dbt/cnf/
dbt/lib/
dbt/lib/house/
dbt/lib/text/help/
dbt/lib/world/
dbt/lib/world/qst/
dbt/src/
dbt/src/copyover/
/*********************************************************************** 
 *  Do_Score - act.information.c				       *
 *  Copyright 1997 Immortal Realms Development Team                    *
 *  Original Author:  Mark Vanness				       *     
 **********************************************************************/

/* Please leave all of this intact and give me FULL credit.  Thank you.  */

/* Replace the do_score function in your act.information.c with the one
 * below.
 */

ACMD(do_score)
{
  struct time_info_data playing_time;
  struct time_info_data real_time_passed(time_t t2, time_t t1);

  sprintf(buf, "                &00Score information for %s\r\n", GET_NAME(ch));
  sprintf(buf, "%s\r\n&00&03Level:  [&06%5d&03]   &03Class: [&06%5s&03]     &03Sex: &00", buf,
                GET_LEVEL(ch), CLASS_ABBR(ch));
  switch (GET_SEX(ch)) {
    case SEX_MALE: strcat(buf, "&03[&06Male&03]&00\r\n"); break;
    case SEX_FEMALE: strcat(buf, "&03[&06Female&03]&00\r\n"); break;
    default: strcat(buf, "Neutral\r\n"); break;
  }
  sprintf(buf, "%s&03Hit:    [&06%10d{%10d}&03]\r\n"
                    "Move:   [&06%10d{%10d}&03]\r\n"
                    "Mana:   [&06%10d{%10d}&03]\r\n", buf,
                GET_HIT(ch), GET_MAX_HIT(ch), GET_MOVE(ch), GET_MAX_MOVE(ch),
                GET_MANA(ch), GET_MAX_MANA(ch));
  sprintf(buf, "%s&03Gold:   [&06%10d&03]     Bank: [&06%10d&03]\r\n",
           buf, GET_GOLD(ch), GET_BANK_GOLD(ch));
  sprintf(buf, "%s&03Exp:    [&06%10d&03]&00\r\n", buf, GET_EXP(ch)); 
  sprintf(buf, "%s&03Status: &00", buf);
  switch (GET_POS(ch)) {
    case POS_DEAD: strcat(buf, "&03[&06Dead&03]&00\r\n"); break;
    case POS_MORTALLYW: strcat(buf, "&03[&06Mortally wounded&03]&00\r\n"); break;
    case POS_INCAP: strcat(buf, "&03[&06Incapacitated&03]&00\r\n"); break;
    case POS_STUNNED: strcat(buf, "&03[&06Stunned&03]&00\r\n"); break;
    case POS_SLEEPING: strcat(buf, "Sleeping.\r\n"); break;
    case POS_RESTING: strcat(buf, "&03[&06Resting&03]&00\r\n"); break;
    case POS_SITTING: strcat(buf, "&03[&06Sitting&03]&00\r\n"); break;
    case POS_FIGHTING: strcat(buf, "&03[&06Fighting&03]&00\r\n"); break;
    case POS_STANDING: strcat(buf, "&03[&06Standing&03]&00\r\n"); break;
    default: strcat(buf, "Floating.\r\n"); break;
  }
  sprintf(buf, "%s&03Enchantments: &00", buf);
  if (IS_AFFECTED(ch, AFF_BLIND))
    strcat(buf, "&03[&06Blindness   &03]&00");
  if (IS_AFFECTED(ch, AFF_INVISIBLE))
    strcat(buf, "&03[&06Invisible   &03]&00");
  if (IS_AFFECTED(ch, AFF_DETECT_INVIS))
    strcat(buf, "&03[&06Detect Invis   &03]&00");
  if (IS_AFFECTED(ch, AFF_SANCTUARY))
    strcat(buf, "&03[&06Sanctuary   &03]&00");
  if (IS_AFFECTED(ch, AFF_POISON))
    strcat(buf, "&03[&06Poison   &03]&00");
  if (affected_by_spell(ch, SPELL_ARMOR))
    strcat(buf, "&03[&06Armor   &03]&00");
  if (IS_AFFECTED(ch, AFF_INFRAVISION))
    strcat(buf, "&03[&06Infravision   &03]&00");
  strcat(buf, "\r\n");
  if (GET_COND(ch, DRUNK) > 10)
    strcat(buf, "&03[&06You are intoxicated&03]&00\r\n");
  if (GET_COND(ch, FULL) == 0)
    strcat(buf, "&03[&06You are hungry&03]&00\r\n");
  if (GET_COND(ch, THIRST) == 0)
    strcat(buf, "&03[&06You are thirsty&03]&00\r\n");
  send_to_char(buf, ch);
}

------------------------------------------------------------------------

This is my first code I submitted so far.  I am new to coding MUDs and
figured the other score codes were a little bland.  If the color code I
use on my MUD is different than yours please feel free to change it. 
Thanks.

   Mark Vanness
   Cicero (Immortal Realms IMP)
   Telnet://immortalrealms.dynip.com:4000

That should be all.  I mean, that is all I did.  Good Luck