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ProceI can update ame source
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@ -1,10 +1,10 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2015 The 8-Bit Bunch. Licensed under the Apache License, Version 1.1
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// Copyright (C) 2015 The 8-Bit Bunch. Licensed under the Apache License, Version 1.1
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// (the "License"); you may not use this file except in compliance with the License.
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// (the "License"); you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at <http://www.apache.org/licenses/LICENSE-1.1>.
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// You may obtain a copy of the License at <http://www.apache.org/licenses/LICENSE-1.1>.
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// Unless required by applicable law or agreed to in writing, software distributed under
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// Unless required by applicable law or agreed to in writing, software distributed under
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// the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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// the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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// ANY KIND, either express or implied. See the License for the specific language
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// ANY KIND, either express or implied. See the License for the specific language
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// governing permissions and limitations under the License.
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// governing permissions and limitations under the License.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -36,27 +36,43 @@ def _party_showPlayerSheet(num)
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word x, y
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word x, y
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byte dir
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byte dir
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// This is just a stub for now. Dave, this is where you go wild...
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// Count the number of players
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// Count the number of players
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pl = global=>p_players
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pl = global=>p_players
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while num > 0
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while num > 0
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pl = pl=>p_nextObj
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pl = pl=>p_nextObj
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num = num - 1
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if !pl // Not that many players
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showMapName("") // Force redraw of map name
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return
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fin
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num--
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loop
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loop
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// First, display the player's name in the title bar
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// First, display the player's name in the title bar
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showMapName(pl=>s_name)
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showMapName(pl=>s_name)
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// Next, show stats in the main map area
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// Next, show nventory in the main map area
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setMapWindow()
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setMapWindow()
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clearWindow()
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clearWindow()
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displayStr("Stats")
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rawDisplayStr("^Y^LInventory^L^N\n")
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displayStr("1 Gun\n")
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displayStr("2 Food\n")
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displayStr("0 Underwear\n")
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// Show inventory in the right hand area
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// Show stats in the right hand area
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setWindow2()
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setWindow2()
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clearWindow()
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clearWindow()
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displayStr("Inventory")
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rawDisplayStr("^Y^LStats/Skills^L^N\n")
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displayStr("100% Health\n")
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displayStr("75% Strength\n")
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displayStr("85% Agility\n")
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displayStr("85% Bravery\n")
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displayStr("85% Stamina\n")
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displayStr("200% Charisma\n")
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displayStr("85% Spirit\n")
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displayStr("85% Armor\n")
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displayStr("85% Aiming\n")
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displayStr("85% Dodging\n")
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displayStr("85% Wilderness")
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// Get a key, do something
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// Get a key, do something
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getUpperKey()
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getUpperKey()
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@ -67,4 +83,4 @@ end
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// Boilerplate module initialization code
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// Boilerplate module initialization code
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global = getGlobals()
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global = getGlobals()
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return @funcTbl
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return @funcTbl
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done
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done
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