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- ACMD(do_score)
- {
- struct time_info_data playing_time;
- if (IS_NPC(ch))
- return;
- send_to_char(ch, "------------------------------------------------------------------------------\r\n");
- send_to_char(ch, "%s %s %d\r\n", GET_NAME(ch), GET_TITLE(ch), GET_ALIGNMENT(ch));
- send_to_char(ch, "------------------------------------------------------------------------------\r\n");
- send_to_char(ch, " Class : %s \r\n", pc_class_types[(int)GET_CLASS(ch)]);
- send_to_char(ch, " Level : %d \r\n", GET_LEVEL(ch));
- send_to_char(ch, " Experience : %d \r\n", GET_EXP(ch));
- send_to_char(ch, " Race : %s \r\n", pc_race_types[(int)GET_RACE(ch)]);
- if (GET_ALIGNMENT(ch) <= 502 && GET_ALIGNMENT(ch) >= 1000)
- send_to_char(ch, " Alignment : Chaotic Good \r\n");
- if (GET_ALIGNMENT(ch) <= 102 && GET_ALIGNMENT(ch) >= 501)
- send_to_char(ch, " Alignment : Lawful Good \r\n");
- if (GET_ALIGNMENT(ch) <= 101 && GET_ALIGNMENT(ch) >= -101)
- send_to_char(ch, " Alignment : Neutral \r\n");
- if (GET_ALIGNMENT(ch) <= -102 && GET_ALIGNMENT(ch) >= -501)
- send_to_char(ch, " Alignment : Lawful Evil \r\n");
- if (GET_ALIGNMENT(ch) <= -502 && GET_ALIGNMENT(ch) >= -1000)
- send_to_char(ch, " Alignment : Chaotic Evil \r\n");
- /* else
- send_to_char(ch, " Alignment : %d \r\n", GET_ALIGNMENT(ch));
- */
- send_to_char(ch, " Deity : NA \r\n", GET_RACE(ch));
- send_to_char(ch, "------------------------------------------------------------------------------\r\n");
- send_to_char(ch, " Strength : %d \r\n", GET_STR(ch));
- send_to_char(ch, " Dexterity : %d \r\n", GET_DEX(ch));
- send_to_char(ch, " Constitution: %d \r\n", GET_CON(ch));
- send_to_char(ch, " Intelligence: %d \r\n", GET_INT(ch));
- send_to_char(ch, " Wisdom : %d \r\n", GET_WIS(ch));
- send_to_char(ch, " Charisma : %d \r\n", GET_CHA(ch));
- send_to_char(ch, "------------------------------------------------------------------------------\r\n");
- send_to_char(ch, " Hit Points : %d of (%d) \r\n", GET_HIT(ch), GET_MAX_HIT(ch));
- send_to_char(ch, " Mana Points : %d of (%d) \r\n", GET_MANA(ch), GET_MAX_MANA(ch));
- send_to_char(ch, " Comm Points : %d of (%d) \r\n", GET_MOVE(ch), GET_MAX_MOVE(ch));
- send_to_char(ch, " Gold Coins : %d \r\n", GET_GOLD(ch));
- send_to_char(ch, "------------------------------------------------------------------------------\r\n");
- playing_time = *real_time_passed((time(0) - ch->player.time.logon) + ch->player.time.played, 0);
- send_to_char(ch, " Age : %d day%s %d hour%s.\r\n",
- playing_time.day, playing_time.day == 1 ? "" : "s",
- playing_time.hours, playing_time.hours == 1 ? "" : "s");
- send_to_char(ch, "------------------------------------------------------------------------------\r\n");
- /* send_to_char(ch, "Age: %d years old.\r\n", GET_AGE(ch));
- if (age(ch)->month == 0 && age(ch)->day == 0)
- send_to_char(ch, " It's your birthday today.\r\n");
- else
- send_to_char(ch, "\r\n");
- send_to_char(ch, "Your armor class is %d/10, and your alignment is %d.\r\n",
- compute_armor_class(ch), GET_ALIGNMENT(ch));
- */
- if (GET_LEVEL(ch) < LVL_IMMORT)
- send_to_char(ch, " %d exp to next level.\r\n",
- level_exp(GET_CLASS(ch), GET_LEVEL(ch) + 1) - GET_EXP(ch));
- else
- send_to_char(ch, " You cannot level anymore.\r\n");
- send_to_char(ch, "------------------------------------------------------------------------------\r\n");
- switch (GET_POS(ch)) {
- case POS_DEAD:
- send_to_char(ch, " You are DEAD!\r\n");
- break;
- case POS_MORTALLYW:
- send_to_char(ch, " You are mortally wounded! You should seek help!\r\n");
- break;
- case POS_INCAP:
- send_to_char(ch, " You are incapacitated, slowly fading away...\r\n");
- break;
- case POS_STUNNED:
- send_to_char(ch, " You are stunned! You can't move!\r\n");
- break;
- case POS_SLEEPING:
- send_to_char(ch, " You are sleeping.\r\n");
- break;
- case POS_RESTING:
- send_to_char(ch, " You are resting.\r\n");
- break;
- case POS_SITTING:
- send_to_char(ch, " You are sitting.\r\n");
- break;
- case POS_FIGHTING:
- send_to_char(ch, " You are fighting %s.\r\n", FIGHTING(ch) ? PERS(FIGHTING(ch), ch) : "thin air");
- break;
- case POS_STANDING:
- send_to_char(ch, " You are standing.\r\n");
- break;
- default:
- send_to_char(ch, " You are floating.\r\n");
- break;
- }
- send_to_char(ch, "------------------------------------------------------------------------------\r\n");
- if (GET_COND(ch, DRUNK) > 10)
- send_to_char(ch, " You are intoxicated.\r\n");
- else
- send_to_char(ch, " Beer would be nice.\r\n");
- if (GET_COND(ch, FULL) == 0)
- send_to_char(ch, " You are hungry.\r\n");
- else
- send_to_char(ch, " You are not hungry.\r\n");
- if (GET_COND(ch, THIRST) == 0)
- send_to_char(ch, " You are thirsty.\r\n");
- else
- send_to_char(ch, " You are not thirsty\r\n");
- send_to_char(ch, "------------------------------------------------------------------------------\r\n");
- if (AFF_FLAGGED(ch, AFF_BLIND))
- send_to_char(ch, " You have been blinded!\r\n");
- if (AFF_FLAGGED(ch, AFF_INVISIBLE))
- send_to_char(ch, " You are invisible.\r\n");
- if (AFF_FLAGGED(ch, AFF_DETECT_INVIS))
- send_to_char(ch, " You are sensitive to the presence of invisible things.\r\n");
- if (AFF_FLAGGED(ch, AFF_SANCTUARY))
- send_to_char(ch, " You are protected by Sanctuary.\r\n");
- if (AFF_FLAGGED(ch, AFF_POISON))
- send_to_char(ch, " You are poisoned!\r\n");
- if (AFF_FLAGGED(ch, AFF_CHARM))
- send_to_char(ch, " You have been charmed!\r\n");
- if (affected_by_spell(ch, SPELL_ARMOR))
- send_to_char(ch, " You feel protected.\r\n");
- if (AFF_FLAGGED(ch, AFF_INFRAVISION))
- send_to_char(ch, " You can see in darkness with infravision.\r\n");
- if (PRF_FLAGGED(ch, PRF_SUMMONABLE))
- send_to_char(ch, " You are summonable by other players.\r\n");
- if (AFF_FLAGGED(ch, AFF_DETECT_ALIGN))
- send_to_char(ch, " You see into the hearts of others.\r\n");
- if (AFF_FLAGGED(ch, AFF_DETECT_MAGIC))
- send_to_char(ch, " You are sensitive to the magical nature of things.\r\n");
- }
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