Author Topic: Merry Christmas and a happy New Year!  (Read 5311 times)

Offline Atomic

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Merry Christmas and a happy New Year!
« on: December 25, 2007, 10:46:02 AM »
For my fellow lpmuds members as well as for those who just happen to stumble across:

I wish you a merry Christmas (in The Netherlands we actually have 1st and 2nd Christmas day... go figure)
and a happy 2008. Careful with the fireworks... coding lpc is harder with less fingers...  ;D
Always remember that the early bird gets the worm first, but the fi...*SNAP*...second mouse gets the cheese.

Offline tigwyk

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Re: Merry Christmas and a happy New Year!
« Reply #1 on: December 25, 2007, 12:32:06 PM »
Merry Christmas!

I actually already coded fireworks a couple days ago, so now I can blow my virtual fingers off!

Offline Atomic

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Re: Merry Christmas and a happy New Year!
« Reply #2 on: December 26, 2007, 05:19:41 AM »
Would be funny to see your fireworks code in the Code Vault section Tig...
Always remember that the early bird gets the worm first, but the fi...*SNAP*...second mouse gets the cheese.

Offline quixadhal

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Re: Merry Christmas and a happy New Year!
« Reply #3 on: December 26, 2007, 12:31:34 PM »
It would be extra-funny if said fireworks code had a small random chance (based on dexterity) to blow your fingers off (one hour debuff to dexterity), or a slightly larger chance to actually work (one hour buff to charisma).

Offline tigwyk

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Re: Merry Christmas and a happy New Year!
« Reply #4 on: December 26, 2007, 01:13:32 PM »
*mutter* My fireworks are just for fun, they're more of a wiztoy. I guess I could make them dangerous, but that kinda defeats my original purpose for coding them. ;)

Offline quixadhal

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Re: Merry Christmas and a happy New Year!
« Reply #5 on: December 27, 2007, 12:01:02 AM »
Oh don't mind me.  I just can't help thinking up ways to give players things which they ask for, but in ways they regret *cough*berserker-axe*cough*.

Offline Atomic

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Re: Merry Christmas and a happy New Year!
« Reply #6 on: December 27, 2007, 02:03:28 AM »
Berserker Axe?!
Post some teasing code people. Actually your axe sounds more dangerous than Tig's fireworks :)
Always remember that the early bird gets the worm first, but the fi...*SNAP*...second mouse gets the cheese.

Offline quixadhal

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Re: Merry Christmas and a happy New Year!
« Reply #7 on: January 14, 2008, 10:42:00 PM »
LOL!

I actually coded that one for my old DikuMUD, although it would probably be easier on an Lp.  For amusement, here's the special procedure for it (pardon my Diku):

Oh yes, it probably helps to know that lines like:
act("$n stares at $N with undisguised contempt.", TRUE, ch, 0, victim, TO_ROOM);
show that message to everyone in the room except the actor.

Code: [Select]
int BerserkerAxe(struct char_data *ch, int cmd, char *arg)
{
  struct char_data                       *victim = NULL;
  char                                    tmp[MAX_INPUT_LENGTH] = "\0\0\0";

  if (cmd == CMD_flee) {
    if (IS_IMMORTAL(ch))
      return 0;
    act("$n looks abashed and then seems taken by a sudden fury!", TRUE, ch, 0, ch, TO_ROOM);
    cprintf(ch, "You are suddenly furious at your cowardice... You fight on!\n\r");
    return 1;
  }
  if (cmd == CMD_remove) {
    if (IS_IMMORTAL(ch))
      return 0;
    one_argument(arg, tmp);
    if (!*tmp || !isname(tmp, "druegar berserker axe"))
      return 0;
    act("$n clutches a gigantic axe tightly and glares at you.", TRUE, ch, 0, ch, TO_ROOM);
    cprintf(ch, "You cannot bear to relinquish your weapon while you yet live!\n\r");
    return 1;
  }
  if (cmd == CMD_sell) {
    if (IS_IMMORTAL(ch))
      return 0;
    one_argument(arg, tmp);
    if (!*tmp || !isname(tmp, "druegar berserker axe"))
      return 0;
    act("$n clutches a gigantic axe tightly and glares at you.", TRUE, ch, 0, ch, TO_ROOM);
    cprintf(ch, "Not for all the gold in the world!\n\r");
    return 1;
  }
  if (cmd == CMD_junk) {
    if (IS_IMMORTAL(ch))
      return 0;
    one_argument(arg, tmp);
    if (!*tmp || !isname(tmp, "druegar berserker axe"))
      return 0;
    act("$n seems nervous and quickly looks over a giant axe.", TRUE, ch, 0, ch, TO_ROOM);
    cprintf(ch, "It hurts to even joke about destroying your weapon!\n\r");
    return 1;
  }
  if (cmd == CMD_sleep) {
    if (IS_IMMORTAL(ch))
      return 0;
    act("$n suddenly snaps to attention and begins drooling.", TRUE, ch, 0, ch, TO_ROOM);
    cprintf(ch, "No time to sleep!  There are too many things to kill!\n\r");
    return 1;
  }
  if (cmd == CMD_rest) {
    if (IS_IMMORTAL(ch))
      return 0;
    act("$n sits down and fidgets.", TRUE, ch, 0, ch, TO_ROOM);
    cprintf(ch, "Just for a moment. There are things that must die!\n\r");
    return 0;
  }
  if (cmd == CMD_cast) {
    if (IS_IMMORTAL(ch))
      return 0;
    act("$n sneers, 'A pox on all filthy magi and their weakling spells!'",
        TRUE, ch, 0, ch, TO_ROOM);
    cprintf(ch, "You have no need for weakling tricks!  FIGHT!\n\r");
    return 1;
  }
  if (IS_IMMORTAL(ch))
    return 0;
  if (!AWAKE(ch))
    return 0;
  if (check_peaceful(ch, ""))
    return 0;
  if (GET_POS(ch) == POSITION_FIGHTING)
    return 0;
  if (GET_POS(ch) == POSITION_RESTING) {
    if (number(0, 99) < 50) {
      act("$n jumps up and stares all around with a savage grin!", TRUE, ch, 0, ch, TO_ROOM);
      cprintf(ch, "You can't stand sitting still any longer!\n\r");
      StandUp(ch);
    } else {
      act("$n fidgets and grumbles about death.", TRUE, ch, 0, ch, TO_ROOM);
    }
  }
  for (victim = real_roomp(ch->in_room)->people; victim; victim = victim->next_in_room) {
    if (ch == victim)
      continue;
    if (IS_IMMORTAL(victim))
      continue;
    if (!CheckKill(ch, victim))
      continue;
    if (GetMaxLevel(victim) > MAX(5, (2 * GetMaxLevel(ch))))
      continue;
    if (IS_NPC(ch))
      if (GetMaxLevel(victim) < (GetMaxLevel(ch) / 2))
        continue;
    if (GET_RACE(victim) == RACE_DWARF)
      continue;
    if (GET_RACE(victim) == RACE_ELVEN) {
      act("$n charges $N, screaming 'DIE Filthy ELF!!!'", TRUE, ch, 0, victim, TO_ROOM);
      cprintf(ch, "Puny %s is elven!  You must KILL!!!!\n\r", NAME(victim));
      hit(ch, victim, TYPE_UNDEFINED);
      return 1;
    }
    if (number(0, 99) < 50)
      break;
  }
  if (victim) {
    if (number(0, 99) < 40) {
      act("$n charges $N, screaming 'You MUST DIE!!!'", TRUE, ch, 0, victim, TO_ROOM);
      cprintf(ch, "You cannot control your hatred of %s, Arrrghh!\n\r", NAME(victim));
      hit(ch, victim, TYPE_UNDEFINED);
      return 1;
    } else {
      act("$n stares at $N with undisguised contempt.", TRUE, ch, 0, victim, TO_ROOM);
      return 0;
    }
  }
  return 0;
}
On the LpMUD side, I don't have the code for my annoying mosquitos anymore. They were 1/4 hit dice creatures (1d2 hp) which were "pseudo-aggressive", meaning they would occasionally bite you but refused to fully engage in combat.  They also multiplied whenver two of them wandered into the same room... and they buzzed. Oh, they buzzed.

That wasn't what made them scary though.  They specifically hunted down immortals and kamakazi striked them, resulting in one less mosquito and one immortal having to log back in. :)

Offline Atomic

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Re: Merry Christmas and a happy New Year!
« Reply #8 on: January 15, 2008, 02:22:53 PM »
Sounds even more fun than the axe :)
Always remember that the early bird gets the worm first, but the fi...*SNAP*...second mouse gets the cheese.

Offline amylase

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Re: Merry Christmas and a happy New Year!
« Reply #9 on: October 30, 2015, 11:42:07 AM »
Merry X'mas to you too atomic.

For my fellow lpmuds members as well as for those who just happen to stumble across:

I wish you a merry Christmas (in The Netherlands we actually have 1st and 2nd Christmas day... go figure)
and a happy 2008. Careful with the fireworks... coding lpc is harder with less fingers...  ;D

Offline quixadhal

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Re: Merry Christmas and a happy New Year!
« Reply #10 on: October 31, 2015, 05:04:33 AM »

Offline quixadhal

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Re: Merry Christmas and a happy New Year!
« Reply #11 on: July 23, 2017, 11:39:40 PM »
Christmas in July?