generic creature #107
Aliases: generic creature
179 verbs · 89 properties · 2 children
Verbs
| Verb | Spec | Flags | Definer | Lines |
|---|---|---|---|---|
_wield | this none this | rxd | #107 | 39 |
skill_modifier_for | this none this | rxd | #107 | 28 |
_unwield | this none this | rxd | #107 | 20 |
exitfunc | this none this | rxd | #107 | 20 |
_heartbeat_disabled | this none this | rx | #107 | 16 |
heartbeat | this none this | rxd | #107 | 18 |
take_damage | this none this | rxd | #107 | 72 |
die | this none this | rxd | #107 | 195 |
dodge_or_parry | this none this | rxd | #107 | 57 |
dname | this none this | rxd | #107 | 5 |
iname | this none this | rxd | #107 | 5 |
random_bodypart | this none this | rxd | #107 | 9 |
wearing_on | this none this | rxd | #107 | 14 |
encumbrance | this none this | rxd | #107 | 11 |
attacking | this none this | rxd | #107 | 7 |
weapon | this none this | rxd | #107 | 7 |
do_command | this none this | rxd | #107 | 61 |
parse_command | this none this | rxd | #107 | 76 |
at*tack kill shoot stab smash k murder | any none none | rxd | #107 | 32 |
show_score_full | this none this | rxd | #107 | 169 |
cant_take | this none this | rxd | #107 | 46 |
max_carry | this none this | rxd | #107 | 2 |
suggest_next_action | this none this | rxd | #107 | 3 |
hear_event_fight | this none this | rxd | #107 | 11 |
moveto | this none this | rx | #107 | 22 |
debug_tell | this none this | rxd | #107 | 1 |
hear_event_move | this none this | rxd | #107 | 22 |
start_fighting | this none this | rxd | #107 | 55 |
enter_room | this none this | rxd | #107 | 16 |
follow | this none none | rxd | #107 | 17 |
look_self | this none this | rxd | #107 | 26 |
give_to | this none this | rxd | #107 | 18 |
got_gift | this none this | rxd | #107 | 4 |
hand_to | this none this | rxd | #107 | 10 |
say | this none this | rx | #107 | 43 |
_get | this none this | rxd | #107 | 25 |
_drop | this none this | rxd | #107 | 9 |
set_gender | this none this | rxd | #107 | 26 |
squeal_msg | this none this | rxd | #107 | 18 |
ingest | this none this | rxd | #107 | 79 |
sit | none none none | rxd | #107 | 7 |
l*ook | any any any | rxd | #107 | 93 |
tell_health | this none this | rxd | #107 | 21 |
tell | this none this | rxd | #107 | 1 |
tell_holding | this none this | rxd | #107 | 26 |
_fight | this none this | rxd | #107 | 6 |
show_status | this none this | rxd | #107 | 36 |
_knockout | this none this | rxd | #107 | 26 |
_wake | this none this | rxd | #107 | 29 |
get_gift | this none this | rxd | #107 | 16 |
clear_hands | this none this | rxd | #107 | 64 |
diag*nose | any none none | rxd | #107 | 48 |
cure treat | any on top of/on/onto/upon this | rxd | #107 | 13 |
remove_drug | this none this | rxd | #107 | 4 |
stand | none none none | rxd | #107 | 21 |
is_dead | this none this | rxd | #107 | 1 |
recline relax | none none none | rxd | #107 | 16 |
respawn | this none this | rxd | #107 | 26 |
doses_of | this none this | rxd | #107 | 9 |
onset_of | this none this | rxd | #107 | 9 |
_unwear | this none this | rxd | #107 | 1 |
disengage_from_combat | this none this | rxd | #107 | 7 |
stop_fighting | this none this | rxd | #107 | 15 |
tell_wearing | this none this | rxd | #107 | 56 |
_allows | this none this | rxd | #107 | 39 |
real_name | this none this | rxd | #107 | 5 |
recycle | this none this | rxd | #107 | 2 |
verb_sub | this none this | rxd | #107 | 12 |
xp_value | this none this | rxd | #107 | 38 |
@setup | this none none | rxd | #107 | 19 |
tell_encumbrance | this none this | rxd | #107 | 13 |
posture_msg | this none this | rxd | #107 | 8 |
_hear | this none this | rxd | #107 | 1 |
killed_by | this none this | rxd | #107 | 4 |
_resist | this none this | rxd | #107 | 45 |
initialize | this none this | rxd | #107 | 3 |
count | any none none | rxd | #107 | 47 |
check_pref | this none this | rxd | #107 | 1 |
abbreviated_name | this none this | rxd | #107 | 7 |
tell_self_health | this none this | rxd | #107 | 6 |
ooc | any any any | rxd | #107 | 12 |
_get_many | this none this | rxd | #107 | 23 |
_get_from_container | this none this | rxd | #107 | 13 |
get_all | this none this | rxd | #107 | 39 |
_put | this none this | rxd | #107 | 17 |
drop put | any any any | rxd | #107 | 43 |
_suggest_next_action | this none this | rxd | #107 | 1 |
sitting_on | this none this | rxd | #107 | 10 |
reclining_on | this none this | rxd | #107 | 10 |
base_dodge | this none this | rxd | #107 | 12 |
base_attack | this none this | rxd | #107 | 24 |
acceptable | this none this | rxd | #107 | 1 |
stow unwield sheath*e rem*ove holster | any none none | rxd | #107 | 22 |
rescue | this none none | rxd | #107 | 33 |
dress | this in/inside/into any | rxd | #107 | 11 |
think | any any any | rxd | #107 | 16 |
tree_tag | this none this | rxd | #107 | 1 |
get take | any any any | rxd | #107 | 66 |
_threat_rating | this none this | rxd | #107 | 6 |
wearing_on_covering | this none this | rxd | #107 | 14 |
tell_contents | this none this | rxd | #107 | 68 |
break_grasp | this none this | rxd | #107 | 4 |
lose_thirst | this none this | rxd | #107 | 6 |
gain_stress | this none this | rxd | #107 | 1 |
threat_rating | this none this | rxd | #107 | 58 |
_brainscan | this none this | rxd | #107 | 21 |
@brainscan @bs | this none none | rxd | #107 | 5 |
_whisper | this none this | rxd | #107 | 3 |
inform_of_death | this none this | rxd | #107 | 7 |
tell_age | this none this | rxd | #107 | 0 |
soul_value | this none this | rxd | #107 | 1 |
grenade_can_affect | this none this | rxd | #107 | 1 |
enterfunc | this none this | rxd | #107 | 12 |
debug_tell_room | this none this | rxd | #107 | 6 |
cuts_with | this none this | rxd | #107 | 12 |
can_see_in_dark | this none this | rxd | #107 | 6 |
bolt unbolt | any none none | rxd | #107 | 10 |
get_wet | this none this | rxd | #107 | 5 |
my_huh | this none this | rxd | #107 | 0 |
last_huh | this none this | rxd | #107 | 0 |
death_listeners | this none this | rxd | #107 | 9 |
_show_status | this none this | rxd | #107 | 50 |
skin_is_visible visible_skin | this none this | rxd | #107 | 10 |
tell_reclone | this none this | rxd | #107 | 1 |
diseases | this none this | rxd | #107 | 7 |
default_respawn | this none this | rxd | #107 | 1 |
reachable_by | this none this | rxd | #107 | 8 |
@qp | this with/using any | rxd | #107 | 23 |
cooldown_check | this none this | rxd | #107 | 31 |
combat_fatigue | this none this | rxd | #107 | 9 |
has_cooldown | this none this | rxd | #107 | 15 |
add_skill_mod_item | this none this | rxd | #107 | 10 |
remove_skill_mod_item | this none this | rxd | #107 | 10 |
nearby_creatures | this none this | rxd | #107 | 15 |
_milk | this none this | rxd | #107 | 3 |
resume_fighting | this none this | rxd | #107 | 7 |
_learn | this none this | rxd | #107 | 43 |
felt_temperature | this none this | rxd | #107 | 53 |
change_temperature | this none this | rxd | #107 | 3 |
title | this none this | rxd | #107 | 1 |
brandish | none at/to any | rxd | #107 | 6 |
process_blood | this none this | rxd | #107 | 7 |
dead | this none this | rxd | #107 | 2 |
fighting_target | this none this | rxd | #107 | 1 |
effective_target | this none this | rxd | #107 | 7 |
attacking_cooldown_check | this none this | rxd | #107 | 8 |
forbid_action_move forbid_action_climb | this none this | rxd | #107 | 6 |
_block | this none this | rxd | #107 | 9 |
_walk | this none this | rxd | #107 | 11 |
_admit | this none this | rxd | #107 | 7 |
_fight_ari | this none this | rxd | #107 | 13 |
sanitize_fighting | this none this | rxd | #107 | 7 |
move_action | this none this | rxd | #107 | 7 |
on_move | this none this | rxd | #107 | 2 |
respawn_location | this none this | rxd | #107 | 1 |
hands | this none this | rxd | #107 | 11 |
_think | this none this | rxd | #107 | 1 |
set_posture | this none this | rxd | #107 | 31 |
junk | any none none | rxd | #107 | 28 |
systell | this none this | rxd | #107 | 0 |
spare | any none none | rxd | #107 | 19 |
afterlife | this none this | rxd | #107 | 6 |
is_in_afterlife | this none this | rxd | #107 | 1 |
tell_carrying | this none this | rxd | #107 | 30 |
_sit | this none this | rxd | #107 | 13 |
is_wearing | this none this | rxd | #107 | 12 |
can_see | this none this | rxd | #107 | 5 |
text_sub filter_text speech_filter | this none this | rxd | #107 | 23 |
light_level | this none this | rxd | #107 | 7 |
xmas_sub | this none this | rxd | #107 | 3 |
cooldown_clear | this none this | rxd | #107 | 13 |
yell shout scream | any any any | rxd | #107 | 2 |
unarmed_weapon | this none this | rxd | #107 | 5 |
hear_noise | this none this | rxd | #107 | 0 |
show_score_stats | this none this | rxd | #107 | 22 |
entomb | this none this | rxd | #107 | 3 |
_yell | this none this | rxd | #107 | 2 |
is_fighting | this none this | rxd | #107 | 9 |
tell_implants | this none this | rxd | #107 | 0 |
Properties
| Property | Definer | Flags | Owner | Value |
|---|---|---|---|---|
hands | #107 | rc | #361 | 2 |
wielding | #107 | rc | #361 | {} |
health | #107 | rc | #361 | 20 |
unarmed_weapon | #107 | rc | #361 | #193 |
size | #107 | rc | #361 | 0 |
posture | #107 | rc | #361 | "standing" |
gender | #107 | rc | #361 | "neuter" |
respawn | #107 | rc | #361 | #273 |
corpse | #107 | rc | #361 | #104 |
has_proper_name | #107 | rc | #361 | 0 |
die_msg | #107 | rc | #361 | "%DN crumples to the ground, gasps out %p last breath, and dies." |
body_parts | #107 | rc | #361 | list of 11{#348, #351, #286, #344, #315, #217, #242, #262, #234, #280, #368} |
wearing | #107 | rc | #361 | {} |
armor | #107 | rc | #361 | {{#308, 50, 100}} |
last_swing_message | #107 | rc | #361 | {0, #-1} |
health_max | #107 | rc | #361 | 20 |
fighting | #107 | rc | #361 | {} |
last_dodge_time | #107 | rc | #361 | 0 |
following | #107 | rc | #361 | #-1 |
icon | #107 | rc | #361 | "~1b[1m~1b[37m<>~1b[0m" |
say_msg | #107 | rc | #361 | "%DN says, \"%t\"" |
say_to_msg | #107 | rc | #361 | "%DN [to %dd]: %t" |
afterlife | #107 | rc | #361 | #742 |
get_msg | #107 | rc | #361 | "" |
drop_msg | #107 | rc | #361 | "" |
blood | #107 | rc | #361 | {} |
squeals | #107 | rc | #361 | #802 |
prc | #107 | rc | #361 | "Itself" |
ppc | #107 | rc | #361 | "Its" |
poc | #107 | rc | #361 | "It" |
psc | #107 | rc | #361 | "It" |
pr | #107 | rc | #361 | "itself" |
pp | #107 | rc | #361 | "its" |
po | #107 | rc | #361 | "it" |
ps | #107 | rc | #361 | "it" |
pq | #107 | rc | #361 | "its" |
pqc | #107 | rc | #361 | "Its" |
brief | #107 | rc | #361 | 0 |
knockout | #107 | rc | #361 | #1067 |
knockout_msg | #107 | rc | #361 | "You feel your consciousness slipping away..." |
body | #107 | rc | #361 | #-1 |
wake_msg | #107 | rc | #361 | "You feel your consciousness returning..." |
owake_msg | #107 | rc | #361 | "%DN opens %p eyes." |
oknockout_msg | #107 | rc | #361 | "%DN falls to the %<l:ground> and passes out." |
friends | #107 | rc | #361 | {} |
home | #107 | rc | #361 | #10 |
respawn_msg | #107 | rc | #361 | "%DN wanders in." |
move_action | #107 | rc | #361 | #359 |
heart | #107 | rc | #361 | -1 |
last_heartbeat | #107 | rc | #361 | 0 |
dead | #107 | rc | #361 | 0 |
_tohit_next | #107 | rc | #361 | 0 |
last_words_msg | #107 | rc | #361 | {} |
attacked | #107 | rc | #361 | {} |
opens_doors | #107 | rc | #361 | 1 |
movable_by_explosion | #107 | rc | #361 | 1 |
obscured | #107 | rc | #361 | 0 |
obscured_desc_msg | #107 | rc | #361 | "You can't make out any details!" |
cooldowns | #107 | rc | #361 | {} |
combat_rounds | #107 | rc | #361 | 0 |
encumbrance | #107 | rc | #361 | {0, 0} |
respawn_handler | #107 | rc | #361 | #-1 |
distant_form_msg | #107 | rc | #361 | "human figure" |
block_msg | #107 | rc | #361 | "%DN steps in front of %dd, blocking the way." |
attack_on_block | #107 | rc | #361 | 0 |
last_stunned | #107 | rc | #361 | 0 |
nude_descs | #107 | rc | #361 | {} |
skills | #107 | rc | #361 | list of 17{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} |
explode_msg | #107 | rc | #361 | "%DN explodes, showering the area with blood and chunks of flesh." |
death_listeners | #107 | rc | #361 | {} |
queue | #92 | r | #361 | {} |
preemptible | #92 | r | #361 | 1 |
executing | #92 | r | #361 | {} |
process_queue | #92 | r | #361 | <clear> |
help_msg | #92 | rc | #361 | <clear> |
last_action | #92 | r | #361 | <clear> |
article | #92 | rc | #361 | <clear> |
last_last_action | #92 | rc | #361 | <clear> |
action_count | #92 | rc | #361 | <clear> |
aliases | #1 | rc | #361 | {"generic creature"} |
description | #1 | rc | #361 | <clear> |
object_size | #1 | r | #29 | {218868, 1298433815} |
hidden_verbs | #1 | rc | #361 | list of 22{"command", "@behaviors", "@possess", "@setup", "fuck", "suck", "facefuck", "assfuck", "titfuck", "dress", "yiff", "rescue", "feed", "torture", "grab", "@brainscan", "@qp", "@setstat", "@setskill", "@bs", "heimlich", "scam"} |
phelp_msg | #1 | rc | #361 | <clear> |
weight | #1 | rc | #361 | 75000 |
owner_verbs | #1 | rc | #361 | {"@possess", "@behaviors", "@setup"} |
plural_name | #1 | rc | #361 | <clear> |
client_image | #1 | rc | #361 | <clear> |
listening | #1 | rc | #361 | 1 |
Ancestry
Ancestors (nearest first): #92 generic actor → #1 root
Children: #148 generic body, #154 generic living creature
Call graph
Showing 48 of 233 verbs; 185 not shown.
Source
_wield
Referenced by
- #5:improv*ise line 1:
player:_wield - #106:wield_best line 25:
this:_wield - #107:give_to line 5:
this:_wield - #107:got_gift line 3:
this:_wield - #107:_drop line 3:
this:_wield - #107:get_gift line 13:
this:_wield - #107:cuts_with line 8:
this:_wield - #133:read line 7:
player:_wield - #135:grenade line 10:
player:_wield - #144:hang line 7:
player:_wield - #223:read line 8:
player:_wield - #338:dump line 6:
player:_wield - #338:toast line 1:
player:_wield
Source
1":_wield(OBJ thing, INT dont_force [,INT silent])"; 2"Hold thing in our hands. Force if necessary, otherwise print handsfull message."; 3thing = args[1]; 4dont_force = (length(args) > 1) ? args[2] | 0; 5silent = (length(args) > 2) ? args[3] | 0; 6if ((!is_player(this)) && (!is_a(thing, $weapon))) 7silent = 1; 8endif 9if (((thing in this.wielding) && is_a(thing, $weapon)) && (thing != this.wielding[1])) 10this.wielding = {thing, @setremove(this.wielding, thing)}; 11this:aat($su:ps("%DN shifts %dt to %p primary hand.", this, thing)); 12return; 13endif 14if (thing in this.wielding) 15return 1; 16elseif (!is_a(thing, $thing)) 17return 0; 18elseif (thing.location != this) 19return 0; 20endif 21if (this:hands() < thing.handed) 22this:tell("You don't have enough functional hands to hold ", thing:iname(), "!"); 23return 0; 24endif 25if (this:clear_hands(thing.handed, silent)) 26if (!thing:try_wield(this)) 27return 0; 28endif 29`thing:wielded_by(this) ! E_VERBNF'; 30this.wielding = {thing, @this.wielding}; 31if ((length(args) < 3) || (!args[3])) 32if (!this.fighting) 33this:announce_action_text($string_utils:pronoun_sub(thing.wield_msg, this, thing, thing)); 34else 35this:tell("You get out your ", thing:name(), "."); 36endif 37endif 38return 1; 39endif
skill_modifier_for
Referenced by
- #107:show_score_full line 48:
this:skill_modifier_for - #107:show_score_full line 124:
this:skill_modifier_for
Source
1":skill_modifier_for(OBJ skill)"; 2"Total up any skill modifiers in effect for a skill, such as status effects, cybertech, etc. Return a positive/negative value."; 3skill = args[1]; 4mod = 0; 5for x in (this.blood) 6mod = mod + x[1]:skill_mod(skill, this, x[3]); 7endfor 8"for x in (this.implants)"; 9" mod = mod + `x:skill_mod(skill) ! ANY => 0';"; 10"endfor"; 11mod = mod + skill:modifier(this); 12"for x in (this.skill_mod_items)"; 13" if (x[1] == skill)"; 14" for y in (x[2])"; 15" if (y.location == this)"; 16" if (has_callable_verb(y, \"skill_modifier\"))"; 17" modlist = y:skill_modifier(this);"; 18" if (modlist[1] == skill)"; 19" mod = mod + modlist[2];"; 20" endif"; 21" elseif (gamevalid(y))"; 22" \" $nets.prognet:announce(this, tostr($su:nn(y), \\\" is missing a :skill_modifier verb?\\\"), 1);\";"; 23" endif"; 24" endif"; 25" endfor"; 26" endif"; 27"endfor"; 28return mod;
_unwield
Referenced by
- #106:wield_best line 18:
this:_unwield - #106:wield_best line 23:
this:_unwield - #107:exitfunc line 4:
this:_unwield - #107:clear_hands line 10:
this:_unwield - #107:clear_hands line 51:
this:_unwield - #107:clear_hands line 55:
this:_unwield - #107:clear_hands line 60:
this:_unwield
Source
1":_unwield(OBJ thing, INT silent)"; 2"Stop holding an object. Do so silently if args[2] == 1."; 3thing = args[1]; 4if (!is_a(thing, #1)) 5this.wielding = setremove(this.wielding, thing); 6return; 7endif 8if (thing in this.wielding) 9`thing:unwielded_by(this) ! E_VERBNF'; 10this.wielding = setremove(this.wielding, thing); 11if ((length(args) < 2) || (!args[2])) 12if (is_player(this) || (random(10) < 3)) 13if (!this.fighting) 14this:announce_action_text($string_utils:pronoun_sub(thing.unwield_msg, this, thing, thing)); 15else 16this:tell("You put away your ", thing:name(), "."); 17endif 18endif 19endif 20endif
exitfunc
Referenced by
- #6:exitfunc line 6:
pass(
Source
1this.encumbrance = {0, 0}; 2what = args[1]; 3if (what in this.wielding) 4this:_unwield(what, 1); 5this.wielding = setremove(this.wielding, what); 6endif 7if (what in this.wearing) 8this:_unwear(what, 1); 9this.wearing = setremove(this.wearing, what); 10endif 11kill = {}; 12for x in [1..length(this.skill_mod_items)] 13this.skill_mod_items[x][2] = setremove(this.skill_mod_items[x][2], what); 14if (!this.skill_mod_items[x][2]) 15kill = listappend(kill, this.skill_mod_items[x]); 16endif 17endfor 18for x in (kill) 19this.skill_mod_items = setremove(this.skill_mod_items, x); 20endfor
_heartbeat_disabled
Referenced by
none
Source
1"Keep the heartbeat running."; 2"No work is done here -- it's just a wrapper to keep :heartbeat() up."; 3set_task_perms(this.owner); 4if ((!task_valid(this.heartbeat_task)) && (!this.f)) 5if (is_a(this, #109)) 6fork task_id (($rpg.heartbeat_interval - 3) + random(6)) 7if (is_a(this, $creature)) 8this.heartbeat_task = 0; 9this:_heartbeat(); 10endif 11endfork 12this.heartbeat_task = task_id; 13this:heartbeat(); 14`this.location:creature_heartbeat(this) ! ANY => 0'; 15endif 16endif
heartbeat
Referenced by
- #6:heartbeat line 1:
pass( - #106:heartbeat line 31:
pass( - #107:_heartbeat_disabled line 13:
this:heartbeat - #148:heartbeat line 1:
pass(
Source
1"The actual heartbeat."; 2"Apply drug effects and bleeding, and launch the process_queue if we don't have one."; 3"This probably shouldn't be overridden; do your AI processing in :suggest_next_action() if possible."; 4this.action_count = 0; 5if (!this.executing) 6this.preemptible = 1; 7endif 8if (!this.fighting) 9this.combat_rounds = 0; 10endif 11if (!is_player(this)) 12this:jumpstart(); 13endif 14this:process_blood(); 15for item in (this.contents) 16`item:creature_heartbeat(this) ! E_VERBNF => 0'; 17endfor 18return;
take_damage
Referenced by
- #6:take_damage line 10:
pass( - #106:take_damage line 1:
pass( - #148:_eat line 12:
this:take_damage - #154:popmon line 22:
this:take_damage
Source
1":take_damage(OBJ type, INT amount, OBJ bodypart, OBJ attacker)"; 2"Damage myself and let the damage type inflict specials."; 3"Return the actual amount of damage we took."; 4{type, amount, ?bodypart = $bodypart, ?attacker = #-1} = args; 5if (this:is_in_afterlife()) 6return 0; 7endif 8if ((is_a(this, $body) && gamevalid(this.player)) && is_a(area(this.player), #1837)) 9this.player:queue_action($actions.verb, {this.player:cyberdeck(), "do_jackout", {this.player, this}, 0.0, 0}, 1, "jack out"); 10endif 11`type:damage_taken(this, amount, bodypart) ! E_VERBNF => 0'; 12if (armor = this:wearing_on(bodypart)) 13for x in (armor) 14if (amount > 0) 15amount = x:take_damage(type, amount); 16endif 17endfor 18endif 19if ($ou:has_verb(this, "armor")) 20armor = this:armor(); 21else 22armor = {@this.armor, @`this.location.armor ! ANY => {}'}; 23endif 24for x in (armor) 25{atype, amin, amax, ?frontmod = E_NONE} = x; 26if (is_a(type, atype)) 27range = amax - amin; 28abx = amin + (max(0, range) ? random(range) | 0); 29if (frontmod) 30if ((!this.attacking) || (attacker != this.attacking[1])) 31abx = toint(tofloat(abx) * frontmod); 32endif 33endif 34amount = max(0, amount - abx); 35endif 36endfor 37if (amount) 38if (((is_player(this) && valid(attacker)) && is_player(attacker)) && (attacker != this)) 39amount = max(1, amount / 2); 40endif 41amount = bodypart:take_damage(this, amount, type); 42this.health = max(0, min(this.health - amount, this.health_max)); 43type:affect(this, amount, bodypart); 44if (amount > type.blood_min) 45if (valid(blood = this.bloodstain)) 46if (random(100) < $rpg.bloodstain_chance) 47stainee = occupants(this.location, $creature)[random($)]; 48if (stainee != this) 49blood:add_to(stainee, 1, this:diseases()); 50stainee:tell($su:ps(blood.spray_blood_msg, this, blood)); 51endif 52endif 53endif 54endif 55if (this.health <= 0) 56fork (0) 57if ($rpg:valid(this)) 58$ou:has_verb(this, "die") && this:die(this, type); 59endif 60endfork 61this:cancel_current_action(); 62elseif (this.executing) 63if (((amount > 0) && (amount > ($skills.cool:total(this) + random(this.health_max * 3)))) && (!`this.executing[1].unstoppable ! E_PROPNF => 0')) 64actname = this.executing[1]:action_name(this, @this.executing[2..$]); 65fork (0) 66this:tell($ansi.red, "OUCH! ", $ansi.reset, " The pain makes you fumble", (actname == "verb") ? "." | ((" your " + actname) + ".")); 67endfork 68this:cancel_current_action(); 69endif 70endif 71endif 72return amount;
die
Referenced by
- #6:die line 6:
pass( - #106:die line 12:
pass( - #107:take_damage line 58:
this:die
Source
1":die(?[, OBJ dtype, INT noannounce]) Cause me to die. If args[3], don't announce on gamenet."; 2if (this:dead() || is_a(this.body, $corpse)) 3return; 4endif 5"Just to be sure..."; 6this.health = 0; 7this.dead = time(); 8dtype = (length(args) > 1) ? args[2] | $damage; 9if ((($rpg:valid(this.body) && is_a(this.body, $body)) && (!is_a(this.body, $corpse))) && this.body.health) 10"We died in a dream as our body is still alive."; 11if (is_a(area = area(this), $area) && `area:handle_creature_death(this) ! E_VERBNF => 0') 12return; 13endif 14this.dead = 0; 15this:disengage_from_combat(); 16this:clear_queue(); 17this.health = this.health_max; 18this:aat(this:dnamec(), " falls to the ground -- dead!"); 19killers = {}; 20for x in (occupants(this.location, $creature)) 21if (this in x.fighting) 22killers = {@killers, x}; 23endif 24endfor 25killer = killers ? killers[random($)] | #-1; 26`this.location:broadcast_event(0, $actions.die, this, {killer}) ! ANY => 0'; 27if ($ou:has_property(area, "player_respawn")) 28this:moveto(area.player_respawn); 29endif 30return 0; 31endif 32"If we get here, WE DIE FOR REAL (unless the area decides otherwise)."; 33"Store this here because a knockout may remove it."; 34fighting = this.fighting; 35"rrs = $drugs.recent_revival_syndrome:doses_for(this);"; 36"Figure out how we died."; 37"Now figure out how we died."; 38deathtype = "unknown"; 39if (is_a(this.body, $body) && (!is_a(this.body, $corpse))) 40"We died while being in a dream, drop any items we may have picked up."; 41for x in (this.contents) 42move(x, this.location); 43endfor 44where = this.body.location; 45this.location:announce_all_but({this}, $su:ps("%DN suddenly disappears with a popping sound.", this)); 46if (is_a(area = area(where), $area) && `area:handle_creature_death(this) ! E_VERBNF => 0') 47return; 48endif 49unconscious = 1; 50elseif (!is_a(this.body, $body)) 51"We died while awake."; 52where = this.location; 53if (is_a(area = area(where), $area) && `area:handle_creature_death(this) ! E_VERBNF => 0') 54return; 55endif 56unconscious = 0; 57else 58"WTF? Killed while we already have a corpse? This should never happen."; 59$nets.prognet:announce(me, "$creature:die fuckup ", $su:nn(this.body)); 60where = this.body.location; 61unconscious = 1; 62endif 63if (this.listening) 64this:tell(""); 65this:tell(($ansi.bold_on + "You feel an ethereal hand reaching down into your body and ripping your soul free of its corporeal prison. You rise faster, faster, through infinite space rushing toward a tunnel of bright light...") + $ansi.reset); 66this:tell(""); 67this:tell(""); 68this:tell(""); 69this:tell(""); 70this:tell(""); 71endif 72if (this.last_words_msg) 73this:say($su:msg(this.last_words_msg)); 74endif 75if (unconscious) 76"We died while being in a dream, items have already been dropped, so just jump to the afterlife."; 77this:moveto(this:afterlife()); 78else 79"We died while awake, knock us into the afterlife."; 80this:_knockout(this:afterlife(), dtype); 81endif 82if (is_a(this.body, $body)) 83this.body:turn_to_corpse(dtype); 84endif 85killers = {}; 86has_player_killer = 0; 87for x in (occupants(where, $creature)) 88if ((this in x.fighting) || (this.body in x.fighting)) 89killers = listappend(killers, x); 90if (is_a(x, $player)) 91has_player_killer = 1; 92endif 93endif 94endfor 95if ((this.executing && (this.executing[1] == $actions.npcbeg)) && gamevalid(this.executing[2][1])) 96killers = setadd(killers, this.executing[2][1]); 97if (is_a(this.executing[2][1], $player)) 98has_player_killer = 1; 99endif 100endif 101if (has_player_killer) 102for x in (killers) 103if (!is_a(x, $player)) 104killers = setremove(killers, x); 105endif 106endfor 107endif 108killer = killers ? killers[random($)] | #-1; 109if (valid(killer)) 110try 111this:killed_by(killer, killers); 112except e (ANY) 113$rpg:report_error(e, {"killers: " + $su:nn(killers)}); 114endtry 115endif 116for x in (dl = this:death_listeners()) 117try 118(valid(x) && has_callable_verb(x, "hear_death")) && x:hear_death(this, killer, #-1); 119except e (ANY) 120if (e[1] != E_NONE) 121extra_info = tostr("death listener ", $su:nn(x), " args: ", toliteral({this, killer, #-1})); 122$rpg:report_error(e, extra_info); 123endif 124endtry 125endfor 126paid = 0; 127for x in (`killer.employer.contents ! ANY => {}') 128if ((!paid) && (!(x in dl))) 129paid = `x:hear_death(this, killer, #-1) ! E_VERBNF => 0'; 130endif 131endfor 132$rpg:notify_death(this, killer); 133"If we are not fighting anything, then we'll give the XP to everything that was fighting us."; 134"This matters if we were knocked unconscious before we died."; 135fighting = ((!unconscious) && fighting) || killers; 136"We're no longer disabling XP gain from fighting. Crazy!"; 137"fighting = {};"; 138if (fighting) 139pfighting = {}; 140for x in (fighting) 141if (is_player(x)) 142pfighting = {@pfighting, x}; 143endif 144endfor 145if (pfighting) 146ratio = 1.0 / tofloat(length(pfighting)); 147if (ratio < 1.0) 148ratio = ratio * 1.8; 149endif 150for x in (pfighting) 151val = this:xp_value(x); 152"val = (!rrs) ? this:xp_value(x) | 0;"; 153x:award_xp(toint(tofloat(val) * ratio)); 154"if (val)"; 155" x:ingest(#541309, 1);"; 156"endif"; 157endfor 158endif 159endif 160this:disengage_from_combat(); 161this:cancel_current_action(); 162this:clear_queue(); 163if ((length(args) < 3) || (!args[3])) 164"$nets.deathnet:announce_death(this, killer, dtype, unconscious);"; 165endif 166die_msgprop = (dtype != $damages.explode) ? "die_msg" | "explode_msg"; 167if (unconscious && is_a(this.body, $body)) 168diemsg = $su:ps(this.body.(die_msgprop), this.body, this.body); 169else 170diemsg = $su:ps(this.(die_msgprop), this, this); 171endif 172where:announce_all((($ansi.bold_on + $ansi.red) + diemsg) + $ansi.reset); 173if (is_a(this.bloodstain, $decal) && valid(killer)) 174this.bloodstain:add_to(where, 1, this:diseases()); 175if (random(100) < $rpg.bloodstain_chance) 176killer:tell("Ugh! Some ", this.bloodstain:name(), " splashed on you."); 177this.bloodstain:add_to(killer, 1, this:diseases()); 178endif 179endif 180"`where:broadcast_event(0, $actions.die, this, {killer}) ! ANY => 0';"; 181which_body = is_a(this.body, $body) ? this.body | this; 182`x:died_on(this) ! E_VERBNF'; 183`x.implanted_in = this ! E_PROPNF'; 184"Some oddball creatures may not leave bodies when knocked out, try to accomodate them..."; 185if (is_a(this.body, $body) && $rpg:valid(this.body)) 186if (dtype == $damages.explode) 187this.body:explode(this, dtype); 188else 189this.body.killed_by = killers; 190endif 191else 192for decal in (this:occupants($decal)) 193$rpg:junk(decal); 194endfor 195endif
dodge_or_parry
Referenced by
- #6:dodge_or_parry line 1:
pass(
Source
1":dodge_or_parry(OBJ who, OBJ with, INT attack_bonus, OBJ bodypart)"; 2"Attempt to actively defend against an incoming attack of quality attack_bonus."; 3"Return the attack_bonus back if we didn't completely avoid it."; 4"Return a message if we successfully avoided the attack."; 5attack = args[3]; 6attacker = args[1]; 7weapon = args[2]; 8if (is_a(weapon, #284)) 9return attack; 10endif 11this._tohit_next = this._tohit_next + `this:weapon().melee_defense_mod ! ANY => 0'; 12if ((ld = time() - this.last_dodge_time) < 5) 13"...we just tried to defend a few seconds ago, so give a bonus..."; 14attack = attack + 4; 15endif 16if ((!this.fighting) || (this.fighting[1] != attacker)) 17"...we're not attacking the attacker, so give a bonus..."; 18attack = attack + 3; 19endif 20if ((timemod = time() - this.last_dodge_time) < 5) 21timemod = timemod - 5; 22else 23timemod = 0; 24endif 25this.last_dodge_time = time(); 26if (random(100) <= 6) 27"...lucky shot! no dodge or parry this time..."; 28return args[3]; 29endif 30if ((myweapon = this:weapon()):can_parry(weapon) && ((!valid(doing = this:is_doing())) || `doing.can_parry ! ANY => 1')) 31"...try to parry..."; 32parry = myweapon.skill:check(this, myweapon.parry_bonus + (timemod - ((attack * 3) / 2))); 33"parry = myweapon.skill:check(this, (myweapon.parry_bonus + (timemod - ((attack * 3) / 2))) + $rpg.fight_styles_defend[this.fight_style]);"; 34if (parry >= 0) 35if (parry < 2) 36this:cancel_if_possible(); 37return {"X", tostr(this:dnamec(), "'s ", myweapon:name(), " stops ", attacker:dname(), "'s ", weapon:name(), " in mid-swing.")}; 38endif 39return {"x", tostr(this:dnamec(), " knocks aside ", attacker:dname(), "'s ", weapon:name(), "!")}; 40else 41return args[3]; 42endif 43else 44"...try to dodge..."; 45dodge = $skills.dodge:check(this, (timemod + 1) - attack); 46"dodge = $skills.dodge:check(this, ((timemod + 1) - attack) + $rpg.fight_styles_defend[this.fight_style]);"; 47if (dodge > 0) 48if (dodge < 3) 49this:cancel_current_action(); 50this:jumpstart(); 51return {">", tostr(this:dnamec(), " dodges away from ", attacker:dname(), "'s ", is_a(weapon, #284) ? "shot." | "attack.")}; 52endif 53return {")", tostr(this:dnamec(), " smoothly dodges out of the way.")}; 54else 55return args[3]; 56endif 57endif
dname
Referenced by
- #6:pinch line 12:
this:dname - #6:pinch line 14:
this:dname - #84:|* line 13:
player:dname - #100:tell_appraise line 3:
player:dname - #104:get_as_it_once_was line 19:
player:dname - #104:dname line 2:
pass( - #106:com*mand line 3:
this:dname - #107:cant_take line 8:
this:dname - #107:follow line 9:
this:dname - #107:follow line 11:
this:dname - #107:follow line 13:
this:dname - #107:hand_to line 8:
this:dname - #107:_get line 13:
this:dname - #107:_get line 22:
this:dname - #107:@setup line 6:
this:dname - #107:_get_from_container line 11:
this:dname - #107:rescue line 12:
this:dname - #107:rescue line 25:
this:dname - #107:dress line 6:
this:dname - #107:get_wet line 3:
this:dname - #148:search line 2:
player:dname - #148:search line 2:
this:dname - #148:search line 4:
this:dname - #148:search line 14:
this:dname - #148:search line 16:
this:dname - #148:kick line 1:
this:dname - #148:kick line 2:
this:dname - #148:grab line 1:
this:dname - #148:cant_get_from line 4:
this:dname - #148:cant_get_from line 12:
this:dname - #154:feed line 12:
this:dname - #154:scam line 1:
this:dname - #156:invite line 6:
player:dname - #167:biz_promote line 22:
player:dname - #167:biz_demote line 30:
player:dname - #167:biz_successor line 19:
player:dname - #167:biz_successor line 21:
player:dname - #167:biz_voteout line 24:
player:dname - #167:biz_voteout line 57:
player:dname - #167:biz_voteout line 58:
player:dname
Source
1if (!this.has_proper_name) 2return "the " + this:name(); 3else 4return this:name(); 5endif
iname
Referenced by
- #6:killed_by line 14:
this:iname - #6:scam line 2:
this:iname - #6:inamec line 1:
this:iname - #107:killed_by line 3:
this:iname
Source
1if (!this.has_proper_name) 2return pass(@args); 3else 4return this:name(); 5endif
random_bodypart
Referenced by
none
Source
1r = random(100); 2total = 0; 3parts = this.body_parts; 4for x in (parts) 5if (r < (total = total + x.size)) 6return x; 7endif 8endfor 9return parts[$];
wearing_on
Referenced by
- #6:worn line 4:
player:wearing_on - #6:post_pee line 3:
this:wearing_on - #104:wearing_on line 17:
pass( - #106:wearing_on line 17:
pass( - #107:take_damage line 12:
this:wearing_on - #107:tell_wearing line 8:
this:wearing_on - #107:wearing_on_covering line 5:
this:wearing_on - #107:is_wearing line 5:
this:wearing_on - #111:rem*ove line 5:
player:wearing_on - #154:popmon line 4:
this:wearing_on
Source
1":wearing_on(OBJ bodypart) => LIST what I'm wearing there."; 2part = args[1]; 3s = {}; 4for x in (this.wearing) 5if (is_a(x, $clothing)) 6for y in (x.covers) 7if (is_a(part, y)) 8s = setadd(s, x); 9break; 10endif 11endfor 12endif 13endfor 14return s;
encumbrance
Referenced by
- #107:show_status line 23:
this:encumbrance - #107:tell_encumbrance line 3:
this:encumbrance
Source
1"Returns skill modifier indicative of how much we're carrying."; 2if ((time() - this.encumbrance[2]) < 10) 3return this.encumbrance[1]; 4endif 5maxcarry = this:max_carry(); 6carried = this:weight() - this.weight; 7`carried = tonum(tofloat(carried) * area(this.location).gee) ! ANY => 0'; 8per = maxcarry / 7; 9e = min(0, -6 + ((maxcarry - carried) / per)); 10this.encumbrance = {e, time()}; 11return e;
attacking
Referenced by
none
Source
1"Return creature we're currently attacking, if anyone."; 2if (this.executing) 3if (this.executing[1] == $actions.attack) 4return this.executing[2][1]; 5endif 6endif 7return #-1;
weapon
Referenced by
- #6:tell_contents_sub line 12:
this:weapon - #6:inventory_tag line 4:
this:weapon - #50:sizeup line 6:
this:weapon - #95:brandish line 6:
player:weapon - #104:butch*er line 15:
player:weapon - #104:cut line 20:
player:weapon - #106:_reload line 1:
this:weapon - #107:dodge_or_parry line 11:
this:weapon - #107:dodge_or_parry line 30:
this:weapon - #107:at*tack line 32:
this:weapon - #107:show_score_full line 20:
this:weapon - #107:start_fighting line 13:
this:weapon - #107:start_fighting line 20:
this:weapon - #107:_fight line 3:
this:weapon - #107:_threat_rating line 2:
this:weapon - #107:tell_contents line 23:
this:weapon - #107:threat_rating line 1:
this:weapon - #107:brandish line 6:
this:weapon - #107:brandish line 6:
this:weapon - #107:_fight_ari line 6:
this:weapon - #142:weapon line 4:
pass(
Source
1"Return the weapon I'm wielding."; 2for x in (this.wielding) 3if (is_a(x, $weapon)) 4return x; 5endif 6endfor 7return this:unarmed_weapon();
do_command
Referenced by
- #106:com*mand line 8:
this:do_command - #107:@qp line 19:
this:do_command
Source
1rawcmd = args[1]; 2if (rawcmd[1] == "\"") 3rawcmd[1..1] = "say "; 4elseif (rawcmd[1] == ":") 5rawcmd[1..1] = "emote "; 6elseif (rawcmd[1] == "'") 7rawcmd[1..1] = "page "; 8elseif (rawcmd[1] == ";") 9player:eval(argstr = rawcmd[2..$]); 10return; 11elseif ((length(rawcmd) > 4) && (rawcmd[1..4] == "eval")) 12player:eval(argstr = rawcmd[5..$]); 13return; 14endif 15cmdwords = $su:explode(rawcmd); 16player = this; 17if (length(cmdwords) > 1) 18huhargs = cmdwords[2..$]; 19else 20huhargs = {}; 21endif 22{verbstr, dobjstr, prepstr, iobjstr, argstr} = this:parse_command(rawcmd); 23objlist = {@player:contents(), @player.location:contents(), @player.location:exits()}; 24dobj = $match_utils:match(tdobjstr = $su:trim(dobjstr), objlist); 25iobj = $match_utils:match(tiobjstr = $su:trim(iobjstr), objlist); 26checklist = {player, player.location, #160, #60528}; 27if (valid(dobj)) 28checklist = {@checklist, dobj}; 29endif 30if (valid(iobj)) 31checklist = {@checklist, iobj}; 32endif 33for x in (checklist) 34if (location = $ou:has_verb(x, verbstr)) 35verbargs = verb_args(location[1], verbstr); 36if ((verbargs[1] == "none") && valid(dobj)) 37continue; 38elseif ((verbargs[1] == "this") && (dobj != x)) 39continue; 40elseif ((verbargs[3] == "none") && valid(iobj)) 41continue; 42elseif ((verbargs[3] == "this") && (iobj != x)) 43continue; 44elseif (((verbargs[2] != "none") && (verbargs[2] != "any")) && (!index(verbargs[2], prepstr))) 45continue; 46else 47"we have a winner"; 48set_task_perms(caller_perms()); 49player = this; 50x:(verbstr)(@huhargs); 51return 1; 52endif 53endif 54endfor 55"if we made it here, nothing matched."; 56"pass to the :huh verbs"; 57if (player.location:huh(cmdwords[1], huhargs)) 58return 1; 59else 60player:tell("I don't understand that."); 61endif
parse_command
Referenced by
- #107:do_command line 22:
this:parse_command
Source
1":parse_command(STR command) => { STR verbstr, STR dobjstr, STR prepstr, STR iobjstr, STR argstr}"; 2command = args[1]; 3"first pick the verb string off the beginning"; 4command = $su:triml(command); 5if (verbsep = index(command, " ")) 6verbstr = command[1..verbsep - 1]; 7argstr = command[verbsep + 1..$]; 8subject = argstr; 9else 10"we only got a verb, no args"; 11return {command, "", "", "", ""}; 12endif 13"look for quoted text"; 14encoding = 0; 15encoded_subject = ""; 16for x in [1..length(subject)] 17if ((x != 1) && (subject[x - 1] == "\\")) 18char = subject[x]; 19encoded_subject = encoded_subject[1..$ - 1]; 20elseif (subject[x] == "~") 21encoded_subject = encoded_subject + "~"; 22char = "~"; 23"this will produce ~ which will come back as a single ~ in decode_binary() later"; 24elseif (encoding && (subject[x] == "\"")) 25encoding = 0; 26char = "\""; 27elseif (((!encoding) && (subject[x] == "\"")) && (x != length(subject))) 28"make sure we have a closing quote"; 29for y in [x + 1..length(subject)] 30if ((subject[y] == "\"") && (subject[y - 1] != "\\")) 31encoding = 1; 32break; 33endif 34endfor 35char = "\""; 36elseif (encoding && (subject[x] == " ")) 37char = " "; 38else 39char = subject[x]; 40endif 41encoded_subject = encoded_subject + char; 42endfor 43preps = {"with", "using", "at", "to", "in front of", "in", "inside", "into", "on top of", "on", "onto", "upon", "out of", "from inside", "from", "over", "through", "under", "underneath", "beneath", "behind", "beside", "for", "about", "is", "as", "off of", "off"}; 44for prep in (preps) 45if (prepidx = index(encoded_subject, prep)) 46if (((prepidx == 1) && (length(argstr) > length(prep))) && (argstr[length(prep) + 1] != " ")) 47continue; 48elseif ((prepidx != 1) && (argstr[prepidx - 1] != " ")) 49continue; 50elseif ((((prepidx + length(prep)) - 1) != length(argstr)) && (argstr[prepidx + length(prep)] != " ")) 51continue; 52endif 53prepstr = prep; 54prepend = (prepidx + length(prep)) - 1; 55if (prepidx > 1) 56dobjstr = argstr[1..prepidx - 2]; 57dobjstr = $su:trim(dobjstr); 58dobjstr = $su:trim(dobjstr, "\""); 59else 60dobjstr = ""; 61endif 62if ((prepend + 2) > length(argstr)) 63iobjstr = ""; 64else 65iobjstr = argstr[prepend + 2..$]; 66iobjstr = $su:trim(iobjstr); 67iobjstr = $su:trim(iobjstr, "\""); 68endif 69return {verbstr, dobjstr, prepstr, iobjstr, argstr}; 70endif 71endfor 72"if no prep was found, then the whole argstr is considered dobjstr"; 73dobjstr = argstr; 74iobjstr = ""; 75prepstr = ""; 76return {verbstr, dobjstr, prepstr, iobjstr, argstr};
at*tack kill shoot stab smash k murder
Referenced by
none
Source
1if (dobjstr == "me") 2what = this; 3else 4targets = {}; 5for x in (this.location.contents) 6if ((($api.attackable:is_on(x) && (x != this)) && (!is_a(x, $corpse))) && (!(is_a(x, #59951) && (!x.smashable)))) 7targets = {@targets, x}; 8endif 9$cu:sin(); 10endfor 11what = $match_utils:match(dobjstr, targets); 12if (!valid(what)) 13player:tell("Kill what? There's no '", dobjstr, "' here to kill."); 14return; 15endif 16endif 17if (what.f) 18this:tell("I absolutely refuse!"); 19return; 20endif 21if ((what != player) && `this.location.no_combat ! E_PROPNF => 0') 22no_combat_msg = `this.location.no_combat_msg ! E_PROPNF => "Somehow you just don't feel like it."'; 23this:tell(no_combat_msg); 24return; 25endif 26if (is_a(this, $player)) 27if (is_a(what, $player) && (player != what)) 28what:_pvp_record({player}, "attacked"); 29this.attacked = setadd(this.attacked, what); 30endif 31endif 32this:weapon():attack(what);
show_score_full
Referenced by
- #6:show_score_full line 1:
pass( - #100:sc*ore line 17:
this:show_score_full - #100:sc*ore line 24:
this:show_score_full
Source
1{?oneskill = #-1, ?command = "sc"} = args; 2player:tell(""); 3i = {}; 4command = command[1..2]; 5if (command != "sk") 6if (!valid(oneskill)) 7this:show_score_stats(); 8player:tell(""); 9"this:tell_implants();"; 10if (is_a(this, $rpg_player)) 11this:show_xp(); 12player:tell(""); 13endif 14endif 15endif 16if (command == "ss") 17return; 18endif 19player:tell(tostr($ansi.underline_on, $ansi.bold_on, $ansi.bg_blue, $ansi.white, "Skill Raw + + Total Depends Improve ", $ansi.reset, " ")); 20weapon_skill = this:weapon().skill; 21if (valid(oneskill)) 22all_skills = {oneskill}; 23else 24all_skills = $ou:leaves_suspended($skill); 25skip_skills = {}; 26all_skills = {$skills.dodge}; 27all_skills = setadd(all_skills, weapon_skill); 28all_skills = {@all_skills, @setremove(setremove($ou:leaves_suspended($skill), $skills.dodge), weapon_skill)}; 29endif 30if (0 && is_a(this, $player)) 31focus_skills = this.focus_skills; 32elseif ((0 && is_a(this, $clone)) && is_a(this.player, $player)) 33focus_skills = this.player.focus_skills; 34else 35focus_skills = {}; 36endif 37skills = {}; 38skip_count = 0; 39skip_skills = {$skills.dodge, weapon_skill}; 40shortskills = player:check_pref("shortskills"); 41for skill in (all_skills) 42yield; 43if ((!valid(oneskill)) && is_a(skill, $stat)) 44continue; 45endif 46raw = skill:raw(this); 47ip = skill:ip(this); 48mod = this:skill_modifier_for(skill); 49if (!valid(oneskill)) 50if (((!raw) && (!ip)) && (!mod)) 51continue; 52endif 53endif 54total = skill:total(this); 55if ((valid(oneskill) || (!shortskills)) || (total > 8)) 56skills = listappend(skills, {skill, skill:name(), raw, ip, mod, total}); 57endif 58if (skill in skip_skills) 59skip_count = skip_count + 1; 60endif 61endfor 62if (skip_count) 63prefix_skills = skills[1..min(skip_count, $)]; 64prefix_skills = $lu:sort_alist(prefix_skills, 6); 65prefix_skills = $lu:reverse(prefix_skills); 66skills = skills[skip_count + 1..$]; 67endif 68skills = $lu:sort_alist(skills, 6); 69skills = $lu:reverse(skills); 70if (skip_count) 71skills = {@prefix_skills, @skills}; 72endif 73lines = {}; 74for skill in (skills) 75name = skill[2]; 76raw = skill[3]; 77ip = skill[4]; 78mod = skill[5]; 79total = skill[6]; 80skill = skill[1]; 81deps = ""; 82for dep in (skill.depends_on) 83deps = tostr(deps, ",", dep.abbrev); 84endfor 85if (deps) 86deps = deps[2..$]; 87endif 88if (skill in focus_skills) 89line = tostr($ansi.bold_on, $su:left(name, 11), $ansi.reset); 90else 91line = $su:left(name, 11); 92endif 93if ((raw < 0) && (ip > 0)) 94raw = raw + 1; 95ip = 100 - ip; 96if (raw == 0) 97raw = "-0"; 98endif 99endif 100raw = tostr(raw); 101ip = tostr(ip); 102if (length(ip) < 2) 103ip = "0" + ip; 104endif 105lcost = skill:learn_cost_for(this); 106if (toint(raw) < 15) 107icost = $su:right(tostr(lcost, "xp "), -8); 108else 109icost = $su:right(" ", -8); 110endif 111line = tostr(line, $ansi.bold_on, $su:right(raw, -2), $ansi.reset, ".", $su:left(ip, -3)); 112rawitem = 0; 113totitem = 0; 114if (skill.depends_on) 115for dep in (skill.depends_on) 116rawitem = rawitem + dep:raw(this); 117totitem = totitem + dep:total(this); 118endfor 119$cu:sin(0); 120rawitem = rawitem / length(skill.depends_on); 121totitem = totitem / length(skill.depends_on); 122endif 123rawtot = totitem - rawitem; 124mod = this:skill_modifier_for(skill) + rawtot; 125if (mod > 0) 126line = tostr(line, $ansi.bold_on, $ansi.green, $su:right(tostr("+", mod), -3), " ", $ansi.reset); 127elseif (mod < 0) 128line = tostr(line, $ansi.bold_on, $ansi.red, $su:right(tostr(mod), -3), " ", $ansi.reset); 129else 130line = tostr(line, $su:space(4)); 131endif 132if (is_a(this, #132)) 133if (mutmod > 0) 134line = tostr(line, $ansi.bold_on, $ansi.purple, $su:right(tostr("+", mutmod), -3), " ", $ansi.reset); 135elseif (mutmod < 0) 136line = tostr(line, $ansi.bold_on, $ansi.red, $su:right(tostr(mutmod), -3), " ", $ansi.reset); 137else 138line = tostr(line, $su:space(4)); 139endif 140else 141line = tostr(line, $su:space(4)); 142endif 143if (total >= 0) 144line = tostr(line, $ansi.bold_on, "[", $ansi.cyan, $su:right(tostr(total), 2), $ansi.white, "] ", $ansi.reset); 145else 146line = tostr(line, $ansi.bold_on, "[", $ansi.red, $su:right(tostr(total), 2), $ansi.white, "] ", $ansi.reset); 147endif 148if (skill in focus_skills) 149line = tostr(line, $ansi.bold_on, $ansi.yellow, $su:left(deps, 7), $ansi.reset, " "); 150else 151line = tostr(line, $ansi.yellow, $su:left(deps, 7), $ansi.reset, " "); 152endif 153if (is_a(this, $rpg_player) && (lcost <= this.xp)) 154icost = tostr($ansi.bold_on, $ansi.green, icost, $ansi.reset); 155endif 156line = tostr(line, icost); 157ln = skill:level_desc_for(this); 158if (skill in focus_skills) 159line = tostr(line, $ansi.bold_on, $ansi.yellow, $su:left(ln, -33), $ansi.reset); 160else 161line = tostr(line, $ansi.yellow, $su:left(ln, -33), $ansi.reset); 162endif 163lines = listappend(lines, line); 164suspend(0); 165endfor 166player:tell_lines(lines); 167if (is_player(this) && (!this.description)) 168player:tell("You think you'd be a lot cooler if you had a description. (@describe me as \"A guy who blah blah blah...\")"); 169endif
cant_take
Referenced by
- #8:re*move line 12:
player:cant_take - #106:cant_take line 17:
pass( - #107:_get line 7:
this:cant_take - #107:_get line 16:
this:cant_take - #107:_get_from_container line 4:
this:cant_take - #158:detach line 4:
player:cant_take
Source
1":cant_take(OBJ what [,OBJ from-whom])"; 2"Is there any reason we can't accept 'what'?"; 3"If so, return a message explaining why. Otherwise return false."; 4what = args[1]; 5who = (length(args) > 1) ? args[2] | #-1; 6if (valid(who) && (who != this)) 7if (!this:_allows("gifts", who)) 8return this:dname() + " doesn't want it"; 9endif 10endif 11if (!is_a(what, $thing)) 12return "that's impossible"; 13elseif (is_a(what, $glob)) 14return 0; 15elseif (has_property(what, "bolted") && what.bolted) 16return "it is bolted down"; 17elseif (toint(ww = what:weight()) < 0) 18return what.get_fail_msg; 19elseif (ww > (mc = this:max_carry())) 20return "it's far too heavy for you to lift"; 21elseif (length(this.contents) > 80) 22return this.ps + "'s already carrying too many things"; 23elseif (((this:weight() - this.weight) + ww) > mc) 24return "you're already carrying too much"; 25elseif (!this.hands) 26return this.ps + " HAS NO HANDS"; 27elseif (what.f && (!`this.programmer ! ANY => 0')) 28return "a powerful shock of static arcs out from it"; 29elseif ((is_a(what.location, $body) && is_a(what.location.player, $builder)) && (!`this.programmer ! ANY => 0')) 30fork (1) 31#67932:zap(this); 32endfork 33return tostr("you are overcome by fear of imminent death."); 34elseif ((valid(who) && has_callable_verb(who, "cant_get_from")) && (cgf = who:cant_get_from(this, what))) 35return cgf; 36elseif ((valid(what) && has_callable_verb(what, "cant_take")) && (ct = what:cant_take(this))) 37return ct; 38elseif (valid(who) && (who.location != this.location)) 39if (is_a(who, #109)) 40return who.ps + " doesn't have it"; 41else 42return "it isn't there"; 43endif 44else 45return 0; 46endif
max_carry
Referenced by
- #6:tell_contents line 40:
this:max_carry - #107:encumbrance line 5:
this:max_carry - #107:cant_take line 19:
this:max_carry - #142:_scavenge line 4:
this:max_carry
Source
1return 100000; 2"return max(3, $skills.brawn:total(this)) * 6000;";
suggest_next_action
Referenced by
- #107:_suggest_next_action line 1:
this:suggest_next_action
Source
1if (r = this:_fight()) 2return {r, 0}; 3endif
hear_event_fight
Referenced by
- #106:hear_event_fight line 2:
pass(
Source
1if (args[1] && (args[4][1] == this)) 2if (this.fighting) 3if (!(args[3] in this.fighting)) 4this.fighting = {@this.fighting, args[3]}; 5endif 6elseif (this.executing && (this.executing[1] == $actions.move)) 7""; 8else 9this:start_fighting(args[3]); 10endif 11endif
moveto
Referenced by
- #6:moveto line 1:
pass( - #100:respawn line 8:
this:moveto - #106:moveto line 2:
pass( - #107:die line 28:
this:moveto - #107:die line 77:
this:moveto - #107:_knockout line 26:
this:moveto - #107:_wake line 24:
this:moveto - #107:respawn line 25:
this:moveto
Source
1where = args[1]; 2oldloc = this.location; 3r = pass(@args); 4if (!(oldloc in {this.location, where})) 5this:disengage_from_combat(); 6if ((oldarea = area(oldloc)) != (newarea = area(this.location))) 7try 8oldarea:creature_exitfunc(this, newarea); 9except e (ANY) 10$rpg:report_error(e); 11endtry 12try 13newarea:creature_enterfunc(this, oldarea); 14except e (ANY) 15$rpg:report_error(e); 16endtry 17endif 18if (is_a(where, $room)) 19this:enter_room(where, oldloc); 20endif 21endif 22return r;
debug_tell
Referenced by
- #107:debug_tell_room line 5:
this:debug_tell - #155:process_queue line 29:
this:debug_tell - #155:process_queue line 41:
this:debug_tell - #155:process_queue line 49:
this:debug_tell
Source
1
hear_event_move
Referenced by
- #6:hear_event_move line 14:
pass(
Source
1"Copied from SocratesNex (#315254):hear_event_move by Gilmore (#98) Tue Feb 3 03:42:30 2009 CST"; 2"Copied from generic creature (#109):hear_event_move by Gilmore (#98) Mon Feb 2 13:17:28 2009 CST"; 3if (args[1] && (args[3] == this.following)) 4smoke = 0; 5for x in (this.location.contents) 6if (is_a(x, #6703)) 7smoke = x.accumulation; 8endif 9endfor 10exit = args[4][1]; 11if ($ou:has_property(exit, "otherside")) 12if ((!smoke) || ($skills.senses:check(this, 0 - smoke) > 0)) 13this:tell("You follow ", args[3]:dname(), "."); 14exit:invoke(this); 15return; 16endif 17endif 18this.following = #-1; 19if (valid(args[3])) 20this:tell($ansi.cyan, "[ You stop following ", args[3]:dname(), ". ]", $ansi.reset); 21endif 22endif
start_fighting
Referenced by
- #6:start_fighting line 25:
pass( - #100:forbid_action line 15:
this:start_fighting - #106:start_fighting line 12:
pass( - #107:hear_event_fight line 9:
this:start_fighting - #107:enter_room line 12:
this:start_fighting - #107:resume_fighting line 4:
this:start_fighting - #107:_block line 7:
this:start_fighting
Source
1{who, ?force_refocus = 1} = args; 2who = is_a(who, $creature) ? who:fighting_target() | #-1; 3if (!is_a(who, $creature)) 4return; 5endif 6target = who:effective_target(this); 7if (who == this) 8return; 9elseif (target.location != this.location) 10return; 11elseif (!this:area().combat_ok) 12return; 13elseif ((!target:reachable_by(this)) && (!is_a(this:weapon(), #284))) 14this:tell(target:dnamec(), " is out of reach."); 15endif 16oldfighting = this.fighting; 17if (this.fighting) 18if (force_refocus) 19if (who != this.fighting[1]) 20ct = this:weapon():change_target(this); 21if ((typeof(ct) == INT) && (!ct)) 22this:tell("You cannot change your target right now."); 23return; 24elseif ((typeof(ct) == STR) && ct) 25this:tell("You cannot change your target right now because ", ct, "."); 26return; 27endif 28endif 29endif 30else 31"$drugs.combat_fatigue:remove_from(this);"; 32endif 33if (((who in this.fighting) && (who != this.fighting[1])) && force_refocus) 34this:tell("You re-focus your attacks on ", target:dname(), "."); 35this.fighting = {who, @setremove(this.fighting, who)}; 36elseif (!(who in this.fighting)) 37"this:tell((($ansi.bold_on + $ansi.red) + $su:ps($rpg.fight_styles_attack_msg[this.fight_style], target)) + $ansi.reset);"; 38this:tell((((($ansi.bold_on + $ansi.red) + "You attack ") + target:dname()) + "!") + $ansi.reset); 39target:tell(((($ansi.red + $ansi.bold_on) + this:dnamec()) + " attacks you!") + $ansi.reset); 40f = 0; 41for x in (this.location:occupants($living)) 42if (x.fighting) 43f = 1; 44break; 45endif 46endfor 47if (!f) 48this.location:make_noise($noises.fight, this); 49endif 50this.fighting = {who, @this.fighting}; 51this.location:broadcast_event(1, $actions.fight, this, {target}); 52endif 53if (((oldfighting && (this.fighting[1] == who)) || ((!this.executing) && (!this.queue))) && (r = this:_fight())) 54this:queue_action(@r); 55endif
enter_room
Referenced by
- #6:enter_room line 6:
pass( - #104:enter_room line 2:
pass( - #107:moveto line 19:
this:enter_room - #142:enter_room line 4:
pass(
Source
1living = this.location:occupants($living); 2if ((!living) || (living == {this})) 3return; 4endif 5for creature in (living) 6if (this in creature.fighting) 7if (this.fighting) 8if (!(creature in this.fighting)) 9this.fighting = {@this.fighting, creature}; 10endif 11else 12this:start_fighting(creature); 13endif 14endif 15endfor 16return;
follow
Referenced by
none
Source
1if (player == this) 2if (!valid(this.following)) 3player:tell("You aren't following anyone anyway."); 4return; 5endif 6player:tell("You stop following ", this.following:dname(), "."); 7this.following = #-1; 8elseif (player.following == this) 9player:tell("You're already following ", this:dname(), "."); 10elseif (this.following == player) 11player:tell("But ", this:dname(), " is already following YOU! The blind leading the blind..."); 12else 13player:tell("You start following ", this:dname(), "."); 14player.following = this; 15this:tell(player:dnamec(), " starts following you."); 16this.location:broadcast_event(1, $actions.follow, player, {this}); 17endif
look_self
Referenced by
none
Source
1player:client_tell("#$#info"); 2if (this.obscured) 3desc = this.obscured_desc_msg; 4desc = (typeof(desc) == LIST) ? desc | {desc}; 5player:tell(@desc); 6this:tell_health(); 7this:tell_holding(); 8this:tell_wearing(this.wearing); 9player:client_tell("#$#/info"); 10return; 11endif 12pass(@args); 13for x in (this.contents) 14if (is_a(x, $decal)) 15x:tell_person(this); 16endif 17endfor 18"this:tell_health();"; 19this:tell_holding(); 20this:tell_wearing(); 21this:tell_carrying(); 22this:tell_age(); 23if (doing = this:doing_msg()) 24player:tell(this.psc, " is ", doing, "."); 25endif 26player:client_tell("#$#/info");
give_to
Referenced by
- #143:give_keys_to line 4:
this:give_to
Source
1":give_to(OBJ what, OBJ who)"; 2"Try to hand an object we're holding to 'who'."; 3what = args[1]; 4who = args[2]; 5this:_wield(what); 6if (what.location != this) 7return; 8endif 9if (m = who:cant_take(what, this)) 10this:aat(this:dnamec(), " tries to hand ", what:iname(), " to ", who:dname(), ", but ", m, "."); 11return 0; 12else 13if (who:get_gift(what, this)) 14this.location:broadcast_event(0, $actions.give, this, {what, who}); 15this:aat(this:dnamec(), " hands ", who:dname(), " ", what:iname(), "."); 16return 1; 17endif 18endif
got_gift
Referenced by
- #142:on_spawn line 9:
this:got_gift
Source
1":got_gift(OBJ what, OBJ who)"; 2"Got a gift handed to us by who. Or, we picked something up, if who is us."; 3this:_wield(args[1], 0, 1); 4return;
hand_to
Referenced by
none
Source
1who = args[1]; 2what = args[2]; 3if (m = who:cant_take(what)) 4this:aat(player:name(), " tries to give ", who:dname(), " ", what:iname(), ", but ", m, "."); 5else 6what:moveto(who); 7this:tell("You hand ", what:iname(), " to ", who:dname(), "."); 8this.location:announce_all_but({this}, $su:capitalize(this:dname()), " hands ", what:iname(), " to ", who:dname(), "."); 9who:got_gift(what, this); 10endif
say
Referenced by
- #3:say line 1:
player:say - #3:-* line 12:
player:say - #6:compliment line 13:
player:say - #106:say_idea line 5:
this:say - #106:say_idea line 7:
this:say - #106:hear_say_to line 8:
this:say - #106:hear_say_to line 26:
this:say - #106:greet line 4:
this:say - #106:_flee line 12:
this:say - #106:spared_by line 2:
this:say - #106:_is_nude line 7:
this:say - #106:respond_convo line 14:
this:say - #106:head_to line 32:
this:say - #106:suggest_teacher line 15:
this:say - #107:die line 73:
this:say - #155:p_walkto line 20:
this:say - #155:p_walkto line 32:
this:say - #155:p_walkto line 38:
this:say - #155:p_walkto line 51:
this:say - #155:tell_plan line 2:
this:say - #155:p_defend line 30:
this:say - #155:p_defend line 34:
this:say
Source
1txt = args[1]; 2original = txt; 3if (!txt) 4txt = "..."; 5endif 6(is_player(this) && ((!has_property(this, "say_escape")) || this.say_escape)) && (txt = $su:escape(txt)); 7`txt = this:text_sub(txt) ! ANY'; 8sayword = ""; 9if (length(args) > 2) 10sayword = args[3]; 11endif 12if (`this.location:forbid_say(this, txt) ! ANY') 13return 0; 14endif 15if ((((!is_player(this)) && txt) && (txt[$] == "~")) && (txt[$ - 1] != "~")) 16txt = txt + "~"; 17endif 18if ((txt && (txt[1] == ":")) && (!is_player(this))) 19this:aat((this:dnamec() + " ") + txt[2..$]); 20elseif ((length(args) > 1) && valid(args[2])) 21to = args[2]; 22if ((!is_a(this, $player)) && has_callable_verb(this, "translate_language")) 23txt = this:translate_language(txt); 24endif 25m = strsub(this.say_to_msg, "%t", txt); 26this:aat($su:ps(m, this, to, to, to, to)); 27this.location:broadcast_event(0, $actions.say, this, {original, to}); 28else 29"m = strsub(this.say_msg, %t, txt)"; 30if ((!is_a(this, $player)) && has_callable_verb(this, "translate_language")) 31txt = this:translate_language(txt); 32endif 33m = $english_utils:quote(this, txt); 34if (sayword && (i = index(m, txt))) 35m = tostr(strsub(m[1..i - 1], "say", sayword), m[i..$]); 36endif 37if (!is_a(this, $player)) 38this:aat($su:ps(m, this)); 39else 40this:aat(m); 41endif 42this.location:broadcast_event(0, $actions.say, this, {original, #-1}); 43endif
_get
Referenced by
none
Source
1what = args[1]; 2container = what.location; 3if (is_a(container, $creature) && (!is_a(container, $body))) 4return 0; 5endif 6if (container == this.location) 7if (!(ctm = this:cant_take(what))) 8if (this:get_gift(what, this.location)) 9this.location:broadcast_event(0, $actions.get, this, {what, container}); 10return 1; 11endif 12else 13this:aat(this:dname(), " tries to pick up ", what:iname(), ", but ", $su:ps(ctm), "."); 14endif 15elseif ($api.container:is_on(container) && ((container.location == this) || (container.location == this.location))) 16if (!(ctm = this:cant_take(what))) 17if (this:get_gift(what, this.location)) 18this.location:broadcast_event(0, $actions.get, this, {what, container}); 19return 1; 20endif 21else 22this:aat(this:dname(), " tries to get ", what:iname(), "from ", this.pp, " ", container:name(), ", but ", $su:ps(ctm), "."); 23endif 24endif 25return 0;
_drop
Referenced by
- #142:enter_room line 13:
this:_drop
Source
1what = args[1]; 2if (what.location == this) 3if (!this:_wield(what)) 4return; 5endif 6what:moveto(this.location); 7m = this.drop_msg ? this.drop_msg | (what.drop_msg ? what.drop_msg | this.location.drop_msg); 8this:aat($su:ps(m, this, what, what)); 9endif
set_gender
Referenced by
- #6:@gender line 23:
this:set_gender - #25:do_reset line 11:
this:set_gender
Source
1"set_gender(newgender) attempts to change this.gender to newgender"; 2" => E_PERM if you don't own this or aren't its parent"; 3" => Other return values as from $gender_utils:set."; 4if (!($perm_utils:controls(caller_perms(), this) || (this == caller))) 5return E_PERM; 6else 7force = (length(args) >= 2) ? args[2] | 0; 8result = $gender_utils:set(this, args[1]); 9this.gender = (typeof(result) == STR) ? result | args[1]; 10if (is_a(this, $player)) 11if (force) 12clear_property(this, "body_parts"); 13endif 14if ((this.gender in {"male", "female"}) && ($bodyparts.groin in this.body_parts)) 15if (this.gender == "male") 16$bodyparts.penis:add_to(this); 17elseif (this.gender == "female") 18$bodyparts.vagina:add_to(this); 19endif 20endif 21if ((this.gender == "female") && ($bodyparts.chest in this.body_parts)) 22$bodyparts.breasts:add_to(this); 23endif 24endif 25return result; 26endif
squeal_msg
Referenced by
none
Source
1":damage_reaction_msg(INT damage, OBJ bodypart)"; 2"Return this creature's reaction to receiving this damage, based on the damage actually done after armor."; 3{damage, bodypart, ?force = 0} = args; 4raw = tofloat(damage); 5total = tofloat(this.health + damage); 6if ((!force) && (random(100) > 25)) 7return; 8endif 9if (raw > total) 10raw = total; 11endif 12if (total == 0.0) 13pct = 100.0; 14else 15pct = (raw / total) * 100.0; 16endif 17r = this.squeals:select("squeals", min(100, toint(pct)), bodypart); 18return (r == "NULL") ? 0 | r;
ingest
Referenced by
- #6:start_fighting line 22:
this:ingest - #6:gain_thirst line 8:
this:ingest - #6:_gain_stress line 14:
this:ingest - #6:_heartbeat_age line 13:
this:ingest - #6:_heartbeat_age line 20:
this:ingest - #6:_heartbeat_horny line 8:
this:ingest - #6:_heartbeat_hunger line 21:
this:ingest - #6:sleep line 7:
this:ingest - #107:ingest line 35:
this:ingest - #107:_wake line 28:
this:ingest - #107:combat_fatigue line 8:
this:ingest - #141:lick line 19:
player:ingest - #141:lick line 24:
player:ingest - #341:call_police line 18:
this:ingest
Source
1":ingest(OBJ substance, INT units [,OBJ drug_vector [, INT quiet]]) => add this many units of the substance to this creature's bloodstream. If quiet, don't show messages."; 2"(drug vector may be an int, for backwards compatibility: 0 = intravenous, 1 = mouth, 2 = skin (all armor), 3 = divine, 4 = inhalation)"; 3{substance, units, ?vector = 0, ?quiet = 0} = args; 4resisted = 0; 5if (!is_a(substance, $drug)) 6raise(E_INVARG, "argument 1 must be a $drug", substance); 7elseif (substance == $drug) 8raise(E_INVARG, "argument 1 cannot be $drug itself, YOU ARE RETARDED", substance); 9elseif (typeof(units) != INT) 10raise(E_INVARG, "argument 2 must be an int", units); 11elseif ((vector && (typeof(vector) != INT)) && (!is_a(vector, $drug_vector))) 12raise(E_INVARG, "argument 3 must be an int or a $drug_vector", vector); 13endif 14"check for cross-resistance"; 15for drugspec in (this.blood) 16drug = drugspec[1]; 17if ((drug != substance) && drug:resist_drug(substance, units, vector)) 18return 0; 19endif 20endfor 21if (typeof(vector) == INT) 22vector = {$drug_vectors.intravenous, $drug_vectors.mouth, $drug_vectors.skin, $drug_vectors.divine, $drug_vectors.inhalation}[vector + 1]; 23"vector = {$drug_vectors.intravenous, $drug_vectors.mouth, $drug_vectors.skin, $drug_vectors.divine, $drug_vectors.chest, $drug_vectors.abdomen, $drug_vectors.arm, $drug_vectors.leg}[vector + 1];"; 24endif 25if ($api.mechanical:is_on(this) && (vector in $api.mechanical.closed_vectors)) 26return 0; 27endif 28if (vector != $drug_vectors.divine) 29units = this:_resist(substance, units, vector, quiet); 30endif 31if (units < 1) 32return 0; 33endif 34if (is_a(substance.addiction, $drug)) 35this:ingest(substance.addiction, substance:addiction_doses(units, this), $drug_vectors.intravenous, quiet); 36endif 37for skillmod in (substance.skill_mods) 38skillmod[1]:flush(this); 39endfor 40for i in [1..length(this.blood)] 41drugspec = this.blood[i]; 42if (drugspec[1] == substance) 43{timestamp, oldlevel} = drugspec[2..3]; 44newlevel = min(oldlevel + units, substance.max_doses); 45this.blood[i][3] = newlevel; 46fork (0) 47"Guard against recycling."; 48if (is_a(this, $creature)) 49substance:reup(this, units, oldlevel, timestamp); 50endif 51endfork 52if (substance.tell_healthnet && is_a(this, $player)) 53$nets.healthnet:announce_event(this, substance, "reupped"); 54endif 55if (newlevel >= substance.overdosage) 56fork (0) 57if (is_a(this, $creature)) 58substance:overdose(this, newlevel - substance.overdosage); 59endif 60endfork 61if (substance.tell_healthnet && is_a(this, $player)) 62$nets.healthnet:announce_event(this, substance, "overdosed on"); 63endif 64endif 65return units; 66endif 67endfor 68"if we get here, it wasn't in blood"; 69drugspec = {substance, time(), min(units, substance.max_doses)}; 70this.blood = {@this.blood, drugspec}; 71fork (0) 72if (gamevalid(this) && is_a(this, $creature)) 73substance:onset(this, units); 74endif 75endfork 76if (substance.tell_healthnet && is_a(this, $player)) 77$nets.healthnet:announce_event(this, substance, "contracted"); 78endif 79return units;
sit
Referenced by
none
Source
1if (this in this.location.covering) 2player:tell("You're taking cover; stand up if you want to sit down somewhere. I know, that sounds so weird."); 3return; 4endif 5if (!this:_sit()) 6player:tell("You don't see anything you can sit on here."); 7endif
l*ook
Referenced by
none
Source
1if ((valid(dobj) && is_a(dobj, $exit)) && (dobjstr != "sky")) 2dobj:look_self(); 3return; 4endif 5if ((args && (dobjstr != "sky")) && (!this:can_see())) 6if (is_a(this.location, $room)) 7this:tell(this.location.too_dark_msg); 8else 9this:tell("It's too dark to see much of anything."); 10endif 11return; 12endif 13pad = player:check_pref("lookpad"); 14tit = player:check_pref("looktitle"); 15obv = 1; 16if (is_a(dobj, #457204)) 17obv = dobj:obvious(); 18endif 19if (!valid(this.location)) 20player:tell(($ansi.cyan + "[ Something's gone wrong. An administrator will be notified, please wait. ]") + $ansi.reset); 21$nets.prognet:announce(#-1, tostr("Warning: ", player.name, " is in #-1."), 1); 22return; 23elseif (this.location == #742) 24this.location:look_self(); 25return; 26endif 27if ((dobjstr == "") && (!prepstr)) 28this.location:look_self(); 29elseif (dobjstr == "sky") 30pad && player:tell(); 31this.location:look_sky(); 32elseif ((prepstr != "in") && (prepstr != "on")) 33if ((!dobjstr) && (prepstr == "at")) 34dobjstr = iobjstr; 35iobjstr = ""; 36else 37dobjstr = dobjstr + (prepstr && ((dobjstr && " ") + prepstr)); 38dobjstr = dobjstr + (iobjstr && ((dobjstr && " ") + iobjstr)); 39endif 40dobj = $match_utils:match(dobjstr, {@this.contents, @this.location.contents}); 41if ((is_a(this.location, #43226) && valid(this.location.probe)) && is_a(this.location.probe.location, $room)) 42dobj = $match_utils:match(dobjstr, this.location.probe.location.contents); 43endif 44if ((!valid(dobj)) && `player.location:look_override(@args) ! E_VERBNF') 45return; 46endif 47if (!$command_utils:object_match_failed(dobj, dobjstr)) 48if (`!dobj:is_hidden(player) ! E_VERBNF => 1') 49(obv && pad) && player:tell(); 50(obv && tit) && player:tell($ansi.bold_on, dobj:title(), $ansi.reset); 51dobj:look_self(); 52else 53return player:tell("I see no \"", dobjstr, "\" here."); 54endif 55endif 56elseif (!iobjstr) 57player:tell(verb, " ", prepstr, " what?"); 58else 59iobj = $match_utils:match(iobjstr, {@this.contents, @this.location.contents}); 60if (!$command_utils:object_match_failed(iobj, iobjstr)) 61if (dobjstr == "") 62if (`!iobj:is_hidden(player) ! E_VERBNF => 1') 63pad && player:tell(); 64tit && player:tell($ansi.bold_on, iobj:title(), $ansi.reset); 65iobj:look_self(); 66else 67return player:tell("I see no \"", iobjstr, "\" here."); 68endif 69elseif ((is_a(iobj, $container) && (iobj.open == 0)) && iobj.opaque) 70player:tell(iobj:dnamec(), " is closed - you can't tell what's inside it."); 71elseif ((is_a(iobj, $container) || `iobj:can_look_into(this) ! ANY => 0') && valid(thing = iobj:match_contents(dobjstr))) 72player:tell("You peer into ", iobj:dname(), "..."); 73pad && player:tell(); 74return thing:look_self(); 75elseif ((thing = iobj:match(dobjstr)) == $failed_match) 76if (`!iobj:is_hidden(player) ! E_VERBNF => 0') 77player:tell("I don't see any \"", dobjstr, "\" ", prepstr, " ", iobj.name, "."); 78else 79return player:tell("I see no \"", dobjstr, "\" ", prepstr, " ", iobjstr, "."); 80endif 81elseif (thing == $ambiguous_match) 82player:tell("There are several things ", prepstr, " ", iobj.name, " one might call \"", dobjstr, "\"."); 83else 84if (`!thing:is_hidden(player) ! E_VERBNF => 1') 85pad && player:tell(); 86tit && player:tell($ansi.bold_on, thing:title(), $ansi.reset); 87thing:look_self(); 88else 89return player:tell("I see no \"", dobjstr, "\" ", prepstr, " ", iobj.name, "."); 90endif 91endif 92endif 93endif
tell_health
Referenced by
- #107:look_self line 6:
this:tell_health - #148:tell_health line 5:
pass(
Source
1m = max(this.health_max, this.health); 2h = m - this.health; 3h = (h * 100) / m; 4if (this.health < this.health_max) 5m = #635:select(`this.health_type ! ANY => "health"', h, $bodypart); 6else 7m = ""; 8endif 9bodyparts = this.body_parts; 10visible_skin = this:visible_skin(); 11for x in (this.blood) 12if (ls = x[1]:look_self_msg(this, x[1]:doses_for(this))) 13m = tostr(m, " ", $su:ps(ls, this, x[1], x[1])); 14endif 15endfor 16if (player == this) 17player:tell($rpg:health_bar(this.health, this.health_max, 0)); 18endif 19if (m) 20player:tell($su:ps($su:trim(m), this)); 21endif
tell
Referenced by
- #1:look_self line 6:
player:tell - #1:tell_stat line 1:
player:tell - #1:client_info line 3:
player:tell - #1:client_info line 4:
player:tell - #2:@create line 36:
player:tell - #2:@create line 39:
player:tell - #2:@sort-owned*-objects line 14:
player:tell - #2:@sort-owned*-objects line 17:
player:tell - #2:@sort-owned*-objects line 21:
player:tell - #2:@add-owned line 2:
player:tell - #2:@add-owned line 6:
player:tell - #2:@add-owned line 8:
player:tell - #2:@add-owned line 10:
player:tell - #2:@add-owned line 13:
player:tell - #2:@verify-owned line 5:
player:tell - #2:@verify-owned line 7:
player:tell - #2:@verify-owned line 12:
player:tell - #2:@kids line 3:
player:tell - #2:@c*ontents line 3:
player:tell - #2:@chparent line 15:
player:tell - #2:@set*prop line 7:
player:tell - #2:@set*prop line 25:
player:tell - #2:@set*prop line 35:
player:tell - #2:@set*prop line 38:
player:tell - #2:@set*prop line 44:
player:tell - #2:@set*prop line 48:
player:tell - #2:@set*prop line 50:
player:tell - #2:@measure line 15:
player:tell - #2:@measure line 17:
player:tell - #2:@measure line 19:
player:tell - #2:@measure line 21:
player:tell - #2:@measure line 22:
player:tell - #2:@measure line 32:
player:tell - #2:@measure line 42:
player:tell - #2:@measure line 52:
player:tell - #2:@measure line 60:
player:tell - #2:@measure line 62:
player:tell - #2:@measure line 72:
player:tell - #2:@measure line 82:
player:tell - #2:@measure line 92:
player:tell - #2:@measure line 94:
player:tell - #2:@measure line 99:
player:tell - #2:@measure line 101:
player:tell - #2:@measure line 104:
player:tell - #2:@measure line 108:
player:tell - #2:@measure line 117:
player:tell - #2:@tree line 4:
player:tell - #2:@tree line 11:
player:tell - #2:@tree line 12:
player:tell - #2:@tree line 18:
player:tell - #2:@tree line 24:
player:tell - #2:tell_tree line 46:
player:tell - #2:@s*tat line 4:
player:tell - #2:@dig line 2:
player:tell - #2:@dig line 10:
player:tell - #2:@dig line 14:
player:tell - #2:@dig line 20:
player:tell - #2:@dig line 24:
player:tell - #2:@dig line 33:
player:tell - #2:@dig line 39:
player:tell - #2:@dig line 44:
player:tell - #2:@dig line 47:
player:tell - #2:@features line 32:
player:tell - #2:@features line 35:
player:tell - #2:@features line 38:
player:tell - #2:@features line 41:
player:tell - #2:@features line 44:
player:tell - #2:@features line 47:
player:tell - #2:@features line 50:
player:tell - #2:@features line 53:
player:tell - #2:@features line 55:
player:tell - #2:@features line 57:
player:tell - #2:@features line 60:
player:tell - #2:@features line 70:
player:tell - #2:@features line 72:
player:tell - #2:@features line 74:
player:tell - #2:@make-cliff line 2:
player:tell - #2:@make-cliff line 13:
player:tell - #2:@make-cliff line 16:
player:tell - #2:@make-door line 2:
player:tell - #2:@make-door line 4:
player:tell - #2:@make-door line 7:
player:tell - #2:home line 14:
player:tell - #2:home line 18:
player:tell - #2:home line 21:
player:tell - #2:home line 24:
player:tell - #2:home line 27:
player:tell - #2:home line 43:
player:tell - #2:home line 45:
player:tell - #2:@set-note-text line 17:
player:tell - #2:@set-note-text line 19:
player:tell - #2:@set-note-text line 21:
player:tell - #2:@set-note-text line 26:
player:tell - #2:@set-note-text line 28:
player:tell - #2:@set-note-text line 31:
player:tell - #2:tell_mytree line 55:
player:tell - #2:@answer line 4:
player:tell - #2:@answer line 8:
player:tell - #2:@Make-stairs line 2:
player:tell - #2:@Make-stairs line 23:
player:tell - #2:@Make-stairs line 25:
player:tell - #2:@Make-stairs line 29:
player:tell - #2:@spawn line 2:
player:tell - #2:@spawn line 6:
player:tell - #2:@spawn line 18:
player:tell - #2:@spawn line 25:
player:tell - #2:@spawn line 29:
player:tell - #2:@spawn line 38:
player:tell - #2:@spawn line 42:
player:tell - #2:@spawn line 47:
player:tell - #2:@spawn line 53:
player:tell - #2:@spawn line 55:
player:tell - #2:@spawn line 58:
player:tell - #2:@prop*erties line 3:
player:tell - #2:@prop*erties line 14:
player:tell - #2:@prop*erties line 17:
player:tell - #2:@setstat line 2:
player:tell - #2:@setstat line 11:
player:tell - #2:@setstat line 15:
player:tell - #2:@setstat line 19:
player:tell - #2:@setstat line 23:
player:tell - #2:@setstat line 28:
player:tell - #2:@setstat line 35:
player:tell - #2:@setstat line 38:
player:tell - #2:@setstat line 47:
player:tell - #2:@move line 4:
player:tell - #2:@move line 12:
player:tell - #2:@move line 17:
player:tell - #2:@move line 27:
player:tell - #2:@make-hole line 2:
player:tell - #2:@make-hole line 4:
player:tell - #2:@make-hole line 7:
player:tell - #2:@add-feature line 16:
player:tell - #2:@add-feature line 18:
player:tell - #2:@add-feature line 20:
player:tell - #2:@add-feature line 24:
player:tell - #2:@add-feature line 26:
player:tell - #2:@add-feature line 27:
player:tell - #2:@add-feature line 31:
player:tell - #2:@add-feature line 33:
player:tell - #2:@add-feature line 34:
player:tell - #2:@make-doorway line 2:
player:tell - #2:@make-doorway line 6:
player:tell - #2:@make-swingdoors line 2:
player:tell - #2:@make-swingdoors line 6:
player:tell - #3:tell_contents line 15:
player:tell - #3:tell_contents line 17:
player:tell - #3:tell_contents line 20:
player:tell - #3:look_self line 65:
player:tell - #3:look_self line 87:
player:tell - #3:look_self line 91:
player:tell - #3:look_self line 100:
player:tell - #3:go line 2:
player:tell - #3:recycle line 8:
player:tell - #3:recycle line 11:
player:tell - #3:e line 6:
player:tell - #3:e line 7:
player:tell - #3:e line 12:
player:tell - #3:e line 14:
player:tell - #3:here_huh line 11:
player:tell - #3:recalc_next_hops line 4:
player:tell - #3:recalc_next_hops line 7:
player:tell - #3:recalc_next_hops line 10:
player:tell - #3:cover line 2:
player:tell - #3:cover line 4:
player:tell - #3:cover line 6:
player:tell - #3:cover line 8:
player:tell - #3:-* line 10:
player:tell - #3:do_stand line 4:
player:tell - #3:do_stand line 8:
player:tell - #3:set_xyz_rec line 15:
player:tell - #3:set_xyz_rec line 18:
player:tell - #3:set_xyz_rec line 41:
player:tell - #3:@residents line 2:
player:tell - #3:@residents line 5:
player:tell - #3:@residents line 6:
player:tell - #3:@residents line 8:
player:tell - #3:@rmresident line 2:
player:tell - #3:@rmresident line 7:
player:tell - #3:@rmresident line 10:
player:tell - #3:@rmresident line 12:
player:tell - #3:list_description line 2:
player:tell - #3:@addresident line 2:
player:tell - #3:@addresident line 4:
player:tell - #3:@addresident line 10:
player:tell - #3:@addresident line 12:
player:tell - #3:@addresident line 14:
player:tell - #3:@addresident line 17:
player:tell - #3:@addresident line 18:
player:tell - #3:make_noise line 34:
player:tell - #3:look_sky line 8:
player:tell - #3:look_sky line 13:
player:tell - #3:look_sky line 18:
player:tell - #3:look_sky line 22:
player:tell - #3:look_sky line 24:
player:tell - #3:look_sky line 27:
player:tell - #3:look_self_NEW line 133:
player:tell - #3:look_self_backup line 18:
player:tell - #3:look_self_backup line 21:
player:tell - #3:look_self_backup line 115:
player:tell - #3:look_self_backup line 131:
player:tell - #3:look_self_backup line 134:
player:tell - #3:look_self_backup line 137:
player:tell - #3:look_self_backup line 141:
player:tell - #3:look_self_backup line 146:
player:tell - #3:look_self_backup line 149:
player:tell - #3:look_self_backup line 152:
player:tell - #3:look_self_backup line 158:
player:tell - #3:look_self_backup2 line 26:
player:tell - #3:look_self_backup2 line 29:
player:tell - #3:look_self_backup2 line 121:
player:tell - #3:look_self_backup2 line 137:
player:tell - #3:look_self_backup2 line 140:
player:tell - #3:look_self_backup2 line 143:
player:tell - #3:look_self_backup2 line 147:
player:tell - #3:look_self_backup2 line 152:
player:tell - #3:look_self_backup2 line 155:
player:tell - #3:look_self_backup2 line 158:
player:tell - #3:look_self_backup2 line 164:
player:tell - #3:look_self_verybrief line 1:
player:tell - #3:look_self_verybrief line 14:
player:tell - #3:look_self_verybrief line 16:
player:tell - #3:list_exits_long line 33:
player:tell - #3:smell line 21:
player:tell - #3:smell line 23:
player:tell - #3:tell_nearby_lights line 22:
player:tell - #3:look_self_old line 12:
player:tell - #3:look_self_old line 164:
player:tell - #3:look_self_old line 172:
player:tell - #3:tell_contents_terserun line 32:
player:tell - #3:tell_contents_terserun line 35:
player:tell - #5:give line 3:
player:tell - #5:give line 5:
player:tell - #5:give line 7:
player:tell - #5:give line 9:
player:tell - #5:give line 11:
player:tell - #5:give line 13:
player:tell - #5:tell_stat line 2:
player:tell - #5:@setup line 2:
player:tell - #5:@setup line 6:
player:tell - #5:throw line 3:
player:tell - #5:throw line 5:
player:tell - #5:throw line 7:
player:tell - #5:throw line 11:
player:tell - #5:stash line 3:
player:tell - #5:stash line 6:
player:tell - #5:break*down line 2:
player:tell - #5:break*down line 8:
player:tell - #5:find_recipe line 37:
player:tell - #5:improv*ise line 9:
player:tell - #5:improv*ise line 13:
player:tell - #5:_push line 8:
player:tell - #5:_push line 11:
player:tell - #5:_push line 18:
player:tell - #6:my_huh line 44:
player:tell - #6:last_huh line 52:
player:tell - #6:tell_contents line 30:
player:tell - #6:tell_contents line 41:
player:tell - #6:tell_contents line 43:
player:tell - #6:wh*isper line 2:
this:tell - #6:wh*isper line 3:
player:tell - #6:receive_page line 9:
this:tell - #6:i line 8:
player:tell - #6:@desc*ribe line 6:
player:tell - #6:@mess*ages line 20:
player:tell - #6:@mess*ages line 52:
player:tell - #6:@mess*ages line 55:
player:tell - #6:@mess*ages line 56:
player:tell - #6:ex*amine line 3:
this:tell - #6:announce line 9:
this:tell - #6:@registerme line 14:
player:tell - #6:@registerme line 16:
player:tell - #6:@registerme line 18:
player:tell - #6:@registerme line 21:
player:tell - #6:@pref line 19:
player:tell - #6:@pref line 24:
player:tell - #6:list_prefs line 19:
player:tell - #6:take_damage line 14:
this:tell - #6:page line 3:
player:tell - #6:page line 8:
player:tell - #6:page line 14:
player:tell - #6:page line 20:
player:tell - #6:page line 27:
player:tell - #6:'* line 5:
player:tell - #6:award_xp line 31:
this:tell - #6:award_xp line 33:
this:tell - #6:award_xp line 36:
this:tell - #6:friend*s line 3:
player:tell - #6:friend*s line 7:
player:tell - #6:friend*s line 15:
player:tell - #6:friend*s line 23:
player:tell - #6:friend*s line 25:
player:tell - #6:friend*s line 27:
player:tell - #6:friend*s line 30:
player:tell - #6:friend*s line 40:
player:tell - #6:friend*s line 42:
player:tell - #6:friend*s line 44:
player:tell - #6:friend*s line 48:
player:tell - #6:allow line 3:
player:tell - #6:allow line 14:
player:tell - #6:allow line 23:
player:tell - #6:allow line 24:
player:tell - #6:allow line 42:
player:tell - #6:allow line 44:
player:tell - #6:allow line 47:
player:tell - #6:allow line 55:
player:tell - #6:allow line 66:
player:tell - #6:allow line 69:
player:tell - #6:allows line 5:
player:tell - #6:allows line 10:
this:tell - #6:allows line 29:
player:tell - #6:allows line 32:
player:tell - #6:allows line 34:
player:tell - #6:go line 4:
player:tell - #6:go line 5:
player:tell - #6:go line 15:
player:tell - #6:tell_contents_backup line 8:
player:tell - #6:_hear line 1:
this:tell - #6:worn line 1:
player:tell - #6:worn line 7:
player:tell - #6:worn line 25:
player:tell - #6:pinch line 4:
player:tell - #6:pinch line 6:
player:tell - #6:pinch line 8:
player:tell - #6:pinch line 12:
player:tell - #6:pinch line 13:
this:tell - #6:repair line 5:
player:tell - #6:repair line 7:
player:tell - #6:start_fighting line 8:
this:tell - #6:new_tell_contents line 10:
player:tell - #6:new_tell_contents line 61:
player:tell - #6:new_tell_contents line 117:
player:tell - #6:journal*s line 34:
player:tell - #6:journal*s line 43:
player:tell - #6:journal*s line 51:
player:tell - #6:journal*s line 53:
player:tell - #6:journal*s line 59:
player:tell - #6:journal*s line 66:
player:tell - #6:journal*s line 67:
player:tell - #6:@sethome line 3:
player:tell - #6:@sethome line 5:
player:tell - #6:@sethome line 9:
player:tell - #6:wake line 6:
player:tell - #6:wake line 8:
player:tell - #6:wake line 15:
this:tell - #6:chatnet_BACKUP line 3:
player:tell - #6:chatnet_BACKUP line 7:
player:tell - #6:chatnet_BACKUP line 13:
this:tell - #6:chatnet_BACKUP line 21:
player:tell - #6:chatnet_BACKUP line 30:
this:tell - #6:chatnet_BACKUP line 34:
this:tell - #6:chatnet_BACKUP line 49:
player:tell - #6:chatnet_BACKUP line 51:
player:tell - #6:gear line 11:
player:tell - #6:gear line 15:
player:tell - #6:gear line 55:
player:tell - #6:gear line 62:
player:tell - #6:gear line 63:
player:tell - #6:gear line 128:
player:tell - #6:teach line 3:
player:tell - #6:teach line 4:
player:tell - #6:teach line 5:
player:tell - #6:teach line 20:
player:tell - #6:teach line 27:
player:tell - #6:teach line 29:
player:tell - #6:teach line 31:
player:tell - #6:teach line 33:
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player:tell - #48:suspend line 30:
player:tell - #48:suspend line 34:
player:tell - #48:suspend line 38:
player:tell - #48:suspend line 44:
player:tell - #48:suspend_if_needed line 7:
player:tell - #48:explain_syntax line 10:
player:tell - #48:kill_if_laggy line 4:
player:tell - #48:sin_on line 7:
player:tell - #49:make-core-database line 1:
player:tell - #49:@quota line 19:
player:tell - #49:@net-who line 20:
player:tell - #49:@make-player line 7:
player:tell - #49:@register line 5:
player:tell - #49:@guests line 20:
player:tell - #49:@guests line 75:
player:tell - #49:@corify line 5:
player:tell - #49:@corify line 15:
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player:tell - #49:@corify line 28:
player:tell - #49:@make-guest line 4:
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player:tell - #49:@temp-newt line 2:
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player:tell - #49:@summon line 3:
player:tell - #49:@summon line 5:
player:tell - #49:reaper line 6:
player:tell - #49:@recycle-recursive line 2:
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player:tell - #49:@prog-check line 2:
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player:tell - #49:@old-grant line 39:
player:tell - #49:@run-profiler line 8:
player:tell - #49:@run-profiler line 12:
player:tell - #49:@mailban line 10:
player:tell - #49:@mailban line 13:
player:tell - #49:@prefcat line 2:
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player:tell - #49:@prefcat line 11:
player:tell - #49:@prefcat line 17:
player:tell - #49:@commentban line 5:
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player:tell - #49:@core line 6:
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player:tell - #49:@core line 41:
player:tell - #50:@prop*erty line 7:
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player:tell - #50:@verb line 7:
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player:tell - #50:@prog*ram line 91:
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player:tell - #50:@dump line 8:
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player:tell - #50:@prop*erties line 2:
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player:tell - #50:walkto line 12:
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player:tell - #50:@exam*ine line 2:
player:tell - #50:@copy-msg line 2:
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player:tell - #50:@who-solved line 8:
player:tell - #50:@rooms line 7:
player:tell - #50:murder line 2:
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player:tell - #50:hall line 5:
player:tell - #50:whodo line 33:
player:tell - #50:kick line 2:
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player:tell - #50:@pardon line 2:
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player:tell - #50:@chatban line 6:
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player:tell - #50:@rhistory line 6:
player:tell - #50:@rhistory line 23:
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player:tell - #50:@receive-dump line 5:
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player:tell - #50:@remove-feature line 14:
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player:tell - #50:@rp-award line 2:
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player:tell - #50:@donation line 5:
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player:tell - #317:@dropgrep line 14:
player:tell - #317:@dropgrep line 17:
player:tell - #317:@itemreport line 29:
player:tell - #317:@itemreport line 30:
player:tell - #317:@itemreport line 31:
player:tell - #317:@itemreport line 32:
player:tell - #317:@itemreport line 33:
player:tell - #317:@ff line 2:
player:tell - #317:@ff line 20:
player:tell - #317:@ff line 25:
player:tell - #317:@ff line 31:
player:tell - #317:@ff line 33:
player:tell - #317:@nugrep line 4:
player:tell - #317:@nugrep line 13:
player:tell - #317:@nugrep line 17:
player:tell - #318:wh*o line 4:
player:tell - #318:wh*o line 9:
player:tell - #318:wh*o line 34:
player:tell - #318:wh*o line 37:
player:tell - #318:wh*o line 60:
player:tell - #318:wh*o line 63:
player:tell - #324:start line 2:
player:tell - #324:start line 6:
player:tell - #324:start line 8:
player:tell - #324:look_self line 4:
player:tell - #324:look_self line 8:
player:tell - #326:get_pvp_report line 4:
player:tell - #326:get_victim_report line 4:
player:tell - #326:get_griefer_report line 4:
player:tell - #334:edit line 5:
player:tell - #334:focus line 7:
player:tell - #334:focus line 9:
player:tell - #334:focus line 17:
player:tell - #334:focus line 24:
player:tell - #334:focus line 28:
player:tell - #334:type line 5:
player:tell - #334:type line 10:
player:tell - #334:type line 11:
player:tell - #334:type line 13:
player:tell - #334:type line 16:
player:tell - #334:type line 21:
player:tell - #334:type line 24:
player:tell - #334:dig line 24:
player:tell - #334:dig line 29:
player:tell - #334:dig line 39:
player:tell - #334:dig line 47:
player:tell - #334:dig line 57:
player:tell - #334:dig line 69:
player:tell - #334:dig line 74:
player:tell - #334:dig line 76:
player:tell - #334:ren*ame line 6:
player:tell - #334:ren*ame line 10:
player:tell - #334:ren*ame line 12:
player:tell - #334:desc*ribe line 6:
player:tell - #334:desc*ribe line 10:
player:tell - #334:desc*ribe line 14:
player:tell - #334:mess*ages line 6:
player:tell - #334:del*ete line 5:
player:tell - #334:del*ete line 9:
player:tell - #334:del*ete line 31:
player:tell - #334:del*ete line 34:
player:tell - #334:del*ete line 49:
player:tell - #334:del*ete line 51:
player:tell - #334:reset line 5:
player:tell - #334:reset line 7:
player:tell - #334:reset line 9:
player:tell - #334:reset line 11:
player:tell - #334:reset line 12:
player:tell - #334:reset line 21:
player:tell - #334:reset line 25:
player:tell - #334:reset line 29:
player:tell - #334:reset line 33:
player:tell - #334:reset line 35:
player:tell - #334:reset line 39:
player:tell - #334:reset line 41:
player:tell - #334:reset line 42:
player:tell - #334:rooms line 5:
player:tell - #334:rooms line 8:
player:tell - #334:bpname line 5:
player:tell - #334:bpname line 9:
player:tell - #334:bpname line 11:
player:tell - #334:bpdesc line 9:
player:tell - #334:@list-costs line 3:
player:tell - #334:@list-costs line 10:
player:tell - #334:@list-costs line 12:
player:tell - #334:bury line 10:
player:tell - #334:bury line 14:
player:tell - #334:bury line 16:
player:tell - #334:bury line 19:
player:tell - #334:bury line 25:
player:tell - #334:bury line 28:
player:tell - #334:bury line 32:
player:tell - #334:bury line 37:
player:tell - #334:bury line 40:
player:tell - #334:bury line 47:
player:tell - #334:bury line 50:
player:tell - #334:bury line 52:
player:tell - #334:bury line 56:
player:tell - #334:warp line 2:
player:tell - #334:warp line 5:
player:tell - #334:valid_blueprint line 3:
player:tell - #334:mapicon line 42:
player:tell - #334:mapicon line 49:
player:tell - #334:authorize line 5:
player:tell - #334:authorize line 9:
player:tell - #334:authorize line 13:
player:tell - #334:authorize line 17:
player:tell - #334:deauthorize line 6:
player:tell - #334:deauthorize line 11:
player:tell - #334:deauthorize line 13:
player:tell - #334:areaicon line 43:
player:tell - #334:areaicon line 50:
player:tell - #334:clearmess*age line 7:
player:tell - #334:type-otherside line 5:
player:tell - #334:type-otherside line 9:
player:tell - #334:type-otherside line 14:
player:tell - #334:type-otherside line 15:
player:tell - #334:type-otherside line 17:
player:tell - #334:type-otherside line 20:
player:tell - #334:type-otherside line 25:
player:tell - #334:type-otherside line 28:
player:tell - #334:addnote line 3:
player:tell - #334:addnote line 7:
player:tell - #334:addnote line 8:
player:tell - #334:addnote line 9:
player:tell - #334:addnote line 13:
player:tell - #334:addnote line 15:
player:tell - #334:addnote line 30:
player:tell - #334:addnote line 35:
player:tell - #334:addnote line 43:
player:tell - #334:addnote line 47:
player:tell - #334:setdark line 11:
player:tell - #334:setdark line 14:
player:tell - #334:setdark line 19:
player:tell - #334:setdark line 21:
player:tell - #334:setdark line 32:
player:tell - #334:setdark line 34:
player:tell - #335:use line 5:
player:tell - #335:use line 12:
player:tell - #335:use line 16:
player:tell - #335:use line 20:
player:tell - #335:use line 24:
player:tell - #335:use line 28:
player:tell - #335:use line 34:
player:tell - #338:tell_contents line 6:
player:tell - #338:tell_contents line 27:
player:tell - #338:fill line 6:
player:tell - #338:fill line 9:
player:tell - #338:fill line 12:
player:tell - #338:fill line 15:
player:tell - #338:fill line 18:
player:tell - #338:fill line 23:
player:tell - #338:fill line 28:
player:tell - #338:fill line 31:
player:tell - #338:fill line 34:
player:tell - #338:fill line 37:
player:tell - #338:_start_drink line 5:
player:tell - #338:dump line 2:
player:tell - #338:dump line 4:
player:tell - #338:smell line 11:
player:tell - #338:smell line 13:
player:tell - #338:wash line 2:
player:tell - #338:wash line 5:
player:tell - #338:toast line 2:
player:tell - #338:toast line 8:
player:tell - #338:chug line 4:
player:tell - #342:copy line 3:
player:tell - #345:look_self line 16:
player:tell - #361:@unverb line 8:
player:tell - #361:@unprop line 8:
player:tell - #361:@cv line 8:
player:tell - #361:@cp line 8:
player:tell - #366:look_self line 1:
player:tell - #367:look_self line 2:
player:tell - #367:open line 2:
player:tell - #367:view line 2:
player:tell - #367:view line 5:
player:tell - #367:view line 8:
player:tell - #367:view line 14:
player:tell - #367:view line 17:
player:tell
Source
1notify(this, tostr(@args));
tell_holding
Referenced by
- #107:look_self line 7:
this:tell_holding - #107:look_self line 19:
this:tell_holding - #107:show_status line 10:
this:tell_holding - #107:_show_status line 35:
this:tell_holding
Source
1for x in (this.wielding) 2if (x.location != this) 3this.wielding = setremove(this.wielding, x); 4endif 5endfor 6w = this.wielding; 7if (typeof(this.unarmed_weapon) == OBJ) 8if (this.unarmed_weapon.unarmed_visible) 9w = {@w, this.unarmed_weapon}; 10endif 11endif 12if (w) 13namelist = {}; 14msg_db = $su:message_db(w, "iname"); 15if (player == this) 16msg = "You're holding "; 17else 18is_holding = `this.is_holding_msg ! E_PROPNF => "is holding"'; 19msg = (($su:capitalize(this.ps) + " ") + is_holding) + " "; 20endif 21for x in (msg_db) 22namelist = setadd(namelist, ((len = length(x[1])) > 1) ? x[1][1]:plural_name(len) | x[2]); 23endfor 24msg = (msg + $su:english_list(namelist)) + "."; 25player:tell(msg); 26endif
_fight
Referenced by
- #6:_fight line 10:
pass( - #106:_fight line 22:
pass( - #106:_fight line 29:
pass( - #106:_fight line 44:
pass( - #107:suggest_next_action line 1:
this:_fight - #107:start_fighting line 53:
this:_fight - #107:stop_fighting line 13:
this:_fight
Source
1if (area(this).combat_ok) 2if (f = this:sanitize_fighting()) 3w = this:weapon(); 4return {w.attack_action, {f[1], w}, 1, "kill " + f[1]:name()}; 5endif 6endif
show_status
Referenced by
- #100:st*atus line 18:
this:show_status
Source
1player:tell(""); 2player:tell($ansi.bold_on, "Health ", $ansi.reset, $meter_utils:health_for(player, this.health, this.health_max, this.health_max)); 3if (0 && is_a(this, $player)) 4player:tell($ansi.bold_on, "Thirst ", $ansi.reset, $meter_utils:thirst_for(player, toint(this.thirst), 500, 30)); 5player:tell($ansi.bold_on, "Hunger ", $ansi.reset, $meter_utils:hunger_for(player, $drugs.hunger:doses_for(this), 500, 30)); 6player:tell($ansi.bold_on, "Stress ", $ansi.reset, $meter_utils:stress_for(player, this.stress, 500, 30)); 7this:tell_wanted(); 8endif 9this:tell_self_health(); 10this:tell_holding(); 11ps = (player == this) ? "You're" | (this.psc + " is"); 12pp = (player == this) ? "Your" | this.ppc; 13if (is_a(this.following, $creature)) 14player:tell(ps, " following ", this.following:iname(), "."); 15endif 16"if (this.hunting)"; 17" player:tell(ps, \" hunting for '\", this.hunting, \"'.\");"; 18"endif"; 19"credits = this.credit;"; 20"if (player != this)"; 21" player:tell(pp, \" credit chip shows \", $ansi.green, $ansi.bold_on, \"$\", $su:group_number(credits), $ansi.reset, \".\");"; 22"endif"; 23if (this:encumbrance() < 0) 24player:systell(("Edit $creature:" + verb) + " to remove this message and enable the credit display once money is set up."); 25this:tell_encumbrance("full"); 26endif 27"if (this.fight_style != 3)"; 28" m = ((pp + \" fighting style is '\") + $rpg.fight_styles[this.fight_style]) + \"' (\";"; 29" m = (m + $su:bonus_num(-$rpg.fight_styles_speed[this.fight_style])) + \" speed, \";"; 30" m = (m + $su:bonus_num($rpg.fight_styles_attack[this.fight_style])) + \" tohit, \";"; 31" m = (m + $su:bonus_num($rpg.fight_styles_defend[this.fight_style])) + \" def).\";"; 32" player:tell(m);"; 33"endif"; 34if (is_a(this, $player)) 35this:tell_reclone(); 36endif
_knockout
Referenced by
- #107:die line 80:
this:_knockout
Source
1{?destination = #-1, ?dtype = $damage} = args; 2"if (!valid(destination))"; 3" if (#798:doses_for(this))"; 4" destination = #3222;"; 5" elseif ($ou:has_property(this, \"dream\") && valid(this.dream))"; 6" destination = this.dream;"; 7" elseif ($ou:has_property(this.location, \"dream\") && valid(this.location.dream))"; 8" destination = this.location.dream;"; 9" else"; 10" destination = $rpg.random_dreams[random(length($rpg.random_dreams))];"; 11" endif"; 12"endif"; 13a = this:area(); 14if (!a.knockout_ok) 15return; 16endif 17if (!is_a(this.body, $body)) 18body = `this.generic_body ! ANY => $body'; 19body = $rpg:spawn(body, $hacker); 20this.body = body; 21body:setup(this, destination); 22this.blood = {}; 23this:clear_queue(); 24this.following = #-1; 25endif 26this:moveto(destination);
_wake
Referenced by
- #6:_wake line 2:
pass(
Source
1if (!valid(this.body)) 2return 1; 3endif 4loc = this.home; 5wasdead = 0; 6if (is_a(this.body, $body)) 7this.body:breakdown(); 8for x in (this.contents) 9move(x, this.location); 10endfor 11for x in (this.body.contents) 12move(x, this); 13endfor 14loc = this.body.location; 15if (this.body:dead()) 16wasdead = 1; 17endif 18this.body.player = #-1; 19this.health = max(1, this.body.health); 20$heart:unregister(this.body); 21move(this.body, $tomb); 22endif 23this.body = #-1; 24this:moveto(loc); 25this:clear_queue(); 26this.location:announce_all_but({this}, $su:ps(this.owake_msg, this, this)); 27if (wasdead) 28this:ingest($drugs.recent_revival_syndrome, 5, $drug_vectors.divine); 29endif
get_gift
Referenced by
- #106:get_gift line 1:
pass( - #107:_get line 8:
this:get_gift - #107:_get line 17:
this:get_gift - #107:_get_many line 7:
this:get_gift - #107:_get_from_container line 5:
this:get_gift - #158:detach line 8:
player:get_gift
Source
1":get_gift(OBJ what, OBJ who)"; 2"Get a gift handed to us by who. Or, we picked something up, if who is us."; 3what = args[1]; 4if (this:hands() < args[1].handed) 5this:tell("You don't have enough hands to hold ", args[1]:iname(), "!"); 6return 0; 7endif 8if (!valid(gift = `what:give_as_gift() ! ANY => #-1')) 9gift = what; 10endif 11gift:moveto(this); 12if ((!this.wielding) || (!is_a(this.wielding[1], $weapon))) 13this:_wield(gift, 0, 1); 14endif 15$ou:has_verb(gift, "was_gifted") && gift:was_gifted(this, args[2]); 16return 1;
clear_hands
Referenced by
- #107:_wield line 25:
this:clear_hands - #158:detach line 7:
player:clear_hands
Source
1":clear_hands(INT number-of-hands [,INT silent)"; 2"Make room in my hands."; 3noh = args[1]; 4silent = (length(args) > 1) ? args[2] | 0; 5hands = this:hands(); 6if (noh > hands) 7return 0; 8elseif (noh == hands) 9for x in (this.wielding) 10this:_unwield(x, silent); 11endfor 12this.wielding = {}; 13return 1; 14else 15handsfree = hands; 16del = {}; 17for x in (this.wielding) 18if (!is_a(x, $thing)) 19del = setadd(del, x); 20else 21handsfree = handsfree - x.handed; 22endif 23endfor 24for x in (del) 25this.wielding = setremove(this.wielding, x); 26endfor 27if (!this.wielding) 28return 1; 29endif 30kill = {}; 31cand = this.wielding; 32nwcand = {}; 33for x in (cand) 34if (!is_a(x, $weapon)) 35nwcand = {@nwcand, x}; 36endif 37endfor 38while ((handsfree < noh) && cand) 39if (nwcand) 40tokill = nwcand[1]; 41nwcand = listdelete(nwcand, 1); 42else 43tokill = cand[1]; 44endif 45handsfree = handsfree + tokill.handed; 46kill = {@kill, tokill}; 47cand = setremove(cand, tokill); 48endwhile 49if (!silent) 50if (length(kill) == 1) 51this:_unwield(kill[1], silent); 52elseif (length(kill) > 1) 53this:aat(this:dnamec(), " puts away ", this.pp, " ", $su:english_list($lu:map_prop(kill, "name")), "."); 54for x in (kill) 55this:_unwield(x, 1); 56endfor 57endif 58else 59for x in (kill) 60this:_unwield(x, silent); 61endfor 62endif 63return 1; 64endif
diag*nose
Referenced by
none
Source
1"Use your Medic skill to see what's wrong."; 2if (!dobjstr) 3dobj = this; 4endif 5if (!valid(dobj)) 6dobj = $match_utils:match(dobjstr, player.location:occupants($living)); 7endif 8if (!valid(dobj)) 9player:tell("You don't see any '", dobjstr, "' to diagnose here."); 10return; 11elseif (has_callable_verb(dobj, "do_diagnosis")) 12dobj:do_diagnosis(player); 13return; 14elseif (!is_a(dobj, $creature)) 15player:tell(dobj:dnamec(), " isn't even alive, genius."); 16return; 17elseif ((this.location:darkness(1, player) > 1) && (!player:can_see_in_dark())) 18player:tell("It's too dark to get much useful medical information."); 19return; 20endif 21if (is_a(dobj, $corpse)) 22duh = {"It's dead...Jim.", "Your professional medical opinion is that it's freaking dead.", "Diagnosis: not alive.", "You mean the dead thing over there? Yeah it's uh...dead."}; 23duh = duh[random($)]; 24this:tell(duh); 25return; 26endif 27if (is_a(dobj, $body)) 28prop = is_a(dobj, $corpse) ? "original_player" | "player"; 29endif 30if (dobj != this) 31dobj:tell(player:dnamec(), " looks you over carefully."); 32endif 33if ((medskill = $skills.medic:total(player)) < 9) 34player:tell("You're no doctor, but..."); 35dobj:tell_health(); 36else 37player:tell("In your educated opinion..."); 38if (dobj.health == dobj.health_max) 39player:tell(dobj:dnamec(), " has no injuries."); 40else 41pct = toint((tofloat(dobj.health) / tofloat(dobj.health_max)) * 100.0); 42player:tell(dobj:dnamec(), "'s wounds have left ", dobj.po, " with ", pct, "% of ", dobj.pp, " functionality."); 43endif 44blood = dobj.blood; 45for x in (blood) 46x[1]:tell_diagnosis(dobj); 47endfor 48endif
cure treat
Referenced by
none
Source
1"Use your Medic skill to treat a condition."; 2drugs = {}; 3for x in (this.blood) 4drugs = setadd(drugs, x[1]); 5endfor 6drug = $match_utils:match(dobjstr, drugs); 7if (!valid(drug)) 8player:tell(this:dnamec(), " doesn't have any problem with ", dobjstr, "."); 9elseif (!valid(drug.cure)) 10player:tell("You can't cure ", drug.name, "."); 11else 12drug:try_cure(this, player); 13endif
remove_drug
Referenced by
none
Source
1":remove_drug(OBJ drug, INT doses)"; 2drug = args[1]; 3doses = args[2]; 4return drug:remove_from(this, doses);
stand
Referenced by
- #107:rescue line 23:
player:stand
Source
1target = this; 2self = player == target; 3if (target.posture == "standing") 4player:tell(self ? "You're already standing." | (target:dnamec() + " is already standing.")); 5return; 6else 7for x in ({target.location, @target.location:occupants($furniture)}) 8if (target in {@x.sitting, @x.reclining}) 9x:stand(iobj = x, dobj = target); 10return; 11endif 12endfor 13if (target in target.location.covering) 14target.posture = "standing"; 15target.location.covering = setremove(target.location.covering, this); 16target:aat(player:name(), " comes out from behind cover."); 17target:tell("You stand up."); 18else 19player:tell(self ? "You don't seem to be sitting on anything." | (target:dnamec() + " isn't sitting on anything.")); 20endif 21endif
is_dead
Referenced by
none
Source
1return 0;
recline relax
Referenced by
none
Source
1if (this in this.location.covering) 2return player:tell("You're currently taking cover. Better stop hiding first if you want to lounge around."); 3endif 4for x in ({@this.location:occupants($furniture), this.location}) 5if ((this in x.sitting) || (this in x.reclining)) 6x:recline(iobj = x); 7return; 8endif 9endfor 10for x in ({@this.location:occupants($furniture), this.location}) 11if ((x:free_seats() > 1) || (player in x:sitters())) 12x:recline(); 13return; 14endif 15endfor 16player:tell("You don't see anything to recline on here.");
respawn
Referenced by
- #100:respawn line 14:
pass( - #106:respawn line 5:
pass(
Source
1if (this.listening) 2this:tell("You feel that hand again, only pulling you downward now. Your surroundings fade away back to the cold harsh edges of reality... Guess it wasn't your time, yet."); 3this:tell(""); 4endif 5this.health = this.health_max; 6this.blood = {}; 7this.tattoos = {}; 8if (valid(this.body) && $ou:isa(this.body, $corpse)) 9this.body.player = #-1; 10endif 11this.body = #-1; 12if (valid(this.respawn_handler)) 13this.respawn_handler:_respawn(this); 14else 15where = this:respawn_location(); 16if (!valid(where)) 17where = this:default_respawn(); 18endif 19if (!valid(where)) 20$nets.prognet:announce(#2, ($su:nn(this) + " has invalid default_respawn and will be stuck in ") + $su:nn(this.location), 1); 21raise(E_INVARG, "invalid .respawn"); 22return 0; 23endif 24where:announce_all($su:ps(this.respawn_msg, this)); 25this:moveto(where); 26endif
doses_of
Referenced by
none
Source
1what = args[1]; 2if (!$ou:isa(what, $drug)) 3return E_INVARG; 4endif 5for drug in (this.blood) 6if (drug[1] == what) 7return drug[3]; 8endif 9endfor
onset_of
Referenced by
none
Source
1what = args[1]; 2if (!$ou:isa(what, $drug)) 3return E_INVARG; 4endif 5for drug in (this.blood) 6if (drug[1] == what) 7return drug[2]; 8endif 9endfor
_unwear
Referenced by
- #107:exitfunc line 8:
this:_unwear
Source
1this.wearing = setremove(this.wearing, args[1]);
disengage_from_combat
Referenced by
- #107:die line 15:
this:disengage_from_combat - #107:die line 160:
this:disengage_from_combat - #107:moveto line 5:
this:disengage_from_combat
Source
1for x in (this.fighting) 2if (gamevalid(x)) 3this:stop_fighting(x); 4else 5this.fighting = setremove(this.fighting, x); 6endif 7endfor
stop_fighting
Referenced by
- #100:stop line 41:
player:stop_fighting - #100:stop line 45:
player:stop_fighting - #106:spared_by line 4:
this:stop_fighting - #107:disengage_from_combat line 3:
this:stop_fighting
Source
1what = args[1]:fighting_target(); 2if (!this.fighting) 3$drugs.combat_fatigue:remove_from(this); 4endif 5if (this.executing) 6if ($ou:has_property(this.executing[1], "is_attack_action") && this.executing[1].is_attack_action) 7if (this.executing[1]:attack_action_target(this, this.executing[2]) == what) 8this:cancel_current_action(); 9endif 10endif 11endif 12this.fighting = setremove(this.fighting, what); 13if (is_a(this, $player) && (r = this:_fight())) 14this:queue_action(@r); 15endif
tell_wearing
Referenced by
- #89:tell_wearing line 4:
pass( - #107:look_self line 8:
this:tell_wearing - #107:look_self line 20:
this:tell_wearing - #107:_show_status line 36:
this:tell_wearing
Source
1m = m2 = ""; 2nowm = {}; 3mlist = {}; 4bodyparts = this.body_parts; 5if (this.wearing || (!is_a(this, $player))) 6worn = {}; 7for x in (bodyparts) 8if (stuff = this:wearing_on(x)) 9if (stuff[1].worn_visible) 10worn = setadd(worn, stuff[1]); 11endif 12endif 13endfor 14for x in (worn) 15if (wm = `x:worn_msg() ! ANY => 0' || x.worn_msg) 16m2 = (m2 + (m2 ? " " | "")) + $su:ps(wm, this, x); 17else 18nowm = setadd(nowm, x); 19endif 20endfor 21if (nowm) 22if (player == this) 23m = "You're wearing "; 24else 25m = this.psc + " is wearing "; 26endif 27m = ((m + $su:english_list($lu:map_verb(nowm, "iname"))) + ".") + (m2 ? " " + m2 | ""); 28else 29m = m2; 30endif 31endif 32for x in (player.wearing) 33if (is_a(x, #167327)) 34xray = 1; 35break; 36endif 37endfor 38undescribedparts = bodyparts; 39shownudes = ((this == player) || (!is_a(player, $player))) || player:check_pref("shownudes"); 40for x in (this.nude_descs) 41if (!(x[1] in bodyparts)) 42continue; 43elseif (!x[2]) 44continue; 45endif 46nude = x[2]; 47nude = x[1]:modify_nude(nude, this); 48if (shownudes) 49m = (m + (m ? " " | "")) + $su:ps(nude, this); 50endif 51undescribedparts = setremove(undescribedparts, x[1]); 52endfor 53drag = {}; 54if (m) 55player:tell(m); 56endif
_allows
Referenced by
- #89:_allows line 2:
pass( - #107:cant_take line 7:
this:_allows - #107:dress line 5:
this:_allows - #154:feed line 11:
this:_allows
Source
1":_allows(STR action-type, OBJ who)"; 2"Do I allow 'who' to do action-type to me? 1 or 0."; 3act = args[1]; 4who = args[2]; 5locallow = `this.location:_allows(act, who, this) ! E_VERBNF => E_NONE'; 6if (locallow != E_NONE) 7return locallow; 8endif 9if (this:is_doing($actions.struggle)) 10return 1; 11elseif (who == this) 12return 1; 13elseif (this:is_doing($actions.beg) && (act == "rape")) 14return 1; 15endif 16if ((act == "sex") && #164482:doses_for(this)) 17return 1; 18endif 19if ((act == "sex") && `who.location.allow_all_sex ! ANY') 20return 1; 21endif 22if ((act == "gifts") && is_a(who, $npc)) 23return 1; 24endif 25for x in (this.allows) 26if (x[1] == act) 27if ("anyone" in x[2]) 28return 1; 29elseif (who in x[2]) 30return 1; 31elseif (("friends" in x[2]) && (who in this.friends)) 32return 1; 33elseif (("admins" in x[2]) && who.programmer) 34return 1; 35elseif ((("corp" in x[2]) && is_a(this.employer, $biz)) && this.employer:has_member(who)) 36return 1; 37endif 38endif 39endfor
real_name
Referenced by
none
Source
1if (is_a(this.body, $body)) 2return this.body:real_name(); 3else 4return this:name(); 5endif
recycle
Referenced by
- #6:recycle line 2:
pass( - #148:recycle line 6:
pass(
Source
1$heart:unregister(this); 2return pass(@args);
verb_sub
Referenced by
none
Source
1"Substitute my .verb_subs in messages, if any."; 2text = args[1]; 3if ((r = pass(text, 1)) == E_NONE) 4return $gender_utils:get_conj(text, this); 5else 6return r; 7endif 8if (a = `$list_utils:assoc(text, this.verb_subs) ! ANY') 9return a[2]; 10else 11return $gender_utils:get_conj(text, this); 12endif
xp_value
Referenced by
- #107:die line 151:
this:xp_value - #142:should_aggro line 23:
this:xp_value
Source
1":xp_value(OBJ who) => value in XP when killed by 'who'."; 2if (!is_a(this.body, $body)) 3if (!is_a(area(this), $real_area)) 4return 0; 5endif 6else 7if (!is_a(area(this.body), $real_area)) 8return 0; 9endif 10endif 11who = args[1]; 12if (typeof(this.xp_value) == LIST) 13{base, dropxp, zeroxp} = this.xp_value; 14xpt = max(0, who.xp_total); 15if (xpt >= zeroxp) 16return 0; 17elseif (xpt <= dropxp) 18return base; 19else 20d2 = zeroxp - dropxp; 21d1 = xpt - dropxp; 22val = base - toint(tofloat(base) * (tofloat(d1) / tofloat(d2))); 23return val; 24endif 25endif 26base = this.xp_value; 27curve = $rpg.creature_xp_curve; 28if (typeof(who) == OBJ) 29xp_total = who.xp_total - who:quest_xp(); 30xp_total = max(0, xp_total); 31else 32xp_total = who; 33endif 34if (xp_total > (xbase = base * curve)) 35extra = xp_total - xbase; 36base = base - (extra / $rpg.creature_xp_drop); 37endif 38return max(0, base);
@setup
Referenced by
none
Source
1if (!player.programmer) 2player:tell("You dirty exploiting son of a bitch."); 3return; 4endif 5if ((!player.wizard) && (player != this.owner)) 6player:tell("You don't own ", this:dname(), "."); 7else 8skills = $ou:leaves($skill); 9for stat in (children($stat)) 10val = $command_utils:read(("Enter value for stat " + stat.name) + ":"); 11stat:set(this, tonum(val), 1); 12skills = setremove(skills, stat); 13endfor 14for skill in (skills) 15val = $command_utils:read(("Enter raw value for skill " + skill.name) + ":"); 16skill:set(this, tonum(val), 1); 17endfor 18player:tell("Done setting up ", $su:nn(this), "."); 19endif
tell_encumbrance
Referenced by
- #6:i line 6:
this:tell_encumbrance - #107:show_status line 25:
this:tell_encumbrance - #107:_show_status line 47:
this:tell_encumbrance
Source
1":tell_encumbrance([INT verbose])"; 2"Tell about my encumbrance. If args, tell about zero too."; 3e = this:encumbrance(); 4if (e <= -3) 5player:tell("You can barely move under your backbreaking load."); 6elseif (e == -2) 7player:tell("You grunt and strain under your heavy load."); 8elseif ((e == -1) && args) 9player:tell("You're a little weighted down with gear."); 10elseif ((e == 0) && args) 11player:tell("You are unencumbered."); 12endif 13return e;
posture_msg
Referenced by
none
Source
1who = this; 2pm = `this.executing[1]:posture_msg(this) ! ANY => 0'; 3if (pm) 4return pm; 5endif 6msg = ((who.posture == "standing") && who.location.default_posture_msg) ? who.location.default_posture_msg | (who.posture + " here"); 7msg = msg + ((doing = who:doing_msg()) ? (", " + doing) + "." | "."); 8return msg;
_hear
Referenced by
none
Source
1return;
killed_by
Referenced by
- #6:killed_by line 1:
pass( - #107:die line 111:
this:killed_by - #142:killed_by line 1:
pass(
Source
1killer = args[1]; 2if (is_a(area = area(this), $area) && is_a(maproom = area.maproom, #111089)) 3maproom:announce_all("Below, ", killer:dname(), " kills ", this:iname(), "."); 4endif
_resist
Referenced by
- #107:ingest line 29:
this:_resist
Source
1{what, count, vector, ?quiet = 0} = args; 2resisted = 0; 3resists = this.resists; 4if ($api.mechanical:is_on(this)) 5resists = {@this.resists, @$api.mechanical.resists}; 6endif 7count = vector:resist(this, what, count); 8if (is_a(this, $body)) 9if ($recycler:valid(this.player)) 10if (is_a(this.player, $creature)) 11resists = this.player.resists; 12else 13this.player = #-1; 14endif 15endif 16endif 17for drug in (this.blood) 18for res in (drug[1].resists) 19res = (typeof(res) == LIST) ? res | {res, 100}; 20if (is_a(what, res[1])) 21resists = listappend(resists, {res[1], res[2] * drug[3]}); 22endif 23endfor 24endfor 25for x in (resists) 26if (is_a(what, x[1])) 27for y in [1..count] 28if (random(100) <= x[2]) 29resisted = resisted + 1; 30endif 31$cu:sin(0); 32endfor 33endif 34endfor 35count = count - resisted; 36if ((count > 0) && (what.endurance_resist > -999)) 37check = $skills.endurance:check(this, what.endurance_resist - 2); 38if (check > 0) 39count = (count - 1) - (check / 5); 40if (count < 1) 41quiet || this:tell($su:ps($su:msg(what.endure_msg), this, what)); 42endif 43endif 44endif 45return max(count, 0);
initialize
Referenced by
- #6:initialize line 4:
pass(
Source
1r = pass(@args); 2$heart:register(this); 3return r;
count
Referenced by
none
Source
1if (!valid(match = $mu:match(dobjstr, {@player.contents, @player.location.contents}))) 2player:tell("Searching for \"", dobjstr, "\", you find nothing."); 3return; 4endif 5for loc in ({player.contents, player.location.contents}) 6matches = {}; 7for candidate in ({@loc}) 8if ((((valid(match = $mu:match(dobjstr, {candidate})) && match:name()) && (!`match:is_hidden(player) ! E_VERBNF => 0')) && (!is_a(match, $exit))) && (match != player)) 9matches = {@matches, match}; 10endif 11endfor 12cats = $lu:remove_duplicates($lu:map_verb(matches, "name")); 13forstr = {}; 14for cat in (cats) 15howmany = 0; 16reference = #-1; 17for match in (matches) 18if (match:name() == cat) 19if (!valid(reference)) 20reference = match; 21endif 22howmany = howmany + 1; 23endif 24endfor 25if ((howmany == 1) && `reference.long_name_msg ! E_PROPNF => ""') 26cat = reference.long_name_msg; 27endif 28decalcheck = is_a(reference, $decal); 29if (is_a(reference, $player) || (!howmany)) 30pref = ""; 31elseif (decalcheck) 32pref = "some "; 33else 34pref = $su:english_number(howmany) + " "; 35endif 36forstr = {@forstr, pref + (((howmany > 1) && (!decalcheck)) ? reference:plural_name() | cat)}; 37endfor 38locstr = (loc == player.contents) ? "inventory" | "immediate surroundings"; 39if (!forstr) 40player:tell("Searching for \"", dobjstr, "\" in your ", locstr, ", you find nothing."); 41continue; 42elseif (length(forstr) > 1) 43forstr[$] = "and " + forstr[$]; 44endif 45thelist = (length(forstr) == 2) ? (forstr[1] + " ") + forstr[2] | $su:from_list(forstr, ", "); 46player:tell("Searching for \"", dobjstr, "\" in your ", locstr, ", you find ", thelist, "."); 47endfor
check_pref
Referenced by
none
Source
1return 0;
abbreviated_name
Referenced by
none
Source
1"Copied from generic controllable creature (#7607):abbreviated_name by Blacklite (#7195) Sat May 22 14:40:17 2004 PDT"; 2"An abbreviated name from the first letter in each word of the name."; 3aname = ""; 4for w in ($su:words(this:name())) 5aname = tostr(aname, w[1]); 6endfor 7return aname;
tell_self_health
Referenced by
- #107:show_status line 9:
this:tell_self_health - #107:_show_status line 34:
this:tell_self_health
Source
1blood = this.blood; 2for x in (blood) 3if (m = x[1]:victim_tell_msg(x[3])) 4player:tell(($ansi.bold_on + m) + $ansi.reset); 5endif 6endfor
ooc
Referenced by
none
Source
1if ($skills.brains:total(this) < 6) 2m = #86710:make_rk(); 3elseif ($skills.cool:total(this) < 6) 4m = #130830.aol[random($)]; 5else 6m = argstr; 7endif 8if (`this.location:forbid_say(this, m) ! ANY') 9return; 10endif 11player.location:announce("[OOC: ", player:name(), " says, \"", m, "\"]"); 12player:tell("[OOC: You say, \"", m, "\"]");
_get_many
Referenced by
none
Source
1picking_up = args[1]; 2final = {}; 3finalnamestrs = {}; 4container = picking_up ? picking_up[1].location | #-1; 5for what in (picking_up) 6if (((what.location == this.location) || (what.location.location == this)) || (what.location.location == this.location)) 7if (this:get_gift(what, this.location)) 8this.location:broadcast_event(1, $actions.get, this, {what}); 9final = setadd(final, what); 10endif 11endif 12endfor 13finalnames = $su:message_db(final, "iname"); 14for x in (finalnames) 15finalnamestrs = setadd(finalnamestrs, ((len = length(x[1])) > 1) ? ($su:aggregate_number(len) + " ") + x[1][1]:pname() | x[2]); 16endfor 17if (picking_up) 18if ($api.container:is_on(container)) 19this:aat(((((((this:dnamec() + " finishes getting ") + $su:english_list(finalnamestrs)) + " from ") + this.pp) + " ") + container:name()) + "."); 20else 21this:aat(((this:dnamec() + " finishes picking up ") + $su:english_list(finalnamestrs)) + "."); 22endif 23endif
_get_from_container
Referenced by
none
Source
1what = args[1]; 2container = args[2]; 3if ((container.location == this.location) || (container.location == this)) 4if (!(ctm = this:cant_take(what))) 5if (this:get_gift(what)) 6this:aat(this:dnamec(), " gets ", what:iname(), " from ", this.pp, " ", container:name(), "."); 7this.location:broadcast_event(1, $actions.get, this, {what}); 8return 1; 9endif 10else 11this:aat(this:dname(), " tries to get ", what:iname(), " from ", container:dname(), ", but ", this.po, " ", $su:ps(ctm), "."); 12endif 13endif
get_all
Referenced by
- #107:get_all line 9:
this:get_all
Source
1"Should handle the following cases:"; 2"get all"; 3"get all <something>"; 4"get all <something> from <something>"; 5"This verb tries to match 'all' in the context of getting something. If another phrase is given, only items matching that phrase will be selected, otherwise it will try to match everything."; 6words = args[1]; 7if (words && (words[1] == "all")) 8"pass this request to get_all"; 9this:get_all((length(words) > 1) ? words[2..$] | {}); 10return; 11endif 12"Now we only have these cases to deal with:"; 13"get <something>"; 14"get <something> from <something>"; 15if (prepstr == "from") 16"they want something from a container"; 17if (!valid(iobj)) 18iobj = $match_utils:match(iobjstr, {@player.contents, @player.location.contents}); 19endif 20if (!$api.container:is_on(iobj)) 21player:tell("I don't understand that."); 22return; 23elseif (!is_a(dobj = $match_utils:match(dobjstr, iobj.contents), #1)) 24player:tell("You don't see any '", dobjstr, "' in ", iobj:dname(), "."); 25return; 26else 27this:queue_action($actions.get, {dobj, iobj}, 1, (verb + " ") + argstr); 28endif 29else 30if (!valid(dobj)) 31dobj = $match_utils:match(dobjstr, player.location.contents); 32endif 33if (!valid(dobj)) 34player:tell("You don't see any '", dobjstr, "' here."); 35return; 36else 37this:queue_action($actions.get, {dobj}, 1, (verb + " ") + argstr); 38endif 39endif
_put
Referenced by
none
Source
1what = args[1]; 2container = args[2]; 3if (container == this.location) 4if (container:acceptable(what)) 5this.location:broadcast_event(0, $actions.put, this, {what, container}); 6what:moveto(container); 7else 8this:tell("You can't drop ", what:dname(), " here."); 9endif 10elseif ($api.container:is_on(container) && ((container.location == this) || (container.location == this.location))) 11if (container:acceptable(what)) 12this.location:broadcast_event(0, $actions.put, this, {what, container}); 13what:moveto(container); 14else 15this:tell("You can't seem to cram ", what:dname(), " into ", container:dname(), "."); 16endif 17endif
drop put
Referenced by
none
Source
1"drop <something>"; 2"drop all"; 3"drop all <something>"; 4"put <something> in <something>"; 5"put all <something> in <something>"; 6"This verb is a jumping off point for all put-type activities. Since it has args <any any any> it will always match before any 'put/drop' verbs on other objects."; 7if ((((prepstr == "in") || (prepstr == "into")) || (prepstr == "inside")) || (prepstr == "on")) 8"they want to put something in a container"; 9container = iobj; 10if (!is_a(container, $thing)) 11container = $match_utils:match(iobjstr, {@player:occupants($thing), @player.location:occupants($thing)}); 12endif 13if (!is_a(container, $thing)) 14player:tell(("You don't seem to have anything called \"" + iobjstr) + "\"."); 15elseif (!$api.container:is_on(container)) 16if ($ou:has_verb(container, "put")) 17container:put(player, dobj, container); 18else 19player:tell("I don't understand that."); 20endif 21elseif (!(targets = $match_utils:match_many(dobjstr, player:occupants($thing)))) 22player:tell("You don't seem to have any '", dobjstr, "'."); 23elseif (cant = container:cant_put_into(targets[1], player)) 24player:tell("You can't put ", targets[1]:dname(), " in ", container:dname(), " because ", cant, "."); 25else 26targets = (typeof(targets) == LIST) ? setremove(targets, container) | targets; 27container:put_into(this, targets); 28endif 29else 30if (!dobjstr) 31player:tell(verb + " what?"); 32return; 33endif 34if (!(targets = $match_utils:match_many(dobjstr, player:occupants($thing)))) 35player:tell("You don't seem to have a '", dobjstr, "'."); 36return; 37elseif (length(player.location.contents) > player.location.max_objects) 38player:tell("You can't drop that here, there's no place left to put it."); 39return; 40else 41this:queue_action($actions.drop, {targets, player.location, {}}, 1, (verb + " ") + argstr); 42endif 43endif
_suggest_next_action
Referenced by
none
Source
1return this:suggest_next_action(@args);
sitting_on
Referenced by
- #6:my_huh line 24:
this:sitting_on - #107:set_posture line 15:
this:sitting_on
Source
1room = this.location; 2if (is_a(room, $room)) 3for x in ({@room:occupants($furniture), room}) 4if (this in x.sitting) 5this.posture = "sitting"; 6return x; 7endif 8endfor 9endif 10return #-1;
reclining_on
Referenced by
- #6:my_huh line 26:
this:reclining_on - #107:set_posture line 21:
this:reclining_on
Source
1room = this.location; 2if (is_a(room, $room)) 3for x in ({@room:occupants($furniture), room}) 4if (this in x.reclining) 5this.posture = "reclining"; 6return x; 7endif 8endfor 9endif 10return #-1;
base_dodge
Referenced by
none
Source
1swing = args[1]; 2with = args[2]; 3if (!task_valid(this.process_queue)) 4this:jumpstart(); 5endif 6if (is_a(with, #284) && (this in this.location.covering)) 7return swing - 5; 8endif 9"dodge = $skills.dodge:total(this, 0) - 8;"; 10"dodge = toint((tofloat(dodge) * $rpg.base_dodge_ratio) * with.antidodge_mod);"; 11"swing = swing - max(0, dodge);"; 12return swing;
base_attack
Referenced by
none
Source
1bonus = args[1]; 2weapon = args[2]; 3target = (length(args) > 2) ? args[3] | #-1; 4if (is_a(weapon, #284)) 5"bonus = bonus + (-$rpg.fight_styles_attack[this.fight_style]);"; 6if (this in this.location.covering) 7bonus = bonus + 2; 8endif 9if (target in this.location.covering) 10bonus = bonus - 4; 11endif 12else 13"bonus = bonus + $rpg.fight_styles_attack[this.fight_style];"; 14endif 15bonus = bonus + weapon:accuracy(); 16bonus = bonus + this._tohit_next; 17"if (is_a(target, $creature) && (f = $drugs.combat_fatigue:doses_for(target)))"; 18" bonus = bonus + f;"; 19"endif"; 20if ((length(this.wielding) > 1) && is_a(this.wielding[2], $weapon)) 21bonus = bonus + $rpg.dual_wield_tohit; 22endif 23this.fighting && this:combat_fatigue(); 24return bonus;
acceptable
Referenced by
none
Source
1return 1;
stow unwield sheath*e rem*ove holster
Referenced by
none
Source
1if (!dobjstr) 2for what in (this.wielding) 3this:queue_action($actions.unwield, {what}, 1, (verb + " ") + argstr); 4endfor 5return; 6endif 7what = $match_utils:match(dobjstr, this.contents); 8if (!valid(what)) 9this:notify(("You don't have a '" + dobjstr) + "'."); 10return; 11endif 12if (what in this.wearing) 13this:queue_action($actions.remove, {what}, 1, (verb + " ") + argstr); 14elseif (what in this.wielding) 15this:queue_action($actions.unwield, {what}, 1, (verb + " ") + argstr); 16else 17if (is_a(what, $clothing)) 18this:notify(("You're not wearing " + what:dname()) + "."); 19else 20this:notify(("You're not holding " + what:dname()) + "."); 21endif 22endif
rescue
Referenced by
none
Source
1killing_me = {}; 2for x in (setremove(this.location:occupants($creature), this)) 3if (x.fighting && (x.fighting[1] == this)) 4if (is_player(x) && (!is_connected(x))) 5player:tell("You can't interfere with that fight."); 6return; 7endif 8killing_me = {@killing_me, x}; 9endif 10endfor 11if (!killing_me) 12player:tell("Nothing is attacking ", this:dname(), "."); 13elseif (player in killing_me) 14player:tell("Rescue them from yourself? Try 'stop', Mother Teresa."); 15elseif (player == this) 16player:tell("I don't know what to tell you, man."); 17elseif (player.fighting && (!(player.fighting[1] in killing_me))) 18player:tell("You should finish your own fight first!"); 19elseif (!player:cooldown_check("rescue", 15)) 20return; 21else 22if (player in player.location.covering) 23player:stand(); 24endif 25player:aat(player:dnamec(), " jumps in front of ", this:dname(), "!"); 26this:cancel_current_action(); 27player:cancel_current_action(); 28for x in (killing_me) 29player:start_fighting(x, 0); 30suspend(1); 31x:start_fighting(player); 32endfor 33endif
dress
Referenced by
none
Source
1"player:tell(\"Disabled. Big holes and so on.\");"; 2"return;"; 3if (player == this) 4player:tell("You can just say 'wear ", iobjstr, "', you know."); 5elseif (!this:_allows("sex", player)) 6player:tell("You don't think ", this:dname(), " is going to let you dress ", this.po, ". Maybe if you ask nicely?"); 7elseif (!valid(clothing = $match_utils:match(iobjstr, this:occupants($clothing)))) 8player:tell(this:dnamec(), " isn't holding a '", iobjstr, "'."); 9else 10player:queue_action($actions.dress, {this, clothing}, 1, "dress " + this.name); 11endif
think
Referenced by
- #107:_think line 1:
this:think
Source
1if ((!player.programmer) && `this.location.forbid_think ! ANY') 2this:tell("Not here."); 3return; 4endif 5if (($skills.brains:total(this) < 6) && (!is_a(player, $immortal))) 6m = #130830.fc; 7m = m[random(length(m))]; 8elseif (($skills.cool:total(this) < 6) && (!is_a(player, $immortal))) 9m = #130830.aol[random($)]; 10elseif (is_a(this.location, #1047)) 11m = $eu.imafish[$eu.imafish_index]; 12$eu.imafish_index = ($eu.imafish_index % length($eu.imafish)) + 1; 13else 14m = $su:escape($su:from_list(args, " ")); 15endif 16this.location:announce_all(this:dnamec(), " . o O ( ", m, " )");
tree_tag
Referenced by
- #142:tree_tag line 4:
pass( - #142:tree_tag line 6:
pass(
Source
1return ($ansi.cyan + tostr(this.health_max)) + $ansi.reset;
get take
Referenced by
- #104:newget line 1:
player:get
Source
1"get <something>"; 2"get all"; 3"get all <something>"; 4"get <something> from <something>"; 5"get all <something> from <something>"; 6"This verb is a jumping off point for all get-type activities. Since it has args <any any any> it will always match before any 'get' verbs on other objects."; 7if (!this:hands()) 8player:tell("You start to rea...oh god. You don't have any HANDS!"); 9player:aat(player:dnamec(), " flails ", player.pp, " tiny arms uselessly."); 10return; 11endif 12if (prepstr == "from") 13"they want something from a container"; 14if (!valid(iobj)) 15iobj = $match_utils:match(iobjstr, {@player.contents, @player.location.contents}); 16endif 17"check to see whether this is something that things can be taken from"; 18if (!($ou:has_verb(iobj, "cant_get_from") && $ou:has_verb(iobj, "get_from"))) 19if ($ou:has_verb(iobj, "get") && (!is_a(iobj, $creature))) 20iobj:get(); 21else 22player:tell("I don't understand that."); 23endif 24return; 25else 26targets = $match_utils:match_many(dobjstr, iobj:occupants(#1)); 27if (dobjstr == "all") 28oldtargets = targets; 29targets = {}; 30for target in (oldtargets) 31if (!is_a(target, $decal)) 32targets = listappend(targets, target); 33endif 34endfor 35endif 36"if we got this far the object must support the standard get interface"; 37if (msg = iobj:cant_get_from(player, targets)) 38if (dobjstr == "all") 39dobjstr = "anything"; 40endif 41player:tell(tostr("You can't get ", dobjstr, " because ", msg, ".")); 42return; 43else 44iobj:get_from(this, targets); 45endif 46endif 47else 48if (!dobjstr) 49player:tell(verb + " what?"); 50return; 51endif 52if (!(targets = $lu:remove_if_not($ou, "is_true", $match_utils:match_many(dobjstr, player.location:occupants($thing)), "name"))) 53player:tell("You don't see any '", dobjstr, "' here."); 54return; 55else 56for x in (targets) 57if ($actions.get:is_getting(this, x)) 58this:tell("You're already picking up ", x:dname(), "."); 59return; 60endif 61endfor 62targets = $list_utils:randomly_permute(targets); 63action = `targets[1].get_action ! ANY => $actions.get'; 64this:queue_action(action, {targets, targets[1].location, {}}, 1, (verb + " ") + argstr); 65endif 66endif
_threat_rating
Referenced by
none
Source
1"Copied from generic creature (#109):threat_rating by Gilmore (#98) Mon Jun 20 15:53:38 2005 CDT"; 2w = this:weapon(); 3s = w.skill:total(this) + $skills.dodge:total(this); 4d = w:damage(this, 10 - s); 5d = d ? d[1][3] / 3 | 0; 6return (s + d) + (this.health / 3);
wearing_on_covering
Referenced by
- #107:skin_is_visible line 6:
this:wearing_on_covering
Source
1":wearing_on_covering(OBJ bodypart[, INT fuckthru]) => LIST what I'm wearing there."; 2"If fuckthru, don't list +fuck_through clothing."; 3part = args[1]; 4fuckthru = (length(args) > 1) ? args[2] | 0; 5wearing = this:wearing_on(part); 6s = {}; 7for x in (wearing) 8if (x.thickness > 0) 9if ((!fuckthru) || (!x.fuck_through)) 10s = listinsert(s, x); 11endif 12endif 13endfor 14return s;
tell_contents
Referenced by
none
Source
1msg_db = {}; 2names = {}; 3if (args) 4things = args[1]; 5else 6things = this:contents(); 7endif 8for x in (things) 9if (is_a(x, $decal)) 10things = setremove(things, x); 11endif 12endfor 13weights = 1; 14if (#594466 in $lu:slice(callers(), 1)) 15weights = 0; 16endif 17total_weight = 0; 18if (things) 19for x in (things) 20added = 0; 21iname = x:iname(); 22if (x in this.wielding) 23if (x == this:weapon()) 24iname = (($ansi.bold_on + iname) + " (wielded)") + $ansi.reset; 25else 26iname = (($ansi.bold_on + iname) + " (held)") + $ansi.reset; 27endif 28elseif (x in this.wearing) 29iname = (($ansi.bold_on + iname) + " (worn)") + $ansi.reset; 30endif 31if (weights) 32iname = ((((iname + $ansi.cyan) + " [") + $su:english_weight_short(weight = x:weight())) + "]") + $ansi.reset; 33total_weight = total_weight + weight; 34endif 35if (msg_db) 36for y in [1..length(msg_db)] 37if (msg_db[y][2] == iname) 38msg_db[y][3] = msg_db[y][3] + 1; 39msg_db[y][1] = setadd(msg_db[y][1], x); 40added = 1; 41endif 42endfor 43endif 44if (!added) 45msg_db = setadd(msg_db, {{x}, iname, 1}); 46endif 47endfor 48for x in (msg_db) 49if (x[3] > 1) 50name = ($string_utils:aggregate_number(x[3]) + " ") + x[1][1]:plural_name(); 51if (weights) 52wt = 0; 53for z in (x[1]) 54wt = wt + z:weight(); 55endfor 56name = ((((name + $ansi.cyan) + " [") + $su:english_weight_short(wt)) + "]") + $ansi.reset; 57endif 58else 59name = x[2]; 60endif 61names = {@names, name}; 62endfor 63player:tell("Carrying:"); 64player:tell_item_list(names); 65if (weights) 66player:tell(((($ansi.cyan + "[ Total Load: ") + $su:english_weight(total_weight)) + " ]") + $ansi.reset); 67endif 68endif
break_grasp
Referenced by
none
Source
1victim = args[1]; 2if (this:is_doing($actions.restrain) && (this.executing[2][1] == victim)) 3this:cancel_current_action(); 4endif
lose_thirst
Referenced by
none
Source
1amt = args[1]; 2doses = toint(amt) / 100; 3if (doses < 1) 4doses = 1; 5endif 6$rpg.thirst:remove_from(this, doses);
gain_stress
Referenced by
none
Source
1return 0;
threat_rating
Referenced by
- #106:_fight line 10:
this:threat_rating - #106:_fight line 27:
this:threat_rating - #106:_fight_ari line 9:
this:threat_rating - #106:_fight_ari line 26:
this:threat_rating - #142:_aggression line 10:
this:threat_rating
Source
1w = this:weapon(); 2s = w.skill:total(this) + $skills.dodge:total(this); 3d = w:damage(this, 10 - s); 4d = d ? d[1][3] / 3 | 0; 5armin = 0; 6armax = 0; 7arvg = 0; 8aravgtot = 0; 9aravgtottot = 0; 10pool = {}; 11wpool = {w}; 12if (this.f == 1) 13if ($ou:has_property(this, "spawns_with")) 14for sp in (this.spawns_with) 15if (typeof(sp) == LIST) 16sp = sp[1]; 17endif 18if (is_a(sp, $clothing)) 19pool = {@pool, sp}; 20elseif (is_a(sp, $weapon)) 21wpool = {@wpool, sp}; 22endif 23endfor 24endif 25else 26pool = this.wearing; 27endif 28pool = {@pool, this}; 29for ar in (pool) 30if (!$ou:has_property(ar, "armor")) 31continue; 32endif 33for arv in (ar.armor) 34if (arv[1] == #308) 35continue; 36endif 37if (arv[1] in {#268, #277, #278, #279}) 38armin = armin + arv[2]; 39armax = armax + arv[3]; 40else 41armin = armin + (arv[2] / 2); 42armax = armax + (arv[3] / 2); 43endif 44aravg = ((armax - armin) / 2) + armin; 45aravgtot = aravgtot + aravg; 46armin = 0; 47armax = 0; 48aravg = 0; 49endfor 50if (ar == this) 51aravgtot = toint(tofloat(aravgtot) * (tofloat(length(ar.body_parts)) / tofloat(length(this.body_parts)))); 52else 53aravgtot = toint(tofloat(aravgtot) * (tofloat(length(ar.covers)) / tofloat(length(this.body_parts)))); 54endif 55aravgtottot = aravgtottot + aravgtot; 56aravgtot = 0; 57endfor 58return ((toint(s) + toint(d)) + (this.health / 3)) + (aravgtottot / 3);
_brainscan
Referenced by
- #6:_brainscan line 1:
pass( - #106:_brainscan line 1:
pass( - #107:@brainscan line 5:
this:_brainscan
Source
1who = args[1]; 2species = parent(this):iname(); 3species = strsub(species, "generic ", ""); 4this:_whisper(who, "I'm ", species, "."); 5if (valid(leader = this.following)) 6this:_whisper(who, ("I'm following " + leader:iname()) + "."); 7endif 8if ((this.last_heartbeat + 35) < time()) 9this:_whisper(who, "My heart feels...wrong."); 10endif 11if (this.virgin) 12this:_whisper(who, "I've never been fucked."); 13endif 14for x in (this.blood) 15if (msg = x[1]:brainscan_msg(this, x[3])) 16this:_whisper(who, msg); 17endif 18endfor 19if (h = this.hunting) 20this:_whisper(who, ("I'm hunting for " + h) + "."); 21endif
@brainscan @bs
Referenced by
none
Source
1if (!player.programmer) 2player:tell("I don't understand that."); 3return; 4endif 5this:_brainscan(player);
_whisper
Referenced by
- #6:_brainscan line 3:
this:_whisper - #6:_brainscan line 8:
this:_whisper - #6:_brainscan line 13:
this:_whisper - #6:_brainscan line 20:
this:_whisper - #104:_brainscan line 2:
this:_whisper - #106:_brainscan line 4:
this:_whisper - #106:_brainscan line 6:
this:_whisper - #107:_brainscan line 4:
this:_whisper - #107:_brainscan line 6:
this:_whisper - #107:_brainscan line 9:
this:_whisper - #107:_brainscan line 12:
this:_whisper - #107:_brainscan line 16:
this:_whisper - #107:_brainscan line 20:
this:_whisper - #142:_brainscan line 3:
this:_whisper - #142:_brainscan line 6:
this:_whisper - #142:_brainscan line 19:
this:_whisper - #142:_brainscan line 22:
this:_whisper - #142:_brainscan line 25:
this:_whisper - #142:_brainscan line 35:
this:_whisper - #143:_brainscan line 10:
this:_whisper - #148:_brainscan line 4:
this:_whisper
Source
1who = args[1]; 2text = $su:from_list(args[2..$]); 3who:tell(this:dnamec(), " whispers, \"", text, "\"");
inform_of_death
Referenced by
none
Source
1this:notify(""); 2this:notify(($ansi.bold_on + "You feel an ethereal hand reaching down into your body and ripping your soul free of its corporeal prison. You rise faster, faster, through infinite space rushing toward a tunnel of bright light...") + $ansi.reset); 3this:notify(""); 4this:notify(""); 5this:notify(""); 6this:notify(""); 7this:notify("");
tell_age
Referenced by
- #107:look_self line 22:
this:tell_age
Source
No program (verb defined but unprogrammed).
soul_value
Referenced by
none
Source
1return toint(tofloat(this.xp_value) * (tofloat(this.health) / tofloat(this.health_max)));
grenade_can_affect
Referenced by
none
Source
1return 1;
enterfunc
Referenced by
- #6:enterfunc line 6:
pass(
Source
1this.encumbrance = {0, 0}; 2what = args[1]; 3if (mod = `what:skill_modifier(this) ! ANY => 0') 4mod = mod[1]; 5for x in [1..length(this.skill_mod_items)] 6if (this.skill_mod_items[x][1] == mod) 7this.skill_mod_items[x][2] = setadd(this.skill_mod_items[x][2], what); 8return; 9endif 10endfor 11this.skill_mod_items = listappend(this.skill_mod_items, {mod, {what}}); 12endif
debug_tell_room
Referenced by
none
Source
1return; 2if ($recycler:valid(this.location)) 3this.location:debug_tell(this, @args); 4else 5this:debug_tell(@args); 6endif
cuts_with
Referenced by
- #104:butch*er line 13:
player:cuts_with - #104:cut line 18:
player:cuts_with
Source
1for x in (setadd(this.wielding, this.unarmed_weapon)) 2if (is_a(x, $weapon) && x.can_cut_meat) 3return x; 4endif 5endfor 6for x in (this.contents) 7if (is_a(x, $weapon) && x.can_cut_meat) 8this:_wield(x); 9return x; 10endif 11endfor 12return #-1;
can_see_in_dark
Referenced by
- #100:can_see_in_dark line 1:
pass( - #107:can_see line 2:
this:can_see_in_dark
Source
1for f in (this.wearing) 2if (`f.night_vision ! ANY => 0') 3return 1; 4endif 5endfor 6return `this.can_see_in_dark ! ANY => 0';
bolt unbolt
Referenced by
none
Source
1if (!$recycler:valid(dobj)) 2dobj = $match_utils:match(dobjstr, {@player.contents, @player.location.contents}); 3endif 4if (!$recycler:valid(dobj)) 5this:tell($su:capitalize(verb), " what?"); 6elseif (!$api.boltable:is_on(dobj)) 7this:tell("You don't see any way to ", verb, " that."); 8else 9this:queue_action($actions.verb, {dobj, "_" + verb, {this}, 0.0, 1}, 1, (verb + " ") + dobj:dname()); 10endif
get_wet
Referenced by
none
Source
1doses = args ? args[1] | 1; 2if (burn = (burning = $drugs.burning):doses_for(this)) 3this:aat("Steam rises from ", this:dname(), "."); 4burning:remove_from(this, doses); 5endif
my_huh
Referenced by
none
Source
No program (verb defined but unprogrammed).
last_huh
Referenced by
none
Source
No program (verb defined but unprogrammed).
death_listeners
Referenced by
- #107:die line 116:
this:death_listeners
Source
1x = this; 2dl = {}; 3while (valid(x) && (x != $creature)) 4for y in (x.death_listeners) 5dl = setadd(dl, y); 6endfor 7x = parent(x); 8endwhile 9return dl;
_show_status
Referenced by
none
Source
1"Copied from generic creature (#109):show_status by Gilmore (#98) Wed Oct 31 17:17:34 2007 CDT"; 2player:tell(""); 3healthbar = $rpg:gbar_for(player, this.health, this.health_max, this.health_max); 4if (is_player(this)) 5if (this.thirst > 100.0) 6thirstcolor = $ansi.yellow; 7else 8thirstcolor = $ansi.blue; 9endif 10thirstbar = $rpg:gbar_for(player, toint(this.thirst), 500, 30, 0, $ansi.blue, $ansi.blue, 1); 11if (this.stress > 100) 12stresscolor = $ansi.red; 13else 14stresscolor = $ansi.cyan; 15endif 16stressbar = $rpg:gbar_for(player, this.stress, 500, 30, 0, $ansi.yellow, $ansi.yellow, 1); 17endif 18player:tell($ansi.bold_on, "Health ", healthbar); 19if (is_player(this)) 20player:tell($ansi.bold_on, "Thirst ", thirstbar); 21player:tell($ansi.bold_on, "Stress ", stressbar); 22stars = 0; 23for x in (#2312.wanted) 24if (x[1] == this) 25stars = x[2]; 26endif 27endfor 28if (stars) 29s = ""; 30wantedbar = $rpg:gbar_for(player, stars, 40, 30, 0, $ansi.red, $ansi.red, 1); 31player:tell($ansi.bold_on, "WANTED! ", wantedbar); 32endif 33endif 34this:tell_self_health(); 35this:tell_holding(); 36this:tell_wearing(); 37pm = (player == this) ? "You're" | (this.psc + " is"); 38if (is_a(this.following, $creature)) 39player:tell(((pm + " following ") + this.following:iname()) + "."); 40else 41this.following = #-1; 42endif 43if (this.hunting) 44player:tell(((pm + " hunting for '") + this.hunting) + "'."); 45endif 46"player:tell((player == this) ? \"Your \" | (this:dnamec() + \"'s \"), (((((\"credit chip shows \" + $ansi.green) + $ansi.bold_on) + \"$\") + $su:group_number(this.credit)) + $ansi.reset) + \".\");"; 47this:tell_encumbrance("full"); 48if (this.fight_style != 3) 49player:tell("Your current fighting style is '", $rpg.fight_styles[this.fight_style], "'."); 50endif
skin_is_visible visible_skin
Referenced by
- #107:tell_health line 10:
this:visible_skin
Source
1parts = this.body_parts; 2if (!this.wearing) 3return parts; 4endif 5for part in (parts) 6if (this:wearing_on_covering(part)) 7parts = setremove(parts, part); 8endif 9endfor 10return parts;
tell_reclone
Referenced by
- #107:show_status line 35:
this:tell_reclone
Source
1
diseases
Referenced by
- #107:take_damage line 49:
this:diseases - #107:die line 174:
this:diseases - #107:die line 177:
this:diseases
Source
1result = {}; 2for x in (this.blood) 3if (is_a(x[1], $disease)) 4result = {@result, x[1]}; 5endif 6endfor 7return result;
default_respawn
Referenced by
- #107:respawn line 17:
this:default_respawn
Source
1return this.respawn;
reachable_by
Referenced by
- #106:start_fighting line 1:
this:reachable_by
Source
1who = args[1]; 2if (this:is_doing($actions.climb) && (!who:is_doing($actions.climb))) 3return 0; 4endif 5"if (this in this.location.covering)"; 6" return 0;"; 7"endif"; 8return 1;
@qp
Referenced by
none
Source
1if (is_player(this) && (this != #8913)) 2player:tell("You can't possess players."); 3return; 4elseif (!player.programmer) 5player:tell("I don't understand that."); 6return; 7endif 8line = $su:explode(argstr); 9for i in [1..length(line)] 10if (line[i] == prepstr) 11line = line[i + 1..$]; 12break; 13endif 14endfor 15joined = $su:from_list(line, " "); 16player:tell($ansi.bold_on, "[> ", $ansi.reset, joined); 17#120648:announce(this, tostr(player.name, " - ", $su:nn(this), "> ", joined), 1); 18try 19this:do_command(joined, line); 20except reason (ANY) 21player:tell("That command caused an error:"); 22player:tell_lines($rpg:render_error(reason[2], reason[4])); 23endtry
cooldown_check
Referenced by
- #6:chatnet_BACKUP line 16:
player:cooldown_check - #6:scam line 3:
player:cooldown_check - #107:rescue line 19:
player:cooldown_check - #107:attacking_cooldown_check line 5:
this:cooldown_check
Source
1":cooldown_check(ANY action, INT seconds-of-cooldown[, INT silent, INT dont-start, INT force-new)"; 2"If we can do the action, add it to .cooldowns and return 1."; 3"If not, print a message and return 0."; 4"action can be a string or an object."; 5"If dont_start, don't start a new cooldown even if we don't currently have one set. Just return 1 or 0."; 6"If force_new, forcibly restart the cooldown even if we have one going already (but do return 0 in that case)."; 7what = args[1]; 8seconds = args[2]; 9silent = (length(args) > 2) ? args[3] | 0; 10dont_start = (length(args) > 3) ? args[4] | 0; 11force_new = (length(args) > 4) ? args[5] | 0; 12now = time(); 13nc = {}; 14for i in [1..length(this.cooldowns)] 15x = this.cooldowns[i]; 16if (x[2] >= now) 17nc = {@nc, x}; 18endif 19endfor 20this.cooldowns = nc; 21if (!force_new) 22for x in (this.cooldowns) 23if (x[1] == what) 24n = (typeof(what) == OBJ) ? what.name | what; 25silent || this:tell("Damn! You can't ", n, " again for another ", $time:duration(x[2] - now), "."); 26return 0; 27endif 28endfor 29endif 30dont_start || (this.cooldowns = {@this.cooldowns, {what, now + seconds}}); 31return 1;
combat_fatigue
Referenced by
- #107:base_attack line 23:
this:combat_fatigue
Source
1return; 2r = this.combat_rounds = this.combat_rounds + 1; 3kick_in = is_player(this) ? 6 | 3; 4r = max(1, r - kick_in); 5mult = 1 + ($skills.endurance:total(this) / 3); 6mult = max(1, mult); 7if (((r / mult) * mult) == r) 8this:ingest($drugs.combat_fatigue, 1, 0); 9endif
has_cooldown
Referenced by
none
Source
1what = args[1]; 2now = time(); 3nc = {}; 4found = 0; 5for i in [1..length(this.cooldowns)] 6x = this.cooldowns[i]; 7if (x[2] >= now) 8nc = {@nc, x}; 9if (x[1] == what) 10found = 1; 11endif 12endif 13endfor 14this.cooldowns = nc; 15return found;
add_skill_mod_item
Referenced by
none
Source
1what = args[1]; 2skill = args[2]; 3skill:flush(this); 4for i in [1..length(this.skill_mod_items)] 5if (this.skill_mod_items[i][1] == skill) 6this.skill_mod_items[i][2] = setadd(this.skill_mod_items[i][2], what); 7return; 8endif 9endfor 10this.skill_mod_items = {@this.skill_mod_items, {skill, {what}}};
remove_skill_mod_item
Referenced by
none
Source
1what = args[1]; 2what.skill:flush(this); 3ni = {}; 4for x in (this.skill_mod_items) 5x[2] = setremove(x[2], what); 6if (x[2]) 7ni = {@ni, x}; 8endif 9endfor 10this.skill_mod_items = ni;
nearby_creatures
Referenced by
none
Source
1n = {}; 2for x in (this.location.contents) 3if (is_a(x, $living)) 4if (x != this) 5if ((x.following == this) || (this.following == x)) 6n = {@n, x}; 7elseif ((is_a(x, $monster) && is_a(this, $monster)) && (x.species == this.species)) 8n = {@n, x}; 9elseif (((is_player(x) && is_player(this)) && valid(x.party)) && (x.party == this.party)) 10n = {@n, x}; 11endif 12endif 13endif 14endfor 15return n;
_milk
Referenced by
none
Source
1if (valid(milk = `this.milk ! ANY => #-1')) 2return milk; 3endif
resume_fighting
Referenced by
none
Source
1"Find someone who's attacking us and get back to attacking them."; 2for x in (this.location:occupants($living)) 3if (this in x.fighting) 4this:start_fighting(x); 5return; 6endif 7endfor
_learn
Referenced by
- #6:learn line 3:
player:_learn
Source
1":_learn(skill, teacher) => This object wants to learn skill from teacher. Designed to be called from the learn verb. Skill and teacher must both be objects, not strings, but they need not be checked for sanity or validity."; 2{skill, teacher} = args; 3student = this; 4tlimit = $skills.teach:total(teacher) - 5; 5if (!valid(teacher)) 6student:tell("You can't learn anything from '", iobjstr, "'."); 7elseif (teacher:is_doing(#183244, student)) 8if (!valid(skill)) 9student:tell("There's no skill '", dobjstr, "'."); 10else 11if ((teached_skill = teacher.executing[2][2]) != skill) 12student:tell($su:ps("%T is offering to teach you "), teached_skill.name, ", not ", skill.name, "."); 13else 14studentraw = skill:raw(student); 15teacherraw = skill:raw(teacher); 16cost = skill:learn_cost_for(student); 17if (teacherraw < (studentraw + 1)) 18student:tell($su:ps("%DN doesn't have enough raw skill in %t to teach you.", teacher, skill)); 19teacher:tell($su:ps("You don't have enough raw skill in %t to teach %dn.", student, skill)); 20elseif ((studentraw + 1) > tlimit) 21student:tell($su:ps("%DN isn't a skilled enough teacher to improve your skill at %t.", teacher, skill)); 22teacher:tell($su:ps("You aren't a skilled enough teacher to improve %dn's skill at %t.", student, skill)); 23elseif (is_a(student, $player) && (cost > student.xp)) 24student:tell($su:ps(((((("You need " + $su:from_value(cost)) + " XP to learn level ") + $su:from_value(studentraw + 1)) + " of %t from %dn, but you only have ") + $su:from_value(student.xp)) + " XP.", teacher, skill)); 25else 26teacher:tell($su:ps("You take %dn aside and teach %o a bit about %t.", student, skill)); 27student:tell($su:ps(((("%DN takes you aside and teaches you a bit about %t, raising your raw skill to " + $su:from_value(studentraw + 1)) + " for ") + $su:from_value(cost)) + " XP.", teacher, skill)); 28student.location:announce_all_but({teacher, student}, $su:ps("%DN takes %dd aside and teaches %do a bit about %t.", teacher, skill, student.location, student)); 29award = cost / 10; 30skill:learn(student); 31skill:flush(student); 32"The teacher will no longer offer teaching."; 33teacher:cancel_current_action(); 34"Give old man of the sea award if teaching fishing."; 35if (skill == #34771) 36#27435:award_to(teacher); 37endif 38endif 39endif 40endif 41else 42student:tell($su:ps("%DN isn't offering to teach you anything.", teacher)); 43endif
felt_temperature
Referenced by
Source
1temp = `this.location:temperature() ! E_VERBNF => 65'; 2insul = 0; 3cool = 0; 4for x in (this.blood) 5if (is_a(x[1], #33422)) 6cool = cool + (x[3] * 3); 7elseif (x[1] == $drugs.cooling) 8cool = cool + (x[3] * 4); 9elseif (x[1] == $drugs.cold) 10cool = cool + (x[3] * 6); 11elseif (x[1] == $drugs.burning) 12insul = insul + (x[3] * 20); 13cool = cool - (x[3] * 20); 14endif 15endfor 16endmod = 1; 17cool = cool + endmod; 18insul = insul + endmod; 19cool = max(0, cool); 20insul = max(0, insul); 21parts = this.body_parts; 22for x in (this.wearing) 23if (x.thickness > 0) 24for y in (x.covers) 25parts = setremove(parts, y); 26endfor 27i = `x.insulation ! ANY'; 28if (typeof(i) == ERR) 29i = (x.thickness / 6) * length(x.covers); 30endif 31if (i > 0) 32insul = insul + i; 33else 34cool = cool - i; 35endif 36endif 37endfor 38if ((cold = -(temp - 50)) > 0) 39cold = max(0, cold - insul); 40temp = 50 - cold; 41elseif ((heat = temp - 80) > 0) 42heat = (heat + min(20, insul / 3)) - cool; 43heat = max(heat, 0); 44temp = 80 + heat; 45else 46temp = temp + min(10, insul / 3); 47endif 48for x in (this.contents) 49if (heat = `x:creature_heat() ! E_VERBNF') 50temp = (typeof(heat) == FLOAT) ? toint(heat) | (temp + heat); 51endif 52endfor 53return temp;
change_temperature
Referenced by
- #6:heartbeat line 2:
this:change_temperature - #6:enter_room line 1:
this:change_temperature
Source
1if (!is_a(this.location, $room)) 2return; 3endif
title
Referenced by
- #2:@d*isplay line 3:
this:title - #6:titlec line 1:
this:title - #50:@d*isplay line 3:
this:title - #310:pose_ex line 82:
player:title
Source
1return this:dnamec();
brandish
Referenced by
none
Source
1"Raise your fist (or whatever) to someone. FUCK YEAH"; 2if (((player != this) || (!valid(iobj))) || (iobj.location != this.location)) 3player:tell("Brandish to who?"); 4return; 5endif 6player:queue_action($actions.verb, {this:weapon(), "_brandish", {player, iobj}}, 1, "brandish " + this:weapon().name);
process_blood
Referenced by
- #107:heartbeat line 14:
this:process_blood
Source
1for substance in (this.blood) 2if (is_a(this, $creature)) 3substance[1]:effect(this, substance[3], substance[2]); 4else 5return; 6endif 7endfor
dead
Referenced by
- #107:die line 2:
this:dead - #142:heartbeat line 7:
this:dead - #148:breakdown line 8:
this:dead
Source
1":dead() => Should we be considered dead for the purpose of whatever?"; 2return (time() - this.dead) <= 10;
fighting_target
Referenced by
none
Source
1return this;
effective_target
Referenced by
none
Source
1":effective_target(who) => Return the $creature that should be affected by who trying to do something to this creature."; 2who = args[1]; 3if (valid(this.body) && (this.body.location == who.location)) 4return this.body; 5else 6return this; 7endif
attacking_cooldown_check
Referenced by
none
Source
1":attacking_cooldown_check(ANY action)"; 2"If we are currently executing a non-unstoppable attack action, check the cooldown given by 'action' as if by :cooldown_check, but with 'dont-start'."; 3{action} = args; 4if ((this.executing && (this.executing[1] == $actions.attack)) && this.executing[3]) 5return this:cooldown_check(action, 0, 0, 1); 6else 7return 1; 8endif
forbid_action_move forbid_action_climb
Referenced by
none
Source
1source = args[1]; 2exit = args[3][1]; 3if ((exit in `this.blocked_exits ! E_PROPNF => {}') && (!this:_admit(source))) 4this:_block(source, exit); 5return 1; 6endif
_block
Referenced by
- #107:forbid_action_move line 4:
this:_block
Source
1"Copied from Aristotle (#349995):_block by Gilmore (#98) Wed Mar 4 19:21:41 2009 CST"; 2who = args[1]; 3exit = args[2]; 4if ((who != this) && (msg = `this.block_msg ! E_PROPNF => ""')) 5this:aat($su:ps(this.block_msg, this, this, this.location, who, who)); 6if (`this.attack_on_block ! E_PROPNF => 0') 7this:start_fighting(who); 8endif 9endif
_walk
Referenced by
none
Source
1"Copied from Aristotle (#349995):_walk by Ragabash (#45093) Wed Mar 4 19:21:41 2009 CST"; 2if (!`this.blocked_exits ! E_PROPNF => {}') 3return pass(@args); 4endif 5door = this.blocked_exits[1]; 6if (this.location != door.location) 7return {this.move_action, {this.location:next_hop_to(door.location)}, 1, ""}; 8this:jumpstart(); 9else 10return pass(args); 11endif
_admit
Referenced by
- #107:forbid_action_move line 3:
this:_admit
Source
1who = args[1]; 2for x in (`this.admit_list ! E_PROPNF => {}') 3if (is_a(who, x)) 4return 1; 5endif 6endfor 7return 0;
_fight_ari
Referenced by
- #106:_fight_ari line 21:
pass( - #106:_fight_ari line 28:
pass( - #106:_fight_ari line 39:
pass(
Source
1"Copied from generic creature (#109):_fight by Gilmore (#98) Fri Mar 6 10:54:25 2009 CST"; 2if (this.fighting) 3if (this:area().combat_ok) 4for x in (f = this.fighting) 5if ((is_a(x, $creature) && (!is_a(target = x:effective_target(this), $corpse))) && (target.location == this.location)) 6w = this:weapon(); 7return {w.attack_action, {x, w}, 1, "kill " + x.name}; 8else 9this.fighting = setremove(this.fighting, x); 10endif 11endfor 12endif 13endif
sanitize_fighting
Referenced by
- #106:_fight line 38:
this:sanitize_fighting - #106:_fight_ari line 37:
this:sanitize_fighting - #107:_fight line 2:
this:sanitize_fighting
Source
1":sanitize_fighting() => Destructively clear out bogus entries of 'this.fighting' and return the new value."; 2for x in (f = this.fighting) 3if (((!is_a(x, $creature)) || is_a(target = x:effective_target(this), $corpse)) || (target.location != this.location)) 4this.fighting = setremove(this.fighting, x); 5endif 6endfor 7return this.fighting;
move_action
Referenced by
none
Source
1":move_action(exit) => Return the move action suitable for moving through an exit of type 'exit'."; 2exit = args[1]; 3if (is_a(exit, $cliff)) 4return $actions.climb; 5else 6return $actions.move; 7endif
on_move
Referenced by
none
Source
1"Called whenever this creatures moves through an exit."; 2return 0;
respawn_location
Referenced by
- #6:tell_reclone line 2:
this:respawn_location - #107:respawn line 15:
this:respawn_location
Source
1return this.respawn;
hands
Referenced by
- #33:ready line 44:
this:hands - #107:_wield line 21:
this:hands - #107:get_gift line 4:
this:hands - #107:clear_hands line 5:
this:hands - #107:get line 7:
this:hands - #151:switch line 1:
player:hands
Source
1hands = this.hands; 2for x in (this.blood) 3if (x[1] == $drugs.third_arm) 4hands = hands + x[3]; 5elseif (x[1] == $drugs.broken_arm) 6hands = hands - x[3]; 7elseif (x[1] == $drugs.broken_hand) 8hands = hands - x[3]; 9endif 10endfor 11return max(0, hands);
_think
Referenced by
none
Source
1this:think($su:from_list(args, " "));
set_posture
Referenced by
- #107:set_posture line 8:
this:set_posture
Source
1":set_posture('sitting' | 'reclining' | 'standing', [OBJ seat]) => update this creature's posture silently, possibly causing the creature to be moved off of furniture."; 2"Setting posture this way only causes the creature to sit or recline on the room itself, not any available furniture, and currently bypasses any capacity checks on the room."; 3{posture, ?seat = this.location} = args; 4if ((!is_a(seat, $furniture)) && (!is_a(seat, $room))) 5raise(E_INVARG); 6endif 7if (!(posture in {"sitting", "standing", "reclining"})) 8this:set_posture("standing", @listdelete(args, 1)); 9endif 10old_posture = this.posture; 11if (old_posture == posture) 12return; 13endif 14if (old_posture == "sitting") 15furniture = this:sitting_on(); 16if (valid(furniture)) 17furniture.sitting = setremove(furniture.sitting, this); 18endif 19endif 20if (old_posture == "reclining") 21furniture = this:reclining_on(); 22if (valid(furniture)) 23furniture.reclining = setremove(furniture.reclining, this); 24endif 25endif 26this.posture = posture; 27if (posture == "sitting") 28seat.sitting = setadd(seat.sitting, this); 29elseif (posture == "reclining") 30seat.reclining = setadd(seat.reclining, this); 31endif
junk
Referenced by
none
Source
1if (!valid(dobj)) 2dobj = $mu:match(dobjstr, {@player.contents, @player.location.contents}); 3if (!valid(dobj)) 4player:tell("Junk what?"); 5return; 6endif 7endif 8if (dobj in player.wearing) 9player:tell("Not while you're wearing it! (Take it off if you really want to junk it. If you know what I mean. Er.)"); 10return; 11endif 12if (dobj.location != player) 13player:tell("You're not carrying that."); 14return; 15endif 16if (!is_a(dobj, $thing)) 17player:tell("You can't junk that."); 18return; 19endif 20if ((!player.programmer) && (dobj:value() > 500)) 21player:tell("How wasteful. You can't bring yourself to do it."); 22return; 23endif 24if (dobj:is_junkable()) 25player:queue_action($actions.junk, {dobj}, 1, "junk " + dobj.name); 26else 27player:tell("You just can't bring yourself to throw one of those away."); 28endif
systell
Referenced by
none
Source
No program (verb defined but unprogrammed).
spare
Referenced by
none
Source
1targets = player.location:occupants($npc); 2for t in (targets) 3if (!t.executing) 4targets = setremove(targets, t); 5endif 6if (t.executing) 7if ((t.executing[1] != $actions.npcbeg) || ((t.executing[1] == $actions.npcbeg) && (t.executing[2][1] != player))) 8targets = setremove(targets, t); 9endif 10endif 11endfor 12if (!targets) 13player:tell("You don't see a '", dobjstr, "' here begging you for mercy."); 14return; 15endif 16who = $mu:match(dobjstr, targets); 17if (!$cu:object_match_failed(who, dobjstr)) 18who:spared_by(player); 19endif
afterlife
Referenced by
- #6:afterlife line 7:
pass( - #107:die line 77:
this:afterlife - #107:die line 80:
this:afterlife
Source
1for x in (this.blood) 2if (is_a(x[1], #167223)) 3return x[1].afterlife; 4endif 5endfor 6return this.afterlife;
is_in_afterlife
Referenced by
- #2:@answer line 7:
player:is_in_afterlife - #6:disfunc line 6:
this:is_in_afterlife - #6:pinch line 3:
this:is_in_afterlife - #6:_heartbeat_hunger line 19:
this:is_in_afterlife - #6:may_chat line 2:
this:is_in_afterlife - #106:die line 1:
this:is_in_afterlife - #106:heartbeat line 1:
this:is_in_afterlife - #107:take_damage line 5:
this:is_in_afterlife - #142:die line 1:
this:is_in_afterlife
Source
1return is_a(area(this), #69024);
tell_carrying
Referenced by
- #107:look_self line 21:
this:tell_carrying
Source
1c = []; 2for x in (this.contents) 3if (!(x in this.wielding)) 4if (m = `x.carried_msg ! ANY') 5if (m in c) 6c[m] = {@c[m], x}; 7else 8c[m] = {x}; 9endif 10endif 11endif 12endfor 13if (!c) 14return; 15endif 16s = this.psc + " has "; 17slist = {}; 18for x in (c) 19{m, stuff} = x; 20if (length(stuff) == 1) 21m = $su:ps(m, this, stuff[1]); 22else 23name = $eu:aggregate_names(stuff); 24m = strsub(m, "%it", name); 25m = $su:ps(m, this, stuff[1]); 26endif 27slist = {@slist, m}; 28endfor 29s = (s + $su:english_list(slist)) + "."; 30player:tell(s);
_sit
Referenced by
- #107:sit line 5:
this:_sit
Source
1for x in ({@this.location:occupants($furniture), this.location}) 2if ((this in x.reclining) || (this in x.sitting)) 3x:_sit(this); 4return 1; 5endif 6endfor 7for x in ({@this.location:occupants($furniture), this.location}) 8if (x:free_seats()) 9x:_sit(this); 10return 1; 11endif 12endfor 13return 0;
is_wearing
Referenced by
- #3:tell_map_old line 14:
player:is_wearing - #3:tell_map_old line 16:
player:is_wearing
Source
1{what, ?on = #-1, ?callback = ""} = args; 2if (!is_a(on, $bodypart)) 3worn = this.wearing; 4else 5worn = this:wearing_on(on); 6endif 7for x in (worn) 8if (is_a(x, what) && ((!callback) || $code_utils:verb_or_property(x, callback))) 9return 1; 10endif 11endfor 12return 0;
can_see
Referenced by
- #6:ex*amine line 2:
this:can_see - #107:l*ook line 5:
this:can_see
Source
1dark = this.location:darkness(1, this); 2if (((dark > 1) || (dark < -1)) && (!this:can_see_in_dark())) 3return 0; 4endif 5return 1;
text_sub filter_text speech_filter
Referenced by
- #6:wh*isper line 1:
player:text_sub - #89:text_sub line 1:
pass( - #107:say line 7:
this:text_sub - #338:toast line 6:
player:text_sub
Source
1":text_sub(STR msg) => STR"; 2msg = args[1]; 3if (!is_player(this)) 4if (`this.npc_should_text_sub ! E_PROPNF => 0') 5"someone says this creature should text sub, it's cool"; 6else 7return msg; 8endif 9endif 10if (`this.location.no_text_subs ! E_PROPNF => 0') 11return msg; 12endif 13if ($skills.brains:total(this) < 6) 14msg = this:tard_sub(msg); 15endif 16for clothing in (this.wearing) 17if (`clothing.gag ! E_PROPNF => 0') 18msg = this:suck_sub(msg); 19elseif ($ou:has_verb(clothing, "text_sub")) 20msg = clothing:text_sub(msg); 21endif 22endfor 23return msg;
light_level
Referenced by
none
Source
1light = 0; 2for x in (this.contents) 3if (level = `x:light_level() ! E_VERBNF') 4light = light + level; 5endif 6endfor 7return light;
xmas_sub
Referenced by
none
Source
1msg = args[1]; 2msg = $su:subst(msg, #183747.xmas_subs); 3return msg;
cooldown_clear
Referenced by
none
Source
1what = args[1]; 2nc = {}; 3changed = 0; 4for i in [1..length(this.cooldowns)] 5x = this.cooldowns[i]; 6if (x[1] != what) 7nc = {@nc, x}; 8else 9changed = 1; 10endif 11endfor 12this.cooldowns = nc; 13return changed;
yell shout scream
Referenced by
none
Source
1player = this; 2this.location:(verb)(@args);
unarmed_weapon
Referenced by
- #107:weapon line 7:
this:unarmed_weapon
Source
1if (typeof(this.unarmed_weapon) == LIST) 2return this.unarmed_weapon[random(length(this.unarmed_weapon))]; 3else 4return this.unarmed_weapon; 5endif
hear_noise
Referenced by
none
Source
No program (verb defined but unprogrammed).
show_score_stats
Referenced by
- #107:show_score_full line 7:
this:show_score_stats
Source
1rows = {{$skills.brawn, $skills.cool, $skills.reflexes}, {$skills.brains, $skills.senses, $skills.endurance}}; 2for row in (rows) 3s = ""; 4for stat in (row) 5raw = stat:raw(this); 6ip = stat:ip(this); 7if (ip < 10) 8ipstr = "0" + tostr(ip); 9else 10ipstr = tostr(ip); 11endif 12rawstr = (((($ansi.bold_off + $ansi.white) + "[") + $ansi.bold_on) + (((($su:right(tostr(raw), -2) + $ansi.bold_off) + ".") + $ansi.white) + $ansi.bold_off)) + ipstr; 13total = stat:total(this); 14totstr = $su:right(tostr(total), -2); 15st = ($ansi.white + $ansi.bold_on) + rawstr; 16st = ((((st + " ") + $ansi.dark_gray) + "/") + $ansi.reset) + ((total > raw) ? $ansi.green | ((total < raw) ? $ansi.red | $ansi.white)); 17st = (((st + $ansi.bold_on) + ((total == raw) ? " " | totstr)) + $ansi.reset) + "] "; 18st = (($ansi.yellow + $ansi.bold_off) + ($su:right(stat.name, 11) + " ")) + st; 19s = s + st; 20endfor 21player:tell(s); 22endfor
entomb
Referenced by
- #148:entomb line 7:
pass(
Source
1"Copied from generic creature (#109):recycle by Gilmore (#98) Wed Jun 2 21:43:18 2010 CDT"; 2$heart:unregister(this); 3return pass(@args);
_yell
Referenced by
none
Source
1{text, ?filter = 1} = args; 2this.location:_yell(this, text, filter);
is_fighting
Referenced by
none
Source
1fighters = {}; 2for x in (occupants(this.location, $living)) 3if (x.fighting && (x.fighting[1] == this)) 4if (!x:is_doing($actions.stunned)) 5fighters = setadd(fighters, x); 6endif 7endif 8endfor 9return fighters;
tell_implants
Referenced by
none
Source
No program (verb defined but unprogrammed).