Crossfire Server, Trunk
diamondslots Namespace Reference

Variables

 activator = Crossfire.WhoIsActivator()
 
 activatorname = activator.Name
 
string cointype = "gem"
 
int cost = 1
 
 id = Crossfire.CreateObjectByName(cointype)
 
int maxpot = 10000
 
string message = "you win %d %s!" %(payoff,cointype)
 
int minpot = 200
 
 object = activator.CheckInventory(cointype)
 
 pay = CFItemBroker.Item(object).subtract(cost)
 
int payoff = cost*pay
 
 pot = Slots.checkslot()
 
 Quantity
 
 results = Slots.spin(spinners)
 
list slotlist = ["Silver", "Gold", "Platinum", "Sapphire", "Emerald", "Ruby", "Diamond", "JackPot"]
 
list slotmajor = [.1, .15, .25, .30, .40, .50, .60, 1]
 
list slotminor = [1, 2, 3, 4, 5, 6, 10, 15]
 
string slotname = '%s#%s' %(whoami.Name,whoami.Map.Path)
 
 Slots = CFGamble.SlotMachine(slotname,slotlist,minpot,maxpot)
 
int spinners = 4
 
 whoami = Crossfire.WhoAmI()
 
 x = activator.X
 
 y = activator.Y
 

Variable Documentation

◆ activator

◆ activatorname

diamondslots.activatorname = activator.Name

Definition at line 11 of file diamondslots.py.

◆ cointype

string diamondslots.cointype = "gem"

Definition at line 18 of file diamondslots.py.

Referenced by cost_approx_str(), cost_string_from_value(), and find_next_coin().

◆ cost

◆ id

◆ maxpot

int diamondslots.maxpot = 10000

Definition at line 20 of file diamondslots.py.

◆ message

◆ minpot

int diamondslots.minpot = 200

Definition at line 19 of file diamondslots.py.

◆ object

◆ pay

list diamondslots.pay = CFItemBroker.Item(object).subtract(cost)

Definition at line 36 of file diamondslots.py.

◆ payoff

diamondslots.payoff = cost*pay

Definition at line 51 of file diamondslots.py.

◆ pot

diamondslots.pot = Slots.checkslot()

Definition at line 41 of file diamondslots.py.

◆ Quantity

diamondslots.Quantity

Definition at line 54 of file diamondslots.py.

◆ results

diamondslots.results = Slots.spin(spinners)

Definition at line 39 of file diamondslots.py.

Referenced by do_kills(), and get_newspaper_content().

◆ slotlist

list diamondslots.slotlist = ["Silver", "Gold", "Platinum", "Sapphire", "Emerald", "Ruby", "Diamond", "JackPot"]

Definition at line 24 of file diamondslots.py.

◆ slotmajor

list diamondslots.slotmajor = [.1, .15, .25, .30, .40, .50, .60, 1]

Definition at line 28 of file diamondslots.py.

◆ slotminor

list diamondslots.slotminor = [1, 2, 3, 4, 5, 6, 10, 15]

Definition at line 27 of file diamondslots.py.

◆ slotname

string diamondslots.slotname = '%s#%s' %(whoami.Name,whoami.Map.Path)

Definition at line 14 of file diamondslots.py.

◆ Slots

Definition at line 32 of file diamondslots.py.

◆ spinners

int diamondslots.spinners = 4

Definition at line 30 of file diamondslots.py.

◆ whoami

diamondslots.whoami = Crossfire.WhoAmI()

Definition at line 12 of file diamondslots.py.

◆ x

diamondslots.x = activator.X

Definition at line 15 of file diamondslots.py.

Referenced by add_exits_to_map(), add_map_to_region(), add_one_item(), adjust_sign_msg(), alchemy(), animate_weapon(), apply_auto_fix(), apply_builder_floor(), apply_builder_item(), apply_builder_remove(), apply_builder_wall(), apply_builder_window(), apply_map_builder(), attempt_jump(), bits_set(), blinded_sight(), calculate_difficulty(), can_build_over(), can_make_wall(), can_see_monsterP(), cast_cause_disease(), cast_cone(), cast_create_town_portal(), cast_detection(), cast_light(), cast_polymorph(), cast_transfer(), cf_map_get_flags(), cf_map_get_object_at(), cf_map_insert_object(), cf_map_insert_object_around(), cf_object_change_map(), cf_object_move_to(), cf_object_out_of_map(), cf_object_teleport(), cf_object_transfer(), cfapi_map_find_by_archetype_name(), cfapi_map_get_map(), cfapi_map_get_map_property(), cfapi_map_get_object_at(), cfapi_map_out_of_map(), cfapi_map_update_position(), cfapi_object_insert(), cfapi_object_teleport(), cfapi_object_transfer(), check_hp(), check_infection(), check_wall(), clamp(), command_loadtest(), command_style_map_info(), nlohmann::detail::external_constructor< value_t::array >.construct(), coords_in_shop(), Crossfire_Object_GetOutOfMap(), Crossfire_Object_MoveTo(), Crossfire_Object_Reposition(), Crossfire_Object_Teleport(), decay_objects(), dispel_rune(), do_auto_apply(), do_exit_map(), do_goto(), do_harvest(), do_monster_change(), do_skill_ident(), door_in_square(), dragon_ability_gain(), draw_client_map2(), draw_magic_map(), emergency_save(), enter_exit(), enter_map(), enter_player_maplevel(), enter_random_map(), enter_random_template_map(), esrv_map_scroll(), expand_lighted_sight(), expand_sight(), fill_maze_full(), fill_maze_sparse(), find_arch_at(), find_by_name(), find_closest_monster(), find_dir_2(), find_doors_in_room(), find_doors_in_room_recursive(), find_enclosed_spot(), find_free_point(), find_monster_in_room(), find_monster_in_room_recursive(), find_or_create_connection_for_map(), find_spot_in_room(), find_spot_in_room_recursive(), find_target_for_friendly_spell(), find_traps(), fire_arch_from_position(), fix_walls(), generate_monster(), get_connection_rune(), get_map_flags(), get_map_from_coord(), get_msg_book(), get_pointed_target(), get_rangevector_from_mapcoord(), nlohmann::json_pointer< BasicJsonType >.get_unchecked(), get_wall(), hideability(), hit_map(), include_map_in_map(), init_block(), init_regions(), initmoveto(), key_change_class(), keyplace(), kill_player(), kill_player_permadeath(), knowledge_alchemy_attempt(), legacy_monster_stand_in_light(), link_multipart_objects(), CREMapInformationManager.loadCache(), look_at(), magic_mapping_mark(), magic_mapping_mark_recursive(), magic_wall(), main(), make_map_floor(), make_wall(), FaceMakerDialog.makeFaces(), CRESmoothFaceMaker.makeSmooth(), MAP2_COORD_ENCODE(), map2_coord_valid(), Map_Check(), Map_CreateObject(), map_find_by_archetype(), map_find_by_flag(), map_find_by_type(), map_gen_spiral(), Map_GetFirstObjectAt(), Map_Insert(), Map_InsertAround(), monster_check_doors(), monster_check_earthwalls(), monster_communicate(), monster_compute_path(), monster_npc_call_help(), monster_stand_in_light_internal(), monster_use_bow(), mood_change(), move_bolt(), move_cone(), move_ob(), move_to(), nlohmann::detail::dtoa_impl::diyfp.mul(), nlohmann::detail::dtoa_impl::diyfp.normalize(), nlohmann::detail::dtoa_impl::diyfp.normalize_to(), ob_blocked(), obj_count_in_map(), object_check_move_on(), object_find_first_free_spot(), object_find_free_spot(), object_find_multi_free_spot_within_radius(), object_insert_in_map(), object_insert_in_map_at(), object_insert_to_free_spot_or_free(), object_merge_spell(), object_on_exit(), object_remove(), object_teleport(), ok_to_put_more(), op_on_battleground(), out_of_map(), path_to_player(), pets_get_enemy(), pets_move_golem(), pets_summon_object(), pick_arrow_target(), pick_lock(), pick_random_object(), pick_up_object(), place_alchemy_objects(), place_chest(), place_monsters(), player_arrest(), Player_SetBedX(), polymorph_item(), polymorph_living(), pop_wall_point(), print_los(), probe(), CREMapInformationManager.process(), process_map(), put_decor(), put_floor(), reflwall(), remove_adjacent_doors(), remove_marking_runes(), remove_monsters(), remove_trap(), rn2(), roguelike_link_rooms(), roll_ob(), save_throw_object(), nlohmann::detail::lexer< BasicJsonType, InputAdapterType >.scan_number(), set_block(), set_up_cmd(), set_wall(), setup(), singing(), spell_effect(), spell_find_dir(), stand_near_hostile(), START_TEST(), steal(), stringbuffer_append_int64(), nlohmann::detail::dtoa_impl::diyfp.sub(), surround_by_doors(), test_stand_in_light(), nlohmann::detail::binary_writer< BasicJsonType, CharType >.to_char_type(), transfer_ob(), try_fit(), turn_one_transport(), update_all_los(), update_los(), update_position(), update_transport_block(), use_oratory(), wall_blocked(), write_crossfire_maps(), write_world_info(), and write_world_map().

◆ y

diamondslots.y = activator.Y

Definition at line 16 of file diamondslots.py.

Referenced by add_exits_to_map(), add_map_to_region(), add_one_item(), adjust_sign_msg(), alchemy(), animate_weapon(), apply_auto_fix(), apply_builder_floor(), apply_builder_item(), apply_builder_remove(), apply_builder_wall(), apply_builder_window(), apply_map_builder(), attempt_jump(), blinded_sight(), calculate_difficulty(), can_build_over(), can_make_wall(), can_see_monsterP(), cast_cause_disease(), cast_cone(), cast_create_town_portal(), cast_detection(), cast_light(), cast_polymorph(), cast_transfer(), cf_map_get_flags(), cf_map_get_object_at(), cf_map_insert_object(), cf_map_insert_object_around(), cf_object_change_map(), cf_object_move_to(), cf_object_out_of_map(), cf_object_teleport(), cf_object_transfer(), cfapi_map_find_by_archetype_name(), cfapi_map_get_map(), cfapi_map_get_map_property(), cfapi_map_get_object_at(), cfapi_map_out_of_map(), cfapi_map_update_position(), cfapi_object_insert(), cfapi_object_teleport(), cfapi_object_transfer(), check_infection(), check_wall(), command_loadtest(), command_style_map_info(), coords_in_shop(), Crossfire_Object_GetOutOfMap(), Crossfire_Object_MoveTo(), Crossfire_Object_Reposition(), Crossfire_Object_Teleport(), decay_objects(), dispel_rune(), do_auto_apply(), do_exit_map(), do_goto(), do_harvest(), do_monster_change(), do_skill_ident(), door_in_square(), dragon_ability_gain(), draw_client_map2(), draw_magic_map(), enter_exit(), enter_map(), enter_player_maplevel(), enter_random_map(), enter_random_template_map(), esrv_map_scroll(), expand_lighted_sight(), expand_sight(), fill_maze_full(), fill_maze_sparse(), find_arch_at(), find_by_name(), find_closest_monster(), find_dir_2(), find_doors_in_room(), find_doors_in_room_recursive(), find_enclosed_spot(), find_free_point(), find_monster_in_room(), find_monster_in_room_recursive(), find_or_create_connection_for_map(), find_spot_in_room(), find_spot_in_room_recursive(), find_target_for_friendly_spell(), find_traps(), fire_arch_from_position(), fix_walls(), generate_monster(), get_connection_rune(), get_map_flags(), get_map_from_coord(), get_msg_book(), get_pointed_target(), get_rangevector_from_mapcoord(), get_wall(), hideability(), hit_map(), include_map_in_map(), init_block(), init_regions(), initmoveto(), key_change_class(), keyplace(), kill_player(), kill_player_permadeath(), knowledge_alchemy_attempt(), legacy_monster_stand_in_light(), link_multipart_objects(), CREMapInformationManager.loadCache(), look_at(), magic_mapping_mark(), magic_mapping_mark_recursive(), magic_wall(), main(), make_map_floor(), make_wall(), FaceMakerDialog.makeFaces(), CRESmoothFaceMaker.makeSmooth(), MAP2_COORD_ENCODE(), Map_Check(), Map_CreateObject(), map_find_by_archetype(), map_find_by_flag(), map_find_by_type(), map_gen_spiral(), Map_GetFirstObjectAt(), Map_Insert(), Map_InsertAround(), monster_check_doors(), monster_check_earthwalls(), monster_communicate(), monster_compute_path(), monster_npc_call_help(), monster_stand_in_light_internal(), monster_use_bow(), mood_change(), move_bolt(), move_cone(), move_ob(), move_to(), nlohmann::detail::dtoa_impl::diyfp.mul(), ob_blocked(), obj_count_in_map(), object_check_move_on(), object_find_first_free_spot(), object_find_free_spot(), object_find_multi_free_spot_within_radius(), object_insert_in_map(), object_insert_in_map_at(), object_insert_to_free_spot_or_free(), object_merge_spell(), object_on_exit(), object_remove(), object_teleport(), ok_to_put_more(), op_on_battleground(), out_of_map(), path_to_player(), pets_get_enemy(), pets_move_golem(), pets_summon_object(), pick_arrow_target(), pick_lock(), pick_random_object(), pick_up_object(), place_alchemy_objects(), place_chest(), place_monsters(), player_arrest(), Player_SetBedY(), polymorph_item(), polymorph_living(), pop_wall_point(), print_los(), probe(), CREMapInformationManager.process(), process_map(), put_decor(), put_floor(), reflwall(), remove_adjacent_doors(), remove_marking_runes(), remove_monsters(), remove_trap(), roguelike_link_rooms(), roll_ob(), save_throw_object(), set_block(), set_up_cmd(), set_wall(), singing(), spell_effect(), spell_find_dir(), stand_near_hostile(), START_TEST(), steal(), nlohmann::detail::dtoa_impl::diyfp.sub(), surround_by_doors(), test_stand_in_light(), transfer_ob(), try_fit(), turn_one_transport(), update_all_los(), update_los(), update_position(), update_transport_block(), use_oratory(), wall_blocked(), while(), write_crossfire_maps(), write_world_info(), and write_world_map().