Esempio n. 1
0
            mob = practitioner
        if ch.practice <= 0:
            ch.send("You have no practice sessions left.\n")
            return
        skill = state_checks.prefix_lookup(const.skill_table, argument)
        if not skill or not ch.is_npc() \
                and (ch.level < skill.skill_level[ch.guild.name] or ch.learned[skill.name] < 1 \
                             or skill.rating[ch.guild.name] == 0):

            ch.send("You can't practice that.\n")
            return
        adept = 100 if ch.is_npc() else ch.guild.skill_adept

        if ch.learned[skill.name] >= adept:
            ch.send("You are already learned at %s.\n" % skill.name)
        else:
            ch.practice -= 1
            ch.learned[skill.name] += const.int_app[ch.stat(merc.STAT_INT)].learn // skill.rating[
                ch.guild.name]
            if ch.learned[skill.name] < adept:
                handler_game.act("You practice $T.", ch, None, skill.name, merc.TO_CHAR)
                handler_game.act("$n practices $T.", ch, None, skill.name, merc.TO_ROOM)
            else:
                ch.learned[skill.name] = adept
                handler_game.act("You are now learned at $T.", ch, None, skill.name, merc.TO_CHAR)
                handler_game.act("$n is now learned at $T.", ch, None, skill.name, merc.TO_ROOM)
    return


interp.register_command(interp.cmd_type('practice', do_practice, merc.POS_SLEEPING, 0, merc.LOG_NORMAL, 1))
Esempio n. 2
0
        return
    if victim.desc.snoop_by:
        ch.send("Busy already.\n")
        return
    if not ch.is_room_owner(victim.in_room) and ch.in_room != victim.in_room \
            and victim.in_room.is_private() and not state_checks.IS_TRUSTED(ch, merc.MAX_LEVEL):
        ch.send("That character is in a private room.\n")
        return
    if victim.trust >= ch.trust or victim.comm.is_set(merc.COMM_SNOOP_PROOF):
        ch.send("You failed.\n")
        return
    if ch.desc:
        d = ch.desc.snoop_by
        while d:
            if d.character == victim or d.original == victim:
                ch.send("No snoop loops.\n")
                return
            d = d.snoop_by
    victim.desc.snoop_by = ch.desc
    buf = "$N starts snooping on %s" % (victim.short_descr
                                        if ch.is_npc() else victim.name)
    handler_game.wiznet(buf, ch, None, merc.WIZ_SNOOPS, merc.WIZ_SECURE,
                        ch.trust)
    ch.send("Ok.\n")
    return


interp.register_command(
    interp.cmd_type('snoop', do_snoop, merc.POS_DEAD, merc.L5, merc.LOG_ALWAYS,
                    1))
Esempio n. 3
0
        ch.train -= cost
        ch.perm_mana += 10
        ch.max_mana += 10
        ch.mana += 10
        handler_game.act("Your power increases!", ch, None, None, merc.TO_CHAR)
        handler_game.act("$n's power increases!", ch, None, None, merc.TO_ROOM)
        return
    else:
        ch.send("You can train:")
        if ch.perm_stat[merc.STAT_STR] < ch.get_max_train(merc.STAT_STR): ch.send(" str")
        if ch.perm_stat[merc.STAT_INT] < ch.get_max_train(merc.STAT_INT): ch.send(" int")
        if ch.perm_stat[merc.STAT_WIS] < ch.get_max_train(merc.STAT_WIS): ch.send(" wis")
        if ch.perm_stat[merc.STAT_DEX] < ch.get_max_train(merc.STAT_DEX): ch.send(" dex")
        if ch.perm_stat[merc.STAT_CON] < ch.get_max_train(merc.STAT_CON): ch.send(" con")
        ch.send(" hp mana")
        return
    if ch.perm_stat[stat] >= ch.get_max_train(stat):
        handler_game.act("Your $T is already at maximum.", ch, None, pOutput, merc.TO_CHAR)
        return
    if cost > ch.train:
        ch.send("You don't have enough training sessions.\n")
        return
    ch.train -= cost
    ch.perm_stat[stat] += 1
    handler_game.act("Your $T increases!", ch, None, pOutput, merc.TO_CHAR)
    handler_game.act("$n's $T increases!", ch, None, pOutput, merc.TO_ROOM)
    return


interp.register_command(interp.cmd_type('train', do_train, merc.POS_RESTING, 0, merc.LOG_NORMAL, 1))
Esempio n. 4
0
    argument, arg = game_utils.read_word(argument)
    if not arg:
        ch.send("Follow whom?\n")
        return
    victim = ch.get_char_room(arg)
    if not victim:
        ch.send("They aren't here.\n")
        return
    if ch.is_affected(merc.AFF_CHARM) and ch.master:
        handler_game.act("But you'd rather follow $N!", ch, None, ch.master, merc.TO_CHAR)
        return
    if victim == ch:
        if ch.master is None:
            ch.send("You already follow yourself.\n")
            return
        handler_ch.stop_follower(ch)
        return
    if not victim.is_npc() \
            and victim.act.is_set(merc.PLR_NOFOLLOW) \
            and not ch.is_immortal():
        handler_game.act("$N doesn't seem to want any followers.\n", ch, None, victim, merc.TO_CHAR)
        return
    ch.act.rem_bit(merc.PLR_NOFOLLOW)
    if ch.master:
        handler_ch.stop_follower(ch)
    handler_ch.add_follower(ch, victim)
    return


interp.register_command(interp.cmd_type('follow', do_follow, merc.POS_RESTING, 0, merc.LOG_NORMAL, 1))
Esempio n. 5
0
        skills.gn_add(ch, gn)
        handler_game.act("$N trains you in the art of $t", ch, gn.name, trainer, merc.TO_CHAR)
        ch.train -= gn.rating[ch.guild.name]
        return

    if argument.lower() in const.skill_table:
        sn = const.skill_table[argument.lower()]
        if sn.spell_fun is not None:
            handler_game.act("$N tells you 'You must learn the full group.'", ch, None, trainer, merc.TO_CHAR)
            return
        if sn.name in ch.learned:
            handler_game.act("$N tells you 'You already know that skill!'", ch, None, trainer, merc.TO_CHAR)
            return
        if sn.rating[ch.guild.name] <= 0:
            handler_game.act("$N tells you 'That skill is beyond your powers.'", ch, None, trainer, merc.TO_CHAR)
            return
        if ch.train < sn.rating[ch.guild.name]:
            handler_game.act("$N tells you 'You are not yet ready for that skill.'", ch, None, trainer, merc.TO_CHAR)
            return
        # add the skill
        ch.learned[sn.name] = 1
        handler_game.act("$N trains you in the art of $t", ch, sn.name, trainer, merc.TO_CHAR)
        ch.train -= sn.rating[ch.guild.name]
        return

    handler_game.act("$N tells you 'I do not understand...'", ch, None, trainer, merc.TO_CHAR)
    return


interp.register_command(interp.cmd_type('gain', do_gain, merc.POS_STANDING, 0, merc.LOG_NORMAL, 1))
Esempio n. 6
0
import logging

logger = logging.getLogger()

import handler_ch
import interp
import merc


def do_south(ch, argument):
    handler_ch.move_char(ch, merc.DIR_SOUTH, False)
    return


interp.register_command(
    interp.cmd_type('south', do_south, merc.POS_STANDING, 0, merc.LOG_NEVER,
                    0))
Esempio n. 7
0
        if ch.comm.is_set(merc.COMM_NOGOSSIP):
            ch.send("Gossip channel is now ON.\n")
            ch.comm.rem_bit(merc.COMM_NOGOSSIP)
        else:
            ch.send("Gossip channel is now OFF.\n")
            ch.comm.set_bit(merc.COMM_NOGOSSIP)
    else:  # gossip message sent, turn gossip on if it isn't already
        if ch.comm.is_set(merc.COMM_QUIET):
            ch.send("You must turn off quiet mode first.\n")
            return
        if ch.comm.is_set(merc.COMM_NOCHANNELS):
            ch.send("The gods have revoked your channel privileges.\n")
            return
        ch.comm.rem_bit(merc.COMM_NOGOSSIP)
        ch.send("You gossip '%s'\n" % argument)
        for d in merc.descriptor_list:
            victim = handler_ch.CH(d)
            if d.is_connected(nanny.con_playing) \
                    and d.character != ch \
                    and not victim.comm.is_set(merc.COMM_NOGOSSIP) \
                    and not victim.comm.is_set(merc.COMM_QUIET):
                handler_game.act("$n gossips '$t'", ch, argument, d.character,
                                 merc.TO_VICT, merc.POS_SLEEPING)


interp.register_command(
    interp.cmd_type('.', do_gossip, merc.POS_SLEEPING, 0, merc.LOG_NORMAL, 0))
interp.register_command(
    interp.cmd_type('gossip', do_gossip, merc.POS_SLEEPING, 0, merc.LOG_NORMAL,
                    1))
Esempio n. 8
0
import logging

logger = logging.getLogger()

import merc
import interp
import handler_item


def do_equipment(ch, argument):
    ch.send("You are using:\n")
    found = False
    for slot, item_id in ch.equipped.items():
        item = ch.get_eq(slot)
        if not item:
            continue
        if item.flags.two_handed and ch.equipped['off_hand'] == item.instance_id and 'off_hand' in slot:
                continue
        else:
            ch.send(merc.eq_slot_strings[slot])
            if ch.can_see_item(item):
                ch.send(handler_item.format_item_to_char(item, ch, True) + "\n")
            else:
                ch.send("something.\n")
            found = True
    if not found:
        ch.send("Nothing.\n")


interp.register_command(interp.cmd_type('equipment', do_equipment, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1))
Esempio n. 9
0
import merc
import interp
import game_utils


def do_trust(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if not arg1 or not arg2 or not arg2.isdigit():
        ch.send("Syntax: trust <char> <level>.\n")
        return
    victim = ch.get_char_world(arg1)
    if not victim:
        ch.send("That player is not here.\n")
        return
    level = int(arg2)
    if level < 0 or level > merc.MAX_LEVEL:
        ch.send("Level must be 0 (reset) or 1 to %d.\n" % merc.MAX_LEVEL)
        return
    if level > ch.trust:
        ch.send("Limited to your trust.\n")
        return
    victim.trust = level
    return


interp.register_command(
    interp.cmd_type('trust', do_trust, merc.POS_DEAD, merc.ML, merc.LOG_ALWAYS,
                    1))
Esempio n. 10
0
logger = logging.getLogger()

import merc
import interp
import handler_game
import instance


def do_gtell(ch, argument):
    if not argument:
        ch.send("Tell your group what?\n")
        return
    if ch.comm.is_set(merc.COMM_NOTELL):
        ch.send("Your message didn't get through!\n")
        return
    found = False
    for gch in instance.characters.values():
        if gch.is_same_group(ch):
            handler_game.act("$n tells the group '$t'", ch, argument, gch, merc.TO_VICT, merc.POS_SLEEPING)
            found = True
    if found:
        handler_game.act("$n tells the group '$t'", ch, argument, ch, merc.TO_CHAR, merc.POS_SLEEPING)
    else:
        ch.send("You do not have a group.\n")
    return


interp.register_command(interp.cmd_type('gtell', do_gtell, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1))
interp.register_command(interp.cmd_type(';', do_gtell, merc.POS_DEAD, 0, merc.LOG_NORMAL, 0))
Esempio n. 11
0
    # dex */
    chance += ch.stat(merc.STAT_DEX)
    chance -= victim.stat(merc.STAT_DEX) * 3 // 2

    # speed */
    if (ch.is_npc() and ch.off_flags.is_set(merc.OFF_FAST)) or ch.is_affected(merc.AFF_HASTE):
        chance += 10
    if (victim.is_npc() and victim.off_flags.is_set(merc.OFF_FAST)) or victim.is_affected( merc.AFF_HASTE):
        chance -= 20
    # level */
    chance += (ch.level - victim.level) * 2
    # now the attack */
    if random.randint(1,99) < chance:
        handler_game.act("$n trips you and you go down!",ch,None,victim, merc.TO_VICT)
        handler_game.act("You trip $N and $N goes down!",ch,None,victim, merc.TO_CHAR)
        handler_game.act("$n trips $N, sending $M to the ground.",ch,None,victim, merc.TO_NOTVICT)
        if ch.is_pc():
            ch.check_improve('trip', True, 1)
        state_checks.DAZE_STATE(victim,2 * merc.PULSE_VIOLENCE)
        state_checks.WAIT_STATE(ch,const.skill_table['trip'].beats)
        victim.position = merc.POS_RESTING
        fight.damage(ch,victim,random.randint(2, 2 +  2 * victim.size),'trip', merc.DAM_BASH,True)
    else:
        fight.damage(ch,victim,0,'trip', merc.DAM_BASH,True)
        state_checks.WAIT_STATE(ch,const.skill_table['trip'].beats*2 // 3)
        if ch.is_pc():
            ch.check_improve('trip', False, 1)
    fight.check_killer(ch,victim)

interp.register_command(interp.cmd_type('trip', do_trip, merc.POS_FIGHTING, 0, merc.LOG_NORMAL, 1))
Esempio n. 12
0
        victim = ch
    else:
        victim = ch.get_char_room(arg2)
        obj = ch.get_item_here(arg2)
        if not victim and not obj:
            ch.send("You can't find it.\n")
            return
        handler_game.act("$n recites $p.", ch, scroll, None, merc.TO_ROOM)
        handler_game.act("You recite $p.", ch, scroll, None, merc.TO_CHAR)

    if random.randint(1, 99) >= 20 + ch.get_skill("scrolls") * 4 // 5:
        ch.send("You mispronounce a syllable.\n")
        if ch.is_pc():
            ch.check_improve("scrolls", False, 2)
    else:
        handler_magic.obj_cast_spell(scroll.value[1], scroll.value[0], ch,
                                     victim, obj)
        handler_magic.obj_cast_spell(scroll.value[2], scroll.value[0], ch,
                                     victim, obj)
        handler_magic.obj_cast_spell(scroll.value[3], scroll.value[0], ch,
                                     victim, obj)
        if ch.is_pc():
            ch.check_improve("scrolls", True, 2)
    scroll.extract()
    return


interp.register_command(
    interp.cmd_type('recite', do_recite, merc.POS_RESTING, 0, merc.LOG_NORMAL,
                    1))
Esempio n. 13
0
import logging

logger = logging.getLogger()

import merc
import interp
import settings
import handler_game

# RT anti-newbie code
def do_newlock(ch, argument):
    if not settings.NEWLOCK:
        handler_game.wiznet("$N locks out new characters.", ch, None, 0, 0, 0)
        ch.send("New characters have been locked out.\n")
        settings.NEWLOCK = True
    else:
        handler_game.wiznet("$N allows new characters back in.", ch, None, 0, 0, 0)
        ch.send("Newlock removed.\n")
        settings.NEWLOCK = False
    return


interp.register_command(interp.cmd_type('newlock', do_newlock, merc.POS_DEAD, merc.L4, merc.LOG_ALWAYS, 1))
Esempio n. 14
0
import logging

logger = logging.getLogger()

import merc
import interp
import instance


def do_areas(ch, argument):
    if argument:
        ch.send("No argument is used with this command.\n")
        return
    col = 0
    for iArea in instance.areas.values():
        ch.send("%-39s" % iArea.credits)
        col += 1
        if col % 2 == 0:
            ch.send("\n")


interp.register_command(interp.cmd_type('areas', do_areas, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1))
Esempio n. 15
0
import logging

logger = logging.getLogger()

import merc
import interp
import handler_game


def do_report(ch, argument):
    ch.send("You say 'I have %d/%d hp %d/%d mana %d/%d mv %d xp.'\n" % (
        ch.hit, ch.max_hit,
        ch.mana, ch.max_mana,
        ch.move, ch.max_move,
        ch.exp  ))
    buf = "$n says 'I have %d/%d hp %d/%d mana %d/%d mv %d xp.'" % (
        ch.hit, ch.max_hit,
        ch.mana, ch.max_mana,
        ch.move, ch.max_move,
        ch.exp  )
    handler_game.act(buf, ch, None, None, merc.TO_ROOM)
    return


interp.register_command(interp.cmd_type('report', do_report, merc.POS_RESTING, 0, merc.LOG_NORMAL, 1))
Esempio n. 16
0
import logging

logger = logging.getLogger()

import merc
import interp
import game_utils


def do_pecho(ch, argument):
    argument, arg = game_utils.read_word(argument)
    if not argument or not arg:
        ch.send("Personal echo what?\n")
        return
    victim = ch.get_char_world(arg)
    if not victim:
        ch.send("Target not found.\n")
        return
    if victim.trust >= ch.trust != merc.MAX_LEVEL:
        victim.send("personal> ")

    argument = argument.strip()
    victim.send(argument)
    victim.send("\n")
    ch.send("personal> ")
    ch.send(argument)
    ch.send("\n")


interp.register_command(interp.cmd_type('pecho', do_pecho, merc.POS_DEAD, merc.L4, merc.LOG_ALWAYS, 1))
Esempio n. 17
0
import handler_game
import merc
import interp
import game_utils
import instance


def do_pmote(ch, argument):
    if not ch.is_npc() and ch.comm.is_set(merc.COMM_NOEMOTE):
        ch.send("You can't show your emotions.\n")
        return
    if not argument:
        ch.send("Emote what?\n")
        return
    handler_game.act("$n $t", ch, argument, None, merc.TO_CHAR)
    for vch_id in ch.in_room.people:
        vch = instance.characters[vch_id]
        if vch.desc is None or vch == ch:
            continue
        if vch.name not in argument:
            handler_game.act("$N $t", vch, argument, ch, merc.TO_CHAR)
            continue
        temp = game_utils.mass_replace({vch.name: " you "}, argument)
        handler_game.act("$N $t", vch, temp, ch, merc.TO_CHAR)
    return


interp.register_command(
    interp.cmd_type('pmote', do_pmote, merc.POS_RESTING, 0, merc.LOG_NORMAL,
                    1))
Esempio n. 18
0
            fch = instance.characters[fch_id]
            if not portal or portal.value[0] == -1:
                # no following through dead portals
                continue
            if fch.master == ch and state_checks.IS_AFFECTED(fch, merc.AFF_CHARM) \
                    and fch.position < merc.POS_STANDING:
                fch.do_stand("")
            if fch.master == ch and fch.position == merc.POS_STANDING:
                if state_checks.IS_SET(ch.in_room.room_flags, merc.ROOM_LAW) \
                        and (state_checks.IS_NPC(fch) and fch.act.is_set(merc.ACT_AGGRESSIVE)):
                    handler_game.act("You can't bring $N into the city.", ch, None, fch, merc.TO_CHAR)
                    handler_game.act("You aren't allowed in the city.", fch, None, None, merc.TO_CHAR)
                    continue
                handler_game.act("You follow $N.", fch, None, ch, merc.TO_CHAR)
                fch.do_enter(argument)
        if portal and portal.value[0] == -1:
            handler_game.act("$p fades out of existence.", ch, portal, None, merc.TO_CHAR)
            if ch.in_room == old_room:
                handler_game.act("$p fades out of existence.", ch, portal, None, merc.TO_ROOM)
            elif old_room.people:
                handler_game.act("$p fades out of existence.", old_room.people, portal, None, merc.TO_CHAR)
                handler_game.act("$p fades out of existence.", old_room.people, portal, None, merc.TO_ROOM)
            portal.extract()
        return
    ch.send("Nope, can't do it.\n")
    return


interp.register_command(interp.cmd_type('enter', do_enter, merc.POS_STANDING, 0, merc.LOG_NORMAL, 1))
interp.register_command(interp.cmd_type('go', do_enter, merc.POS_STANDING, 0, merc.LOG_NORMAL, 0))
Esempio n. 19
0
import logging

logger = logging.getLogger()

import merc
import interp


def do_holylight(ch, argument):
    if ch.is_npc():
        return
    if ch.act.is_set(merc.PLR_HOLYLIGHT):
        ch.act.rem_bit(merc.PLR_HOLYLIGHT)
        ch.send("Holy light mode off.\n")
    else:
        ch.act.set_bit(merc.PLR_HOLYLIGHT)
        ch.send("Holy light mode on.\n")
    return


interp.register_command(interp.cmd_type('holylight', do_holylight, merc.POS_DEAD, merc.IM, merc.LOG_NORMAL, 1))
Esempio n. 20
0
logger = logging.getLogger()

import merc
import interp
import game_utils
import instance


def do_mfind(ch, argument):
    argument, arg = game_utils.read_word(argument)
    if not arg:
        ch.send("Find whom?\n")
        return
    fAll = False  # !str_cmp( arg, "all" )
    found = False
    nMatch = 0
    # Yeah, so iterating over all vnum's takes 10,000 loops.
    # Get_mob_index is fast, and I don't feel like threading another link.
    # Do you?
    # -- Furey
    for pMobIndex in instance.npc_templates.values():
        if fAll or game_utils.is_name(arg, pMobIndex.name):
            found = True
            ch.send("[[%5d]] %s\n" % (pMobIndex.vnum, pMobIndex.short_descr))
    if not found:
        ch.send("No mobiles by that name.\n")
    return


interp.register_command(interp.cmd_type('mfind', do_mfind, merc.POS_DEAD, merc.L4, merc.LOG_NORMAL, 1))
Esempio n. 21
0
        # string an obj
        obj = ch.get_item_world(arg1)
        if not obj:
            ch.send("Nothing like that in heaven or earth.\n")
            return
        if "name".startswith(arg2):
            obj.name = arg3
            return
        if "short".startswith(arg2):
            obj.short_descr = arg3
            return
        if "long".startswith(arg2):
            obj.description = arg3
            return
        if "extended".startswith(arg2) or "ed".startswith(arg2):
            argument, arg3 = game_utils.read_word(argument)
            if argument is None:
                ch.send("Syntax: oset <object> ed <keyword> <string>\n")
                return
            argument += "\n"
            ed = world_classes.ExtraDescrData()
            ed.keyword = arg3
            ed.description = argument
            obj.extra_descr.append(ed)
            return
    # echo bad use message
    ch.do_string("")


interp.register_command(interp.cmd_type('string', do_string, merc.POS_DEAD, merc.L5, merc.LOG_ALWAYS, 1))
Esempio n. 22
0
import logging

logger = logging.getLogger()

import game_utils
import merc
import interp

# 'Wimpy' originally by Dionysos.
def do_wimpy(ch, argument):
    argument, arg = game_utils.read_word(argument)
    if not arg:
        wimpy = ch.max_hit // 5
    else:
        wimpy = int(arg)
    if wimpy < 0:
        ch.send("Your courage exceeds your wisdom.\n")
        return
    if wimpy > ch.max_hit // 2:
        ch.send("Such cowardice ill becomes you.\n")
        return
    ch.wimpy = wimpy
    ch.send("Wimpy set to %d hit points.\n" % wimpy)
    return


interp.register_command(interp.cmd_type('wimpy', do_wimpy, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1))
Esempio n. 23
0
    if not arg1 or not arg2:
        ch.send("Syntax: password <old> <new>.\n")
        return

    if settings.ENCRYPT_PASSWORD:
        # Had to add .encode() for unicode text input.
        arg1 = hashlib.sha512(arg1.encode()).hexdigest()
        arg2 = hashlib.sha512(arg2.encode()).hexdigest()

    if arg1 != ch.pwd:
        state_checks.WAIT_STATE(ch, 40)
        ch.send("Wrong password.  Wait 10 seconds.\n")
        return
    if len(arg2) < 5:
        ch.send("New password must be at least five characters long.\n")
        return

        # No tilde allowed because of player file format.
        # Also now not true. Davion

    ch.pwd = arg2
    ch.save()
    ch.send("Ok.\n")
    return


interp.register_command(
    interp.cmd_type('password', do_password, merc.POS_DEAD, 0, merc.LOG_NEVER,
                    1))
Esempio n. 24
0
        if not state_checks.IS_SET(ch.wiznet, merc.WIZ_ON):
          buf += "off "
        for name, flag in const.wiznet_table.items():
            if state_checks.IS_SET(ch.wiznet, flag.bit):
                buf += name + " "
            ch.send("Wiznet status:\n%s\n" % buf)
            return
    if "show".startswith(argument):
        # list of all wiznet options
        buf = ''
        for name, flag in const.wiznet_table.items():
            if flag.level <= ch.trust:
                buf += name + " "
        ch.send("Wiznet options available to you are:\n%s\n" % buf)
        return
    flag = state_checks.prefix_lookup(const.wiznet_table, argument)
    if not flag or ch.trust < flag.level:
        ch.send("No such option.\n")
        return
    if state_checks.IS_SET(ch.wiznet, flag.bit):
        ch.send("You will no longer see %s on wiznet.\n" % flag.name)
        ch.wiznet = state_checks.REMOVE_BIT(ch.wiznet, flag.bit)
        return
    else:
        ch.send("You will now see %s on wiznet.\n" % flag.name)
        ch.wiznet = state_checks.SET_BIT(ch.wiznet, flag.bit)
        return


interp.register_command(interp.cmd_type('wiznet', do_wiznet, merc.POS_DEAD, merc.IM, merc.LOG_NORMAL, 1))
Esempio n. 25
0
import logging

logger = logging.getLogger()

import interp
import merc
import database


def do_tableload(ch, argument):
    if not argument:
        ch.send("Reloading all tables.")
        database.read.read_tables(ch)


interp.register_command(interp.cmd_type('tableload', do_tableload, merc.POS_DEAD, merc.ML, merc.LOG_ALWAYS, 1))
Esempio n. 26
0
logger = logging.getLogger()

import merc
import interp
import game_utils


def do_trust(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if not arg1 or not arg2 or not arg2.isdigit():
        ch.send("Syntax: trust <char> <level>.\n")
        return
    victim = ch.get_char_world(arg1)
    if not victim:
        ch.send("That player is not here.\n")
        return
    level = int(arg2)
    if level < 0 or level > merc.MAX_LEVEL:
        ch.send("Level must be 0 (reset) or 1 to %d.\n" % merc.MAX_LEVEL)
        return
    if level > ch.trust:
        ch.send("Limited to your trust.\n")
        return
    victim.trust = level
    return


interp.register_command(interp.cmd_type('trust', do_trust, merc.POS_DEAD, merc.ML, merc.LOG_ALWAYS, 1))
Esempio n. 27
0
        return
    victim = ch.fighting
    if victim:
        skill = ch.get_skill("recall")
        if random.randint(1, 99) < 80 * skill / 100:
            if ch.is_pc():
                ch.check_improve( "recall", False, 6)
            state_checks.WAIT_STATE(ch, 4)
            ch.send("You failed!.\n")
            return
        lose = 25 if ch.desc else 50
        update.gain_exp(ch, 0 - lose)
        if ch.is_pc():
            ch.check_improve( "recall", True, 4)
        ch.send("You recall from combat!  You lose %d exps.\n" % lose)
        fight.stop_fighting(ch, True)
    ch.move /= 2
    handler_game.act("$n disappears.", ch, None, None, merc.TO_ROOM)
    ch.in_room.get(ch)
    location.put(ch)
    handler_game.act("$n appears in the room.", ch, None, None, merc.TO_ROOM)
    ch.do_look("auto")

    if ch.pet is not None:
        ch.pet.do_recall("")
    return


interp.register_command(interp.cmd_type("recall", do_recall, merc.POS_FIGHTING, 0, merc.LOG_NORMAL, 1))
interp.register_command(interp.cmd_type("/", do_recall, merc.POS_FIGHTING, 0, merc.LOG_NORMAL, 0))
Esempio n. 28
0
                             merc.TO_ROOM)
        elif state_checks.IS_SET(obj.value[2], merc.REST_ON):
            handler_game.act("You sit on $p and rest.", ch, obj, None,
                             merc.TO_CHAR)
            handler_game.act("$n sits on $p and rests.", ch, obj, None,
                             merc.TO_ROOM)
        else:
            handler_game.act("You rest in $p.", ch, obj, None, merc.TO_CHAR)
            handler_game.act("$n rests in $p.", ch, obj, None, merc.TO_ROOM)
        ch.position = merc.POS_RESTING
        return
    elif ch.position == merc.POS_SITTING:
        if not obj:
            ch.send("You rest.\n")
            handler_game.act("$n rests.", ch, None, None, merc.TO_ROOM)
        elif state_checks.IS_SET(obj.value[2], merc.REST_AT):
            handler_game.act("You rest at $p.", ch, obj, None, merc.TO_CHAR)
            handler_game.act("$n rests at $p.", ch, obj, None, merc.TO_ROOM)
        elif state_checks.IS_SET(obj.value[2], merc.REST_ON):
            handler_game.act("You rest on $p.", ch, obj, None, merc.TO_CHAR)
            handler_game.act("$n rests on $p.", ch, obj, None, merc.TO_ROOM)
        else:
            handler_game.act("You rest in $p.", ch, obj, None, merc.TO_CHAR)
            handler_game.act("$n rests in $p.", ch, obj, None, merc.TO_ROOM)
        ch.position = merc.POS_RESTING
        return


interp.register_command(
    interp.cmd_type('rest', do_rest, merc.POS_SLEEPING, 0, merc.LOG_NORMAL, 1))
Esempio n. 29
0
    handler_game.act("You drink $T from $p.", ch, obj, const.liq_table[liquid].name, merc.TO_CHAR)
    update.gain_condition(ch, merc.COND_DRUNK, amount * const.liq_table[liquid].proof / 36)
    update.gain_condition(ch, merc.COND_FULL, amount * const.liq_table[liquid].full / 4)
    update.gain_condition(ch, merc.COND_THIRST, amount * const.liq_table[liquid].thirst / 10)
    update.gain_condition(ch, merc.COND_HUNGER, amount * const.liq_table[liquid].food / 2)
    if not ch.is_npc() and ch.condition[merc.COND_DRUNK] > 10:
        ch.send("You feel drunk.\n")
    if not ch.is_npc() and ch.condition[merc.COND_FULL] > 40:
        ch.send("You are full.\n")
    if not ch.is_npc() and ch.condition[merc.COND_THIRST] > 40:
        ch.send("Your thirst is quenched.\n")
    if obj.value[3] != 0:
        # The drink was poisoned !
        af = handler_game.AFFECT_DATA()
        handler_game.act("$n chokes and gags.", ch, None, None, merc.TO_ROOM)
        ch.send("You choke and gag.\n")
        af.where = merc.TO_AFFECTS
        af.type = "poison"
        af.level = game_utils.number_fuzzy(amount)
        af.duration = 3 * amount
        af.location = merc.APPLY_NONE
        af.modifier = 0
        af.bitvector = merc.AFF_POISON
        ch.affect_join(af)
    if obj.value[0] > 0:
        obj.value[1] -= amount
    return


interp.register_command(interp.cmd_type('drink', do_drink, merc.POS_RESTING, 0, merc.LOG_NORMAL, 1))
Esempio n. 30
0
import logging

logger = logging.getLogger()

import merc
import interp


def do_autosplit(ch, argument):
    if ch.is_npc():
        return

    if ch.act.is_set(merc.PLR_AUTOSPLIT):
        ch.send("Autosplitting removed.\n")
        ch.act.rem_bit(merc.PLR_AUTOSPLIT)
    else:
        ch.send("Automatic gold splitting set.\n")
        ch.act.set_bit(merc.PLR_AUTOSPLIT)


interp.register_command(
    interp.cmd_type('autosplit', do_autosplit, merc.POS_DEAD, 0,
                    merc.LOG_NORMAL, 1))
Esempio n. 31
0
    #     ch.send("You must MURDER a player.\n")
    #     return

    if victim == ch:
        ch.send("You hit yourself.  Ouch!\n")
        fight.multi_hit(ch, ch, merc.TYPE_UNDEFINED)
        return
    if fight.is_safe(ch, victim):
        return
    if victim.fighting and not ch.is_same_group(victim.fighting):
        ch.send("Kill stealing is not permitted.\n")
        return
    if ch.is_affected(merc.AFF_CHARM) and ch.master == victim:
        handler_game.act("$N is your beloved master.", ch, None, victim,
                         merc.TO_CHAR)
        return
    if ch.position == merc.POS_FIGHTING:
        ch.send("You do the best you can!\n")
        return

    state_checks.WAIT_STATE(ch, 1 * merc.PULSE_VIOLENCE)
    fight.check_killer(ch, victim)
    fight.multi_hit(ch, victim, merc.TYPE_UNDEFINED)
    return


interp.register_command(
    interp.cmd_type('hit', do_kill, merc.POS_FIGHTING, 0, merc.LOG_NORMAL, 0))
interp.register_command(
    interp.cmd_type('kill', do_kill, merc.POS_FIGHTING, 0, merc.LOG_NORMAL, 1))
Esempio n. 32
0
    victim = ch.get_char_room(arg)
    if not victim:
        ch.send("They aren't here.\n")
        return
    if ch == victim:
        ch.send("Suicide is a mortal sin.\n")
        return
    if not victim.is_npc() and victim.level >= ch.trust:
        ch.send("You failed.\n")
        return
    handler_game.act("You slay $M in cold blood!", ch, None, victim,
                     merc.TO_CHAR)
    handler_game.act("$n slays you in cold blood!", ch, None, victim,
                     merc.TO_VICT)
    handler_game.act("$n slays $N in cold blood!", ch, None, victim,
                     merc.TO_NOTVICT)
    fight.raw_kill(victim)
    return


def do_sla(ch, argument):
    ch.send("If you want to SLAY, spell it out.\n")
    return


interp.register_command(
    interp.cmd_type('slay', do_slay, merc.POS_DEAD, merc.L3, merc.LOG_ALWAYS,
                    1))
interp.register_command(
    interp.cmd_type('sla', do_sla, merc.POS_DEAD, merc.L3, merc.LOG_NORMAL, 0))
Esempio n. 33
0
import logging

logger = logging.getLogger()

import handler_ch
import interp
import merc


def do_up(ch, argument):
    handler_ch.move_char(ch, merc.DIR_UP, False)
    return


interp.register_command(
    interp.cmd_type('up', do_up, merc.POS_STANDING, 0, merc.LOG_NEVER, 0))
Esempio n. 34
0
def do_at(ch, argument):
    argument, arg = game_utils.read_word(argument)
    if not arg or not argument:
        ch.send("At where what?\n")
        return
    location = game_utils.find_location(ch, arg)
    if not location:
        ch.send("No such location.\n")
        return
    if not ch.is_room_owner(location) and location.is_private() \
            and ch.trust < merc.MAX_LEVEL:
        ch.send("That room is private right now.\n")
        return
    original = ch.in_room
    on = ch.on
    original.get(ch)
    location.put(ch)
    ch.interpret(argument)

    # See if 'ch' still exists before continuing!
    # Handles 'at XXXX quit' case.
    for wch in instance.characters.values():
        if wch == ch:
            location.get(ch)
            original.put(ch)
            ch.on = on
            break


interp.register_command(interp.cmd_type('at', do_at, merc.POS_DEAD, merc.L6, merc.LOG_NORMAL, 1))
Esempio n. 35
0
def do_notell(ch, argument):
    argument, arg = game_utils.read_word(argument)
    if not arg:
        ch.send("Notell whom?")
        return
    victim = ch.get_char_world(arg)
    if not victim:
        ch.send("They aren't here.\n")
        return
    if victim.trust >= ch.trust:
        ch.send("You failed.\n")
        return
    if victim.comm.is_set(merc.COMM_NOTELL):
        victim.comm = state_checks.REMOVE_BIT(victim.comm, merc.COMM_NOTELL)
        victim.send("You can tell again.\n")
        ch.send("NOTELL removed.\n")
        handler_game.wiznet("$N restores tells to %s." % victim.name, ch, None,
                            merc.WIZ_PENALTIES, merc.WIZ_SECURE, 0)
    else:
        victim.comm = state_checks.SET_BIT(victim.comm, merc.COMM_NOTELL)
        victim.send("You can't tell!\n")
        ch.send("NOTELL set.\n")
        handler_game.wiznet("$N revokes %s's tells." % victim.name, ch, None,
                            merc.WIZ_PENALTIES, merc.WIZ_SECURE, 0)
    return


interp.register_command(
    interp.cmd_type('notell', do_notell, merc.POS_DEAD, merc.L5,
                    merc.LOG_ALWAYS, 1))
Esempio n. 36
0
        ch.send("Offense: %s\n" % repr(victim.off_flags))
    if victim.imm_flags:
        ch.send("Immune: %s\n" % repr(victim.imm_flags))
    if victim.res_flags:
        ch.send("Resist: %s\n" % repr(victim.res_flags))
    if victim.vuln_flags:
        ch.send("Vulnerable: %s\n" % repr(victim.vuln_flags))
    ch.send("Form: %s\nParts: %s\n" % (repr(victim.form), repr(victim.parts)))
    if victim.affected_by:
        ch.send("Affected by %s\n" % repr(victim.affected_by))
    ch.send("Master: %s  Leader: %s  Pet: %s\n" %
            (victim.master.name if victim.master else "(none)",
             victim.leader.name if victim.leader else "(none)",
             victim.pet.name if victim.pet else "(none)"))
    ch.send("Short description: %s\nLong  description: %s" %
            (victim.short_descr,
             victim.long_descr if victim.long_descr else "(none)\n"))
    if victim.is_npc() and victim.spec_fun is not None:
        ch.send("Npc has special procedure %s.\n" % victim.spec_fun.__name__)

    for paf in victim.affected:
        ch.send(
            "Spell: '%s' modifies %s by %d for %d hours with bits %s, level %d.\n"
            % (paf.type, merc.affect_loc_name(paf.location), paf.modifier,
               paf.duration, merc.affect_bit_name(paf.bitvector), paf.level))


interp.register_command(
    interp.cmd_type('mstat', do_mstat, merc.POS_DEAD, merc.IM, merc.LOG_NORMAL,
                    1))
Esempio n. 37
0
import logging

logger = logging.getLogger()

import merc
import interp
import state_checks


def do_nosummon(ch, argument):
    if ch.is_npc():
        if state_checks.IS_SET(ch.imm_flags, merc.IMM_SUMMON):
            ch.send("You are no longer immune to summon.\n")
            ch.imm_flags = state_checks.REMOVE_BIT(ch.imm_flags,
                                                   merc.IMM_SUMMON)
        else:
            ch.send("You are now immune to summoning.\n")
            ch.imm_flags = state_checks.SET_BIT(ch.imm_flags, merc.IMM_SUMMON)
    else:
        if ch.act.is_set(merc.PLR_NOSUMMON):
            ch.send("You are no longer immune to summon.\n")
            ch.act.rem_bit(merc.PLR_NOSUMMON)
        else:
            ch.send("You are now immune to summoning.\n")
            ch.act.set_bit(merc.PLR_NOSUMMON)


interp.register_command(
    interp.cmd_type('nosummon', do_nosummon, merc.POS_DEAD, 0, merc.LOG_NORMAL,
                    1))
Esempio n. 38
0
            return
        if not state_checks.IS_SET(obj.value[1], merc.CONT_CLOSEABLE):
            ch.send("You can't do that.\n")
            return
        obj.value[1] = state_checks.SET_BIT(obj.value[1], merc.CONT_CLOSED)
        handler_game.act("You close $p.", ch, obj, None, merc.TO_CHAR)
        handler_game.act("$n closes $p.", ch, obj, None, merc.TO_ROOM)
        return
    door = handler_room.find_door(ch, arg)
    if handler_room.find_door(ch, arg) >= 0:
        # 'close door'
        pexit = ch.in_room.exit[door]
        if pexit.exit_info.is_set(merc.EX_CLOSED):
            ch.send("It's already closed.\n")
            return
        pexit.exit_info.set_bit(merc.EX_CLOSED)
        handler_game.act("$n closes the $d.", ch, None, pexit.keyword, merc.TO_ROOM)
        ch.send("Ok.\n")

        # close the other side
        to_room = instance.rooms[pexit.to_room]
        pexit_rev = to_room.exit[merc.rev_dir[door]] if pexit.to_room else None
        if to_room and pexit_rev and pexit_rev.to_room == ch.in_room.instance_id:
            pexit_rev.exit_info.set_bit(merc.EX_CLOSED)
            for rch_id in to_room.people[:]:
                rch = instance.characters[rch_id]
                handler_game.act("The $d closes.", rch, None, pexit_rev.keyword, merc.TO_CHAR)


interp.register_command(interp.cmd_type('close', do_close, merc.POS_RESTING, 0, merc.LOG_NORMAL, 1))
Esempio n. 39
0
import logging

logger = logging.getLogger()

import handler_ch
import interp
import merc

def do_down(ch, argument):
    handler_ch.move_char(ch, merc.DIR_DOWN, False)
    return


interp.register_command(interp.cmd_type('down', do_down, merc.POS_STANDING, 0, merc.LOG_NEVER, 0))
Esempio n. 40
0
def do_help(ch, argument):
    if not argument:
        argument = "summary"

    found = [h for h in merc.help_list if h.level <= ch.trust and argument.lower() in h.keyword.lower()]

    for pHelp in found:
        if ch.desc.is_connected(nanny.con_playing):
            ch.send("\n============================================================\n")
            ch.send(pHelp.keyword)
            ch.send("\n")
        text = pHelp.text
        if pHelp.text[0] == '.':
            text = pHelp.text[1:]
        ch.send(text + "\n")
        # small hack :)
        if ch.desc and ch.desc.connected != nanny.con_playing and ch.desc.connected != nanny.con_gen_groups:
            break

    if not found:
        ch.send("No help on that word.\n")


interp.register_command(interp.cmd_type('help', do_help, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1))
interp.register_command(interp.cmd_type('motd', do_help, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1, 'motd'))
interp.register_command(interp.cmd_type('imotd', do_help, merc.POS_DEAD, merc.IM, merc.LOG_NORMAL, 1, 'imotd'))
interp.register_command(interp.cmd_type('rules', do_help, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1, 'rules'))
interp.register_command(interp.cmd_type('story', do_help, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1, 'story'))
interp.register_command(interp.cmd_type('wizlist', do_help, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1, 'wizlist'))
interp.register_command(interp.cmd_type('credits', do_help, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1, 'credits'))
Esempio n. 41
0
        if state_checks.IS_SET(container.value[1], merc.CONT_CLOSED):
            handler_game.act("The $d is closed.", ch, None, container.name, merc.TO_CHAR)
            return
        if not arg1.startswith('all'):
            # 'get obj container'
            item = ch.get_item_list(arg1, container.inventory)
            if not item is None:
                handler_game.act("I see nothing like that in the $T.", ch, None, arg2, merc.TO_CHAR)
                return
            handler_item.get_item(ch, item, container)
        else:
            # 'get all container' or 'get all.obj container'
            found = False
            for item_id in container.inventory[:]:
                item = instance.items[item_id]
                if (len(arg1) == 3 or arg1[4:] in item.name) and ch.can_see_item(item):
                    found = True
                    if container.vnum == merc.OBJ_VNUM_PIT and not ch.is_immortal():
                        ch.send("Don't be so greedy!\n")
                        return
                    handler_item.get_item(ch, item, container)
            if not found:
                if len(arg1) == 3:
                    handler_game.act("I see nothing in the $T.", ch, None, arg2, merc.TO_CHAR)
                else:
                    handler_game.act("I see nothing like that in the $T.", ch, None, arg2, merc.TO_CHAR)


interp.register_command(interp.cmd_type('get', do_get, merc.POS_RESTING, 0, merc.LOG_NORMAL, 1))
interp.register_command(interp.cmd_type('take', do_get, merc.POS_RESTING, 0, merc.LOG_NORMAL, 1))
Esempio n. 42
0
import logging

logger = logging.getLogger()

import merc
import interp


def do_autoassist(ch, argument):
    if ch.is_npc():
        return

    if ch.act.is_set(merc.PLR_AUTOASSIST):
        ch.send("Autoassist removed.\n")
        ch.act.rem_bit(merc.PLR_AUTOASSIST)
    else:
        ch.send("You will now assist when needed.\n")
        ch.act.set_bit(merc.PLR_AUTOASSIST)


interp.register_command(interp.cmd_type('autoassist', do_autoassist, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1))
Esempio n. 43
0
import logging

logger = logging.getLogger()

import merc
import interp


def do_autoloot(ch, argument):
    if ch.is_npc():
        return

    if ch.act.is_set(merc.PLR_AUTOLOOT):
        ch.send("Autolooting removed.\n")
        ch.act.rem_bit(merc.PLR_AUTOLOOT)
    else:
        ch.send("Automatic corpse looting set.\n")
        ch.act.set_bit(merc.PLR_AUTOLOOT)


interp.register_command(interp.cmd_type('autoloot', do_autoloot, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1))
Esempio n. 44
0
logger = logging.getLogger()

import merc
import interp


def do_prompt(ch, argument):
    if not argument:
        if ch.comm.is_set(merc.COMM_PROMPT):
            ch.send("You will no longer see prompts.\n")
            ch.comm.rem_bit(merc.COMM_PROMPT)
        else:
            ch.send("You will now see prompts.\n")
            ch.comm.set_bit(merc.COMM_PROMPT)
        return
    if argument.lower() == "all":
        buf = "<%hhp %mm %vmv> "
    else:
        if len(argument) > 50:
            argument = argument[:50]
        buf = argument
        if buf.endswith("%c"):
            buf += " "
    ch.prompt = buf
    ch.send("Prompt set to %s\n" % ch.prompt)
    return


interp.register_command(
    interp.cmd_type('prompt', do_prompt, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1))
Esempio n. 45
0
    argument, arg = game_utils.read_word(argument)
    if not arg or not argument:
        ch.send("At where what?\n")
        return
    location = game_utils.find_location(ch, arg)
    if not location:
        ch.send("No such location.\n")
        return
    if not ch.is_room_owner(location) and location.is_private() \
            and ch.trust < merc.MAX_LEVEL:
        ch.send("That room is private right now.\n")
        return
    original = ch.in_room
    on = ch.on
    original.get(ch)
    location.put(ch)
    ch.interpret(argument)

    # See if 'ch' still exists before continuing!
    # Handles 'at XXXX quit' case.
    for wch in instance.characters.values():
        if wch == ch:
            location.get(ch)
            original.put(ch)
            ch.on = on
            break


interp.register_command(
    interp.cmd_type('at', do_at, merc.POS_DEAD, merc.L6, merc.LOG_NORMAL, 1))
Esempio n. 46
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                and sn in ch.learned:
            found = True
            level = skill.skill_level[ch.guild.name]
            if ch.level < level:
                buf = "%-18s  n/a      " % skill.name
            else:
                mana = max(skill.min_mana, 100 / (2 + ch.level - level))
                buf = "%-18s  %3d mana  " % (skill.name, mana)

            if level not in spell_list:
                spell_list[level] = "\nLevel %2d: %s" % (level, buf)
                spell_column[level] = 0
            else:  # append
                spell_column[level] += 1
                if spell_column[level] % 2 == 0:
                    spell_list[level] += "\n          "
                spell_list[level] += buf

    # return results
    if not found:
        ch.send("No spells found.\n")
        return

    for level, buf in spell_list.items():
        ch.send(buf)
    ch.send("\n")


interp.register_command(
    interp.cmd_type('spells', do_spells, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1))
Esempio n. 47
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import logging

logger = logging.getLogger()

import database
import merc
import interp


def do_tabledump(ch, argument):
    if not argument:
        ch.send("Dumping all tables.\n")
        database.write.write_tables(ch)

interp.register_command(interp.cmd_type('tabledump', do_tabledump, merc.POS_DEAD, merc.ML, merc.LOG_ALWAYS, 1))
Esempio n. 48
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logger = logging.getLogger()

import merc
import interp
import nanny
import state_checks
import handler_game


def do_immtalk(ch, argument):
    if not argument:
        if ch.comm.is_set(merc.COMM_NOWIZ):
            ch.send("Immortal channel is now ON\n")
            ch.comm.rem_bit(merc.COMM_NOWIZ)
        else:
            ch.send("Immortal channel is now OFF\n")
            ch.comm.set_bit(merc.COMM_NOWIZ)
        return

    ch.comm.rem_bit(merc.COMM_NOWIZ)
    handler_game.act("$n: $t", ch, argument, None, merc.TO_CHAR, merc.POS_DEAD)
    for d in merc.descriptor_list:
        if d.is_connected(nanny.con_playing) and state_checks.IS_IMMORTAL(d.character) \
                and not state_checks.IS_SET(d.character.comm, merc.COMM_NOWIZ):
            handler_game.act("$n: $t", ch, argument, d.character, merc.TO_VICT, merc.POS_DEAD)


interp.register_command(interp.cmd_type('immtalk', do_immtalk, merc.POS_DEAD, merc.IM, merc.LOG_NORMAL, 1))
interp.register_command(interp.cmd_type(':', do_immtalk, merc.POS_DEAD, merc.IM, merc.LOG_NORMAL, 0))
Esempio n. 49
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            and victim.off_flags.is_set(merc.OFF_FAST)) or victim.is_affected(
                merc.AFF_HASTE):
        chance -= 20
    # level */
    chance += (ch.level - victim.level) * 2
    # now the attack */
    if random.randint(1, 99) < chance:
        handler_game.act("$n trips you and you go down!", ch, None, victim,
                         merc.TO_VICT)
        handler_game.act("You trip $N and $N goes down!", ch, None, victim,
                         merc.TO_CHAR)
        handler_game.act("$n trips $N, sending $M to the ground.", ch, None,
                         victim, merc.TO_NOTVICT)
        if ch.is_pc():
            ch.check_improve('trip', True, 1)
        state_checks.DAZE_STATE(victim, 2 * merc.PULSE_VIOLENCE)
        state_checks.WAIT_STATE(ch, const.skill_table['trip'].beats)
        victim.position = merc.POS_RESTING
        fight.damage(ch, victim, random.randint(2, 2 + 2 * victim.size),
                     'trip', merc.DAM_BASH, True)
    else:
        fight.damage(ch, victim, 0, 'trip', merc.DAM_BASH, True)
        state_checks.WAIT_STATE(ch, const.skill_table['trip'].beats * 2 // 3)
        if ch.is_pc():
            ch.check_improve('trip', False, 1)
    fight.check_killer(ch, victim)


interp.register_command(
    interp.cmd_type('trip', do_trip, merc.POS_FIGHTING, 0, merc.LOG_NORMAL, 1))
Esempio n. 50
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import logging

logger = logging.getLogger()

import merc
import interp


# RT deaf blocks out all shouts
def do_deaf(ch, argument):
    if ch.comm.is_set(merc.COMM_DEAF):
        ch.send("You can now hear tells again.\n")
        ch.comm.rem_bit(merc.COMM_DEAF)
    else:
        ch.send("From now on, you won't hear tells.\n")
        ch.comm.set_bit(merc.COMM_DEAF)


interp.register_command(
    interp.cmd_type('deaf', do_deaf, merc.POS_DEAD, 0, merc.LOG_NORMAL, 1))
Esempio n. 51
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import random
import logging

logger = logging.getLogger()

import merc
import interp


def do_hide(ch, argument):
    ch.send("You attempt to hide.\n")

    if ch.is_affected(merc.AFF_HIDE):
        ch.affected_by.rem_bit(merc.AFF_HIDE)

    if random.randint(1, 99) < ch.get_skill("hide"):
        ch.affected_by.set_bit(merc.AFF_HIDE)
        if ch.is_pc():
            ch.check_improve( "hide", True, 3)
    else:
        if ch.is_pc():
            ch.check_improve( "hide", False, 3)
    return


interp.register_command(interp.cmd_type('hide', do_hide, merc.POS_RESTING, 0, merc.LOG_NORMAL, 1))

Esempio n. 52
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import logging

logger = logging.getLogger()

import merc
import interp
import pyprogs
from handler_game import act

def do_say(ch, argument):
    if not argument:
        ch.send("Say what?\n")
        return

    act("$n says '$T'", ch, None, argument, merc.TO_ROOM)
    act("You say '$T'", ch, None, argument, merc.TO_CHAR)
    pyprogs.emit_signal('say', actor=ch, argument=argument, audience=ch.in_room.people)
    return


interp.register_command(interp.cmd_type('say', do_say, merc.POS_RESTING, 0, merc.LOG_NORMAL, 1))
interp.register_command(interp.cmd_type("'", do_say, merc.POS_RESTING, 0, merc.LOG_NORMAL, 0))
Esempio n. 53
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            ch.invis_level = 0
            handler_game.act("$n slowly fades into existence.", ch, None, None,
                             merc.TO_ROOM)
            ch.send("You slowly fade back into existence.\n")
        else:
            ch.invis_level = ch.trust
            handler_game.act("$n slowly fades into thin air.", ch, None, None,
                             merc.TO_ROOM)
            ch.send("You slowly vanish into thin air.\n")
    else:
        # do the level thing
        level = int(arg) if arg.isdigit() else -1
        if level < 2 or level > ch.trust:
            ch.send("Invis level must be between 2 and your level.\n")
            return
        else:
            ch.reply = None
            ch.invis_level = level
            handler_game.act("$n slowly fades into thin air.", ch, None, None,
                             merc.TO_ROOM)
            ch.send("You slowly vanish into thin air.\n")
            return


interp.register_command(
    interp.cmd_type('invis', do_invis, merc.POS_DEAD, merc.IM, merc.LOG_NORMAL,
                    0))
interp.register_command(
    interp.cmd_type('wizinvis', do_invis, merc.POS_DEAD, merc.IM,
                    merc.LOG_NORMAL, 1))
Esempio n. 54
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import logging

logger = logging.getLogger()

import handler_game
import merc
import interp


def do_emote(ch, argument):
    if not ch.is_npc() and ch.comm.is_set(merc.COMM_NOEMOTE):
        ch.send("You can't show your emotions.\n")
        return
    if not argument:
        ch.send("Emote what?\n")
        return
    handler_game.act("$n $T", ch, None, argument, merc.TO_ROOM)
    handler_game.act("$n $T", ch, None, argument, merc.TO_CHAR)
    return


interp.register_command(interp.cmd_type('emote', do_emote, merc.POS_RESTING, 0, merc.LOG_NORMAL, 1))
interp.register_command(interp.cmd_type(',', do_emote, merc.POS_RESTING, 0, merc.LOG_NORMAL, 0))