Esempio n. 1
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def cmd_qmake(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if not arg:
        ch.send("Do you wish to qmake a MACHINE or a CARD?\n")
        return

    if game_utils.str_cmp(arg, "card"):
        obj_index = instance.item_templates[merc.OBJ_VNUM_QUESTCARD]
        if not obj_index:
            ch.send("Missing object, please inform an Immortal.\n")
            return

        item = object_creator.create_item(obj_index, 0)
        item.quest_object()
        ch.put(item)
    elif game_utils.str_cmp(arg, "machine"):
        obj_index = instance.item_templates[merc.OBJ_VNUM_QUESTMACHINE]
        if not obj_index:
            ch.send("Missing object, please inform an Immortal.\n")
            return

        item = object_creator.create_item(obj_index, 0)
        ch.in_room.put(item)
    else:
        ch.cmd_qmake("")
        return
    ch.send("Ok.\n")
Esempio n. 2
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def spl_portal(sn, level, ch, victim, target):
    handler_magic.target_name, arg = game_utils.read_word(handler_magic.target_name)

    if not arg:
        ch.send("Who do you wish to create a portal to?\n")
        return

    victim = ch.get_char_world(arg)
    if not victim or victim == ch or not victim.in_room or ch.is_npc() or victim.is_npc() or \
            (not victim.is_npc() and not victim.immune.is_set(merc.IMM_SUMMON)) or ch.in_room.room_flags.is_set(merc.ROOM_PRIVATE) or \
            ch.in_room.room_flags.is_set(merc.ROOM_SOLITARY) or ch.in_room.room_flags.is_set(merc.ROOM_NO_RECALL) or \
            victim.in_room.room_flags.is_set(merc.ROOM_PRIVATE) or victim.in_room.room_flags.is_set(merc.ROOM_SOLITARY) or \
            victim.in_room.room_flags.is_set(merc.ROOM_NO_RECALL) or victim.in_room == ch.in_room:
        ch.send("You failed.\n")
        return

    duration = game_utils.number_range(2, 3)

    item = object_creator.create_item(instance.item_templates[merc.OBJ_VNUM_PORTAL], 0)
    item.value[0] = victim.in_room.vnum
    item.value[3] = ch.in_room.vnum
    item.timer = duration
    item.flags.shadowplane = ch.is_affected(merc.AFF_SHADOWPLANE)
    ch.in_room.put(item)

    item = object_creator.create_item(instance.item_templates[merc.OBJ_VNUM_PORTAL], 0)
    item.value[0] = ch.in_room.vnum
    item.value[3] = victim.in_room.vnum
    item.timer = duration
    item.flags.shadowplane = victim.is_affected(merc.AFF_SHADOWPLANE)
    victim.in_room.put(item)
    handler_game.act("$p appears in front of $n.", ch, item, None, merc.TO_ROOM)
    handler_game.act("$p appears in front of you.", ch, item, None, merc.TO_CHAR)
    handler_game.act("$p appears in front of $n.", victim, item, None, merc.TO_ROOM)
    handler_game.act("$p appears in front of you.", ch, item, victim, merc.TO_VICT)
Esempio n. 3
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def spell_nexus(sn, level, ch, victim, target):
    from_room = ch.in_room
    victim = ch.get_char_world(handler_magic.target_name)
    to_room = victim.in_room

    if not victim \
            or victim == ch \
            or not to_room \
            or not ch.can_see_room(to_room.instance_id) or not ch.can_see_room(from_room.instance_id) \
            or state_checks.IS_SET(to_room.room_flags, merc.ROOM_SAFE) \
            or state_checks.IS_SET(from_room.room_flags, merc.ROOM_SAFE) \
            or state_checks.IS_SET(to_room.room_flags, merc.ROOM_PRIVATE) \
            or state_checks.IS_SET(to_room.room_flags, merc.ROOM_SOLITARY) \
            or state_checks.IS_SET(to_room.room_flags, merc.ROOM_NO_RECALL) \
            or state_checks.IS_SET(from_room.room_flags, merc.ROOM_NO_RECALL) \
            or victim.level >= level + 3 \
            or (not victim.is_npc() and victim.level >= merc.LEVEL_HERO) \
            or (victim.is_npc() and state_checks.IS_SET(victim.imm_flags, merc.IMM_SUMMON)) \
            or (victim.is_npc() and handler_magic.saves_spell(level, victim, merc.DAM_NONE) ) \
            or (victim.is_clan() and not ch.is_same_clan(victim)):
        ch.send("You failed.\n")
        return

    stone = ch.slots.held
    if not ch.is_immortal() and (stone is None or stone.item_type != merc.ITEM_WARP_STONE):
        ch.send("You lack the proper component for this spell.\n")
        return

    if stone and stone.item_type == merc.ITEM_WARP_STONE:
        handler_game.act("You draw upon the power of $p.", ch, stone, None, merc.TO_CHAR)
        handler_game.act("It flares brightly and vanishes! ", ch, stone, None, merc.TO_CHAR)
        ch.unequip(stone.equipped_to)
        ch.get(stone)
        stone.extract()

    # portal one */
    portal = object_creator.create_item(instance.item_templates[merc.OBJ_VNUM_PORTAL], 0)
    portal.timer = 1 + level // 10
    portal.value[3] = to_room.instance_id

    from_room.put(portal)

    handler_game.act("$p rises up from the ground.", ch, portal, None, merc.TO_ROOM)
    handler_game.act("$p rises up before you.", ch, portal, None, merc.TO_CHAR)

    # no second portal if rooms are the same */
    if to_room == from_room:
        return

    # portal two */
    portal = object_creator.create_item(instance.item_templates[merc.OBJ_VNUM_PORTAL], 0)
    portal.timer = 1 + level // 10
    portal.value[3] = from_room.instance_id

    to_room.put(portal)

    if to_room.people:
        vch = instance.characters[to_room.people[0]]
        handler_game.act("$p rises up from the ground.", vch, portal, None, merc.TO_ROOM)
        handler_game.act("$p rises up from the ground.", vch, portal, None, merc.TO_CHAR)
def spl_create_food(sn, level, ch, victim, target):
    mushroom = object_creator.create_item(
        instance.item_templates[merc.OBJ_VNUM_MUSHROOM], 0)
    mushroom.value[0] = 5 + level
    ch.in_room.put(mushroom)
    handler_game.act("$p suddenly appears.", ch, mushroom, None, merc.TO_ROOM)
    handler_game.act("$p suddenly appears.", ch, mushroom, None, merc.TO_CHAR)
Esempio n. 5
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def o_reset(pArea, pReset, last, level, npc):
    item = None
    if pReset.arg1 not in instance.item_templates.keys():
        logger.error("Reset_area: 'O': bad vnum %d.", pReset.arg1)
        return last, level, npc
    else:
        itemTemplate = instance.item_templates[pReset.arg1]

    if pReset.arg3 not in instance.room_templates.keys():
        logger.error("Reset_area: 'R': bad vnum %d.", pReset.arg3)
        return last, level, npc
    else:
        roomInstance_id = instance.instances_by_room[pReset.arg3][0]
        roomInstance = instance.global_instances[roomInstance_id]

    if pArea.player_count > 0 or handler_item.count_obj_list(itemTemplate, roomInstance.items) > 0:
        last = False
        return last, level, npc

    item = object_creator.create_item(itemTemplate, min(game_utils.number_fuzzy(level), merc.LEVEL_HERO - 1))
    item.cost = 0
    roomInstance.put(item)
    item = None
    last = True
    return last, level, npc
Esempio n. 6
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def p_reset(parea, preset, last, level, npc):
    if preset.arg1 not in instance.item_templates.keys():
        comm.notify("p_reset: 'P': bad vnum {}".format(preset.arg1),
                    merc.CONSOLE_WARNING)
        return last, level, npc
    else:
        item_template = instance.item_templates[preset.arg1]

    if preset.arg3 not in instance.item_templates.keys():
        comm.notify("p_reset: 'P': bad vnum {}".format(preset.arg3),
                    merc.CONSOLE_WARNING)
        return last, level, npc
    else:
        item_to_template = instance.item_templates[preset.arg3]

    item_to = None
    item_to_list = instance.instances_by_item.get(item_to_template.vnum, None)
    if item_to_list:
        item_to = instance.global_instances[item_to_list[0]]

    if parea.player_count > 0 or not item_to or not item_to.in_room or handler_item.count_obj_list(
            item_template, item_to.inventory) > 0:
        last = False
        return last, level, npc

    item = object_creator.create_item(item_template,
                                      game_utils.number_range(1, 50))
    item_to.put(item)
    last = True
    return last, level, npc
Esempio n. 7
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def o_reset(parea, preset, last, level, npc):
    if preset.arg1 not in instance.item_templates.keys():
        comm.notify("o_reset: 'O': bad vnum {}".format(preset.arg1),
                    merc.CONSOLE_WARNING)
        return last, level, npc
    else:
        item_template = instance.item_templates[preset.arg1]

    if preset.arg3 not in instance.room_templates.keys():
        comm.notify("o_reset: 'R': bad vnum {}".format(preset.arg3),
                    merc.CONSOLE_WARNING)
        return last, level, npc
    else:
        room_instance_id = instance.instances_by_room[preset.arg3][0]
        room_instance = instance.global_instances[room_instance_id]

    if parea.player_count > 0 or handler_item.count_obj_list(
            item_template, room_instance.items) > 0:
        last = False
        return last, level, npc

    item = object_creator.create_item(item_template,
                                      game_utils.number_range(1, 50))
    item.cost = 0
    room_instance.put(item)
    last = True
    return last, level, npc
Esempio n. 8
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def o_reset(pArea, pReset, last, level, npc):
    item = None
    if pReset.arg1 not in instance.item_templates.keys():
        logger.error("Reset_area: 'O': bad vnum %d.", pReset.arg1)
        return last, level, npc
    else:
        itemTemplate = instance.item_templates[pReset.arg1]

    if pReset.arg3 not in instance.room_templates.keys():
        logger.error("Reset_area: 'R': bad vnum %d.", pReset.arg3)
        return last, level, npc
    else:
        roomInstance_id = instance.instances_by_room[pReset.arg3][0]
        roomInstance = instance.global_instances[roomInstance_id]

    if pArea.player_count > 0 or handler_item.count_obj_list(
            itemTemplate, roomInstance.items) > 0:
        last = False
        return last, level, npc

    item = object_creator.create_item(
        itemTemplate, min(game_utils.number_fuzzy(level), merc.LEVEL_HERO - 1))
    item.cost = 0
    roomInstance.put(item)
    item = None
    last = True
    return last, level, npc
Esempio n. 9
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def do_oload(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if not arg1 or not arg1.isdigit():
        ch.send("Syntax: load obj <vnum> <level>.\n")
        return
    level = ch.trust  # default

    if arg2:  # load with a level
        if not arg2.isdigit():
            ch.send("Syntax: oload <vnum> <level>.\n")
            return
        level = int(arg2)
        if level < 0 or level > ch.trust:
            ch.send("Level must be be between 0 and your level.\n")
            return
    vnum = int(arg1)
    if vnum not in instance.item_templates:
        ch.send("No object has that vnum.\n")
        return
    item = object_creator.create_item(instance.item_templates[vnum], level)
    if item.flags.take:
        ch.put(item)
    else:
        ch.in_room.put(item)
    handler_game.act("$n has created $p!", ch, item, None, merc.TO_ROOM)
    handler_game.wiznet("$N loads $p.", ch, item, merc.WIZ_LOAD,
                        merc.WIZ_SECURE, ch.trust)
    ch.send("Ok.\n")
    return
Esempio n. 10
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def spl_quest(sn, level, ch, victim, target):
    if ch.practice < 1:
        ch.send(
            "It costs at least 1 point of primal energy to create a quest card.\n"
        )
        return

    obj_index = instance.item_templates[merc.OBJ_VNUM_QUESTCARD]
    if not obj_index:
        ch.send("Missing object, please inform an Immortal.\n")
        return

    item = object_creator.create_item(obj_index, 0)
    item.quest_object()
    ch.put(item)

    if ch.practice >= 50:
        ch.practice -= 50
        item.level = 50
    else:
        item.level = ch.practice
        ch.practice = 0

    handler_game.act("$p fades into existance in your hands.", ch, item, None,
                     merc.TO_CHAR)
    handler_game.act("$p fades into existance in $n's hands.", ch, item, None,
                     merc.TO_ROOM)
    item.questmaker = ch.name
    item.questowner = ch.name
def spl_minor_creation(sn, level, ch, victim, target):
    handler_magic.target_name, arg = game_utils.read_word(
        handler_magic.target_name)

    arg_list = [("potion", merc.ITEM_POTION), ("scroll", merc.ITEM_SCROLL),
                ("wand", merc.ITEM_WAND), ("staff", merc.ITEM_STAFF),
                ("pill", merc.ITEM_PILL)]
    for (aa, bb) in arg_list:
        if game_utils.str_cmp(arg, aa):
            itemtype = bb
            itemkind = aa
            break
    else:
        ch.send("Item can be one of: Potion, Scroll, Wand, Staff or Pill.\n")
        return

    item = object_creator.create_item(
        instance.item_templates[merc.OBJ_VNUM_PROTOPLASM], 0)
    item.item_type = itemtype
    item.name = "{} {}".format(ch.name, itemkind)
    item.short_descr = "{}'s {}".format(ch.name, itemkind)
    item.description = "{}'s {} lies here.".format(ch.name, itemkind)
    item.weight = 10
    item.questmaker = ch.name
    ch.put(item)
    handler_game.act("$p suddenly appears in your hands.", ch, item, None,
                     merc.TO_CHAR)
    handler_game.act("$p suddenly appears in $n's hands.", ch, item, None,
                     merc.TO_ROOM)
Esempio n. 12
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def fread_item(contents, odict):
    item = object_creator.create_item(item_templates[odict['Vnum']], odict['Lev'], odict['instance_id'])
    item.enchanted = odict['Enchanted']
    item.name = odict['Name']
    item.short_descr = odict['ShD']
    item.description = odict['Desc']
    item.equips_to = odict['EqpT']
    item.item_attributes = odict['IatR']
    item.item_restrictions = odict['IrsT']
    item.weapon_attributes = odict['WeaT']
    item.item_type = odict['Ityp']
    item.weight = odict['Wt']
    item.condition = odict['Cond']
    item.level = odict['Lev']
    item.timer = odict['timer']
    item.cost = odict['cost']
    item.value = odict['Val']

    item.affected = odict['affected']
    extra_descr = []
    for k, v in odict['ExDe'].items():
        newed = world_classes.ExtraDescrData()
        newed.keyword = k
        newed.description = v
        extra_descr.append(newed)
    item.extra_descr = extra_descr
    return item
def spl_continual_light(sn, level, ch, victim, target):
    light = object_creator.create_item(
        instance.item_templates[merc.OBJ_VNUM_LIGHT_BALL], 0)
    ch.in_room.put(light)
    handler_game.act("$n twiddles $s thumbs and $p appears.", ch, light, None,
                     merc.TO_ROOM)
    handler_game.act("You twiddle your thumbs and $p appears.", ch, light,
                     None, merc.TO_CHAR)
Esempio n. 14
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def do_outfit(ch, argument):
    if ch.level > 5 or ch.is_npc():
        ch.send("Find it yourself!\n")
        return

    item = ch.slots.light
    if not item:
        item = object_creator.create_item(
            instance.item_templates[merc.OBJ_VNUM_SCHOOL_BANNER], 0)
        item.cost = 0
        ch.put(item)
        ch.equip(item, True, False)
        item = None

    item = ch.slots.body
    if not item:
        item = object_creator.create_item(
            instance.item_templates[merc.OBJ_VNUM_SCHOOL_VEST], 0)
        item.cost = 0
        ch.put(item)
        ch.equip(item, True, False)
        item = None

    # do the weapon thing
    item = ch.slots.main_hand
    if not item:
        vnum = merc.OBJ_VNUM_SCHOOL_SWORD  # just in case!
        for k, weapon in const.weapon_table.items():
            if argument in weapon.gsn:
                vnum = weapon.vnum
        item = object_creator.create_item(instance.item_templates[vnum], 0)
        ch.put(item)
        ch.equip(item, True, False)
        item = None

    item = ch.slots.main_hand
    shield = ch.slots.off_hand
    if (not item or not item.flags.two_handed) and not shield:
        item = object_creator.create_item(
            instance.item_templates[merc.OBJ_VNUM_SCHOOL_SHIELD], 0)
        item.cost = 0
        ch.put(item)
        ch.equip(item, True, False)
        item = None

    ch.send("You have been equipped by Mota.\n")
Esempio n. 15
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def spell_create_food(sn, level, ch, victim, target):
    mushroom = object_creator.create_item(instance.item_templates[merc.OBJ_VNUM_MUSHROOM], 0)
    mushroom.value[0] = level // 2
    mushroom.value[1] = level
    ch.in_room.put(mushroom)
    handler_game.act("$p suddenly appears.", ch, mushroom, None, merc.TO_ROOM)
    handler_game.act("$p suddenly appears.", ch, mushroom, None, merc.TO_CHAR)
    return
Esempio n. 16
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def recursive_clone(ch, item, clone):
    for c_item_id in item.inventory[:]:
        c_item = instance.items[c_item_id]
        if item_check(ch, c_item):
            t_obj = object_creator.create_item(
                instance.item_templates[c_item.vnum], 0)
            object_creator.clone_item(c_item, t_obj)
            clone.put(t_obj)
            recursive_clone(ch, c_item, t_obj)
Esempio n. 17
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def spell_create_spring(sn, level, ch, victim, target):
    spring = object_creator.create_item(
        instance.item_templates[merc.OBJ_VNUM_SPRING], 0)
    spring.timer = level
    ch.in_room.put(spring)
    handler_game.act("$p flows from the ground.", ch, spring, None,
                     merc.TO_ROOM)
    handler_game.act("$p flows from the ground.", ch, spring, None,
                     merc.TO_CHAR)
Esempio n. 18
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def g_e_reset(preset, last, level, npc):
    if preset.arg1 not in instance.item_templates.keys():
        comm.notify("g_e_reset: 'E' or 'G': bad vnum {}".format(preset.arg1),
                    merc.CONSOLE_WARNING)
        return last, level, npc
    else:
        item_template = instance.item_templates[preset.arg1]

    if not last:
        return last, level, npc

    if not npc:
        comm.notify(
            "g_e_reset: 'E' or 'G': None mob for vnum {}".format(preset.arg1),
            merc.CONSOLE_WARNING)
        last = False
        return last, level, npc

    if npc.pshop:
        if item_template.item_type in [merc.ITEM_PILL, merc.ITEM_POTION]:
            olevel = game_utils.number_range(0, 10)
        elif item_template.item_type == merc.ITEM_SCROLL:
            olevel = game_utils.number_range(5, 15)
        elif item_template.item_type == merc.ITEM_WAND:
            olevel = game_utils.number_range(10, 20)
        elif item_template.item_type == merc.ITEM_STAFF:
            olevel = game_utils.number_range(15, 25)
        elif item_template.item_type in [merc.ITEM_ARMOR, merc.ITEM_WEAPON]:
            olevel = game_utils.number_range(5, 15)
        else:
            olevel = 0

        item = object_creator.create_item(item_template, olevel)
        item.flags.shop_inventory = True
    else:
        item = object_creator.create_item(item_template,
                                          game_utils.number_range(1, 50))
    npc.put(item)

    if preset.command == "E":
        npc.equip(item, True)

    last = True
    return last, level, npc
Esempio n. 19
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def cmd_token(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if ch.is_npc() or (ch.quest < 1 and not ch.is_judge()):
        ch.send("You are unable to make a quest token.\n")
        return

    if not arg1 or not arg1.isdigit():
        ch.send("Please specify a value for the quest token.\n")
        return

    value = int(arg1)
    if value not in merc.irange(1, 100):
        ch.send("Quest token should have a value between 1 and 100.\n")
        return

    if ch.quest < value and not ch.is_judge():
        ch.send("You only have {:,} quest points left to put into tokens.\n".format(ch.quest))
        return

    if arg2:
        victim = ch.get_char_room(arg2)
        if not victim:
            ch.not_here(arg2)
            return
    else:
        victim = None

    obj_index = instance.item_templates[merc.OBJ_VNUM_PROTOPLASM]
    if not obj_index:
        ch.send("Error...missing object, please inform an Immortal.\n")
        return

    ch.quest -= value
    if ch.quest < 0:
        ch.quest = 0

    item = object_creator.create_item(obj_index, 1)
    item.value[0] = value
    item.cost = value * 1000
    item.item_type = merc.ITEM_QUEST
    item.questmaker = ch.name
    item.name = "quest token"
    item.short_descr = "a {:,} point quest token".format(value)
    item.description = "A {:,} point quest token lies on the floor.".format(value)
    ch.put(item)

    if victim and victim != ch:
        handler_game.act("You reach behind $N's ear and produce $p.", ch, item, victim, merc.TO_CHAR)
        handler_game.act("$n reaches behind $N's ear and produces $p.", ch, item, victim, merc.TO_NOTVICT)
        handler_game.act("$n reaches behind your ear and produces $p.", ch, item, victim, merc.TO_VICT)
    else:
        handler_game.act("You snap your fingers and reveal $p.", ch, item, None, merc.TO_CHAR)
        handler_game.act("$n snaps $s fingers and reveals $p.", ch, item, None, merc.TO_ROOM)
Esempio n. 20
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def spl_voodoo(sn, level, ch, victim, target):
    handler_magic.target_name, arg = game_utils.read_word(handler_magic.target_name)

    if ch.practice < 5:
        ch.send("It costs 5 points of primal energy to create a voodoo doll.\n")
        return

    victim = ch.get_char_world(arg)
    if not victim:
        ch.not_here(arg)
        return

    if victim.is_npc():
        ch.not_npc()
        return

    item = ch.get_eq("right_hand")
    if not item:
        item = ch.get_eq("left_hand")
        if not item:
            ch.send("You are not holding any body parts.\n")
            return

    part_list = [(12, "head"), (13, "heart"), (14, "arm"), (15, "leg"), (30004, "entrails"), (30005, "brain"), (30006, "eye eyeball"),
                 (30012, "face"), (30013, "windpipe"), (30014, "cracked head"), (30025, "ear"), (30026, "nose"), (30027, "tooth"),
                 (30028, "tongue"), (30029, "hand"), (30030, "foot"), (30031, "thumb"), (30032, "index finger"), (30033, "middle finger"),
                 (30034, "ring finger"), (30035, "little finger"), (30036, "toe")]
    for (aa, bb) in part_list:
        if item.value[2] == aa:
            part1 = aa + " " + victim.name
            break
    else:
        ch.send("{} isn't a part of {}!\n".format(item.name, victim.name))
        return

    part2 = item.name
    if not game_utils.str_cmp(part1, part2):
        ch.send("But you are holding {}, not {}!\n".format(item.short_descr, victim.name))
        return

    handler_game.act("$p vanishes from your hand in a puff of smoke.", ch, item, None, merc.TO_CHAR)
    handler_game.act("$p vanishes from $n's hand in a puff of smoke.", ch, item, None, merc.TO_ROOM)
    ch.get(item)
    item.extract()

    item = object_creator.create_item(instance.item_templates[merc.OBJ_VNUM_VOODOO_DOLL], 0)
    item.name = "{} voodoo doll".format(victim.name)
    item.short_descr = "a voodoo doll of {}".format(victim.name)
    item.description = "A voodoo doll of {} lies here.".format(victim.name)
    ch.put(item)
    ch.equip(item, replace=False, verbose=False)
    handler_game.act("$p appears in your hand.", ch, item, None, merc.TO_CHAR)
    handler_game.act("$p appears in $n's hand.", ch, item, None, merc.TO_ROOM)
    ch.practice -= 5
Esempio n. 21
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def cmd_create(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if not arg1:
        itemtype = merc.ITEM_TRASH
    else:
        type_list = [("light", merc.ITEM_LIGHT), ("scroll", merc.ITEM_SCROLL),
                     ("wand", merc.ITEM_WAND), ("staff", merc.ITEM_STAFF),
                     ("weapon", merc.ITEM_WEAPON),
                     ("treasure", merc.ITEM_TREASURE),
                     (["armor", "armour"], merc.ITEM_ARMOR),
                     ("potion", merc.ITEM_POTION),
                     ("furniture", merc.ITEM_FURNITURE),
                     ("trash", merc.ITEM_TRASH),
                     ("container", merc.ITEM_CONTAINER),
                     ("drink", merc.ITEM_DRINK_CON), ("key", merc.ITEM_KEY),
                     ("food", merc.ITEM_FOOD), ("money", merc.ITEM_MONEY),
                     ("boat", merc.ITEM_BOAT),
                     ("corpse", merc.ITEM_CORPSE_NPC),
                     ("fountain", merc.ITEM_FOUNTAIN),
                     ("pill", merc.ITEM_PILL), ("portal", merc.ITEM_PORTAL),
                     ("egg", merc.ITEM_EGG), ("stake", merc.ITEM_STAKE),
                     ("missile", merc.ITEM_MISSILE)]
        for (aa, bb) in type_list:
            if game_utils.str_cmp(arg1, aa):
                itemtype = bb
                break
        else:
            itemtype = merc.ITEM_TRASH

    if not arg2 or not arg2.isdigit():
        level = 0
    else:
        level = int(arg2)
        if level not in merc.irange(1, 50):
            ch.send("Level should be within range 1 to 50.\n")
            return

    obj_index = instance.item_templates[merc.OBJ_VNUM_PROTOPLASM]
    if not obj_index:
        ch.send("Error...missing object, please inform an Immortal.\n")
        return

    item = object_creator.create_item(obj_index, level)
    item.item_type = itemtype
    ch.put(item)
    item.questmaker = ch.name
    handler_game.act(
        "You reach up into the air and draw out a ball of protoplasm.", ch,
        item, None, merc.TO_CHAR)
    handler_game.act(
        "$n reaches up into the air and draws out a ball of protoplasm.", ch,
        item, None, merc.TO_ROOM)
Esempio n. 22
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def spl_create_spring(sn, level, ch, victim, target):
    if not ch.is_npc() and ch.is_vampire():
        obj_index = instance.item_templates[merc.OBJ_VNUM_BLOOD_SPRING]
    else:
        obj_index = instance.item_templates[merc.OBJ_VNUM_SPRING]

    spring = object_creator.create_item(obj_index, 0)
    spring.timer = level
    ch.in_room.put(spring)
    handler_game.act("$p flows from the ground.", ch, spring, None, merc.TO_ROOM)
    handler_game.act("$p flows from the ground.", ch, spring, None, merc.TO_CHAR)
Esempio n. 23
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def p_reset(pArea, pReset, last, level, npc):
    item = None
    if pReset.arg1 not in instance.item_templates.keys():
        logger.error("Reset_area: 'P': bad vnum %d.", pReset.arg1)
        return last, level, npc
    else:
        itemTemplate = instance.item_templates[pReset.arg1]

    if pReset.arg3 not in instance.item_templates.keys():
        logger.error("Reset_area: 'P': bad vnum %d.", pReset.arg3)
        return last, level, npc
    else:
        item_toTemplate = instance.item_templates[pReset.arg3]
    if pReset.arg2 > 50:  # old format */
        limit = 6
    elif pReset.arg2 == -1:  # no limit */
        limit = 999
    else:
        limit = pReset.arg2
    item_to = None
    item_to_list = instance.instances_by_item.get(item_toTemplate.vnum, None)
    if item_to_list:
        item_to = instance.global_instances[item_to_list[0]]

    if pArea.player_count > 0 \
            or not item_to \
            or (not item_to.in_room and not last) \
            or (itemTemplate.count >= limit and random.randint(0, 4) != 0) \
            or handler_item.count_obj_list(itemTemplate, item_to.inventory) > pReset.arg4:
        last = False
        return last, level, npc
    count = handler_item.count_obj_list(itemTemplate, item_to.inventory)
    #Converted while to For Loop, testing indicated
    #While loop was ~.002-.004
    #For loop ~.0009-.001
    if item_to:
        for i in range(pReset.arg4):
            item = object_creator.create_item(
                itemTemplate, game_utils.number_fuzzy(item_to.level))
            item_to.put(item)
            item = None
            count += 1
            if count >= pReset.arg4:
                break
            if itemTemplate.count >= limit:
                break

    # fix object lock state! */
        item_to.value[1] = item_toTemplate.value[1]
    last = True
    return last, level, npc
Esempio n. 24
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def p_reset(pArea, pReset, last, level, npc):
    item = None
    if pReset.arg1 not in instance.item_templates.keys():
        logger.error("Reset_area: 'P': bad vnum %d.", pReset.arg1)
        return last, level, npc
    else:
        itemTemplate = instance.item_templates[pReset.arg1]

    if pReset.arg3 not in instance.item_templates.keys():
        logger.error("Reset_area: 'P': bad vnum %d.", pReset.arg3)
        return last, level, npc
    else:
        item_toTemplate = instance.item_templates[pReset.arg3]
    if pReset.arg2 > 50:  # old format */
        limit = 6
    elif pReset.arg2 == -1:  # no limit */
        limit = 999
    else:
        limit = pReset.arg2
    item_to = None
    item_to_list = instance.instances_by_item.get(item_toTemplate.vnum, None)
    if item_to_list:
        item_to = instance.global_instances[item_to_list[0]]

    if pArea.player_count > 0 \
            or not item_to \
            or (not item_to.in_room and not last) \
            or (itemTemplate.count >= limit and random.randint(0, 4) != 0) \
            or handler_item.count_obj_list(itemTemplate, item_to.inventory) > pReset.arg4:
        last = False
        return last, level, npc
    count = handler_item.count_obj_list(itemTemplate, item_to.inventory)
    #Converted while to For Loop, testing indicated
    #While loop was ~.002-.004
    #For loop ~.0009-.001
    if item_to:
        for i in range(pReset.arg4):
            item = object_creator.create_item(itemTemplate, game_utils.number_fuzzy(item_to.level))
            item_to.put(item)
            item = None
            count += 1
            if count >= pReset.arg4:
                break
            if itemTemplate.count >= limit:
                break

    # fix object lock state! */
        item_to.value[1] = item_toTemplate.value[1]
    last = True
    return last, level, npc
Esempio n. 25
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def cmd_demonarmor(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if ch.is_npc():
        return

    if not ch.is_demon() and not ch.special.is_set(merc.SPC_CHAMPION):
        ch.huh()
        return

    if not arg:
        ch.send(
            "Please specify which piece of demon armor you wish to make: Ring Collar\n"
            "Plate Helmet Leggings Boots Gauntlets Sleeves Cape Belt Bracer Visor.\n"
        )
        return

    arg_list = [("ring", 29650), ("collar", 29651), ("plate", 29652),
                ("helmet", 29653), ("leggings", 29654), ("boots", 29655),
                ("gauntlets", 29656), ("sleeves", 29657), ("cape", 29658),
                ("belt", 29659), ("bracer", 29660), ("visor", 29661)]
    for (aa, bb) in arg_list:
        if game_utils.str_cmp(arg, aa):
            vnum = bb
            break
    else:
        ch.cmd_demonarmor("")
        return

    if ch.powers[merc.DEMON_TOTAL] < 5000 or ch.powers[
            merc.DEMON_CURRENT] < 5000:
        ch.send(
            "It costs 5000 points of power to create a piece of demon armour.\n"
        )
        return

    item_index = instance.item_templates[vnum]
    if not item_index:
        ch.send("Missing object, please inform an Immortal.\n")
        return

    ch.powers[merc.DEMON_TOTAL] -= 5000
    ch.powers[merc.DEMON_CURRENT] -= 5000

    item = object_creator.create_item(item_index, 50)
    ch.put(item)
    handler_game.act("$p appears in your hands in a blast of flames.", ch,
                     item, None, merc.TO_CHAR)
    handler_game.act("$p appears in $n's hands in a blast of flames.", ch,
                     item, None, merc.TO_ROOM)
Esempio n. 26
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def spell_floating_disc(sn, level, ch, victim, target):
    floating = ch.slots.float
    if floating and floating.flags.no_remove:
        handler_game.act("You can't remove $p.", ch, floating, None, merc.TO_CHAR)
        return

    disc = object_creator.create_item(instance.item_templates[merc.OBJ_VNUM_DISC], 0)
    disc.value[0] = ch.level * 10  # 10 pounds per level capacity */
    disc.value[3] = ch.level * 5  # 5 pounds per level max per item */
    disc.timer = ch.level * 2 - random.randint(0, level // 2)

    handler_game.act("$n has created a floating black disc.", ch, None, None, merc.TO_ROOM)
    ch.send("You create a floating disc.\n")
    ch.put(disc)
    ch.equip(disc, True, True)
Esempio n. 27
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def spell_floating_disc(sn, level, ch, victim, target):
    floating = ch.slots.float
    if floating and floating.flags.no_remove:
        handler_game.act("You can't remove $p.", ch, floating, None,
                         merc.TO_CHAR)
        return

    disc = object_creator.create_item(
        instance.item_templates[merc.OBJ_VNUM_DISC], 0)
    disc.value[0] = ch.level * 10  # 10 pounds per level capacity */
    disc.value[3] = ch.level * 5  # 5 pounds per level max per item */
    disc.timer = ch.level * 2 - random.randint(0, level // 2)

    handler_game.act("$n has created a floating black disc.", ch, None, None,
                     merc.TO_ROOM)
    ch.send("You create a floating disc.\n")
    ch.put(disc)
    ch.equip(disc, True, True)
Esempio n. 28
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def cmd_oclone(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if not arg:
        ch.send("Make a clone of what object?\n")
        return

    item = ch.get_item_world(arg)
    if not item:
        ch.send("Nothing like that in hell, earth, or heaven.\n")
        return

    if not ch.is_judge() and (not item.questmaker or not game_utils.str_cmp(ch.name, item.questmaker)):
        ch.send("You can only clone your own creations.\n")
        return

    clone_item = object_creator.create_item(instance.item_templates[item.vnum], 0)
    ch.put(clone_item)
    handler_game.act("You create a clone of $p.", ch, item, None, merc.TO_CHAR)
def spl_soulblade(sn, level, ch, victim, target):
    item = object_creator.create_item(
        instance.item_templates[merc.OBJ_VNUM_SOULBLADE], 0)
    wpn_list = [(merc.WPN_SLICE, "blade"), (merc.WPN_STAB, "blade"),
                (merc.WPN_WHIP, "whip"), (merc.WPN_CLAW, "claw"),
                (merc.WPN_BLAST, "blaster"), (merc.WPN_POUND, "mace"),
                (merc.WPN_CRUSH, "mace"), (merc.WPN_GREP, "grepper"),
                (merc.WPN_BITE, "biter"), (merc.WPN_PIERCE, "blade"),
                (merc.WPN_SUCK, "sucker")]
    for (aa, bb) in wpn_list:
        if ch.wpn[aa] > ch.wpn[merc.WPN_SLASH]:
            wpntype = aa
            wpnname = bb
    else:
        wpntype = merc.WPN_SLASH
        wpnname = "blade"

    # First we name the weapon
    item.name = "{} soul {}".format(ch.name, wpnname)
    short_descr = ch.short_descr if ch.is_npc() else ch.name
    item.short_descr = "{}'s soul {}".format(
        short_descr[0].upper() + short_descr[1:], wpnname)
    item.long_descr = "{}'s soul {} is lying here.".format(
        short_descr[0].upper() + short_descr[1:], wpnname)

    item.level = ch.level if ch.is_npc() else (ch.spl[2] //
                                               4) if (ch.spl[2] > 4) else 1
    item.level = min(item.level, 60)
    item.value[0] = 13034
    item.value[1] = 10
    item.value[2] = 20
    item.value[3] = wpntype
    item.questmaker = ch.name

    if not ch.is_npc():
        item.questowner = ch.name

    ch.put(item)
    handler_game.act("$p fades into existance in your hand.", ch, item, None,
                     merc.TO_CHAR)
    handler_game.act("$p fades into existance in $n's hand.", ch, item, None,
                     merc.TO_ROOM)
Esempio n. 30
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def cmd_oload(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if not arg1 or not arg1.isdigit():
        ch.send("Syntax: oload <vnum> <level>.\n")
        return

    if not arg2:
        level = ch.trust
    else:
        # New feature from Alander.
        if not arg2.isdigit():
            ch.send("Syntax: oload <vnum> <level>.\n")
            return

        level = int(arg2)
        if level not in merc.irange(0, ch.trust):
            ch.send("Limited to your trust level.\n")
            return

    vnum = int(arg1)
    if vnum not in instance.item_templates:
        ch.send("No object has that vnum.\n")
        return

    item = object_creator.create_item(instance.item_templates[vnum], level)
    if item.flags.take:
        ch.put(item)
        handler_game.act("$p appears in $n's hands!", ch, item, None,
                         merc.TO_ROOM)
    else:
        ch.in_room.put(item)
        handler_game.act("$n has created $p!", ch, item, None, merc.TO_ROOM)

    handler_game.act("You create $p.", ch, item, None, merc.TO_CHAR)
    item.questmaker = ch.name
def cmd_weaponform(ch, argument):
    if ch.is_npc():
        return

    if not ch.is_demon() and not ch.special.is_set(merc.SPC_CHAMPION):
        ch.huh()
        return

    if ch.is_affected(merc.AFF_POLYMORPH):
        ch.send("You cannot do this while polymorphed.\n")
        return

    if ch.powers[merc.DPOWER_OBJ_VNUM] < 1:
        ch.send("You don't have the ability to change into a weapon.\n")
        return

    if ch.is_affected(merc.AFF_WEBBED):
        ch.send("Not with all this sticky webbing on.\n")
        return

    item_index = instance.item_templates[ch.powers[merc.DPOWER_OBJ_VNUM]]
    if not item_index:
        ch.send("You don't have the ability to change into a weapon.\n")
        return

    item = object_creator.create_item(item_index, 60)
    ch.in_room.put(item)
    handler_game.act("$n transforms into $p and falls to the ground.", ch,
                     item, None, merc.TO_ROOM)
    handler_game.act("You transform into $p and fall to the ground.", ch, item,
                     None, merc.TO_CHAR)
    ch.obj_vnum = ch.powers[merc.DPOWER_OBJ_VNUM]
    item.chobj = ch
    ch.chobj = item
    ch.affected_by.set_bit(merc.AFF_POLYMORPH)
    ch.extra.set_bit(merc.EXTRA_OSWITCH)
    ch.morph = item.short_descr
Esempio n. 32
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def g_e_reset(pReset, last, level, npc):
    item = None
    if pReset.arg1 not in instance.item_templates.keys():
        logger.error("Reset_area: 'E' or 'G': bad vnum %d.", pReset.arg1)
        return last, level, npc
    else:
        itemTemplate = instance.item_templates[pReset.arg1]
    #if not last:
    #    continue

    if not npc:
        logger.error("Reset_area: 'E' or 'G': None mob for vnum %d.", pReset.arg1)
        last = False
        return last, level, npc

    olevel = 0
    if instance.npc_templates[npc.vnum].pShop:
        if not itemTemplate.new_format:
            if itemTemplate.item_type == merc.ITEM_PILL \
                    or itemTemplate.item_type == merc.ITEM_POTION \
                    or itemTemplate.item_type == merc.ITEM_SCROLL:
                olevel = 53
                for i in itemTemplate.value:
                    if i > 0:
                        for j in const.skill_table[itemTemplate.value[i]].skill_level:
                            olevel = min(olevel, j)

                olevel = max(0, (olevel * 3 // 4) - 2)

            elif itemTemplate.item_type == merc.ITEM_WAND:
                olevel = random.randint(10, 20)
            elif itemTemplate.item_type == merc.ITEM_STAFF:
                olevel = random.randint(15, 25)
            elif itemTemplate.item_type == merc.ITEM_ARMOR:
                olevel = random.randint(5, 15)
            elif itemTemplate.item_type == merc.ITEM_WEAPON:
                olevel = random.randint(5, 15)
            elif itemTemplate.item_type == merc.ITEM_TREASURE:
                olevel = random.randint(10, 20)

        item = object_creator.create_item(itemTemplate, olevel)
        item.flags.shop_inventory = True
    else:
        if pReset.arg2 > 50:  # old format */
            limit = 6
        elif pReset.arg2 == -1:  # no limit */
            limit = 999
        else:
            limit = pReset.arg2

        if itemTemplate.count < limit or random.randint(0, 4) == 0:
            item = object_creator.create_item(itemTemplate,
                                              min(game_utils.number_fuzzy(level), merc.LEVEL_HERO - 1))
            # error message if it is too high */
            if item.level > npc.level + 3 \
                    or (item.item_type == merc.ITEM_WEAPON
                        and pReset.command == 'E'
                        and item.level < npc.level - 5
                        and item.level < 45):
                logger.error("Err: obj %s (%d) -- %d, mob %s (%d) -- %d",
                             item.short_descr, item.vnum, item.level,
                             npc.short_descr, npc.vnum, npc.level)
        else:
            return last, level, npc
    npc.put(item)
    if pReset.command == 'E':
        npc.equip(item, True)
    item = None
    last = True
    return last, level, npc
Esempio n. 33
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def spell_create_spring(sn, level, ch, victim, target):
    spring = object_creator.create_item(instance.item_templates[merc.OBJ_VNUM_SPRING], 0)
    spring.timer = level
    ch.in_room.put(spring)
    handler_game.act("$p flows from the ground.", ch, spring, None, merc.TO_ROOM)
    handler_game.act("$p flows from the ground.", ch, spring, None, merc.TO_CHAR)
Esempio n. 34
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def do_clone(ch, argument):
    rest, arg = game_utils.read_word(argument)
    mob = None
    obj = None
    if not arg:
        ch.send("Clone what?\n")
        return
    if "object".startswith(arg):
        mob = None
        obj = ch.get_item_here(rest)
        if not obj:
            ch.send("You don't see that here.\n")
            return
    elif "character".startswith(arg) or "mobile".startswith(arg):
        obj = None
        mob = ch.get_char_room(rest)
        if not mob:
            ch.send("You don't see that here.\n")
            return
    else:  # find both
        mob = ch.get_char_room(argument)
        obj = ch.get_item_here(argument)
        if mob is None and obj is None:
            ch.send("You don't see that here.\n")
            return
            # clone an object
    if obj:
        if not handler_item.item_check(ch, obj):
            ch.send("Your powers are not great enough for such a task.\n")
            return
        clone = object_creator.create_item(obj.vnum, 0)
        object_creator.clone_item(obj, clone)
        if obj.in_living:
            clone.put(ch)
        else:
            clone.put(ch.in_room)
        handler_item.recursive_clone(ch, obj, clone)

        handler_game.act("$n has created $p.", ch, clone, None, merc.TO_ROOM)
        handler_game.act("You clone $p.", ch, clone, None, merc.TO_CHAR)
        handler_game.wiznet("$N clones $p.", ch, clone, merc.WIZ_LOAD, merc.WIZ_SECURE, ch.trust)
        return
    elif mob:
        if not state_checks.IS_NPC(mob):
            ch.send("You can only clone mobiles.\n")
            return
        if (mob.level > 20 and not state_checks.IS_TRUSTED(ch, merc.L4)) \
                or (mob.level > 10 and not state_checks.IS_TRUSTED(ch, merc.L5)) \
                or (mob.level > 5 and not state_checks.IS_TRUSTED(ch, merc.L6)) \
                or (mob.level > 0 and not state_checks.IS_TRUSTED(ch, merc.L7)) \
                or not state_checks.IS_TRUSTED(ch, merc.L8):
            ch.send("Your powers are not great enough for such a task.\n")
            return
        clone = object_creator.create_mobile(mob.vnum)
        object_creator.clone_mobile(mob, clone)

        for obj in mob.contents:
            if handler_item.item_check(ch, obj):
                new_obj = object_creator.create_item(obj.vnum, 0)
                object_creator.clone_item(obj, new_obj)
                handler_item.recursive_clone(ch, obj, new_obj)
                new_obj.put(clone)
                new_obj.equips_to = obj.equips_to
        clone.put(ch.in_room)
        handler_game.act("$n has created $N.", ch, None, clone, merc.TO_ROOM)
        handler_game.act("You clone $N.", ch, None, clone, merc.TO_CHAR)
        handler_game.wiznet("$N clones %s." % clone.short_descr, ch, None, merc.WIZ_LOAD, merc.WIZ_SECURE, ch.trust)
        return
Esempio n. 35
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def cmd_press(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if not arg1:
        ch.send("Which item do you wish to press?\n")
        return

    item = ch.get_item_wear(arg1)
    if not item:
        item = ch.get_item_here(arg1)
        if not item:
            ch.send("You can't find that item.\n")
            return

        # You should only be able to use nontake items on floor
        if item.flags.take:
            ch.send("But you are not wearing it!\n")
            return

    if not item.spectype.is_set(merc.SITEM_PRESS):
        ch.send("There is nothing on this item to press.\n")
        return

    if item.spectype.is_set(merc.SITEM_TARGET) and not arg2:
        ch.send("Who do you wish to use it on?\n")
        return

    if item.spectype.is_set(merc.SITEM_TARGET):
        victim = ch.get_char_room(arg2)
        if not victim:
            ch.not_here(arg2)
            return
    else:
        victim = ch

    if item.chpoweruse:
        handler_game.kavitem(item.chpoweruse, ch, item, None, merc.TO_CHAR)

    if item.victpoweruse:
        handler_game.kavitem(item.victpoweruse, ch, item, None, merc.TO_ROOM)

    if item.spectype.is_set(merc.SITEM_SPELL):
        castlevel = state_checks.urange(1, item.level, 60)
        handler_magic.obj_cast_spell(item.specpower, castlevel, ch, victim,
                                     None)
        ch.wait_state(merc.PULSE_VIOLENCE // 2)

        if item.spectype.is_set(merc.SITEM_DELAY1):
            ch.wait_state(merc.PULSE_VIOLENCE // 2)

        if item.spectype.is_set(merc.SITEM_DELAY2):
            ch.wait_state(merc.PULSE_VIOLENCE)
        return

    if item.spectype.is_set(merc.SITEM_TRANSPORTER):
        if item.chpoweron:
            handler_game.kavitem(item.chpoweron, ch, item, None, merc.TO_CHAR)

        if item.victpoweron:
            handler_game.kavitem(item.victpoweron, ch, item, None,
                                 merc.TO_ROOM)

        proomindex = instance.rooms[item.specpower]
        item.specpower = ch.in_room.vnum
        if not proomindex:
            return

        ch.in_room.get(ch)
        proomindex.put(ch)
        ch.cmd_look("auto")

        if item.chpoweroff:
            handler_game.kavitem(item.chpoweroff, ch, item, None, merc.TO_CHAR)

        if item.victpoweroff:
            handler_game.kavitem(item.victpoweroff, ch, item, None,
                                 merc.TO_ROOM)

        if not item.flags.artifact and ch.in_room.room_flags.is_set(
                merc.ROOM_NO_TELEPORT) and item.flags.take:
            ch.send("A powerful force hurls you from the room.\n")
            handler_game.act("$n is hurled from the room by a powerful force.",
                             ch, None, None, merc.TO_ROOM)
            ch.position = merc.POS_STUNNED
            ch.in_room.get(ch)
            room_id = instance.instances_by_room[merc.ROOM_VNUM_TEMPLE][0]
            instance.rooms[room_id].put(ch)
            handler_game.act(
                "$n appears in the room, and falls to the ground stunned.", ch,
                None, None, merc.TO_ROOM)

        mount = ch.mount
        if mount:
            mount.in_room.get(mount)
            ch.in_room.put(mount)
            mount.cmd_look("auto")
    elif item.spectype.is_set(merc.SITEM_TELEPORTER):
        if item.chpoweron:
            handler_game.kavitem(item.chpoweron, ch, item, None, merc.TO_CHAR)

        if item.victpoweron:
            handler_game.kavitem(item.victpoweron, ch, item, None,
                                 merc.TO_ROOM)

        proomindex = instance.rooms[item.specpower]
        if not proomindex:
            return

        ch.in_room.get(ch)
        proomindex.put(ch)
        ch.cmd_look("auto")

        if item.chpoweroff:
            handler_game.kavitem(item.chpoweroff, ch, item, None, merc.TO_CHAR)

        if item.victpoweroff:
            handler_game.kavitem(item.victpoweroff, ch, item, None,
                                 merc.TO_ROOM)

        if not item.flags.artifact and ch.in_room.room_flags.is_set(
                merc.ROOM_NO_TELEPORT) and item.flags.take:
            ch.send("A powerful force hurls you from the room.\n")
            handler_game.act("$n is hurled from the room by a powerful force.",
                             ch, None, None, merc.TO_ROOM)
            ch.position = merc.POS_STUNNED
            ch.in_room.get(ch)
            room_id = instance.instances_by_room[merc.ROOM_VNUM_TEMPLE][0]
            instance.rooms[room_id].put(ch)
            handler_game.act(
                "$n appears in the room, and falls to the ground stunned.", ch,
                None, None, merc.TO_ROOM)

        mount = ch.mount
        if mount:
            mount.in_room.get(mount)
            ch.in_room.put(mount)
            mount.cmd_look("auto")
    elif item.spectype.is_set(merc.SITEM_OBJECT):
        obj_index = instance.item_templates[item.specpower]
        if not obj_index:
            return

        item = object_creator.create_item(obj_index, ch.level)
        if item.flags.take:
            ch.put(item)
        else:
            ch.in_room.put(item)
    elif item.spectype.is_set(merc.SITEM_MOBILE):
        mob_index = instance.npc_templates[item.specpower]
        if not mob_index:
            return

        npc = object_creator.create_mobile(mob_index)
        ch.in_room.put(npc)
    elif item.spectype.is_set(merc.SITEM_ACTION):
        ch.interpret(item.victpoweron)

        if item.victpoweroff:
            for vch_id in ch.in_room.people[:]:
                vch = instance.characters[vch_id]

                if ch == vch:
                    continue

                vch.interpret(item.victpoweroff)
                continue
Esempio n. 36
0
def spell_create_rose(sn, level, ch, victim, target):
    rose = object_creator.create_item(instance.item_templates[merc.OBJ_VNUM_ROSE], 0)
    handler_game.act("$n has created a beautiful red rose.", ch, rose, None, merc.TO_ROOM)
    ch.send("You create a beautiful red rose.\n")
    ch.put(rose)
Esempio n. 37
0
def cmd_buy(ch, argument):
    argument, arg = game_utils.read_word(argument)

    if not arg:
        ch.send("Buy what?\n")
        return

    if ch.in_room.room_flags.is_set(merc.ROOM_PET_SHOP):
        if ch.is_npc():
            return

        proomindexnext = None
        if ch.in_room.vnum + 1 in instance.room_templates:
            proomindexnext = handler_room.get_room_by_vnum(ch.in_room.vnum + 1)
        if not proomindexnext:
            comm.notify(
                "cmd_buy: bad pet shop at vnum {}".format(ch.in_room.vnum),
                merc.CONSOLE_ERROR)
            ch.send("Sorry, you can't buy that here.\n")
            return

        in_room = ch.in_room
        ch.in_room = proomindexnext
        pet = ch.get_char_room(arg)
        ch.in_room = in_room

        if not pet or not pet.act.is_set(merc.ACT_PET):
            ch.send("Sorry, you can't buy that here.\n")
            return

        if ch.gold < 10 * pet.level * pet.level:
            ch.send("You can't afford it.\n")
            return

        if ch.level < pet.level:
            ch.send("You're not ready for this pet.\n")
            return

        ch.gold -= 10 * pet.level * pet.level
        pet = object_creator.create_mobile(instance.npc_templates[pet.vnum])
        pet.act.set_bit(merc.ACT_PET)
        pet.affected_by.set_bit(merc.AFF_CHARM)

        argument, arg = game_utils.read_word(argument)
        if arg:
            pet.name = "{} {}".format(pet.name, arg)

        pet.description = "{}A neck tag says 'I belong to {}'.\n".format(
            pet.description, ch.name)
        ch.in_room.put(pet)
        pet.add_follower(ch)
        ch.send("Enjoy your pet.\n")
        handler_game.act("$n bought $N as a pet.", ch, None, pet, merc.TO_ROOM)
    else:
        keeper = shop_utils.find_keeper(ch)
        if not keeper:
            return

        item = keeper.get_item_carry(arg)
        cost = shop_utils.get_cost(keeper, item, True)
        if cost <= 0 or not ch.can_see_item(item):
            handler_game.act("$n tells you 'I don't sell that -- try 'list''.",
                             keeper, None, ch, merc.TO_VICT)
            ch.reply = keeper
            return

        if ch.gold < cost:
            handler_game.act("$n tells you 'You can't afford to buy $p'.",
                             keeper, item, ch, merc.TO_VICT)
            ch.reply = keeper
            return

        if item.level > ch.level and ch.level < 3:
            handler_game.act("$n tells you 'You can't use $p yet'.", keeper,
                             item, ch, merc.TO_VICT)
            ch.reply = keeper
            return

        if ch.carry_number + 1 > ch.can_carry_n():
            ch.send("You can't carry that many items.\n")
            return

        if ch.carry_weight + item.get_weight() > ch.can_carry_w():
            ch.send("You can't carry that much weight.\n")
            return

        handler_game.act("$n buys $p.", ch, item, None, merc.TO_ROOM)
        handler_game.act("You buy $p.", ch, item, None, merc.TO_CHAR)
        ch.gold -= cost
        keeper.gold += cost

        if item.flags.inventory:
            item = object_creator.create_item(
                instance.item_templates[item.vnum], item.level)
        else:
            item.in_living.get(item)
        ch.put(item)
Esempio n. 38
0
def cmd_recharge(ch, argument):
    argument, arg1 = game_utils.read_word(argument)
    argument, arg2 = game_utils.read_word(argument)

    if not arg1 or not arg2:
        ch.send("Syntax: recharge <quest card> <quest machine>\n")
        return

    card = ch.get_item_carry(arg1)
    if not card:
        ch.send("You are not carrying that object.\n")
        return

    if card.item_type != merc.ITEM_QUESTCARD:
        ch.send("That is not a quest card.\n")
        return

    machine = ch.get_item_here(arg2)
    if not machine:
        ch.send("There is nothing for you to recharge it with.\n")
        return

    if machine.item_type != merc.ITEM_QUESTMACHINE:
        ch.send("That is not a quest machine.\n")
        return

    count = 0
    for i in range(4):
        if card.value[i] == -1:
            count += 1

    if count == 4:
        card.quest_object()
    else:
        ch.send("You have not yet completed the current quest.\n")
        return

    handler_game.act("You place $p into a small slot in $P.", ch, card,
                     machine, merc.TO_CHAR)
    handler_game.act("$n places $p into a small slot in $P.", ch, card,
                     machine, merc.TO_ROOM)
    handler_game.act("$P makes a few clicks and returns $p.", ch, card,
                     machine, merc.TO_CHAR)
    handler_game.act("$P makes a few clicks and returns $p.", ch, card,
                     machine, merc.TO_ROOM)
    value = state_checks.urange(1, card.level, 50)

    item = object_creator.create_item(
        instance.item_templates[merc.OBJ_VNUM_PROTOPLASM], 0)
    item.name = "quest token"
    item.short_descr = "a {} point quest token".format(value)
    item.description = "A {} point quest token lies on the floor.".format(
        value)
    item.value[0] = value
    item.level = value
    item.cost = value * 1000
    item.item_type = merc.ITEM_QUEST
    item.questmaker = ch.name
    ch.put(item)
    handler_game.act("You take $p from $P.", ch, item, machine, merc.TO_CHAR)
    handler_game.act("$n takes $p from $P.", ch, item, machine, merc.TO_ROOM)

    if not ch.is_npc():
        ch.score[merc.SCORE_NUM_QUEST] += 1
        ch.score[merc.SCORE_QUEST] += value

    comm.info("{} has completed a quest!".format(
        ch.name if not ch.is_npc() else ch.short_descr))
    ch.save(force=True)