def Run(self, args): if not args: raise PythonCommand.UsageError me = BetterMUD.character(self.me) t = BetterMUD.charactertemplate(int(args)) me.DoAction("announce", 0, 0, 0, 0, "Spawning Character...") self.mud.DoAction("spawncharacter", t.ID(), me.Room(), 0, 0, "") me.DoAction("announce", 0, 0, 0, 0, "Success.")
def Run( self, args ): if not args: raise PythonCommand.UsageError me = BetterMUD.character( self.me ) t = BetterMUD.charactertemplate( int( args ) ) me.DoAction( "announce", 0, 0, 0, 0, "Spawning Character..." ) self.mud.DoAction( "spawncharacter", t.ID(), me.Room(), 0, 0, "" ) me.DoAction( "announce", 0, 0, 0, 0, "Success." )
def init(): mud = BetterMUD.GameWrap() # add arms to every item mud.BeginItem() while mud.IsValidItem(): item = BetterMUD.item( mud.CurrentItem() ) template = BetterMUD.itemtemplate( item.TemplateID() ) if not item.HasAttribute( "arms" ): item.AddAttribute( "arms", template.GetAttribute( "arms" ) ) mud.NextItem() # add defaultweapon and weapon to every character mud.BeginCharacter() while mud.IsValidCharacter(): character = BetterMUD.character( mud.CurrentCharacter() ) template = BetterMUD.charactertemplate( character.TemplateID() ) if not character.HasAttribute( "defaultweapon" ): character.AddAttribute( "defaultweapon", template.GetAttribute( "defaultweapon" ) ) if not character.HasAttribute( "weapon" ): character.AddAttribute( "weapon", template.GetAttribute( "weapon" ) ) mud.NextCharacter()
def init(): mud = BetterMUD.GameWrap() # add weight to every item mud.BeginItem() while mud.IsValidItem(): item = BetterMUD.item(mud.CurrentItem()) template = BetterMUD.itemtemplate(item.TemplateID()) if not item.HasAttribute("weight"): item.AddAttribute("weight", template.GetAttribute("weight")) mud.NextItem() # add encumbrance to every character mud.BeginCharacter() while mud.IsValidCharacter(): character = BetterMUD.character(mud.CurrentCharacter()) template = BetterMUD.charactertemplate(character.TemplateID()) if not character.HasAttribute("encumbrance"): character.AddAttribute("encumbrance", template.GetAttribute("encumbrance")) if not character.HasAttribute("maxencumbrance"): character.AddAttribute("maxencumbrance", template.GetAttribute("maxencumbrance")) # now calculate encumbrance of carried items character.BeginItem() encumbrance = 0 while character.IsValidItem(): item = BetterMUD.item(character.CurrentItem()) if item.IsQuantity(): encumbrance = encumbrance + item.GetAttribute( "weight") * item.GetQuantity() else: encumbrance = encumbrance + item.GetAttribute("weight") character.NextItem() character.SetAttribute("encumbrance", encumbrance) if not character.HasLogic("encumbrance"): character.AddLogic("encumbrance") mud.NextCharacter()
def init(): mud = BetterMUD.GameWrap() # add arms to every item mud.BeginItem() while mud.IsValidItem(): item = BetterMUD.item(mud.CurrentItem()) template = BetterMUD.itemtemplate(item.TemplateID()) if not item.HasAttribute("arms"): item.AddAttribute("arms", template.GetAttribute("arms")) mud.NextItem() # add defaultweapon and weapon to every character mud.BeginCharacter() while mud.IsValidCharacter(): character = BetterMUD.character(mud.CurrentCharacter()) template = BetterMUD.charactertemplate(character.TemplateID()) if not character.HasAttribute("defaultweapon"): character.AddAttribute("defaultweapon", template.GetAttribute("defaultweapon")) if not character.HasAttribute("weapon"): character.AddAttribute("weapon", template.GetAttribute("weapon")) mud.NextCharacter()
def init(): mud = BetterMUD.GameWrap() # add weight to every item mud.BeginItem() while mud.IsValidItem(): item = BetterMUD.item( mud.CurrentItem() ) template = BetterMUD.itemtemplate( item.TemplateID() ) if not item.HasAttribute( "weight" ): item.AddAttribute( "weight", template.GetAttribute( "weight" ) ) mud.NextItem() # add encumbrance to every character mud.BeginCharacter() while mud.IsValidCharacter(): character = BetterMUD.character( mud.CurrentCharacter() ) template = BetterMUD.charactertemplate( character.TemplateID() ) if not character.HasAttribute( "encumbrance" ): character.AddAttribute( "encumbrance", template.GetAttribute( "encumbrance" ) ) if not character.HasAttribute( "maxencumbrance" ): character.AddAttribute( "maxencumbrance", template.GetAttribute( "maxencumbrance" ) ) # now calculate encumbrance of carried items character.BeginItem() encumbrance = 0 while character.IsValidItem(): item = BetterMUD.item( character.CurrentItem() ) if item.IsQuantity(): encumbrance = encumbrance + item.GetAttribute( "weight" ) * item.GetQuantity() else: encumbrance = encumbrance + item.GetAttribute( "weight" ) character.NextItem() character.SetAttribute( "encumbrance", encumbrance ) if not character.HasLogic( "encumbrance" ): character.AddLogic( "encumbrance" ) mud.NextCharacter()