ACMD(do_score) { /* SNIPPET MADE BY CORBYN silverdagger.mine.nu:4000 */ /* Hacked by Realm - added Hit and Dam rolls */ struct time_info_data playing_time; if (IS_NPC(ch)) return; send_to_char(ch, "Name: %s %s.\r\n", GET_NAME(ch), GET_TITLE(ch)); send_to_char(ch, "Level: %d \r\n", GET_LEVEL(ch)); send_to_char(ch, "Align: %d \r\n", GET_ALIGNMENT(ch)); send_to_char(ch, "AC: %d/10 Age: %d\r\n", compute_armor_class(ch), GET_AGE(ch)); switch (GET_SEX(ch)) { case SEX_MALE: send_to_char(ch, "Sex: Male\r\n"); break; case SEX_FEMALE: send_to_char(ch, "Sex: Female\r\n"); break; default: send_to_char(ch, "Sex: Neutral\r\n"); break; } playing_time = *real_time_passed((time(0) - ch->player.time.logon) + ch->player.time.played, 0); send_to_char(ch, "You have been playing for %d day%s and %d hour%s.\r\n", playing_time.day, playing_time.day == 1 ? "" : "s", playing_time.hours, playing_time.hours == 1 ? "" : "s"); send_to_char(ch, "-----------------------------------------------------------------\r\n"); send_to_char(ch, "Str: %d(%d) | Hit: %d(%d) ---> Hit Gain: %d\r\n", GET_STR(ch), GET_ADD(ch), GET_HIT(ch), GET_MAX_HIT(ch), hit_gain(ch)); send_to_char(ch, "Int: %d | Mana: %d(%d) ---> Mana Gain: %d\r\n", GET_INT(ch), GET_MANA(ch), GET_MAX_MANA(ch), mana_gain(ch)); send_to_char(ch, "Wis: %d | Move: %d(%d) ---> Move Gain: %d\r\n", GET_WIS(ch), GET_MOVE(ch), GET_MAX_MOVE(ch), move_gain(ch)); send_to_char(ch, "Con: %d | Hitroll: %d\r\n", GET_CON(ch), (GET_HITROLL(ch))); send_to_char(ch, "Dex: %d | Damroll: %d\r\n", GET_DEX(ch), (GET_DAMROLL(ch))); send_to_char(ch, "Cha: %d | Gold: %d\r\n", GET_CHA(ch), GET_GOLD(ch)); send_to_char(ch, "-----------------------------------------------------------------\r\n"); send_to_char(ch, "EXP Gained %d\r\n", GET_EXP(ch)); if (GET_LEVEL(ch) < LVL_IMMORT) send_to_char(ch, "EXP Left %d\r\n", level_exp(GET_CLASS(ch), GET_LEVEL(ch) + 1) - GET_EXP(ch)); send_to_char(ch, " \r\n"); send_to_char(ch, "Affections:\r\n"); switch (GET_POS(ch)) { case POS_DEAD: send_to_char(ch, "You are DEAD!\r\n"); break; case POS_MORTALLYW: send_to_char(ch, "You are mortally wounded! You should seek help!\r\n"); break; case POS_INCAP: send_to_char(ch, "You are incapacitated, slowly fading away...\r\n"); break; case POS_STUNNED: send_to_char(ch, "You are stunned! You can't move!\r\n"); break; case POS_SLEEPING: send_to_char(ch, "You are sleeping.\r\n"); break; case POS_RESTING: send_to_char(ch, "You are resting.\r\n"); break; case POS_SITTING: send_to_char(ch, "You are sitting.\r\n"); break; case POS_FIGHTING: send_to_char(ch, "You are fighting %s.\r\n", FIGHTING(ch) ? PERS(FIGHTING(ch), ch) : "thin air"); break; case POS_STANDING: send_to_char(ch, "You are standing.\r\n"); break; default: send_to_char(ch, "You are floating.\r\n"); break; } if (GET_COND(ch, DRUNK) > 10) send_to_char(ch, "You are intoxicated.\r\n"); if (GET_COND(ch, FULL) == 0) send_to_char(ch, "You are hungry.\r\n"); if (GET_COND(ch, THIRST) == 0) send_to_char(ch, "You are thirsty.\r\n"); if (AFF_FLAGGED(ch, AFF_BLIND)) send_to_char(ch, "You have been blinded!\r\n"); if (AFF_FLAGGED(ch, AFF_INVISIBLE)) send_to_char(ch, "You are invisible.\r\n"); if (AFF_FLAGGED(ch, AFF_DETECT_INVIS)) send_to_char(ch, "You are sensitive to the presence of invisible things.\r\n"); if (AFF_FLAGGED(ch, AFF_SANCTUARY)) send_to_char(ch, "You are protected by Sanctuary.\r\n"); if (AFF_FLAGGED(ch, AFF_POISON)) send_to_char(ch, "You are poisoned!\r\n"); if (AFF_FLAGGED(ch, AFF_CHARM)) send_to_char(ch, "You have been charmed!\r\n"); if (affected_by_spell(ch, SPELL_ARMOR)) send_to_char(ch, "You feel protected.\r\n"); if (AFF_FLAGGED(ch, AFF_INFRAVISION)) send_to_char(ch, "Your eyes are glowing red.\r\n"); if (PRF_FLAGGED(ch, PRF_SUMMONABLE)) send_to_char(ch, "You are summonable by other players.\r\n"); }