import random import Crossfire import CFGuilds import sys import string #sys.stderr=open("/home/alestan/Output.log", 'a') activator=Crossfire.WhoIsActivator() whoami=Crossfire.WhoAmI() activatorname=activator.Name mymap = activator.Map def find_player(object): while (object.Type != 1) : #1 is type 'Player' object = object.Above if not object: return 0 return object Corpse = activator.Map.ObjectAt(int (21), int (0)) x4=random.randint(21, 23) y4=random.randint(22,24) Curse = activator.Map.ObjectAt(int(x4),int(y4)) x3=1 y3=8 if (1==1): if (activator.DungeonMaster ==1): ApprovedClearanceLevel = 5 Clearancerq=Crossfire.ScriptParameters() # 6 is say event x1 = activator.X Y1 = activator.Y x= 26 y=0 text = string.split(Clearancerq) guildname = text[0] guild=CFGuilds.CFGuild(guildname) guildrecord=CFGuilds.CFGuildHouses().info(guildname) ClearanceRequested=(text[1]) ActionRequired=text[2] if (guild.info(activatorname)!=0): text1=string.split(str(guild.info(activatorname))) ClearanceApproved = (text1[5]) # whoami.Say(ClearanceApproved) if (ClearanceApproved): if (ClearanceApproved == "'Initiate',"): ApprovedClearanceLevel = 1 elif (ClearanceApproved == "'Novice',"): ApprovedClearanceLevel = 2 elif (ClearanceApproved == "'Guildman',"): ApprovedClearanceLevel = 3 elif (ClearanceApproved == "'Journeyman',"): ApprovedClearanceLevel = 4 elif (ClearanceApproved == "'Master',"): ApprovedClearanceLevel = 5 elif (ClearanceApproved == "'GuildMaster',"): ApprovedClearanceLevel = 6 else: ApprovedClearanceLevel = 0 if (activator.DungeonMaster ==1): ApprovedClearanceLevel = 6 #whoami.Say(str(ApprovedClearanceLevel)) if (ClearanceRequested == "Initiate"): RequiredClearanceLevel = 1 elif (ClearanceRequested == "Novice"): RequiredClearanceLevel = 2 elif (ClearanceRequested == "Guildman"): RequiredClearanceLevel = 3 elif (ClearanceRequested == "Journeyman"): RequiredClearanceLevel = 4 elif (ClearanceRequested == "Master"): RequiredClearanceLevel = 5 elif (ClearanceRequested == "GuildMaster"): RequiredClearanceLevel = 6 #whoami.Say(str(RequiredClearanceLevel)) if (ApprovedClearanceLevel >= RequiredClearanceLevel): Approved = 'Access granted' else: Approved = 'Access denied' if (Approved != 'Access granted'): if (ActionRequired == "A"): activator.Teleport(mymap,int(40),int(22)) elif (ActionRequired == "D"): 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')