-- $Id: player-info.lua,v 1.18 2007/12/28 16:44:42 cblue Exp $ -- -- simple scripts to examine/modify players' status. -- -- display some information about a specified player. function p_in(i) -- +1 offset local p = players(i) -- Ind is global. msg_print(Ind, "location: ("..p.px..","..p.py..") of ["..(p.wpos.wx)..","..(p.wpos.wy).."], "..(p.wpos.wz*50).."ft AU:"..p.au) msg_print(Ind, "HP:"..p.chp.."/"..p.mhp.." SP:"..p.csp.."/"..p.msp.." SN:"..p.csane.."/"..p.msane.." XP:"..p.exp.."/"..p.max_exp) msg_print(Ind, "St:"..p.stat_cur[1].."/"..p.stat_max[1].." In:"..p.stat_cur[2].."/"..p.stat_max[2].." Wi:"..p.stat_cur[3].."/"..p.stat_max[3].." Dx:"..p.stat_cur[4].."/"..p.stat_max[4].." Co:"..p.stat_cur[5].."/"..p.stat_max[5].." Ch:"..p.stat_cur[6].."/"..p.stat_max[6]) end -- display some information about a specified object in inventory. -- (prolly easier to use gdb..) function o_in(i, j) -- +1 offset local o = players(i).inventory[j+1] -- Ind is global. msg_print(Ind, "location: ("..o.ix..","..o.iy..") of ["..(o.wpos.wx)..","..(o.wpos.wy).."], "..(o.wpos.wz*50).."ft") msg_print(Ind, "k_idx:"..o.k_idx.." tval:"..o.tval.." sval:"..o.sval.." bpval:"..o.bpval.." pval:"..o.pval) msg_print(Ind, "name1:"..o.name1.." name2:"..o.name2.." name3:"..o.name3.." xtra1:"..o.xtra1.." xtra2:"..o.xtra2) msg_print(Ind, "timeout:"..o.timeout.." ident:"..o.ident.." note:"..o.note) end -- give knowledge about traps function trap_k() local i = 0 local p = players(Ind) -- for(i=0;i<255;i++) while (i < 256) do i = i + 1 p.trap_ident[i]=TRUE end end -- namely. function adj_xp(i, amt) local p = players(i) p.max_exp = amt p.exp = amt end -- resurrect/exterminate all the uniques -- also nice to test mimics. function res_uni(state) local i = 0 local p = players(Ind) -- for(i=0;i<255;i++) while (i < 1152) do i = i + 1 p.r_killed[i]=state end end -- make every item 'known' function id_all(state) local i = 0 local p = players(Ind) -- for(i=0;i<255;i++) while (i < 640) do i = i + 1 p.obj_aware[i]=state end end -- lazy command for an admin :) function id_all2() id_all(1) trap_k() end -- namely. function healup(i) local p = players(i) local j = 0 p.exp = p.max_exp p.chp = p.mhp p.csp = p.msp p.csane = p.msane p.black_breath = 0 p.slow = 0 p.blind = 0 p.paralyzed = 0 p.confused = 0 p.afraid = 0 p.image = 0 p.poisoned = 0 p.cut = 0 p.stun = 0 p.food = 10000 while (j < 6) do j = j + 1 p.stat_cur[j] = p.stat_max[j] end end -- reload lua files. --DEPRECATED AND BAD. use /initlua slash.c command instead! function init() pern_dofile(Ind, "cblue.lua") -- pern_dofile(Ind, "dg.lua") -- pern_dofile(Ind, "evil.lua") -- pern_dofile(Ind, "zz.lua") -- pern_dofile(Ind, "jir.lua") pern_dofile(Ind, "it.lua") pern_dofile(Ind, "mikaelh.lua") pern_dofile(Ind, "custom.lua") pern_dofile(Ind, "player-info.lua") -- how about adding all the updatable luas here? we'd just need to include an erase-all function for schools etc. end -- get all the skills (cept antimagic) function learn() local i = 0 local p = players(Ind) -- 0xffffffff while (i < MAX_SKILLS) do i = i + 1 -- if p.s_info[i].mod then p.s_info[i].value = 50000 -- end end antimagic(0) end -- set specified skill function skill(skill, val) local p = players(Ind) p.s_info[skill + 1].value = val end -- set antimagic skill (you'll need it :) function antimagic(val) local p = players(Ind) p.s_info[SKILL_ANTIMAGIC + 1].value = val end