rem stringlengths 0 322k | add stringlengths 0 2.05M | context stringlengths 8 228k |
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socket.sysmessage('No such script: %s.' % script) return | socket.sysmessage( 'No such script: %s.' % script ) return False | def commandRemovescript(socket, command, arguments): if len(arguments) == 0: socket.sysmessage('Usage: removescript <identifier>') return script = arguments.strip() try: wolfpack.hasscript(script, EVENT_USE) except: socket.sysmessage('No such script: %s.' % script) return socket.sysmessage("Please select the object ... |
socket.sysmessage("Please select the object you want to remove the script '%s' from." % script) socket.attachtarget('commands.events.removescript_response', [script]) | socket.sysmessage( "Please select the object you want to remove the script '%s' from." % script) socket.attachtarget( 'commands.events.removescript_response', [ script ] ) return True | def commandRemovescript(socket, command, arguments): if len(arguments) == 0: socket.sysmessage('Usage: removescript <identifier>') return script = arguments.strip() try: wolfpack.hasscript(script, EVENT_USE) except: socket.sysmessage('No such script: %s.' % script) return socket.sysmessage("Please select the object ... |
if item.hastag( 'charges' ) and item.hastag( 'marked' ): | if item.hastag( 'location' ) and item.hastag( 'marked' ): | def isrune( item ): if not item: return 0 if item.hastag( 'charges' ) and item.hastag( 'marked' ): return 1 else: return 0 |
spawn = False if packchance >= random.random(): spawn = True | spawn = packchance >= random.random() | def createpack(char, killer, corpse, pack): if killer: luckChance = properties.luckchance(killer) else: luckChance = 0 # A pack is actually a list of lists for item in pack: packchance = item[ PACK_CHANCE ] packstackable = item[ PACK_STACKABLE ] packamount = item[ PACK_AMOUNT ] packitem = item[ PACK_ITEM ] spawn = Fa... |
if not spawn: spawn = luckChance > random.randint(0, 9999) | if not spawn and luckChance > random.randint(0, 9999): spawn = packchance >= random.random() | def createpack(char, killer, corpse, pack): if killer: luckChance = properties.luckchance(killer) else: luckChance = 0 # A pack is actually a list of lists for item in pack: packchance = item[ PACK_CHANCE ] packstackable = item[ PACK_STACKABLE ] packamount = item[ PACK_AMOUNT ] packitem = item[ PACK_ITEM ] spawn = Fa... |
if nightsight and char.player: | if nightsight and char.player and char.hastag('nightsight'): | def onUnequip(char, item, layer): changed = 0 # Bonus Str if item.hastag('real_strength_bonus'): value = int(item.gettag('real_strength_bonus')) char.strength = max(1, char.strength - value) char.strength2 -= value changed = True item.deltag('real_strength_bonus') # Bonus Dex if item.hastag('real_dexterity_bonus'): v... |
if count < self.submaterial1: | if count < self.submaterial2: | def checkmaterial(self, player, arguments, silent = 0): backpack = player.getbackpack() |
additional = [] if target.invulnerable and sender.gm: additional.append('(invulnerable)') | def onShowTooltip( sender, target, tooltip ): if target.isitem(): name = target.getname() if target.id == 0x2006 and len(target.name) > 0: notoriety = 0x00 if target.hastag('notoriety'): notoriety = int(target.gettag('notoriety')) color = '#FFFFFF' # 0x01 Blue, 0x02 Green, 0x03 Grey, 0x05 Orange, 0x06 Red colors = ... | |
tooltip.add(1050045, " \t(frozen)\t ") | additional.append('(frozen)') if target.iscriminal(): additional.append('(criminal)') | def onShowTooltip( sender, target, tooltip ): if target.isitem(): name = target.getname() if target.id == 0x2006 and len(target.name) > 0: notoriety = 0x00 if target.hastag('notoriety'): notoriety = int(target.gettag('notoriety')) color = '#FFFFFF' # 0x01 Blue, 0x02 Green, 0x03 Grey, 0x05 Orange, 0x06 Red colors = ... |
if target.iscriminal(): tooltip.add(1050045, " \t(criminal)\t ") | if target.ismurderer(): additional.append('(murderer)') if len(additional) > 0: tooltip.add(1042971, "<br>".join(additional)) | def onShowTooltip( sender, target, tooltip ): if target.isitem(): name = target.getname() if target.id == 0x2006 and len(target.name) > 0: notoriety = 0x00 if target.hastag('notoriety'): notoriety = int(target.gettag('notoriety')) color = '#FFFFFF' # 0x01 Blue, 0x02 Green, 0x03 Grey, 0x05 Orange, 0x06 Red colors = ... |
gateGump.addText( 35, 110, "Tokuno Islands" ) gateGump.addPageButton( 10, 110, 0x4B9, 0x4BA, 5 ) | gateGump.addText( 35, 135, "Tokuno Islands" ) gateGump.addPageButton( 10, 135, 0x4B9, 0x4BA, 5 ) | def sendGump( char, item ): char.soundeffect( 0x58 ) # noclose, nomove gump gateGump = cGump( 1, 1, 0, 100, 120 ) # trammel gateGump.startPage( 1 ) gateGump.addBackground( 9200, 380, 280 ) gateGump.addText( 5, 10, "Pick your destination:" ) gateGump.addButton( 10, 210, 0xFA5, 0xFA7, 1 ) gateGump.addText( 45, 210, "OKAY... |
gateGump.addText( 35, 85, "Ilshenar", 61 ) | gateGump.addText( 35, 85, "Ilshenar" ) | def sendGump( char, item ): char.soundeffect( 0x58 ) # noclose, nomove gump gateGump = cGump( 1, 1, 0, 100, 120 ) # trammel gateGump.startPage( 1 ) gateGump.addBackground( 9200, 380, 280 ) gateGump.addText( 5, 10, "Pick your destination:" ) gateGump.addButton( 10, 210, 0xFA5, 0xFA7, 1 ) gateGump.addText( 45, 210, "OKAY... |
gateGump.addText( 35, 135, "Tokuno Islands" ) | gateGump.addText( 35, 135, "Tokuno Islands", 61 ) | def sendGump( char, item ): char.soundeffect( 0x58 ) # noclose, nomove gump gateGump = cGump( 1, 1, 0, 100, 120 ) # trammel gateGump.startPage( 1 ) gateGump.addBackground( 9200, 380, 280 ) gateGump.addText( 5, 10, "Pick your destination:" ) gateGump.addButton( 10, 210, 0xFA5, 0xFA7, 1 ) gateGump.addText( 45, 210, "OKAY... |
if item[PACK_CHANCE] >= random.random(): if type(item[PACK_AMOUNT]) == str: amount = utilities.rolldice(item[PACK_AMOUNT]) | packchance = item[ PACK_CHANCE ] packstackable = item[ PACK_STACKABLE ] packamount = item[ PACK_AMOUNT ] packitem = item[ PACK_ITEM ] if packchance >= random.random(): if type( packamount ) == str: amount = utilities.rolldice( packamount ) | def createpack(char, killer, corpse, pack): # A pack is actually a list of lists for item in pack: if item[PACK_CHANCE] >= random.random(): if type(item[PACK_AMOUNT]) == str: amount = utilities.rolldice(item[PACK_AMOUNT]) else: amount = int(item[PACK_AMOUNT]) if item[PACK_STACKABLE]: if type(item[PACK_ITEM]) == list: ... |
amount = int(item[PACK_AMOUNT]) if item[PACK_STACKABLE]: if type(item[PACK_ITEM]) == list: itemid = random.choice(item[PACK_ITEM]) else: itemid = str(item[PACK_ITEM]) item = wolfpack.additem(itemid) | amount = int( packamount ) if packstackable == True: if type( packitem ) == list: itemid = random.choice( packitem ) elif type( packitem ) == str: itemid = str( packitem ) item = wolfpack.additem( itemid ) | def createpack(char, killer, corpse, pack): # A pack is actually a list of lists for item in pack: if item[PACK_CHANCE] >= random.random(): if type(item[PACK_AMOUNT]) == str: amount = utilities.rolldice(item[PACK_AMOUNT]) else: amount = int(item[PACK_AMOUNT]) if item[PACK_STACKABLE]: if type(item[PACK_ITEM]) == list: ... |
if type(item[PACK_ITEM]) == list: itemid = random.choice(item[PACK_ITEM]) else: itemid = str(item[PACK_ITEM]) | if type( packitem ) == list: itemid = random.choice( packitem ) elif type( packitem ) == str: itemid = str( packitem ) | def createpack(char, killer, corpse, pack): # A pack is actually a list of lists for item in pack: if item[PACK_CHANCE] >= random.random(): if type(item[PACK_AMOUNT]) == str: amount = utilities.rolldice(item[PACK_AMOUNT]) else: amount = int(item[PACK_AMOUNT]) if item[PACK_STACKABLE]: if type(item[PACK_ITEM]) == list: ... |
if key == 'acl': | if key == 'all': socket.sysmessage( "Account properties for %s:" % account.name ) socket.sysmessage( " acl: %s" % account.acl ) socket.sysmessage( " email: %s" % account.email ) socket.sysmessage( " rank: %s" % account.rank ) socket.sysmessage( " flags: %s" % account.flags ) socket.sysmessage( " inuse: %s" % acco... | def accountShow( socket, username, key ): account = None characcount = None char = socket.player characcount = wolfpack.accounts.find( char.account.name ) account = wolfpack.accounts.find( username ) if not account: return False # Usernames are limited to 16 characters in length if len( username ) > 16 or len( username... |
char.settag( 'nightsight_start', time.minutes()) | char.settag( 'nightsight_start', wolfpack.time.minutes()) | def nightsightPotion( char, potion ): socket = char.socket # Remove an old bonus if char.hastag('nightsight'): bonus = char.gettag('nightsight') char.lightbonus = max(0, char.lightbonus - bonus) # With 100% magery you gain a 18 light level bonus bonus = min(18, math.floor(18 * (char.skill[MAGERY] / 1000.0))) char.add... |
message = "Casting spell %u (%s) on coordinate %s.\n" % (spell.spellid, spell.__class__.__name__, str(pos)) | if type(self.spellid) == int: message = "Casting spell %u (%s) on coordinate %s.\n" % (spell.spellid, spell.__class__.__name__, str(pos)) else: message = "Casting spell %s on coordinate %s.\n" % (spell.__class__.__name__, str(pos)) | def target_response( char, args, target ): # No more npc saftey from here char.socket.deltag('cast_target') spell = args[0] mode = args[1] item = args[3] args = args[2] if type(item) == int: item = wolfpack.findobject(item) # Object went out of scope if not item: fizzle(char) return # Char Targets if target.char and ... |
char.socket.sysmessage("1") | char.socket.sysmessage("You are not skilled enough to heal the dead") | def bandage_response( char, args, target ): # char is healer # target is pointer to healing target corpse = None if target.item: if validCorpseTarget( char, target.item ): corpse = target.item else: return elif target.char and not validCharTarget( char, target.char ): return elif not target.char: char.socket.sysmes... |
char.socket.sysmessage("You are not skilled enough for that.") return if target.char and target.poison > -1 and ( char.skill[ HEALING ] < 600 or char.skill[ ANATOMY ] < 600 ): char.socket.sysmessage("You are not skilled enough for that.") | char.socket.sysmessage("You are not skilled enough to heal the dead.") return if target.char and target.char.poison > -1 and ( char.skill[ HEALING ] < 600 or char.skill[ ANATOMY ] < 600 ): char.socket.sysmessage("You are not skilled enough to cure poisons.") | def bandage_response( char, args, target ): # char is healer # target is pointer to healing target corpse = None if target.item: if validCorpseTarget( char, target.item ): corpse = target.item else: return elif target.char and not validCharTarget( char, target.char ): return elif not target.char: char.socket.sysmes... |
value = char.skill[skill] / 10.0 lock = char.skilllock[skill] cap = char.skillcap[skill] / 10.0 info = SKILLS[skill] if lock == 0 and value < cap: if value < 10.0: points = randint(1, 5) / 10.0 else: points = 0.1 if totalskill / totalcap >= random(): for i in range(0, ALLSKILLS): if i != skill and char.skilllock[... | value = char.skill[skill] / 10.0 lock = char.skilllock[skill] cap = char.skillcap[skill] / 10.0 info = SKILLS[skill] if lock == 0 and value < cap: if value < 10.0: points = randint(1, 5) / 10.0 else: points = 0.1 if totalskill / totalcap >= random(): for i in range(0, ALLSKILLS): if i != skill and char.skilllock[... | def gainskill(char, skill, totalskill, totalcap): value = char.skill[skill] / 10.0 lock = char.skilllock[skill] cap = char.skillcap[skill] / 10.0 info = SKILLS[skill] if lock == 0 and value < cap: # Skills lower than 10.0% will gain 0.1% - 0.5% at once if value < 10.0: points = randint(1, 5) / 10.0 else: points = 0.1 ... |
submaterial1amount -= item.amount | submaterial2amount -= item.amount | def checkmaterial(self, player, arguments, silent = 0): backpack = player.getbackpack() |
if char.pos.map != pos.map or char.pos.distance( pos ) > FISHING_MAX_DISTANCE: socket.clilocmessage( 0x7a4f0, "", 0x3b2, 3, char ) return | def response( char, args, target ): socket = char.socket pos = target.pos if skills.skilltable[ FISHING ][ skills.UNHIDE ] and char.hidden: char.removefromview() char.hidden = False char.update() # First: Check Distance (easiest) if char.pos.map != pos.map or char.pos.distance( pos ) > FISHING_MAX_DISTANCE: socket.cl... | |
if ( not item[ 'id' ] in staticWater ) and ( item[ "z" ] >= pos.z ) and ( item[ "z" ] <= pos.z + FISHING_BLOCK_RANGE ): | if ( not item[ 0 ] in staticWater ) and ( item[ 3 ] >= pos.z ) and ( item[ 3 ] <= pos.z + FISHING_BLOCK_RANGE ): | def response( char, args, target ): socket = char.socket pos = target.pos if skills.skilltable[ FISHING ][ skills.UNHIDE ] and char.hidden: char.removefromview() char.hidden = False char.update() # First: Check Distance (easiest) if char.pos.map != pos.map or char.pos.distance( pos ) > FISHING_MAX_DISTANCE: socket.cl... |
dialog.addTilePic(130 + genus.xoffset, 96 + genus.yoffset, genus.itemid, hue.color) | dialog.addTilePic(130 + genus.xoffset, 96 + genus.yoffset, genus.itemid) | def addPlant(dialog, plant): status = plants.plant.getStatus(plant) genus = plants.plant.getGenus(plant) hue = plants.plant.getHue(plant) # If it's not full grown yet, show the growth status if status < STATUS_FULLGROWN: dialog.addGump(110, 85, 0x589) dialog.addTilePic(122, 94, 0x914) dialog.addTilePic(135, 94, 0x914)... |
if( argstring and len(argstring) == 2 ): | if( argstring and (type(argstring) == list or type(argstring) == tuple) ): | def wipeBoundingBox( socket, target1, target2, argstring ): if target1.pos.map != target2.pos.map: return False x1 = min( target1.pos.x, target2.pos.x ) x2 = max( target1.pos.x, target2.pos.x ) y1 = min( target1.pos.y, target2.pos.y ) y2 = max( target1.pos.y, target2.pos.y ) iterator = wolfpack.itemregion( x1, y1, x2,... |
if not text.lower().startswith( listener.name.lower() ): return 0 if speaker.id != 0x190 and speaker.id != 0x191: listener.say( "I can't cut your hair!",5 ) return 1 gump = cGump( 0, 0, 0, 50, 50 ) gump.addBackground( 0x24a4, 425, 400 ) gump.startPage( 0 ) gump.addHtmlGump( 10, 30, 450, 20, '<basefont size="7" color... | if not text.lower().startswith( listener.name.lower() ): return 0 if speaker.id != 0x190 and speaker.id != 0x191: listener.say(1042298) return 1 gump = cGump( 0, 0, 0, 50, 50 ) gump.addBackground( 0x24a4, 425, 400 ) gump.startPage( 0 ) gump.addHtmlGump( 10, 30, 450, 20, '<basefont size="7" color=" gump.addTilePic( 1... | def onSpeech( listener, speaker, text, keywords ): # Check if our name is in the beginning of the string if not text.lower().startswith( listener.name.lower() ): return 0 if speaker.id != 0x190 and speaker.id != 0x191: listener.say( "I can't cut your hair!",5 ) return 1 # We only have one keyword gump = cGump( 0, 0, ... |
listener.say( "I can't cat your hair!",5 ) | listener.say( "I can't cut your hair!",5 ) | def onSpeech( listener, speaker, text, keywords ): # Check if our name is in the beginning of the string if not text.lower().startswith( listener.name.lower() ): return 0 if speaker.id != 0x190 and speaker.id != 0x191: listener.say( "I can't cat your hair!",5 ) return 1 # We only have one keyword gump = cGump( 0, 0, ... |
player.socket.sysmessage(text) | player.socket.sysmessage(text, 0x3A) player.deltag(name) player.deltag('guildmessages') | def onLogin(player): if player.hastag('guildmessages'): count = int(player.gettag('guildmessages')) for i in range(0, count): name = 'guildmessage' + str(i) text = unicode(player.gettag(name)) player.socket.sysmessage(text) # Make sure that this event is removed as soon as we don't are in a guild anymore if not playe... |
item.delete() consume(target.item) | target.item.delete() consume(item) | def SackFlourOpen( char, args, target ): item = wolfpack.finditem( args[0] ) if not item or not target.item: return False if not target.item.getoutmostchar() == char: char.socket.clilocmessage( 1042001 ) # That must be in your pack for you to use it. return True backpack = char.getbackpack() # wooden bowl if target.i... |
target.say( 1019077, args = "", affix = " " + str( pointsToLearn*10 ), prepend = 0, socket = char.socket ) target.say( 1043108, socket = char.socket ) | target.say( 1019077, affix = " " + str( pointsToLearn*10 ), prepend = False, socket = char.socket ) target.say( tr("For less I shall teach thee less.") ) | def onContextEntry( char, target, tag ): skill = tag - 1 if ( char.dead or skill < 0 ): return True baseToSet = target.skill[ skill ] / ( 1000 / MAX_TEACHING ) if ( baseToSet > MAX_TEACHING ): baseToSet = MAX_TEACHING elif ( baseToSet < MIN_TEACHING ): #target.say( str( baseToSet ) ) return True pointsToLearn = baseT... |
bonus += char.strength * 0.3 if char.strength >= 100: bonus += 5 | if not char.npc: bonus += char.strength * 0.3 if char.strength >= 100: bonus += 5 | def scaledamage(char, damage, checkskills = 1): if checkskills: char.checkskill(TACTICS, 0, 1200) # Tactics gain char.checkskill(ANATOMY, 0, 1200) # Anatomy gain weapon = char.getweapon() # Get the total damage bonus this character gets bonus = properties.fromchar(char, DAMAGEBONUS) # For axes a lumberjacking skill ... |
count = 0 | serials = [] | def wipeAllWorld( player, accept, state ): if not accept: player.socket.sysmessage( "Wipe command have been canceled" ) return 1 player.socket.sysmessage( "Removing all items from world, this may take a while" ) iterator = wolfpack.itemiterator() item = iterator.first count = 0 while item: if item.container == None: i... |
count += 1 item = iterator.next player.socket.sysmessage( "%i items have been removed from world" % count ) | player.socket.sysmessage( "%i items have been removed from world" % len(serials) ) | def wipeAllWorld( player, accept, state ): if not accept: player.socket.sysmessage( "Wipe command have been canceled" ) return 1 player.socket.sysmessage( "Removing all items from world, this may take a while" ) iterator = wolfpack.itemiterator() item = iterator.first count = 0 while item: if item.container == None: i... |
for (oreresname, ore) in ORES.items(): if ore[REQSKILL] > reqskill and ore[REQSKILL] < maxreqskill: reqskill = ore[REQSKILL] resname = oreresname gem.settag('resname', resname) gem.name = 'Ore Gem (%s,%s)' % (gem.gettag('resname2'), resname) | gem.name = 'Ore Gem (%s,%s)' % (resname, gem.gettag('resname2')) | def createoregem(pos): gem = wolfpack.additem('ore_gem') gem.settag('resourcecount', random.randint(MINING_ORE[0], MINING_ORE[1])) # 10 - 34 ore gem.settag('resname', 'iron') # All veins should default to iron ore. # This will give it a chance to be a random ore type, this can change later. totalchance = 0 for ore in ... |
parser.add_option("--static", dest="staticlink", help="Build wokfpack using static libraries") | parser.add_option("--static", action="store_true" dest="staticlink", help="Build wokfpack using static libraries") | def main(): # Setup command line parser parser = OptionParser(version="%prog 0.1") parser.add_option("--dsp", action="store_true", dest="dsp", help="also Generate Visual Studio project files") parser.add_option("--python-includes", dest="py_incpath", help="Python include directory") parser.add_option("--python-librar... |
gateGump.addText( 40, 40, "Pick your destination: (Trammel)" ) | gateGump.addText( 40, 40, "Pick your destination:" ) | def sendGump( char, item ): char.soundeffect( 0x58 ) # noclose, nomove gump gateGump = cGump( 1, 1, 0, 30, 30 ) # trammel gateGump.startPage( 1 ) gateGump.addBackground( 9200, 300, 255 ) gateGump.addText( 40, 40, "Pick your destination: (Trammel)" ) gateGump.addButton( 47, 207, 0xFA5, 0xFA7, 0 ) gateGump.addText( 80, 2... |
gateGump.addText( 40, 40, "Pick your destination: (Felucca)" ) | gateGump.addText( 40, 40, "Pick your destination:" ) | def sendGump( char, item ): char.soundeffect( 0x58 ) # noclose, nomove gump gateGump = cGump( 1, 1, 0, 30, 30 ) # trammel gateGump.startPage( 1 ) gateGump.addBackground( 9200, 300, 255 ) gateGump.addText( 40, 40, "Pick your destination: (Trammel)" ) gateGump.addButton( 47, 207, 0xFA5, 0xFA7, 0 ) gateGump.addText( 80, 2... |
gateGump.addText( 40, 40, "Pick your destination: (Ilshenar)" ) | gateGump.addText( 40, 40, "Pick your destination:" ) | def sendGump( char, item ): char.soundeffect( 0x58 ) # noclose, nomove gump gateGump = cGump( 1, 1, 0, 30, 30 ) # trammel gateGump.startPage( 1 ) gateGump.addBackground( 9200, 300, 255 ) gateGump.addText( 40, 40, "Pick your destination: (Trammel)" ) gateGump.addButton( 47, 207, 0xFA5, 0xFA7, 0 ) gateGump.addText( 80, 2... |
gold = npc.countresource( GOLD_COIN ) | gold = npc.countresource( hex2dec(GOLD_COIN) ) | def response( char, args, target ): if not char: return # you can only try to npc if not target.char or not target.char.npc: return npc = target.char # check if this npc is a 'human' ? # You are too far away... if not char.canreach( npc.pos, BEGGING_RANGE ): # male npc if not npc.gender: char.socket.clilocmessage( 5... |
if gold_beg == 1: gold_coins = GOLD_COIN elif gold_beg < 6: gold_coins = GOLD_COIN1 else: gold_coins = GOLD_COIN2 | def response( char, args, target ): if not char: return # you can only try to npc if not target.char or not target.char.npc: return npc = target.char # check if this npc is a 'human' ? # You are too far away... if not char.canreach( npc.pos, BEGGING_RANGE ): # male npc if not npc.gender: char.socket.clilocmessage( 5... | |
coins = wolfpack.additem( gold_coins ) | coins = wolfpack.additem( GOLD_COIN1 ) | def response( char, args, target ): if not char: return # you can only try to npc if not target.char or not target.char.npc: return npc = target.char # check if this npc is a 'human' ? # You are too far away... if not char.canreach( npc.pos, BEGGING_RANGE ): # male npc if not npc.gender: char.socket.clilocmessage( 5... |
backpack.additem( coins ) | if not tobackpack(coins, player): item.update() | def response( char, args, target ): if not char: return # you can only try to npc if not target.char or not target.char.npc: return npc = target.char # check if this npc is a 'human' ? # You are too far away... if not char.canreach( npc.pos, BEGGING_RANGE ): # male npc if not npc.gender: char.socket.clilocmessage( 5... |
if char.player: | if char.player or char.summoned: | def onDeath(char, killer, corpse): if char.player: return lootlist = char.lootpacks if len(lootlist) == 0: return packs = lootlist.split(';') # Create the items for each pack for pack in packs: if not PACKS.has_key( pack ): console.log(LOG_ERROR, "Trying to create an unknown loot pack %s.\n" % pack) continue create... |
if (char.npc or char.strengthlock == 0) or realstr >= char.strengthcap: | if (char.npc or char.strengthlock != 0) or realstr >= char.strengthcap: | def gainskill(char, skill, totalskill, totalcap): value = char.skill[skill] / 10.0 lock = char.skilllock[skill] cap = char.skillcap[skill] / 10.0 info = SKILLS[skill] if lock == 0 and value < cap: # Skills lower than 10.0% will gain 0.1% - 0.5% at once if value < 10.0: points = randint(1, 5) / 10.0 else: points = 0.1 ... |
if (char.npc or char.dexteritylock == 0) or realdex >= char.dexteritycap: | if (char.npc or char.dexteritylock != 0) or realdex >= char.dexteritycap: | def gainskill(char, skill, totalskill, totalcap): value = char.skill[skill] / 10.0 lock = char.skilllock[skill] cap = char.skillcap[skill] / 10.0 info = SKILLS[skill] if lock == 0 and value < cap: # Skills lower than 10.0% will gain 0.1% - 0.5% at once if value < 10.0: points = randint(1, 5) / 10.0 else: points = 0.1 ... |
if (char.npc or char.intelligencelock == 0) or realint >= char.intelligencecap: | if (char.npc or char.intelligencelock != 0) or realint >= char.intelligencecap: | def gainskill(char, skill, totalskill, totalcap): value = char.skill[skill] / 10.0 lock = char.skilllock[skill] cap = char.skillcap[skill] / 10.0 info = SKILLS[skill] if lock == 0 and value < cap: # Skills lower than 10.0% will gain 0.1% - 0.5% at once if value < 10.0: points = randint(1, 5) / 10.0 else: points = 0.1 ... |
if char.distanceto( totame ) > TAMING_RANGE ): | if char.distanceto( totame > TAMING_RANGE ): | def response( char, args, target ): socket = char.socket # you cannot use skill while dead if char.dead: socket.clilocmessage( 502796, "", 0x3b2, 3, char ) return # Check for a valid target if not target.char: socket.clilocmessage( 502801, "", 0x3b2, 3, char ) return # it's a player if target.char.socket: socket.cl... |
for i in range( 0, MAXTAME ) | for i in range( 0, MAXTAME ): | def response( char, args, target ): socket = char.socket # you cannot use skill while dead if char.dead: socket.clilocmessage( 502796, "", 0x3b2, 3, char ) return # Check for a valid target if not target.char: socket.clilocmessage( 502801, "", 0x3b2, 3, char ) return # it's a player if target.char.socket: socket.cl... |
gateGump.addText( 35, 135, "Tokuno Islands" ) gateGump.addPageButton( 10, 135, 0x4B9, 0x4BA, 5 ) | def sendGump( char, item ): char.soundeffect( 0x58 ) # noclose, nomove gump gateGump = cGump( 1, 1, 0, 100, 120 ) # trammel gateGump.startPage( 1 ) gateGump.addBackground( 9200, 380, 280 ) gateGump.addText( 5, 10, "Pick your destination:" ) gateGump.addButton( 10, 210, 0xFA5, 0xFA7, 1 ) gateGump.addText( 45, 210, "OKAY... | |
target.char.baseid = 'sheep_sheered' | target.char.baseid = 'sheep' | def response( char, args, target ): item = wolfpack.finditem( args[0] ) if not item: return if target.char and not char.canreach(target.char, 5): char.socket.clilocmessage(500312) return elif not target.item and not char.canreach(target.pos, 5): char.socket.clilocmessage(500312) return # Corpse => Carve # Wood => Ki... |
elif target.char.id == 'sheep_sheered': | elif target.char.baseid == 'sheep': | def response( char, args, target ): item = wolfpack.finditem( args[0] ) if not item: return if target.char and not char.canreach(target.char, 5): char.socket.clilocmessage(500312) return elif not target.item and not char.canreach(target.pos, 5): char.socket.clilocmessage(500312) return # Corpse => Carve # Wood => Ki... |
if target.dead: char.socket.sysmessage( 'You can''t heal a ghost.' ) return 0 if target.poison != -1: char.socket.clilocmessage(1010060) | def validCharTarget( char, target ): # Do we have a valid target if not target: char.socket.sysmessage( 'You have to target a living thing.' ) return 0 if not char.canreach( target, 2 ): char.socket.sysmessage( 'You are too far away to apply bandages on %s' % target.name ) return 0 # No resurrection feature in yet if... | |
if target.health >= target.strength: | if not target.poison and target.health >= target.maxhitpoints: | def validCharTarget( char, target ): # Do we have a valid target if not target: char.socket.sysmessage( 'You have to target a living thing.' ) return 0 if not char.canreach( target, 2 ): char.socket.sysmessage( 'You are too far away to apply bandages on %s' % target.name ) return 0 # No resurrection feature in yet if... |
if not corpse: | if not corpse and not target.char.dead and not target.char.poison: | def bandage_response( char, args, target ): corpse = None if target.item: if validCorpseTarget( char, target.item ): corpse = target.item else: return elif target.char and not validCharTarget( char, target.char ): return elif not target.char: char.socket.sysmessage( 'You have to target either a corpse or a creature.... |
else: | elif corpse or target.char.dead: | def bandage_response( char, args, target ): corpse = None if target.item: if validCorpseTarget( char, target.item ): corpse = target.item else: return elif target.char and not validCharTarget( char, target.char ): return elif not target.char: char.socket.sysmessage( 'You have to target either a corpse or a creature.... |
if char.checkskill( HEALING, 800, 1000 ) and char.checkskill( ANATOMY, 800, 1000 ) and reschance < rescheck: | if char.checkskill( HEALING, 800, 1000 ) and char.checkskill( ANATOMY, 800, 1000 ) and reschance > rescheck: | def bandage_response( char, args, target ): corpse = None if target.item: if validCorpseTarget( char, target.item ): corpse = target.item else: return elif target.char and not validCharTarget( char, target.char ): return elif not target.char: char.socket.sysmessage( 'You have to target either a corpse or a creature.... |
char.action( 0x09 ) | else: reschance = int( ( char.skill[ HEALING ] + char.skill[ ANATOMY ] ) * 0.27 ) rescheck = random.randint( 1, 100 ) if char.checkskill( HEALING, 600, 1000 ) and char.checkskill( ANATOMY, 600, 1000 ) and reschance > rescheck: success = 1 | def bandage_response( char, args, target ): corpse = None if target.item: if validCorpseTarget( char, target.item ): corpse = target.item else: return elif target.char and not validCharTarget( char, target.char ): return elif not target.char: char.socket.sysmessage( 'You have to target either a corpse or a creature.... |
if char == target.char: | if target.char.dead: target.char.socket.sysmessage( char.name + ' begins applying a bandage to you.' ) char.addtimer( random.randint( 2500, 5000 ), 'bandages.bandage_timer', [ 2, success, target.char.serial, baseid ] ) elif char == target.char: | def bandage_response( char, args, target ): corpse = None if target.item: if validCorpseTarget( char, target.item ): corpse = target.item else: return elif target.char and not validCharTarget( char, target.char ): return elif not target.char: char.socket.sysmessage( 'You have to target either a corpse or a creature.... |
fire = fromitem(object, PHYSICAL_FIRE) cold = fromitem(object, PHYSICAL_COLD) poison = fromitem(object, PHYSICAL_POISON) energy = fromitem(object, PHYSICAL_ENERGY) | fire = fromitem(object, RESISTANCE_FIRE) cold = fromitem(object, RESISTANCE_COLD) poison = fromitem(object, RESISTANCE_POISON) energy = fromitem(object, RESISTANCE_ENERGY) | def onShowTooltip(viewer, object, tooltip): armor = itemcheck(object, ITEM_ARMOR) weapon = itemcheck(object, ITEM_WEAPON) shield = itemcheck(object, ITEM_SHIELD) # Only Armors and Weapons have durability if weapon or armor: tooltip.add(1060639, "%u\t%u" % (object.health, object.maxhealth)) # Weapon specific propertie... |
print "INSERT INTO documentation_settings VALUES('generated', %u);" % int(time.time()) print "INSERT INTO documentation_settings VALUES('version', '%s');" % (quote(getVersion())) | print "REPLACE INTO documentation_settings VALUES('generated', %u);" % int(time.time()) print "REPLACEINTO documentation_settings VALUES('version', '%s');" % (quote(getVersion())) | def quote(text): return text.replace("'", "\\'") |
print "INSERT INTO documentation_commands VALUES('%s', '%s', '%s', '%s');" % (quote(command['name']), quote(command['description']), quote(command['usage']), quote(command['notes'])) | print "REPLACE INTO documentation_commands VALUES('%s', '%s', '%s', '%s');" % (quote(command['name']), quote(command['description']), quote(command['usage']), quote(command['notes'])) | def quote(text): return text.replace("'", "\\'") |
print "INSERT INTO documentation_events VALUES('%s', '%s', '%s', '%s', '%s', '%s');" % (quote(event['name']), quote(event['prototype']), quote(event['parameters']), quote(event['returnvalue']), quote(event['callcondition']), quote(event['notes'])) | print "REPLACE INTO documentation_events VALUES('%s', '%s', '%s', '%s', '%s', '%s');" % (quote(event['name']), quote(event['prototype']), quote(event['parameters']), quote(event['returnvalue']), quote(event['callcondition']), quote(event['notes'])) | def quote(text): return text.replace("'", "\\'") |
print "INSERT INTO documentation_objects VALUES('%s', '%s');" % (quote(object['object']), quote(object['description'])) | print "REPLACE INTO documentation_objects VALUES('%s', '%s');" % (quote(object['object']), quote(object['description'])) | def quote(text): return text.replace("'", "\\'") |
print "INSERT INTO documentation_objects_methods VALUES('%s', '%s', '%s', '%s', '%s', '%s');" % (quote(method['object']), quote(method['method']), quote(method['prototype']), quote(method['parameters']), quote(method['returnvalue']), quote(method['description'])) | print "REPLACE INTO documentation_objects_methods VALUES('%s', '%s', '%s', '%s', '%s', '%s');" % (quote(method['object']), quote(method['method']), quote(method['prototype']), quote(method['parameters']), quote(method['returnvalue']), quote(method['description'])) | def quote(text): return text.replace("'", "\\'") |
print "INSERT INTO documentation_objects_properties VALUES('%s', '%s', '%s', '%s');" % (quote(property['object']), quote(property['property']), quote(property['description']), quote(property['readonly'])) | print "REPLACE INTO documentation_objects_properties VALUES('%s', '%s', '%s', '%s');" % (quote(property['object']), quote(property['property']), quote(property['description']), quote(property['readonly'])) | def quote(text): return text.replace("'", "\\'") |
parser = OptionParser(version="%prog 0.4") | parser = OptionParser(version="%prog 0.5") | def main(): # Options for qmake DEFINES = "" CONFIG = "" # Setup command line parser parser = OptionParser(version="%prog 0.4") parser.add_option("--dsp", action="store_true", dest="dsp", help="also Generate Visual Studio project files") parser.add_option("--nocolor", action="store_true", dest="nocolor", help="disable ... |
sys.stdout.write("GUI: ") if not options.enable_gui: CONFIG += "console" sys.stdout.write("Disabled\n") else: sys.stdout.write("Enabled\n") | def main(): # Options for qmake DEFINES = "" CONFIG = "" # Setup command line parser parser = OptionParser(version="%prog 0.4") parser.add_option("--dsp", action="store_true", dest="dsp", help="also Generate Visual Studio project files") parser.add_option("--nocolor", action="store_true", dest="nocolor", help="disable ... | |
if (char.npc or char.strengthlock != 0 or realstr >= char.strengthcap: | if (char.npc or char.strengthlock != 0) or realstr >= char.strengthcap: | def onSkillGain(char, skill, lower, higher, success): # See if we can gain at all # GMs don't gain skills if char.dead or char.gm or char.polymorph: return if not SKILLS.has_key(skill): char.log(LOG_ERROR, "Is using an unidentified skill: %u\n" % skill) return info = SKILLS[skill] skills = char.skill value = skills[s... |
try: | if not response.text.has_key(0x1000 | skill) or not response.text.has_key(0x2000 | skill): continue try: | def response(player, arguments, response): if response.button == 0: return target = wolfpack.findchar(arguments[0]) if not target: return False # Iterate trough all skills and see what changed for skill in range( 0, ALLSKILLS ): try: newvalue = int(floor(float(response.text[0x1000 | skill]) * 10)) newcap = int(floor... |
def callback(player, arguments, target): if not target.char: return | def showgump(player, target, page): pages = int(ceil(ALLSKILLS / 5.0)) if page > pages: return | def response(player, arguments, response): if response.button == 0: return target = wolfpack.findchar(arguments[0]) if not target: return False # Iterate trough all skills and see what changed for skill in range( 0, ALLSKILLS ): try: newvalue = int(floor(float(response.text[0x1000 | skill]) * 10)) newcap = int(floor... |
dialog.setArgs([target.char.serial]) | dialog.setArgs([target.serial]) | def callback(player, arguments, target): if not target.char: return dialog = wolfpack.gumps.cGump() dialog.setCallback("commands.skillinfo.response") dialog.setArgs([target.char.serial]) dialog.startPage(0) dialog.addResizeGump(35, 12, 9260, 460, 504) dialog.addGump(1, 12, 10421, 0) dialog.addGump(30, -1, 10420, 0) d... |
pages = int(ceil(ALLSKILLS / 5.0)) page = 0 while page <= pages: page += 1 dialog.startPage(page) if page > 1: dialog.addPageButton(60, 444, 9909, 9911, page - 1) dialog.addText(88, 444, unicode("Previous Page"), 2100) if page < pages: dialog.addPageButton(448, 444, 9903, 9905, page + 1) dialog.addText(376, 448, unicod... | if page > 0: dialog.addButton(60, 444, 9909, 9911, 0x1000 | page - 1) dialog.addText(88, 444, unicode("Previous Page"), 2100) | def callback(player, arguments, target): if not target.char: return dialog = wolfpack.gumps.cGump() dialog.setCallback("commands.skillinfo.response") dialog.setArgs([target.char.serial]) dialog.startPage(0) dialog.addResizeGump(35, 12, 9260, 460, 504) dialog.addGump(1, 12, 10421, 0) dialog.addGump(30, -1, 10420, 0) d... |
yoffset = 0 for i in range(0, 5): skill = int(((page - 1) * 5) + i) | if page + 1 < pages: dialog.addButton(448, 444, 9903, 9905, 0x1000 | page + 1) dialog.addText(376, 448, unicode("Next Page"), 2100) | def callback(player, arguments, target): if not target.char: return dialog = wolfpack.gumps.cGump() dialog.setCallback("commands.skillinfo.response") dialog.setArgs([target.char.serial]) dialog.startPage(0) dialog.addResizeGump(35, 12, 9260, 460, 504) dialog.addGump(1, 12, 10421, 0) dialog.addGump(30, -1, 10420, 0) d... |
if skill >= ALLSKILLS: break | yoffset = 0 for i in range(0, 5): skill = int((page * 5) + i) | def callback(player, arguments, target): if not target.char: return dialog = wolfpack.gumps.cGump() dialog.setCallback("commands.skillinfo.response") dialog.setArgs([target.char.serial]) dialog.startPage(0) dialog.addResizeGump(35, 12, 9260, 460, 504) dialog.addGump(1, 12, 10421, 0) dialog.addGump(30, -1, 10420, 0) d... |
skillname = SKILLNAMES[skill] skillname = str( skillname[0].upper() + skillname[1:] ) skillvalue = ( target.char.skill[skill] / 10.0 ) skillcapvalue = ( target.char.skillcap[skill] / 10.0 ) | if skill >= ALLSKILLS: break | def callback(player, arguments, target): if not target.char: return dialog = wolfpack.gumps.cGump() dialog.setCallback("commands.skillinfo.response") dialog.setArgs([target.char.serial]) dialog.startPage(0) dialog.addResizeGump(35, 12, 9260, 460, 504) dialog.addGump(1, 12, 10421, 0) dialog.addGump(30, -1, 10420, 0) d... |
dialog.addResizeGump(65, 109 + yoffset, 9200, 405, 62) dialog.addText(76, 115 + yoffset, unicode( "Skill: %s (%i)" % (skillname, skill) ), 2100) dialog.addResizeGump(123, 135 + yoffset, 9300, 63, 26) dialog.addText(76, 137 + yoffset, unicode( "Value:" ), 2100) dialog.addText(187, 138 + yoffset, unicode( "%" ), 2100) di... | skillname = SKILLNAMES[skill] skillname = str( skillname[0].upper() + skillname[1:] ) skillvalue = ( target.skill[skill] / 10.0 ) skillcapvalue = ( target.skillcap[skill] / 10.0 ) | def callback(player, arguments, target): if not target.char: return dialog = wolfpack.gumps.cGump() dialog.setCallback("commands.skillinfo.response") dialog.setArgs([target.char.serial]) dialog.startPage(0) dialog.addResizeGump(35, 12, 9260, 460, 504) dialog.addGump(1, 12, 10421, 0) dialog.addGump(30, -1, 10420, 0) d... |
yoffset += 65 | dialog.addResizeGump(65, 109 + yoffset, 9200, 405, 62) dialog.addText(76, 115 + yoffset, unicode( "Skill: %s (%i)" % (skillname, skill) ), 2100) dialog.addResizeGump(123, 135 + yoffset, 9300, 63, 26) dialog.addText(76, 137 + yoffset, unicode( "Value:" ), 2100) dialog.addText(187, 138 + yoffset, unicode( "%" ), 2100) di... | def callback(player, arguments, target): if not target.char: return dialog = wolfpack.gumps.cGump() dialog.setCallback("commands.skillinfo.response") dialog.setArgs([target.char.serial]) dialog.startPage(0) dialog.addResizeGump(35, 12, 9260, 460, 504) dialog.addGump(1, 12, 10421, 0) dialog.addGump(30, -1, 10420, 0) d... |
if name != None or len( name ) > 0: | name = name.strip() if name == None or len( name ) == 0 or name == "": return True else: | def areaEnterMessage( socket, name ): if name != None or len( name ) > 0: socket.sysmessage( "You have entered %s." % name ) return True |
if name != None or len( name ) > 0: | name = name.strip() if name == None or len( name ) == 0 or name == "": return True else: | def areaLeaveMessage( socket, name ): if name != None or len( name ) > 0: socket.sysmessage( "You have left %s." % name ) return True |
config.write("PY_INCDIR = %s\n" % ( py_incpath ) ) | def main(): # Options for qmake DEFINES = "" CONFIG = "" # Setup command line parser parser = OptionParser(version="%prog 0.2") parser.add_option("--dsp", action="store_true", dest="dsp", help="also Generate Visual Studio project files") parser.add_option("--nocolor", action="store_true", dest="nocolor", help="disable... | |
config.write("PY_INCDIR = %s\n" % py_incpath ) | def main(): # Options for qmake DEFINES = "" CONFIG = "" # Setup command line parser parser = OptionParser(version="%prog 0.2") parser.add_option("--dsp", action="store_true", dest="dsp", help="also Generate Visual Studio project files") parser.add_option("--nocolor", action="store_true", dest="nocolor", help="disable... | |
runes = book.gettag( "rune %i" % i ) | runes[ i ] = book.gettag( "rune %i" % i ) | def onDropOnItem( book, item ): if not isrunebook( book ): return 0 if not isrune( item ): return 0 if( item.hastag( "marked" ) != 1 ): return 0 # initialize rune serials to -1 if there's no rune # should not occur - will be removed later for i in range( 0, 16 ): if not book.hastag( "rune %i" % i ): book.settag( "rune... |
if char.hastag("loyalty"): | if target.char.hastag("loyalty"): | def sendGump( char, args, target ): char.socket.closegump( 0x10101010 ) pages = 3 page = 1 if AGEOFSHADOWS: pages = 5 loreGump = cGump ( 0, 0, 0, 250, 50 ) #page 1 loreGump.startPage( page ) loreGump.addGump( 100, 100, 2080 ) loreGump.addGump( 118, 137, 2081 ) loreGump.addGump( 118, 207, 2081 ) loreGump.addGump( 118... |
loyalty = int(char.gettag("loaylty")) | loyalty = int(target.char.gettag("loyalty")) | def sendGump( char, args, target ): char.socket.closegump( 0x10101010 ) pages = 3 page = 1 if AGEOFSHADOWS: pages = 5 loreGump = cGump ( 0, 0, 0, 250, 50 ) #page 1 loreGump.startPage( page ) loreGump.addGump( 100, 100, 2080 ) loreGump.addGump( 118, 137, 2081 ) loreGump.addGump( 118, 207, 2081 ) loreGump.addGump( 118... |
loreGump.addXmfHtmlGump( 153, 294, 160, 18, 0xF6D6B, 0, 0, 16000229 ) | loreGump.addXmfHtmlGump( 153, 294, 160, 18, 1061643, 0, 0, 16000229 ) | def sendGump( char, args, target ): char.socket.closegump( 0x10101010 ) pages = 3 page = 1 if AGEOFSHADOWS: pages = 5 loreGump = cGump ( 0, 0, 0, 250, 50 ) #page 1 loreGump.startPage( page ) loreGump.addGump( 100, 100, 2080 ) loreGump.addGump( 118, 137, 2081 ) loreGump.addGump( 118, 207, 2081 ) loreGump.addGump( 118... |
if target.char.hunger >= 20: loreGump.addXmfHtmlGump( 153, 294, 160, 18, 0x100405, 0, 0, 16000229 ) elif target.char.hunger > 16: loreGump.addXmfHtmlGump( 153, 294, 160, 18, 0x100403, 0, 0, 16000229 ) elif target.char.hunger > 13: loreGump.addXmfHtmlGump( 153, 294, 160, 18, 0x100402, 0, 0, 16000229 ) elif target.char.h... | loreGump.addXmfHtmlGump( 153, 294, 160, 18, int(1049594 + loyalty), 0, 0, 16000229 ) | def sendGump( char, args, target ): char.socket.closegump( 0x10101010 ) pages = 3 page = 1 if AGEOFSHADOWS: pages = 5 loreGump = cGump ( 0, 0, 0, 250, 50 ) #page 1 loreGump.startPage( page ) loreGump.addGump( 100, 100, 2080 ) loreGump.addGump( 118, 137, 2081 ) loreGump.addGump( 118, 207, 2081 ) loreGump.addGump( 118... |
loyalty = int(char.gettag("loyalty")) | loyalty = int(target.char.gettag("loyalty")) | def sendGump( char, args, target ): char.socket.closegump( 0x10101010 ) pages = 3 page = 1 if AGEOFSHADOWS: pages = 5 loreGump = cGump ( 0, 0, 0, 250, 50 ) #page 1 loreGump.startPage( page ) loreGump.addGump( 100, 100, 2080 ) loreGump.addGump( 118, 137, 2081 ) loreGump.addGump( 118, 207, 2081 ) loreGump.addGump( 118... |
if loyalty == 11: loreGump.addXmfHtmlGump( 153, 240, 160, 18, 0x100405, 0, 0, 16000229 ) elif loyalty == 10: loreGump.addXmfHtmlGump( 153, 240, 160, 18, 0x100404, 0, 0, 16000229 ) elif loyalty == 9: loreGump.addXmfHtmlGump( 153, 240, 160, 18, 0x100403, 0, 0, 16000229 ) elif loyalty == 8: loreGump.addXmfHtmlGump( 153, 2... | loreGump.addXmfHtmlGump( 153, 240, 160, 18, int(1049594 + loyalty), 0, 0, 16000229 ) | def sendGump( char, args, target ): char.socket.closegump( 0x10101010 ) pages = 3 page = 1 if AGEOFSHADOWS: pages = 5 loreGump = cGump ( 0, 0, 0, 250, 50 ) #page 1 loreGump.startPage( page ) loreGump.addGump( 100, 100, 2080 ) loreGump.addGump( 118, 137, 2081 ) loreGump.addGump( 118, 207, 2081 ) loreGump.addGump( 118... |
tooltip.reset() tooltip.add(1028901, '') | def onShowTooltip(player, runebook, tooltip): tooltip.reset() tooltip.add(1028901, '') if runebook.hastag('description'): description = unicode(runebook.gettag('description')) if len(description) > 0: tooltip.add(1042971, description) | |
status = 'Wolfpack, Clients=%i, Items=%i, Chars=%i, Version=%s' % (wolfpack.sockets.count(), wolfpack.itemcount(), wolfpack.charcount(), wolfpack.serverversion()) | status = 'olfpack, Clients=%i, Items=%i, Chars=%i, Version=%s' % (wolfpack.sockets.count(), wolfpack.itemcount(), wolfpack.charcount(), wolfpack.serverversion()) | def handleStatus(socket, packet): statusPacket = 1 for i in range( 0, packet.size ): if (packet.getbyte(i) != statusRequest[i]): statusPacket = 0 break if statusPacket: status = 'Wolfpack, Clients=%i, Items=%i, Chars=%i, Version=%s' % (wolfpack.sockets.count(), wolfpack.itemcount(), wolfpack.charcount(), wolfpack.serv... |
for i in item.tags: if i.startswith( "receiver_" ): item.deltag(i) receiver = wolfpack.finditem( int(i.split("_")[1]) ) receiver.deltag( "sender" ) | deltags_receiver( item ) | def response_sender( char, args, target ): item = wolfpack.finditem( args[0] ) if not item: return False if not item.getoutmostchar() == char and not char.canreach( target.pos, 2 ): char.socket.clilocmessage( 1019045 ) # I can't reach that. return False if target.item and target.item.serial == item.serial: if active(i... |
object.settag( "active", 0 ) | if object.baseid == "comcrystal_receiver" : activate_receiver( object ) else: activate_sender( object ) | def onContextEntry(player, object, entry): if entry == 400: object.settag( "active", 0 ) if entry == 401: object.deltag( "active" ) object.resendtooltip() return True |
object.deltag( "active" ) | deactivate( object ) | def onContextEntry(player, object, entry): if entry == 400: object.settag( "active", 0 ) if entry == 401: object.deltag( "active" ) object.resendtooltip() return True |
result += random.randint(1, sides) | result += random.randint(1, int(sides)) | def rolldice(dice, sides=6, bonus=0): # Try parsing the dice if type(dice) == str: text = dice (dice, sides) = text.split('d') dice = int(dice) if '+' in sides: (sides, bonus) = sides.split('+') bonus = int(bonus) sides = int(sides) elif '-' in sides: (sides, bonus) = sides.split('-') bonus = - int(bonus) sides = int(s... |
sendtradepacket( player1.socket, 0, player2.serial, box1.serial, box2.serial, player2.name ) | if box1new: sendtradepacket( player1.socket, 0, player2.serial, box1.serial, box2.serial, player2.name ) | def onTradeStart( player1, player2, firstitem ): # If we are trading with someone else right now, # trading should be denied if player2.hastag('trade_partner'): partner = wolfpack.findchar(int(player2.gettag('trade_partner'))) if partner and partner != player1: player1.socket.sysmessage('Your trading partner is current... |
sendtradepacket( player2.socket, 0, player1.serial, box2.serial, box1.serial, player1.name ) | if box2new: sendtradepacket( player2.socket, 0, player1.serial, box2.serial, box1.serial, player1.name ) | def onTradeStart( player1, player2, firstitem ): # If we are trading with someone else right now, # trading should be denied if player2.hastag('trade_partner'): partner = wolfpack.findchar(int(player2.gettag('trade_partner'))) if partner and partner != player1: player1.socket.sysmessage('Your trading partner is current... |
def __init__( self, port=REMOTEADMIN_PORT ): Thread.__init__( self ) self.port = port self.stopped = Event() self.httpd = None def cancel( self ): self.stopped.set() def run( self ): server_address = ('', self.port) if not wolfpack.isreloading(): wolfpack.console.send("Remote Admin running on port %u\n" % self.por... | def __init__( self, port=REMOTEADMIN_PORT ): Thread.__init__( self ) self.port = port self.stopped = Event() self.httpd = None def cancel( self ): self.stopped.set() def run( self ): server_address = ('', self.port) if not wolfpack.isreloading(): wolfpack.console.log(LOG_MESSAGE, "Starting remote admin on port %u.... | def __init__( self, port=REMOTEADMIN_PORT ): Thread.__init__( self ) self.port = port self.stopped = Event() self.httpd = None |
if target.isitem(): name = target.getname() if isarmor ( target ): armor( target, tooltip ) elif ishat( target ): hat( target, tooltip ) elif isshield( target ): shield( target, tooltip ) elif isweapon( target ): weapon( target, tooltip ) else: if target.name == ' if target.amount > 1: tooltip.add( 1050045, " \t e... | if isarmor ( target ): armor( target, tooltip ) elif ishat( target ): hat( target, tooltip ) elif isshield( target ): shield( target, tooltip ) elif isweapon( target ): weapon( target, tooltip ) else: if target.name == ' if target.amount > 1: tooltip.add( 1050045, " \t else: tooltip.add( 0xF9060 + target.id, '' ) ... | def onShowTooltip( sender, target, tooltip ): if target.isitem(): name = target.getname() if isarmor ( target ): armor( target, tooltip ) elif ishat( target ): hat( target, tooltip ) elif isshield( target ): shield( target, tooltip ) elif isweapon( target ): weapon( target, tooltip ) else: if target.name == '#' o... |
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