switch(Player.patron) {
# # # ]
459 : : case ODIN:
460 : 0 : nprint1(Priest[SET]);
461 : 0 : print2("who may be found in the main Temple of Set.");
462 : 0 : break;
463 : : case SET:
464 : 0 : nprint1(Priest[ODIN]);
465 : 0 : print2("who may be found in the main Temple of Odin.");
466 : 0 : break;
467 : : case ATHENA:
468 : 0 : nprint1(Priest[HECATE]);
469 : 0 : print2("who may be found in the main Temple of Hecate.");
470 : 0 : break;
471 : : case HECATE:
472 : 0 : nprint1(Priest[ATHENA]);
473 : 0 : print2("who may be found in the main Temple of Athena.");
474 : 0 : break;
475 : : case DRUID:
476 : 0 : print2("any of the aligned priests who may be found in their main Temples.");
477 : 0 : break;
478 : : case DESTINY:
479 : 0 : nprint1(Priest[DESTINY]);
480 : 0 : print2("who may be found in the main Temple of Destiny.");
481 : 0 : break;
482 : : }
483 : 0 : }
484 : :
485 : 0 : void make_hp(pob o)
486 : : {
487 : 0 : print1("A full-scale heavenly choir chants 'Hallelujah' all around you!");
488 : 0 : print2("You notice a change in the symbol you carry....");
489 [ # # # # : 0 : switch(Player.patron) {
# # # ]
490 : : case ODIN:
491 : 0 : *o = Objects[OB_SYMBOL_ODIN];
492 : 0 : break;
493 : : case SET:
494 : 0 : *o = Objects[OB_SYMBOL_SET];
495 : 0 : break;
496 : : case ATHENA:
497 : 0 : *o = Objects[OB_SYMBOL_ATHENA];
498 : 0 : break;
499 : : case HECATE:
500 : 0 : *o = Objects[OB_SYMBOL_HECATE];
501 : 0 : break;
502 : : case DRUID:
503 : 0 : *o = Objects[OB_SYMBOL_DRUID];
504 : 0 : break;
505 : : case DESTINY:
506 : 0 : *o = Objects[OB_SYMBOL_DESTINY];
507 : 0 : break;
508 : : }
509 : 0 : o->known = 2;
510 : 0 : o->charge = 17; /* random hack to convey bit that symbol is functional */
511 : 0 : morewait();
512 [ # # ]: 0 : if (Player.patron == DRUID)
513 : 0 : print1("Your deity raises you to the post of ArchDruid!");
514 : 0 : else print1("Your deity raises you to the post of High Priest!");
515 : 0 : print2("You feel holy.");
516 : 0 : strcpy(Priest[Player.patron],Player.name);
517 : 0 : Priestlevel[Player.patron] = Player.level;
518 : 0 : Player.rank[PRIESTHOOD] = HIGHPRIEST;
519 : 0 : morewait();
520 : 0 : Priestbehavior[Player.patron] = fixnpc(4);
521 : 0 : save_hiscore_npc(Player.patron);
522 : 0 : learnclericalspells(Player.patron,HIGHPRIEST);
523 : 0 : }
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