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Emblamer code [by Mendar] |
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Posted Wednesday, August 12th @ 11:27:11 PM, by George Greer in the Specials dept.
Updated Jan 16, 1997. Click the link below to read it or download it.
From: Alvoria MUD <mudguy@conan.ids.net>
Subject: Emblamer (Complainer)
Add the functions together in spec_procs.c (the get_people_room and the
select_person_room are both kindof useful... you may want to add them to
utils.c instead and add a prototype in utils.h so you can use them
anywhere for whatever purpose). Er... please note that this was made while
still in my mailer. Don't forget to assign this to a mob in spec_assign.c
Er... after having typed it... I guess he's not much of a blamer compared
to a complainer. Oh well... I guess I will change the name of the proc :P.
- mendar
/* start of the proc stuff... */
/* start of the proc stuff... */
int get_people_room(const int room)
{
struct char_data *person;
int i=0;
for(person=world[room].people ; person; person=person->next_in_room)
{
if(person)
i++;
}
return i;
}
struct char_data *select_person_room(const int room, const int whom)
{
struct char_data *person;
int i;
i=get_people_room(room);
if(i==NULL)
return NULL;
if(whom>i)
return NULL;
if(whom==1)
{
return (world[room].people);
}
i=whom;
i--;
for(person=world[room].people; i; person=person->next_in_room)
{
i--;
}
return person;
}
SPECIAL(complainer)
{
ACMD(do_sleep);
ACMD(do_say);
ACMD(do_flee);
ACMD(do_wake);
struct char_data *vict1,*self;
self=(struct char_data *)me;
if((!AWAKE(self))&&(!IS_AFFECTED(self, AFF_SLEEP)))
{
if(cmd)
{
if(number(0,1))
{
act("$n awakens.", TRUE, self, 0, 0, TO_ROOM);
GET_POS(self) = POS_STANDING;
}
return (0);
}
else
{
if(number(1,5)==5)
{
act("$n awakens.", TRUE, self, 0, 0, TO_ROOM);
GET_POS(self) = POS_STANDING;
}
return (1);
}
}
if(CMD_IS("flee")&&CAN_SEE(self,ch))
{
switch(number(1,6))
{
case 1:
act("$n tells you 'Run! Run! Flee while you can!'", FALSE,
self, 0, ch, TO_VICT);
break;
case 2:
act("$n tells you 'You wimp.'", FALSE, self,
0, ch, TO_VICT);
break;
case 3:
act("$n tells you 'You wuss! haha...'", FALSE, self,
0, ch, TO_VICT);
break;
default:
break;
}
do_flee(ch,argument,cmd,0);
switch(number(1,6))
{
case 1:
act("$n says 'I bet $N just peed $S pants.'", FALSE,
self, 0, ch, TO_ROOM);
break;
case 2:
act("$n says 'I heard $N runs from $S own shadow too.'", FALSE,
self, 0, ch, TO_ROOM);
break;
case 3:
act("$n says 'I bet $N's afraid of the dark too.'", FALSE,
self, 0, ch, TO_ROOM);
break;
default:
break;
}
return (1);
}
if(CMD_IS("sleep")&&CAN_SEE(self,ch))
{
do_sleep(ch,argument,cmd,0);
switch(number(1,6))
{
case 1:
do_say(self, "Ok everyone... Shhhhhh.", 0, 0);
break;
case 2:
do_say(self, "That's a good idea... I'm going to sleep too.", 0, 0)
;
do_sleep(self,0,0,0);
break;
case 3:
do_say(self, "Heh. What a sleepyhead.", 0, 0);
break;
default:
break;
}
return (1);
}
if(cmd)
return (0);
if(FIGHTING(self))
{
switch(number(1,10))
{
case 1:
do_say(self,"I think I'm losing...",0,0);
break;
case 2:
do_say(self,"The world won't miss a loudmouth like me. Hah.",0,0);
break;
case 3:
if(GET_HIT(self)<(GET_MAX_HIT(self)/3))
{
do_say(self,"I'll live...",0,0);
do_say(self,"My cuts are only flesh wounds.",0,0);
}
break;
default:
break;
}
return (1);
}
if(get_people_room(self->in_room)<=1)
return (0);
vict1=select_person_room(self->in_room,
number(1,get_people_room(self->in_room)));
if(vict1==self)
return (0);
if(!CAN_SEE(self,vict1))
return (0);
if(FIGHTING(vict1))
{
if((number(0,1))&&
(CAN_SEE(self,vict1))&&
(FIGHTING(vict1)!=self))
{
vict1=FIGHTING(vict1); /* swap the person we're talking about */
/* makes it more interesting. */
}
switch(number(1,20))
{
case 1:
act("$n says '$N started it!'", FALSE, self, 0, vict1,
TO_NOTVICT);
act("$n says 'I KNOW you started it!'", FALSE, self, 0, vict1,
TO_VICT);
break;
case 2:
act("$n says '$N's fighting technique is so lame...'", FALSE,
self, 0, vict1, TO_NOTVICT);
act("$n says 'Your fighting technique is so lame...'", FALSE,
self, 0, vict1, TO_VICT);
break;
case 3:
act("$n says 'Hehe. I think $N is going to die.'", FALSE,
self, 0, vict1,TO_NOTVICT);
break;
case 4:
act("$n says 'Hehe. I hope $N loses. $E's such a jerk.'", FALSE,
self, 0, vict1, TO_NOTVICT);
default:
break;
}
return (1);
}
/* just a summary of how we can get to this point :P. (for those who
might be lost already) */
/* execution gets here only if the mob assigned with this is not sleeping,
not fighting, if a person hasn't fled or gone to sleep, or the person
we've chosen isn't fighting and awake. */
switch(number(1,40))
{
case 1:
do_say(self,"I talk too much!",0,0);
break;
case 2:
do_say(self,"I think I'm brainless.",0,0);
break;
case 3:
do_say(self,"I think YOU'RE brainless.",0,0);
break;
case 4:
do_say(self,"People are stupid.",0,0);
break;
case 5:
do_say(self,"Who's to blame?",0,0);
break;
case 6:
if(IS_NPC(vict1) && MEMORY(vict1))
act("$n says 'I think $N is after someone.'", FALSE, self,
0, vict1, TO_NOTVICT);
break;
case 7:
act("$n says 'I think $N sleeps too much.'", FALSE, self, 0,
vict1, TO_NOTVICT);
break;
case 8:
act("$n says 'Run everyone!!! $N is going to kill you!'", FALSE, self,
0, vict1, TO_NOTVICT);
break;
case 9:
act("$n says 'I saw $N eat the crumbs on the floor of the"
" bakery.'", FALSE, self, 0, vict1, TO_NOTVICT);
act("$n says 'Bleeech.'", FALSE, self, 0, vict1, TO_ROOM);
break;
case 10:
act("$n says 'I think $N did it. I'm sure...'", FALSE, self, 0,
vict1, TO_NOTVICT);
break;
default:
break;
}
return (1);
}
<< Embalmer code [by Mendar] | Reply | View as text | Flattened | Equipment Ordering [by Lord Kyu] >> |
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Note: Not all of these snippets will work perfectly with
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version is always welcome.
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Finally, if you wish to use any of the snippets from this
page, you are more than welcome, just mention the
authors in your credits. If you wish to release any
of these snippets to the public on another site,
contact me FIRST.
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