void do_tests() { x = 0; set_heart_beat(0); ASSERT(!query_heart_beat(this_object())); set_heart_beat(1); ASSERT(query_heart_beat(this_object()) == 1); }
void setup(object tp, object tgt, int time) { if (!tp || !time) return; owner=tp; rounds=time; target=tgt; set_heart_beat(1); }
varargs int receive_wound(string type, int damage, mixed who) { int val; if( damage < 0 ) error("F_DAMAGE: 伤害值为负值。\n"); if( type!="jing" && type!="qi" ) error("F_DAMAGE: 伤害种类错误( 只能是 jing, qi 其中之一 )。\n"); set_temp("last_damage_from", who); if(living(this_object()) && objectp(who) && userp(who)) set_temp("last_eff_damage_from", who->query("id")); val = (int)query("eff_" + type) - damage; if( val >= 0 ) set("eff_" + type, val); else { set( "eff_" + type, -1 ); val = -1; } if( (int)query(type) > val ) set(type, val); set_heart_beat(1); return damage; }
init() { set_heart_beat(1); tplr=this_player(); nam=call_other(tplr,"query_name",0); if(here_before(nam)) trig3=1; /* ask mission */ else trig=1; /* first greet */ }
static void create() { daemon::create(); SetNoClean(1); call_out((: eventReap :), 300); call_out((: CheckMem :), 60); set_heart_beat(5); }
static void create() { string privs; privs = query_privs(); if( privs ) privs = capitalize(privs); else privs = "a creator"; room::create(); SetClimate("indoors"); SetAmbientLight(40); SetShort("Conference Room"); SetLong((: ExtraDesc :)); SetInventory(([ "/domains/town/obj/chair" : 4, "/domains/town/obj/bbucket" : 1, "/secure/npc/cambot" : 1 ])); SetExits(([ "west" : "/domains/town/room/adv_guild", ])); SetProperties(([ "no attack" : 1, "nopeer" : 1, "meeting room" : 1, ])); SetNoClean(1); privacy=0; set_heart_beat(20); timer = 0; }
void create() { set("short","农田"); set ("long", @LONG 金黄色的麦穗低低的垂下来,四周还有用木头做 起来的小篱笆,还有稀疏的摆着几个稻草人,真是幅 美丽的农庄景致. LONG); set("light_up", 1); set("objects", ([ /* sizeof() == 2 */ "/open/start/npc/hen" : 2, "/open/start/obj/bogle" : 1, ])); set_heart_beat(1); set("exits", ([ /* sizeof() == 4 */ "west" : "/open/island/room/i6", "north" : "/open/island/room/i15", "east" : "/open/island/room/m1", ])); set("outdoors", "/open/main"); setup(); }
heart_beat() { if (next_out) { tell_object(next_dest, next_out); next_out = 0; } set_heart_beat(0); }
void create() { ::create(); set_heart_beat(1); set_short(""); set_long(""); set_weight(0); set_value(0); set_id(({"rage_ob_id"}));
class propiedad { mixed valor; int tiempo; } void create() { set_heart_beat(1); }
void create() { ::create(); set_name("drunk"); set_short(""); set_long("You're faded!"); set_weight(0); set_value(0); set_heart_beat(1); }
void create() { ::create(); set_name("shield_object_duh_001"); set_heart_beat(1); set_short(""); set_long("psiblades shield blah"); set_weight(0); set_value(0); set_id(({"psiblades_shield_object_001"}));
// setup: used to configure attributes that aren't known by this_object() // at create() time such as living_name (and so can't be done in create()). void setup() { seteuid(getuid(this_object())); set_heart_beat(1); tick = 5 + random(10); enable_player(); CHAR_D->setup_char( this_object() ); }
static void create() { room::create(); SetClimate("indoors"); SetAmbientLight(30); SetShort("off the mortal coil"); SetLong( (:FunkyPic:) ); SetObviousExits("no exit"); set_heart_beat(10); SetNoModify(1); }
void extra_create() { switch( random( 3 ) ) { case 0 : colorname = "green" ; color = GRN; break; case 1 : colorname = "blue" ; color = BLU; break; case 2 : colorname = "purple" ; color = MAG; break; } set_name( "a slime" ); add_alias( "slime" ); add_alias( sprintf( "%s slime", colorname ) ); set_short( sprintf( "a %s slime", colorname ) ); set_ansi_short ( sprintf( "%sa %s slime", color, colorname ) ); set_long( sprintf( "This slime oozes sloppily through the room absorbing " "bits and pieces off of the mushrooms around it. Inside of its " "%s colored body you can see quite a bit of material. " "Hopefully it doesn't try to digest you!", colorname ) ); set_race( FRACE "slime" ); set_alignment( NEUTRAL_AL ); set_stat( "str" , 200 ); set_stat( "con" , 300 ); set_proficiency( "hands", 150 ); set_skill( "dodge", 65 ); set( NoStealP, 1 ); set( NoStunP, 1 ); set_natural_ac( 10 ); set_heal_rate( 20 ); set_heal_amount( 60 ); set_chat_rate( 30 ); set_chat_chance( 50 ); add_phrase( "#emote squelches along." ); add_phrase( "#emote jiggles wildly." ); set_move_rate( 40 ); set_move_chance( 50 ); set_pick_up_rate( 60 ); set_pick_up_chance( 0 ); set_heart_beat( 30 ); add_special_attack( "mimic", THISO, 30 ); }
/** Initializes the time object. This should happen when the MUD boots. * Since the time object is used to keep track of uptime, updating * it and reloading it will have a similar effect to resetting the uptime. */ void create() { debug("loading time daemon..."); update_colors(); boot_time = "/secure/master"->query_hold_var(); if( !boot_time ) boot_time = time(); debug(" boot_time = "+boot_time); call_out("update_colors", query_time_until_hour() ); load_object("/daemon/playerwipe"); load_object("/daemon/escheat"); set_heart_beat( 1 ); }
// setup: used to configure attributes that aren't known by this_object() // at create() time such as living_name (and so can't be done in create()). void setup() { seteuid(getuid(this_object())); set_heart_beat(1); tick = 5 + random(10); enable_player(); set_max_items(30); this_object()->update_age(); // mon 7/3/99 CHAR_D->setup_char( this_object() ); }
void heart_beat() { object env = environment(); object o_env; if (!owner || !(o_env = environment(owner)) || !env) { set_heart_beat(0); return; } if (o_env != env) move(o_env); }
void create(){ #if WIZMAP SaveFile = save_file(SAVE_MAP); if(!file_exists(SaveFile) && file_exists(old_savename(SaveFile))){ cp(old_savename(SaveFile), SaveFile); } if(file_exists(SaveFile)){ RestoreObject(SaveFile, 1); } set_heart_beat(1); #endif }
void create() { ::create(); set_properties( ([ "no store" : 1, ]) ); set_type("flail"); set_hands(1); set_weight(1); set_curr_value("gold", 0); owner = 0; if (clonep(this_object())) set_heart_beat(3); }
/* string query_gender() { if (this_player()) return this_player()->query_gender(); else return "male"; } string query_race() { if (this_player()) return this_player()->query_race(); else return "human"; } */ void create() { ::create(); set_name("tiriin"); set_short("Tiriin"); set_long("Tiriin looks like a strange mixture of everybody you have ever met. " "You feel an urge to <ask tiriin to " "sing>. You feel there is a message for you there."); set_level(100); set_heart_beat(1); set_body_type("human"); set_gender("neuter"); set_race("human"); }
void heart_beat() { x++; switch (x) { case 1: ASSERT(query_heart_beat(this_object()) == 1); set_heart_beat(2); ASSERT(query_heart_beat(this_object()) == 2); break; case 1: ASSERT(query_heart_beat(this_object()) == 2); set_heart_beat(-1); ASSERT(query_heart_beat(this_object()) == 2); break; case 2: ASSERT(query_heart_beat(this_object()) == 2); set_heart_beat(0); ASSERT(query_heart_beat(this_object()) == 0); break; default: ASSERT(0); } }
void heart_beat() { int i; if(!environment()) { set_heart_beat(0); destruct(this_object()); return; } if(living(environment())) { set_heart_beat(0); destruct(this_object()); return; } if (!alter) tell_room(environment(), "Fuerchterlicher Gestank erfuellt den Raum.\n"); alter++; if (!random(10)) { i = random (5); if (i==0) tell_room(environment(), furzerWESSEN+" Furz stinkt wirklich grauenerregend.\n"); if (i==1) tell_room(environment(), "Du haeltst Dir die Nase zu.\n"); if (i==2) tell_room(environment(), "Widerliche Duenste erfuellen den Raum.\n"); if (i==3) tell_room(environment(), "Der Furz riecht, als wuerde " + furzerWER +" innerlich verfaulen.\n"); if (i==4) tell_room(environment(), "Du musst Dich beinah uebergeben, als " + furzerWESSEN + " Furz in Deine Nase kriecht.\n"); } if (alter==45) { tell_room(environment(), furzerWESSEN + " widerlicher Furz hat sich endlich verzogen.\n"); destruct(this_object()); } }
#include "../obj/living.h" /* Pell */ reset() { /* Very tough, but no law against that... /Pell */ set_heart_beat(1); weapon_class=28; max_hp=800; armour_class=12; /* Pell */ hit_point=800; alignment = -750; level=20; /* Pell, was 18 (american inflation...) */ experience=962500; is_npc=1; name = "minotaur"; cap_name = "Minotaur"; set_living_name(name); /* Pell */ enable_commands(); }
//Added by tie to deal with attribute damages boots varargs int attr_change(string type, int change, object who) { int val; if( type!="strength" && type!="courage" && type!="intelligence" && type!="spirituality" && type!="composure" && type!="personality" && type!="constitution" && type!="karma" && type!="agility" && type!="durability" && type!="flexibility" && type!="tolerance" ) error("F_DAMAGE: 伤害种类错误( 只能是 strength,courage,intelligence,spirituality,composure,personality, constitution,karma,agility,durability,flexibility,tolerance其中之一 )。\n"); if( objectp(who) ) set_temp("last_attr_from", who); val = (int)query("attr_apply/"+type) +change; set("attr_apply/"+type, val); set_heart_beat(1); return change; }
void init() { object ob, me = this_object(); ::init(); set_heart_beat(1); if ( interactive(ob = this_player()) ) { if ( ob->query("family/family_name") != "华山派" ) me->kill_ob(ob); remove_call_out("checking"); call_out("checking", 1, me, ob); } }
void create() { set("short","¾µÔµº"); set ("long", @LONG ¹þ¹þ¹þ , ¾µÔµº»¹Ã»×öºÃÀ² !! LONG); set("light_up", 1); set_heart_beat(1); set("outdoors", "/open/gblade"); setup(); }
void fish_loader() { tp=this_player(); ob=this_object(); message("info","A very HUNGRY angler fish charges at you!",tp); message("info","A very HUNGRY angler fish charges at "+(tp->query_cap_name())+"!",environment(tp),tp); monster=new(MOB2"angler_fish.c"); monster->move(environment(tp)); monster->force_me("kill "+(tp->query_name())); monster->kill_ob(tp); this_object()->move(ROOM_CACHE); set_heart_beat(0); call_out("remove", 0); }
void create () { set ("short", "天外福地"); set ("long", @LONG 洞天之中,还有这样一块令人感觉清静的地方,一股幽香的味道 隐隐的从一处花丛中传来,却不知有什么样的东西藏在里面,而在这 福地之中,透出一股令人清爽的气味,令你忘怀一切不愉快。 LONG); set("outdoors", ""); set("exits", ([ /* sizeof() == 1 */ "west" : __DIR__"mon30", ])); setup(); set_heart_beat(1); }
void create() { if(!clonep(this_object())) return; ::create(); SetProp(P_SHORT, 0); SetProp(P_LONG, 0); SetProp(P_INVIS,1); SetProp(P_NAME, "Etwas"); SetProp(P_GENDER, 1); SetProp(P_ARTICLE,0); SetProp(P_NOGET,"Haeh?\n"); AddId("_furz_"); if (this_player()) AddId("Furz_"+getuid(this_player())); alter = 0; set_heart_beat(1); }