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New Score Format (Another) [by Lars Juul] |
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Posted Wednesday, August 12th @ 11:32:21 PM, by George Greer in the Commands dept.
Added May 6, 1997. Click the link below to read it or download it.
From: Lars Juul <larsjuul@post2.tele.dk>
Subject: Score code
A few month ago i wrote a new format to score .... try it :)
If it also would be added to the snipplets page .. would be great.
---- SNIP ----
const char *ac_message[10] = {
"You are wearing God-like armour.",
"You are superbly armoured.",
"You have excellent armour.",
"You have good armour.",
"You have normal armour.",
"You have armour.",
"You have some armour.",
"You have poor armour.",
"Your armour is beyond terrible.",
"Your armour would be hard pressed to stop a mosquito.",
"You are pretty much naked!"
};
const char *align_message[10] = {
"Takhisis looks like a saint compared to you.",
"You are extremely evil.",
"How devilish you are.",
"You are evil.",
"You are sliding towards evil.",
"You are Neutral.",
"You are sliding towards good.",
"You are good.",
"How saintly you are.",
"You are extremely good.",
"If they think Paladine is good they haven't met you."
};
ACMD(do_score) /* LJ score - new format */
{
struct time_info_data playing_time;
struct time_info_data real_time_passed(time_t t2, time_t t1);
sprintf(buf, "Name : %s %s\r\n", GET_NAME(ch), GET_TITLE(ch));
/* Change the below line if don't have races */
/* If you do remember to add pc_race_types as external in top of
act.informative.c or change it to what you use :) */
sprintf(buf, "%sRace : %-15s Age : %d", buf,pc_race_types[GET_RACE(ch)], GE
T_AGE(ch));
if ((age(ch).month == 0) && (age(ch).day == 0))
strcat(buf, " (It's your birthday today.)\r\n");
else
strcat(buf, "\r\n");
sprintf(buf, "%sClass: %-15s Level: %d\r\n\r\n",buf,pc_class_types[GET_CLASS
(ch)], GET_LEVEL(ch));
if (GET_LEVEL(ch) > 7) {
sprintf(buf, "%sHitp : %4d/%4d Exp : %9d Str: %d\r\n", buf,
GET_HIT(ch), GET_MAX_HIT(ch), GET_EXP(ch),GET_STR(ch));
if (GET_STR(ch) >= 18) sprintf(buf, "%s/%d\r\n", buf, GET_ADD(ch));
if (!IS_NPC(ch) && GET_LEVEL(ch) < LVL_IMMORT)
sprintf(buf, "%sMana : %4d/%4d Exp2Lvl : %9d Int: %d\r\n", buf,
GET_MANA(ch), GET_MAX_MANA(ch), ((titles[(int) GET_CLASS(ch)][GET_L
EVEL(ch)+1].exp) - GET_EXP(ch)),GET_INT(ch));
else
sprintf(buf, "%sMana : %4d/%4d Exp2Lvl : None Int: %d\r\n",
buf, GET_MANA(ch), GET_MAX_MANA(ch),GET_INT(ch));
sprintf(buf, "%sMoves: %4d/%4d Wis: %d\r\n",
buf, GET_MOVE(ch), GET_MAX_MOVE(ch), GET_WIS(ch));
sprintf(buf, "%s Dex: %d\r\n", bu
f, GET_DEX(ch));
sprintf(buf, "%sHitr : %2d Gold : %9d Con: %d\r\n",
buf, ch->points.hitroll, GET_GOLD(ch),GET_CON(ch));
playing_time = real_time_passed((time(0) - ch->player.time.logon) +
ch->player.time.played, 0);
sprintf(buf, "%sDamr : %2d PlayTime: %2d D %2d H Cha: %d\r\n\r
\n",
buf, ch->points.damroll, playing_time.day,playing_time.hours,GET_CH
A(ch));
} else {
sprintf(buf, "%sHitp : %4d/%4d Exp : %9d\r\n", buf,
GET_HIT(ch), GET_MAX_HIT(ch), GET_EXP(ch));
if (!IS_NPC(ch) && GET_LEVEL(ch) < LVL_IMMORT)
sprintf(buf, "%sMana : %4d/%4d Exp2Lvl : %9d\r\n", buf,
GET_MANA(ch), GET_MAX_MANA(ch), ((titles[(int)
GET_CLASS(ch)][GET_LEVEL(ch)+1].exp) - GET_EXP(ch)));
else
sprintf(buf, "%sMana : %4d/%4d Exp2Lvl : None\r\n", buf,
GET_MANA(ch), GET_MAX_MANA(ch));
sprintf(buf, "%sMoves: %4d/%4d\r\n\r\n", buf, GET_MOVE(ch),
GET_MAX_MOVE(ch));
sprintf(buf, "%sHitr : Not yet Gold : %9d\r\n", buf,
GET_GOLD(ch));
playing_time = real_time_passed((time(0) - ch->player.time.logon) +
ch->player.time.played, 0);
sprintf(buf, "%sDamr : Not yet PlayTime: %2d D %2d H\r\n\r\n",
buf, playing_time.day, playing_time.hours);
}
sprintf(buf, "%sArmor: %s\r\n", buf, ac_message[(GET_AC(ch)/10)+10]);
sprintf(buf, "%sAlign: %s\r\n", buf, align_message[(GET_ALIGN(ch)/10)+10]);
sprintf(buf, "%sEnchantments: ", buf);
if (affected_by_spell(ch, SPELL_ARMOR))
strcat(buf, "Armor ");
if (affected_by_spell(ch, SPELL_BLESS))
strcat(buf, "Bless ");
if (IS_AFFECTED(ch, AFF_BLIND))
strcat(buf, "Blindness ");
if (IS_AFFECTED(ch, AFF_CHARM))
strcat(buf, "Charm Person ");
if (IS_AFFECTED(ch, AFF_DETECT_INVIS))
strcat(buf, "Detect Invisible ");
if (IS_AFFECTED(ch, AFF_INFRAVISION))
strcat(buf, "Infravision ");
if (IS_AFFECTED(ch, AFF_INVISIBLE))
strcat(buf, "Invisible ");
if (IS_AFFECTED(ch, AFF_POISON))
strcat(buf, "Poison ");
if (IS_AFFECTED(ch, AFF_SANCTUARY))
strcat(buf, "Sanctuary ");
strcat(buf, "\r\n");
switch (GET_POS(ch)) {
case POS_DEAD:
strcat(buf, "You are DEAD!\r\n"); break;
case POS_MORTALLYW:
strcat(buf, "You are mortally wounded! You should seek help!\r\n");
break;
case POS_INCAP:
strcat(buf, "You are incapacitated, slowly fading away...\r\n");
break;
case POS_STUNNED:
strcat(buf, "You are stunned! You can't move!\r\n"); break;
case POS_SLEEPING:
strcat(buf, "You are sleeping.\r\n"); break;
case POS_RESTING:
strcat(buf, "You are resting.\r\n"); break;
case POS_SITTING:
strcat(buf, "You are sitting.\r\n"); break;
case POS_FIGHTING:
if (FIGHTING(ch))
sprintf(buf, "%sYou are fighting %s.\r\n", buf, PERS(FIGHTING(ch),ch));
else
strcat(buf, "You are fighting thin air.\r\n");
break;
case POS_STANDING:
if (IS_AFFECTED(ch,AFF_FLYING)) /* LJ spell fly - so it will show up on sc
ore */
strcat(buf, "You are flying.\r\n");
else
strcat(buf, "You are standing.\r\n");
break;
default:
strcat(buf, "You are floating.\r\n"); break;
}
if (GET_COND(ch, DRUNK) > 10)
strcat(buf, "You are drunk.\r\n");
if (GET_COND(ch, FULL) == 0)
strcat(buf, "You are hungry.\r\n");
if (GET_COND(ch, THIRST) == 0)
strcat(buf, "You are thirsty.\r\n");
if (PRF_FLAGGED(ch, PRF_SUMMONABLE))
strcat(buf, "You are summonable by other players.\r\n");
send_to_char(buf, ch);
}
----- SNIP -----
Grettings from Denmark
Lars
<< New Score Format [by Nashak] | Reply | View as text | Flattened | Object Affect Flags [by ?] >> |
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Related Links |
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CircleMUD Snippets |
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Note: Not all of these snippets will work perfectly with
your version of code, so be prepared to fix one
or two bugs that may arise, and please let me know
what you needed to do to fix it. Sending a corrected
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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