#include #include inherit LIB_ROOM; string get_new_title(object tp); string get_male(int lev); string get_female(int lev); string previous_title(object tp); int get_cost(string which, int lev); int CanReceive(object ob) { if(!VOTING_D->is_time_to_vote()) return ::CanReceive(ob); if(creatorp(this_player()) || this_player()->query_level() < 2) return ::CanReceive(ob); if(VOTING_D->query_voted(this_player()->query_name(), this_player()->query_class())) return ::CanReceive(ob); else { message("my_action", "You have not yet voted for your class leader. Please do so now.", this_player()); call_out("move_me", 5, this_player()); } return ::CanReceive(ob); } void move_me(object who) { who->eventMoveLiving("/domains/Praxis/"+who->query_class()+"_vote"); return; } void create() { object ob; ::create(); SetProperty("no attack",1); SetProperty("light", 1); SetProperty("indoors", 1); SetShort( "The heart of the rogue hideout"); SetLong( "Welcome into the rogue hideout!\n"+ "Rogues come here to sharpen their fiendish skills.\n"+ "The available commands are , , , " ", and . Up " "through a stairway guarded by a shimmering %^BLUE%^blue%^RESET%^ " "light is the entrance to the fortress. will list " "all of the full names of skills."); SetExits( (["up" : "/domains/Praxis/rogue_join", "council" : "/domains/Praxis/council_hall", "east" : "/domains/Praxis/rogue_vote"]) ); ob = new("/lib/bboard"); ob->SetKeyName("board"); ob->SetId( ({ "board", "rogue board" }) ); ob->set_board_id("rogue_board"); ob->set_max_posts(25); ob->set_edit_ok(ROGUE_COUNCIL); ob->move("/domains/Praxis/rogue_hall"); ob->SetShort( "Rogue's Board of Fiendish Plots"); ob->SetLong( "On this rotting wood board, rogues come to post " "of bounties dastardly deeds, and other fiendish foils " "for other rogues to see.\n"); // new("/realms/grumpy/rogue/obj/box.c")->move(this_object()); } void init() { ::init(); add_action("cost","cost"); add_action("murder", "murder"); add_action("roll","roll"); add_action("train", "train"); add_action("improve", "improve"); add_action("advance","advance"); add_action("list","list"); } int roll(string str) { if(str != "stats") return 0; call_other("/domains/Praxis/setter", "do_rolls"); return 1; } string get_new_title(object tp) { int lev; string gen, title; lev = this_player()->query_level(); gen = this_player()->query_gender(); if(this_player()->query_guild()) { if(present(tp->query_guild()+"_ob", tp)) { if(lev > 19) title = "High mortal"; else title = present(tp->query_guild()+"_ob", tp)->query_title(tp); title += " $N"; } else { if(lev > 19) title = "High mortal $N"; else title = "$N"; } } else { if(lev > 20) title = "High mortal $N"; else title = "$N"; } if(lev > 20) title += previous_title(tp); else if(gen == "male") title += " "+get_male(lev); else title += " "+get_female(lev); return title; } string get_male(int lev) { switch(lev) { case 1: return "the rascal"; break; case 2: return "the little thug"; break; case 3: return "the petty thief"; break; case 4: return "the lurking swindler"; break; case 5: return "the minor rogue"; break; case 6: return "the creeping cutpurse"; break; case 7: return "the nasty thug"; break; case 8: return "the lurking criminal"; break; case 9: return "the devious bandit"; break; case 10: return "the fearsome rogue"; break; case 11: return "the deceiving fiend"; break; case 12: return "the rich swindler"; break; case 13: return "the accomplished rogue"; break; case 14: return "the corrupt pick-pocket"; break; case 15: return "the cunning thief"; break; case 16: return "the spiteful con-artist"; break; case 17: return "the deceitful backstabber"; break; case 18: return "the perpetual thief"; break; case 19: return "the grand master rogue"; break; case 20: return "the high mortal rogue"; break; default: return ""; break; } } string get_female(int lev) { switch(lev) { case 8: return "the lesser murderess"; break; default: return get_male(lev); break; } } int advance() { return ADVANCE_D->advance(); } int train(string str) { string which, which_tmp; int amount; if(sscanf(str, "%s %s %d", which, which_tmp, amount) ==3) which = which + " "+ which_tmp; else if(sscanf(str, "%s %d", which, amount) !=2) { notify_fail("Correct syntax: \n"); return 0; } which = lower_case(which); if(!this_player()->skill_exists(which)) { notify_fail("No such skill.\n"); return 0; } return ADVANCE_D->train_player(this_player(), which, amount); } int improve(string str) { string *stats; int stat_cost; stats = ({ "strength", "intelligence", "wisdom", "dexterity", "constitution", "charisma" }); str = lower_case(str); if(member_array(str, stats) == -1) { notify_fail("You have no such stat.\n"); return 0; } stat_cost = get_cost(str, this_player()->query_base_stats(str)); if( this_player()->query_exp()-stat_cost < ADVANCE_D->get_exp( this_player()->query_level() ) ) { notify_fail("You are not experienced enough to improve yourself in that way.\n"); return 0; } this_player()->SetStat(str, this_player()->query_base_stats(str) + 1); this_player()->add_exp(-stat_cost); write("You feel much "); say(this_player()->query_cap_name()+" looks much "); if(str == "strength") tell_room(this_object(), "stronger.\n"); else if(str == "intelligence") tell_room(this_object(), "more intelligent.\n"); else if(str == "wisdom") tell_room(this_object(), "wiser.\n"); else if(str == "dexterity") tell_room(this_object(), "more nimble.\n"); else if(str == "constitution") tell_room(this_object(), "sturdier.\n"); else tell_room(this_object(), "more attractive.\n"); return 1; } int get_cost(string stat, int lev) { switch(stat) { case "intelligence": return ADVANCE_D->get_stat_cost(1, lev); break; case "dexterity": return ADVANCE_D->get_stat_cost(1, lev); break; case "charisma": return ADVANCE_D->get_stat_cost(1, lev); break; default: return ADVANCE_D->get_stat_cost(2, lev); break; } } int cost(string str) { int bing; write("Costs for advancement, training, and improvement:\n"); bing = ADVANCE_D->get_exp( this_player()->query_level() + 1 ); if(bing < 1) write("level:\t\tIt will cost you nothing to advance."); else write("level:\t\t"+bing+"\n"); write("skills: You train by spending the amount of experience you desire.\n"); write("strength:\t\t" + get_cost("strength", this_player()->query_base_stats("strength")) + "\t\tconstitution:\t\t" + get_cost("constitution", this_player()->query_base_stats("constitution")) ); write("intelligence:\t\t" + get_cost("intelligence", this_player()->query_base_stats("intelligence")) + "\t\tdexterity:\t\t" + get_cost("dexterity", this_player()->query_base_stats("dexterity")) ); write("wisdom:\t\t" + get_cost("wisdom", this_player()->query_base_stats("wisdom")) + "\t\tcharisma:\t\t" + get_cost("charisma", this_player()->query_base_stats("charisma")) ); return 1; } string previous_title(object tp) { string pre, post, str; str = tp->getenv("TITLE"); sscanf(str, "%s $N %s", pre, post); return post; } int list(string str) { int x; if(!str) "/domains/Praxis/quest_room"->list_quests(this_player(), 0); else { if(sscanf(str, "%d", x) != 1) { notify_fail("You must give the number of the quest you want listed.\n"); return 0; } if(x<1) { notify_fail("No such quest.\n"); return 0; } "/domains/Praxis/quest_room"->list_quests(this_player(), x); } return 1; } int murder() { if(this_player()->query_skill("murder")) return 0; this_player()->add_skill("murder", 3, 100); write("Done.\n"); return 1; }