Exemple #1
0
def cmd_darkheart(ch, argument):
    if ch.is_npc():
        return

    if not ch.is_vampire():
        ch.huh()
        return

    if not ch.vampaff.is_set(merc.VAM_SERPENTIS):
        ch.send("You are not trained in the Serpentis discipline.\n")
        return

    if ch.immune.is_set(merc.IMM_STAKE):
        ch.send("But you've already torn your heart out!\n")
        return

    if ch.blood < 100:
        ch.send("You have insufficient blood.\n")
        return

    ch.blood -= 100
    ch.send("You rip your heart from your body and toss it to the ground.\n")
    handler_game.act("$n rips $s heart out and tosses it to the ground.", ch,
                     None, None, merc.TO_ROOM)
    object_creator.make_part(ch, "heart")
    ch.hit -= game_utils.number_range(10, 20)
    fight.update_pos(ch)

    if ch.position == merc.POS_DEAD and not ch.is_hero():
        ch.send("You have been KILLED!!\n\n")
        fight.raw_kill(ch)
        return

    ch.immune.set_bit(merc.IMM_STAKE)
Exemple #2
0
def cmd_eyespy(ch, argument):
    if ch.head.is_set(merc.LOST_EYE_L) and ch.head.is_set(merc.LOST_EYE_R):
        ch.send("But you don't have any more eyes to pluck out!\n")
        return

    if not ch.head.is_set(merc.LOST_EYE_L) and game_utils.number_range(1, 2) == 1:
        handler_game.act("You pluck out your left eyeball and throw it to the ground.", ch, None, None, merc.TO_CHAR)
        handler_game.act("$n plucks out $s left eyeball and throws it to the ground.", ch, None, None, merc.TO_ROOM)
    elif not ch.head.is_set(merc.LOST_EYE_R):
        handler_game.act("You pluck out your right eyeball and throw it to the ground.", ch, None, None, merc.TO_CHAR)
        handler_game.act("$n plucks out $s right eyeball and throws it to the ground.", ch, None, None, merc.TO_ROOM)
    else:
        handler_game.act("You pluck out your left eyeball and throw it to the ground.", ch, None, None, merc.TO_CHAR)
        handler_game.act("$n plucks out $s left eyeball and throws it to the ground.", ch, None, None, merc.TO_ROOM)

    familiar = ch.familiar
    if familiar:
        object_creator.make_part(ch, "eyeball")
        return

    if merc.MOB_VNUM_EYE not in instance.npc_templates:
        ch.send("Error - please inform an Immortal.\n")
        return

    victim = object_creator.create_mobile(instance.npc_templates[merc.MOB_VNUM_EYE])
    ch.in_room.put(victim)
    ch.familiar = victim
    victim.wizard = ch
def crack_head(ch, item, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if not game_utils.str_cmp(arg2, "mob") and item.chobj and not item.chobj.is_npc() and item.chobj.is_affected(merc.AFF_POLYMORPH):
        victim = item.chobj
        object_creator.make_part(victim, "cracked_head")
        object_creator.make_part(victim, "brain")
        victim.morph = "the quivering brain of {}".format(victim.name)
    elif game_utils.str_cmp(arg2, "mob"):
        mob_index = instance.npc_templates[item.value[1]]
        if not mob_index:
            return

        victim = object_creator.create_mobile(mob_index)
        ch.in_room.put(victim)
        object_creator.make_part(victim, "cracked_head")
        object_creator.make_part(victim, "brain")
        victim.extract(True)
    else:
        mob_index = instance.npc_templates[30002]
        if not mob_index:
            return

        victim = object_creator.create_mobile(mob_index)
        victim.short_descr = arg2[0].upper() + arg2[1:]
        ch.in_room.put(victim)
        object_creator.make_part(victim, "cracked_head")
        object_creator.make_part(victim, "brain")
        victim.extract(True)