import random,Crossfire,CFGuilds,sys,string from CFGuildClearance import CheckClearance activator=Crossfire.WhoIsActivator() whoami=Crossfire.WhoAmI() Crossfire.SetReturnValue(1) def find_player(object): while (object.Type != 1) : #1 is type 'Player' object = object.Above if not object: return 0 return object x3=1 y3=8 Params=Crossfire.ScriptParameters().split() Approved="Access granted" if activator != None and CheckClearance(Params,activator) else "Access denied" x= 26 y=0 guildname = Params[0] guild=CFGuilds.CFGuild(guildname) guildrecord=CFGuilds.CFGuildHouses().info(guildname) ActionRequired=Params[2] # things which are not a player are ok if activator == None or activator.Type != Crossfire.Type.PLAYER: Approved = 'Access granted' if (Approved != 'Access granted'): if (ActionRequired == "A"): activator.Teleport(Crossfire.ReadyMap('/scorn/misc/jail'),int(15),random.choice([1,3])) elif (ActionRequired == "D"): x4=random.randint(21, 23) y4=random.randint(22,24) Corpse = activator.Map.ObjectAt(int (21), int (0)) Curse = activator.Map.ObjectAt(int(x4),int(y4)) mymap = activator.Map Corpse.Name = str("%s's body" %(activator.Name)) Corpse.Race = str("%s's Curse" %(activator.Name)) Corpse.Weight = 1 Curse.Name = str("%s's Curse" %(activator.Name)) Corpse.Teleport(mymap, activator.X, activator.Y) Curse.InsertInto(activator) Curse1=activator.CheckArchInventory("amulet") #whoami.Say(str(Curse1)) #whoami.Say(str(Curse)) Curse1.Applied = 1 activator.Teleport(mymap,int(23),int(0)) # whoami.Say('y') # whoami.Say(Approved) #activator.Teleport(mymap,int(x1),int(Y1)) # else: # whoami.Say(Approved) #else: # whoami.Say('Say enter to request entry')