tbaMUD 3.54

[Oct 10 2007] - Rumble
  Added OLC menu options for Copying. The Xcopy option is still available for GODs and above.
  Player table is now created if it does not exist. (thanks Rhade)
[Oct 08 2007] - Rumble
  Removed top_shop_offset variable, hopefully fixing the infamous sedit bug.
  Fixed memory leaks from not freeing new zone builders and new zone commands. (thanks Neme)
This commit is contained in:
Rumble 2007-10-12 17:59:17 +00:00
parent 40b643b7d5
commit 0b3748b07a
38 changed files with 12904 additions and 12966 deletions

View file

@ -5,6 +5,12 @@ The Builder Academy
builderacademy.net 9091 builderacademy.net 9091
tbaMUD 3.54 tbaMUD 3.54
[Oct 10 2007] - Rumble
Added OLC menu options for Copying. The Xcopy option is still available for GODs and above.
Player table is now created if it does not exist. (thanks Rhade)
[Oct 08 2007] - Rumble
Removed top_shop_offset variable, hopefully fixing the infamous sedit bug.
Fixed memory leaks from not freeing new zone builders and new zone commands. (thanks Neme)
[Oct 04 2007] - Rumble [Oct 04 2007] - Rumble
Changed autoexit to display doors as Exits: n (e) w s. DISP_CLOSED_DOORS added to cedit. Changed autoexit to display doors as Exits: n (e) w s. DISP_CLOSED_DOORS added to cedit.
Added rcopy, ocopy, etc. for all forms of OLC. (thanks Neme) Added rcopy, ocopy, etc. for all forms of OLC. (thanks Neme)
@ -52,9 +58,9 @@ tbaMUD 3.54
Fixed dg_affect to not add 1 to the desired affect duration. Fixed dg_affect to not add 1 to the desired affect duration.
Fixed dg_affect to work with 128 bits. Fixed dg_affect to work with 128 bits.
[Aug 17 2007] - Rumble [Aug 17 2007] - Rumble
128 bit fixes: pfile conversion, world sector conversion, and player flags. 128 bit fixes: pfile conversion, world sector conversion, and player flags. (thanks Jamdog)
(thanks Jamdog)
Added stop_fighting calls in do_flee to fix stock bug. (thanks Juras) Added stop_fighting calls in do_flee to fix stock bug. (thanks Juras)
tbaMUD 3.53 tbaMUD 3.53
[Jul 01 2007] - Rumble [Jul 01 2007] - Rumble
Added run_autowiz to do_cheat. (thanks Fizban) Added run_autowiz to do_cheat. (thanks Fizban)

View file

@ -1096,12 +1096,12 @@ $n wishes $mself a very Merry Christmas.
~chuckles chu 0 5 0 0 ~chuckles chu 0 5 0 0
You chuckle politely. You chuckle politely.
$n chuckles politely. $n chuckles politely.
You chuckle at $M. You chuckle at $N.
$n chuckles at $N. $n chuckles at $N.
$n chuckles at you. $n chuckles at you.
Hmm... No one like that seems to be about. Hmm... No one like that seems to be about.
You chuckle quietly to yourself. You chuckle quietly to yourself.
$n chuckle quietly to $mself, obviously some private joke. $n chuckles quietly to $mself, obviously some private joke.
You chuckle at $S $t. You chuckle at $S $t.
$n chuckles at $N's $t. $n chuckles at $N's $t.
$n chuckles at your $t. $n chuckles at your $t.
@ -5461,7 +5461,7 @@ $n sidles up cozily to $p.
~sigh sigh 0 5 0 0 ~sigh sigh 0 5 0 0
You sigh. You sigh.
$n sighs loudly. $n sighs loudly.
You look at $M and sigh. You look at $N and sigh.
$n sighs at $N. $n sighs at $N.
$n sighs at you. $n sighs at you.
You sigh in a halfhearted way. You sigh in a halfhearted way.
@ -6121,7 +6121,7 @@ $n strangles $p.
~stretch stretch 0 5 0 0 ~stretch stretch 0 5 0 0
You stretch your tired muscles. That feels so good. You stretch your tired muscles. That feels so good.
$n stretches $s aching muscles. $n stretches $s aching muscles.
You stretch $M. You stretch $N.
$n stretches $N. $n stretches $N.
$n stretches you. $n stretches you.
I hope you know this person! I hope you know this person!

File diff suppressed because it is too large Load diff

View file

@ -4,6 +4,8 @@
NEW COMMANDS AND NEW MUD BEHAVIOR: NEW COMMANDS AND NEW MUD BEHAVIOR:
--------------------------------- ---------------------------------
** Doors are now visible in the exits menu. i.e. Exits: n (e) w s.
** Added questpoints so be sure to ask about quests. ** Added questpoints so be sure to ask about quests.
** Added furniture for your MUDding comfort. ** Added furniture for your MUDding comfort.

View file

@ -386,6 +386,7 @@ A janitor is walking around, cleaning up.
10 100 10 100
8 8 1 8 8 1
E E
T 3011
#3062 #3062
fido dog~ fido dog~
the beastly fido~ the beastly fido~
@ -400,6 +401,7 @@ hanging around his teeth.
8 8 1 8 8 1
BareHandAttack: 4 BareHandAttack: 4
E E
T 3010
#3063 #3063
mercenary~ mercenary~
the mercenary~ the mercenary~
@ -449,6 +451,7 @@ An odif yltsaeb is here, walking backwards.
8 8 1 8 8 1
BareHandAttack: 4 BareHandAttack: 4
E E
T 3010
#3067 #3067
cityguard guard~ cityguard guard~
the cityguard~ the cityguard~
@ -475,6 +478,7 @@ An oozing green gelatinous blob is here, sucking in bits of debris.
8 8 0 8 8 0
BareHandAttack: 6 BareHandAttack: 6
E E
T 3011
#3089 #3089
petshops shop boy~ petshops shop boy~
the Pet Shop Boy~ the Pet Shop Boy~

View file

@ -1,10 +1,10 @@
#400 #400
grass snake~ grass snake~
Grass Snake~ a grass snake~
A grass snake is coiled up in the grass looking at you. A grass snake is coiled up in the grass.
~ ~
He really isnt very big, but he looks very mean. He watches you with his He really isnt very big, but he looks very mean. He watches the surroundings
yellow eyes, ready to attack. with his yellow eyes, ready to attack.
~ ~
10 0 0 0 0 0 0 0 -250 E 10 0 0 0 0 0 0 0 -250 E
10 17 4 2d2+100 1d2+1 10 17 4 2d2+100 1d2+1
@ -14,7 +14,7 @@ BareHandAttack: 11
E E
#401 #401
Giant Mosquito~ Giant Mosquito~
Giant Mosquito~ a giant mosquito~
A giant mosquito is here. A giant mosquito is here.
~ ~
The creature is rather large looking. She is almost the size of a bird! The creature is rather large looking. She is almost the size of a bird!
@ -28,11 +28,11 @@ BareHandAttack: 1
E E
#403 #403
firefly~ firefly~
firefly~ a firefly~
A firefly is here. A firefly is here.
~ ~
You see the creature flying around through the weeds. She looks much larger This creature flits around through the various tangled weeds. She appears
than any other firefly you have ever seen before! much larger than any average firefly would be.
~ ~
10 0 0 0 0 0 0 0 -225 E 10 0 0 0 0 0 0 0 -225 E
10 17 4 2d2+100 1d2+1 10 17 4 2d2+100 1d2+1
@ -41,8 +41,8 @@ than any other firefly you have ever seen before!
BareHandAttack: 4 BareHandAttack: 4
E E
#406 #406
bluebird~ bluebird bird~
bluebird~ a bluebird~
A bluebird flies past you and lands on a nearby branch. A bluebird flies past you and lands on a nearby branch.
~ ~
The creature is rather small, but looks to be quite tough. It would be a The creature is rather small, but looks to be quite tough. It would be a
@ -56,11 +56,11 @@ BareHandAttack: 8
E E
#410 #410
bear~ bear~
bear~ a bear~
A large bear is standing here. A large bear is standing here.
~ ~
The creature is enormous and could very easily rip you to shreds. Maybe you The creature is enormous and could very easily rip an average humanoid to
should just leave him alone. shreds. Maybe it would be wise to just leave him alone.
~ ~
10 0 0 0 0 0 0 0 -300 E 10 0 0 0 0 0 0 0 -300 E
15 15 1 3d3+150 2d2+2 15 15 1 3d3+150 2d2+2
@ -70,11 +70,12 @@ BareHandAttack: 9
E E
#412 #412
chipmunk~ chipmunk~
chipmunk~ a chipmunk~
A small chipmunk is here looking at you. A small chipmunk is here looking at you.
~ ~
She chitters at you, warning you to stay away. Her teeth are razor sharp She chitters at any intruders, warning them to stay away. Her teeth are
and one of her ears has a small hole in it. No doubt a battle scar. razor sharp and one of her ears has a small hole in it. No doubt a battle scar.
~ ~
10 0 0 0 0 0 0 0 -200 E 10 0 0 0 0 0 0 0 -200 E
14 16 1 2d2+140 2d2+2 14 16 1 2d2+140 2d2+2
@ -84,7 +85,7 @@ BareHandAttack: 4
E E
#415 #415
cricket~ cricket~
cricket~ a cricket~
A cricket is sitting here. A cricket is sitting here.
~ ~
The creature blends in with the grass and she is very hard to see. She can The creature blends in with the grass and she is very hard to see. She can
@ -98,11 +99,11 @@ BareHandAttack: 1
E E
#416 #416
mouse~ mouse~
mouse~ a mouse~
A cute little mouse is here. A cute little mouse is here.
~ ~
The mouse looks up at you with his big black eyes. He looks to be harmless, The mouse looks up with his big black eyes. He looks to be harmless, but
but looks can be deceiving. looks can be deceiving.
~ ~
10 0 0 0 0 0 0 0 0 E 10 0 0 0 0 0 0 0 0 E
11 17 3 2d2+110 1d2+1 11 17 3 2d2+110 1d2+1
@ -112,13 +113,12 @@ BareHandAttack: 8
E E
#421 #421
zombie~ zombie~
zombie~ a zombie~
A zombie is staggering around before you. A zombie staggers limply around.
~ ~
The creature is quite horrid looking. His skin has just about completely The creature is quite horrid looking. His skin has just about completely
rotted away. The skin that is left is grey and holds a nasty odor. As you rotted away. The skin that is left is grey and holds a nasty odor. Strangely
look closer at the creature you see his teeth are in perfect condition. How enough, his teeth are in perfectly chiseled condition.
can this be?
~ ~
10 0 0 0 0 0 0 0 -300 E 10 0 0 0 0 0 0 0 -300 E
11 17 3 2d2+110 1d2+1 11 17 3 2d2+110 1d2+1
@ -128,11 +128,11 @@ BareHandAttack: 13
E E
#422 #422
ghoul~ ghoul~
ghoul~ a ghoul~
A mean looking ghoul is here. A mean looking ghoul is here.
~ ~
The creature looks at you, watching every move you make. You suddenly get This strange creature shimmers in and out of existence, its body shadowy and
the feeling that maybe you shouldn't have come here. surreal.
~ ~
10 0 0 0 0 0 0 0 -200 E 10 0 0 0 0 0 0 0 -200 E
10 17 4 2d2+100 1d2+1 10 17 4 2d2+100 1d2+1
@ -142,11 +142,11 @@ BareHandAttack: 5
E E
#423 #423
skeleton~ skeleton~
skeleton~ a skeleton~
A skeleton stands before you. A skeleton stands before you.
~ ~
There is not much left to this creature. It's just a stack of bones, but There is not much left to this creature. It's just a stack of bones, but its
for some reason you think you'd better leave it alone. grinning teeth and large empty eyes seem to have a predatory gleam.
~ ~
10 0 0 0 0 0 0 0 -300 E 10 0 0 0 0 0 0 0 -300 E
15 15 1 3d3+150 2d2+2 15 15 1 3d3+150 2d2+2
@ -156,12 +156,11 @@ BareHandAttack: 9
E E
#426 #426
slug~ slug~
slug~ a slug~
An enormous slug is here. An enormous slug is here.
~ ~
The creature is filthy from the dirt and looks to be very slimy. It doesn't The creature is filthy from the dirt and looks to be very slimy. It doesn't
look like it could do much to protect itself, but don't believe everything you look like it could do much to protect itself, but looks can be deceiving.
hear.
~ ~
10 0 0 0 0 0 0 0 -200 E 10 0 0 0 0 0 0 0 -200 E
12 16 2 2d2+120 2d2+2 12 16 2 2d2+120 2d2+2
@ -171,11 +170,11 @@ BareHandAttack: 10
E E
#430 #430
rat~ rat~
rat~ a rat~
A rat is here. A rat sniffs about for food.
~ ~
The rat watches you with his glowing eyes. You suddenly feel like you don't This large hairy rat looks insatiably hungry, its nose twitching
belong here. uncontrollably as it scuttles about searching for something to eat.
~ ~
10 0 0 0 0 0 0 0 -200 E 10 0 0 0 0 0 0 0 -200 E
12 16 2 2d2+120 2d2+2 12 16 2 2d2+120 2d2+2
@ -184,12 +183,12 @@ belong here.
BareHandAttack: 4 BareHandAttack: 4
E E
#433 #433
redbird~ redbird bird~
redbird~ a redbird~
A beautiful redbird is sitting on the side of the bridge. A beautiful redbird is sitting on the side of the bridge.
~ ~
The bird is rather simple looking. You notice he is missing a few feathers, The bird is rather simple looking. He appears to be missing a few feathers,
but is tough just the same. likely from previous battles.
~ ~
10 0 0 0 0 0 0 0 -200 E 10 0 0 0 0 0 0 0 -200 E
16 15 0 3d3+160 2d2+2 16 15 0 3d3+160 2d2+2
@ -199,11 +198,11 @@ BareHandAttack: 11
E E
#434 #434
muskrat~ muskrat~
muskrat~ a muskrat~
A muskrat is here. A muskrat is here.
~ ~
She looks at you with her mangled face. You notice her face is covered in She glances around warily with her mangled face. Her face is covered in
battle scars. She hisses at you, warning you to stay away. battle scars. She hisses at any intruders, warning them to stay away.
~ ~
10 0 0 0 0 0 0 0 200 E 10 0 0 0 0 0 0 0 200 E
12 16 2 2d2+120 2d2+2 12 16 2 2d2+120 2d2+2
@ -213,11 +212,11 @@ BareHandAttack: 11
E E
#435 #435
leech~ leech~
leech~ a leech~
A slimy leech is here. A slimy leech is here.
~ ~
The creature sticks to some weeds that are sticking out of the water. She The creature sticks to some weeds that are sticking out of the water. She
watches you very closely, ready to attack. watches for intruders very closely, ready to attack.
~ ~
10 0 0 0 0 0 0 0 -250 E 10 0 0 0 0 0 0 0 -250 E
14 16 1 2d2+140 2d2+2 14 16 1 2d2+140 2d2+2
@ -227,11 +226,11 @@ BareHandAttack: 4
E E
#440 #440
bullfrog frog~ bullfrog frog~
bullfrog~ a bullfrog~
A bullfrog is sitting here. A bullfrog is sitting here.
~ ~
The creature looks at you as you slowly walk by. He is by far the biggest The creature ribbits leisurely to itself as various other animals wander by.
bullfrog you have ever seen! He is by far most bigger than most bullfrogs would ever naturally be.
~ ~
10 0 0 0 0 0 0 0 -300 E 10 0 0 0 0 0 0 0 -300 E
13 16 2 2d2+130 2d2+2 13 16 2 2d2+130 2d2+2
@ -240,11 +239,12 @@ bullfrog you have ever seen!
E E
#441 #441
crow~ crow~
crow~ a crow~
A crow is flying around above you. A crow is flying around above you.
~ ~
Her beak is enormous and she could probably swallow you whole! Her claws Her beak is enormous and she could probably swallow a large animal whole!
are in bad need of clipping. You notice she is missing a few feathers. Her claws are in bad need of clipping. You notice she is missing a few
feathers.
~ ~
10 0 0 0 0 0 0 0 -300 E 10 0 0 0 0 0 0 0 -300 E
14 16 1 2d2+140 2d2+2 14 16 1 2d2+140 2d2+2
@ -254,11 +254,11 @@ BareHandAttack: 4
E E
#444 #444
grasshopper~ grasshopper~
grasshopper~ a grasshopper~
A grasshopper is hopping around in front of you. A grasshopper hops from place to place.
~ ~
She looks like any other grasshopper, but you shouldnt underestimate her. She looks like any other grasshopper, but it wouldn't be wise to
She could be quite tough. underestimate her. She could be quite tough.
~ ~
10 0 0 0 0 0 0 0 200 E 10 0 0 0 0 0 0 0 200 E
14 16 1 2d2+140 2d2+2 14 16 1 2d2+140 2d2+2
@ -268,11 +268,11 @@ BareHandAttack: 9
E E
#447 #447
small boy child~ small boy child~
Small Boy~ a small boy~
A small boy is here playing in the dirt. A small boy is here playing in the dirt.
~ ~
He looks up at you. His hands are covered in dirt. You can see a slight He looks up at the hint of any disruption. His hands are covered in dirt.
glowing aura within his eyes. You can see a slight glowing aura within his eyes.
~ ~
10 0 0 0 0 0 0 0 200 E 10 0 0 0 0 0 0 0 200 E
15 15 1 3d3+150 2d2+2 15 15 1 3d3+150 2d2+2
@ -282,7 +282,7 @@ BareHandAttack: 6
E E
#449 #449
jedidiah~ jedidiah~
jedidiah~ Jedidiah~
Jedidiah is standing here, waiting to help you. Jedidiah is standing here, waiting to help you.
~ ~
Jedidiah is a tall man with dark eyes. He looks very mysterious, but Jedidiah is a tall man with dark eyes. He looks very mysterious, but
@ -296,7 +296,7 @@ BareHandAttack: 7
E E
#450 #450
teenager~ teenager~
teenager~ a teenager~
A teenager is standing here. A teenager is standing here.
~ ~
She stands at the side of the road looking at you. You suddenly feel like a She stands at the side of the road looking at you. You suddenly feel like a
@ -310,7 +310,7 @@ BareHandAttack: 10
E E
#453 #453
samuel~ samuel~
samuel~ Samuel~
Samuel the shopkeeper is here. Samuel the shopkeeper is here.
~ ~
He is a shorter man with no hair. He is slightly on the chubby side, but He is a shorter man with no hair. He is slightly on the chubby side, but
@ -324,7 +324,7 @@ BareHandAttack: 7
E E
#460 #460
caterpillar~ caterpillar~
caterpillar~ a caterpillar~
A caterpillar is here. A caterpillar is here.
~ ~
The creature is covered in fur, ranging from brown to black. She looks much The creature is covered in fur, ranging from brown to black. She looks much
@ -338,7 +338,7 @@ BareHandAttack: 4
E E
#466 #466
rabbit~ rabbit~
rabbit~ a rabbit~
A rabbit is here. A rabbit is here.
~ ~
He looks at you curiously, watching your every move. His fur is very fluffy He looks at you curiously, watching your every move. His fur is very fluffy
@ -366,7 +366,7 @@ BareHandAttack: 8
E E
#475 #475
coyote~ coyote~
coyote~ a coyote~
A mean looking coyote is here. A mean looking coyote is here.
~ ~
He looks at you with his cold dark eyes. You suddenly feel like maybe you He looks at you with his cold dark eyes. You suddenly feel like maybe you
@ -381,7 +381,7 @@ BareHandAttack: 10
E E
#480 #480
ghost~ ghost~
ghost~ a ghost~
A ghost is floating around before you. A ghost is floating around before you.
~ ~
You can see right through the creature, almost as if it wasn't there at all. You can see right through the creature, almost as if it wasn't there at all.
@ -395,7 +395,7 @@ BareHandAttack: 5
E E
#481 #481
zachary~ zachary~
zachary~ Zachary~
Zachary the shopkeep is standing here. Zachary the shopkeep is standing here.
~ ~
He is a rather small man, but appears to be very tough. You probably He is a rather small man, but appears to be very tough. You probably
@ -409,7 +409,7 @@ BareHandAttack: 11
E E
#491 #491
finch~ finch~
finch~ a finch~
A finch is here. A finch is here.
~ ~
The creature is very small and delicate looking. She seems to be in The creature is very small and delicate looking. She seems to be in
@ -423,7 +423,7 @@ BareHandAttack: 4
E E
#493 #493
wolf~ wolf~
wolf~ a wolf~
A wolf is standing here. A wolf is standing here.
~ ~
He looks at you with his cold eyes, ready to attack. Maybe if you're quiet He looks at you with his cold eyes, ready to attack. Maybe if you're quiet

View file

@ -1216,7 +1216,7 @@ a nice mug~
A nice mug of tea has been left here.~ A nice mug of tea has been left here.~
~ ~
17 i 0 0 0 a 0 0 0 0 0 0 0 17 i 0 0 0 a 0 0 0 0 0 0 0
-1 0 0 0 2 2 11 0
7 1 0 0 7 1 0 0
E E
mug cup tea nice~ mug cup tea nice~

View file

@ -401,7 +401,7 @@ a backpack~
A backpack is here.~ A backpack is here.~
~ ~
15 0 0 0 0 ao 0 0 0 0 0 0 0 15 0 0 0 0 ao 0 0 0 0 0 0 0
0 0 -1 0 40 5 -1 0
5 250 0 0 5 250 0 0
E E
backpack~ backpack~
@ -981,7 +981,7 @@ a canteen~
A canteen has been set on the ground here.~ A canteen has been set on the ground here.~
~ ~
17 0 0 0 0 a 0 0 0 0 0 0 0 17 0 0 0 0 a 0 0 0 0 0 0 0
15 15 15 0 -1 0 15 0
20 100 0 0 20 100 0 0
E E
canteen water~ canteen water~

View file

@ -10,21 +10,6 @@ E
list email staff~ list email staff~
@RHELP CONTACT@n for the most recent listing or: @RHELP CONTACT@n for the most recent listing or:
Name Email ICQ # AIM MSN
Welcor 18755607
Rumble rumble@t@@tbamud.com 100121659 admwint wintersn
Shamra shamra@t@@tbamud.com BlackdemonRahl
Amber amber@t@@tbamud.com
Detta detta@t@@tbamud.com
Elaseth elaseth@t@@tbamud.com ParaVox3
Elorien elorien@t@@tbamud.com
Ferret ferret@t@@tbamud.com radiax01
Fizban fizban@t@@tbamud.com Fizban1216 fizban1216@@hotmail.com
Fyre fyre@t@@tbamud.com
Heiach heiach@t@@tbamud.com heiach heiach
Random random@t@@tbamud.com 219948345
Relsqui relsqui@t@@tbamud.com 72136407 spiritethereal
Rhade rhade@t@@tbamud.com
~ ~
#1201 #1201
pamphlet trigedit~ pamphlet trigedit~
@ -120,12 +105,12 @@ You must collect the prizes and avoid the animal to obtain maximum points.
Each prize is worth 500 * game_level in experience. Each prize is worth 500 * game_level in experience.
~ ~
#1218 #1218
spring fountain water~ spring fountain water well~
a spring well~ a spring well~
A mountain spring bubbles up fresh water here.~ A mountain spring bubbles up fresh water here.~
~ ~
23 0 0 0 0 0 0 0 0 0 0 0 0 23 0 0 0 0 0 0 0 0 0 0 0 0
-1 1 15 0 500 500 15 0
0 0 0 0 0 0 0 0
E E
spring fountain water~ spring fountain water~
@ -148,31 +133,6 @@ A
6 2 6 2
A A
2 1 2 1
#1223
scholar's guide jeweler's loop quest~
Scholar's Guide~
The Guide to all Gnomish knowledge hums here quietly.~
~
11 abdgq 0 0 0 aco 0 0 0 0 0 0 0
0 0 0 0
3 1000 0 20
E
scholar's guide jeweler's loop quest~
You are looking at what could quite possibly be one of the most beautiful
peaces of artistry ever made. This finely crafted jeweler's loop is suspended
from a chain of golden links. The loop itself is a perfectly made combination
of grounned glass, perfectly crafted silver, and precision gnomish workmanship.
It is so simple as to be elegant. A tiny plaque hangs from the chain that
suspends the loop. "To you who would sacrifice for life, join me. To you who
would become a slave to wonder, hold me. To you who seek riches through
learning, I am yours. "
~
A
3 3
A
12 50
A
4 3
#1226 #1226
boards builder's bulletin gen_boards~ boards builder's bulletin gen_boards~
a builder's bulletin board~ a builder's bulletin board~
@ -229,18 +189,13 @@ A test object.~
1 0 0 0 1 0 0 0
1 1 0 0 1 1 0 0
#1233 #1233
trial vnum assigner limiter~ weapon level 34~
free~ a level 34 weapon~
A trial vnum assigner helps people work on thier trial vnum.~ A level 34 weapon is used to test level restrictions~
~ ~
12 0 0 0 0 acno 0 0 0 0 0 0 0 12 0 0 0 0 ano 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
1 1 0 34 1 1 0 34
E
trial vnum assigner limiter~
This object was created to help new builders follow the directions under HELP
TRIAL.
~
#1266 #1266
Black Staff of Immortality~ Black Staff of Immortality~
the black staff of immortality~ the black staff of immortality~

View file

@ -260,23 +260,10 @@ a marble fountain~
A large fountain with two statues standing protectively above it.~ A large fountain with two statues standing protectively above it.~
~ ~
23 0 0 0 0 0 0 0 0 0 0 0 0 23 0 0 0 0 0 0 0 0 0 0 0 0
-1 -1 0 0 100 -1 0 0
0 0 0 0 0 0 0 0
T 201 T 201
E E
fountain~
This is the most beautiful fountain you have ever set your eyes upon! It
has a marble bottom, which is clean enough to eat off from. In the center of
the fountain, you see some stone FIGURES. They have their mouths open. As you
look closely you can see that there is water streaming out from the mouths.
What a neat idea!
~
E
statues figures~
Below each statue is engraved a name. Rumble and Ferret. More is written
below the names but you must look more closely to read it.
~
E
rumble names ferret~ rumble names ferret~
To bring peace where there was only war. To bring justice where there was To bring peace where there was only war. To bring justice where there was
only inequity. To bring freedom where there was only coercion. To bring only inequity. To bring freedom where there was only coercion. To bring
@ -284,4 +271,17 @@ balance where there was only chaos. To bring Sanctum to the world.
DO NOTE ENTER FOUNTAIN! DO NOTE ENTER FOUNTAIN!
~ ~
E
statues figures~
Below each statue is engraved a name. Rumble and Ferret. More is written
below the names but you must look more closely to read it.
~
E
fountain~
This is the most beautiful fountain you have ever set your eyes upon! It
has a marble bottom, which is clean enough to eat off from. In the center of
the fountain, you see some stone FIGURES. They have their mouths open. As you
look closely you can see that there is water streaming out from the mouths.
What a neat idea!
~
$~ $~

View file

@ -67,7 +67,7 @@ copper dragon claw key~
large. large.
~ ~
#25005 #25005
pixie king key door~ pixie king key~
a very small key~ a very small key~
The key to the Pixie King's bedroom is here, it is almost impossible find.~ The key to the Pixie King's bedroom is here, it is almost impossible find.~
~ ~

View file

@ -200,13 +200,13 @@ A small sword lies here.~
0 1 6 11 0 1 6 11
3 60 0 0 3 60 0 0
E E
inscription~
It says: 'May this sword be a good companion. '
~
E
sword small~ sword small~
The small sword seems to have an inscription of some sort inscription... The small sword seems to have an inscription of some sort inscription...
~ ~
E
inscription~
It says: 'May this sword be a good companion. '
~
#322 #322
sword long~ sword long~
a long sword~ a long sword~
@ -612,13 +612,13 @@ A large, sociable bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
social bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
social bulletin~
Use 'look board' to read the board.
~
#397 #397
board frozen bulletin~ board frozen bulletin~
a frozen bulletin board~ a frozen bulletin board~
@ -628,13 +628,13 @@ A large bulletin board is here, carved from a block of ice.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
freeze bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
freeze bulletin~
Use 'look board' to read the board.
~
#398 #398
board holy bulletin~ board holy bulletin~
a holy bulletin board~ a holy bulletin board~
@ -644,13 +644,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
holy bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
holy bulletin~
Use 'look board' to read the board.
~
#399 #399
board bulletin~ board bulletin~
a bulletin board~ a bulletin board~
@ -660,11 +660,11 @@ A large bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
bulletin~
Use 'look board' to read the board.
~
$~ $~

View file

@ -309,13 +309,18 @@ end
Restorative Comfy Bed 1401 - Heal~ Restorative Comfy Bed 1401 - Heal~
1 b 100 1 b 100
~ ~
if %random.char% * By Rumble of The Builder Academy builderacademy.net 9091
set actor %random.char% * Healing Bed Trigs 13-15. Heals those who sleep on it.
if %actor.varexists(laying_in_comfy_bed_14)% set room_var %actor.room%
%damage% %actor% -10 set target_char %room_var.people%
%echo% %actor.name% seems refreshed from sleeping in the comfy bed. while %target_char%
set tmp_target %target_char.next_in_room%
if %target_char.varexists(laying_in_comfy_bed_14)%
%damage% %target_char% -10
%send% %target_char% You feel refreshed from sleeping in the comfy bed.
end end
end set target_char %tmp_target%
done
~ ~
#15 #15
Restorative Comfy Bed 1401 - Wake~ Restorative Comfy Bed 1401 - Wake~
@ -365,7 +370,7 @@ if %arg% == chest
*Send text to player to show effect of command *Send text to player to show effect of command
%send% %actor% You move the chest across the floor, revealing a trapdoor underneath!! %send% %actor% You move the chest across the floor, revealing a trapdoor underneath!!
*Send text to other players in room to inform them of Player's discovery *Send text to other players in room to inform them of Player's discovery
%echoaround% %actor.name% %actor.name% has discovered a hidden trapdoor under a chest! %echoaround% %actor% %actor.name% has discovered a hidden trapdoor under a chest!
* Set door flags to 'ab' - Exit is a door that can be opened and closed, then close door * Set door flags to 'ab' - Exit is a door that can be opened and closed, then close door
%door% 14520 down flags ab %door% 14520 down flags ab
* Change door name to 'trapdoor' (used in door commands, eg open trapdoor, lock trapdoor) * Change door name to 'trapdoor' (used in door commands, eg open trapdoor, lock trapdoor)
@ -405,7 +410,7 @@ end
Switch Echo Example~ Switch Echo Example~
2 g 100 2 g 100
~ ~
* By Rumble * By Rumble of The Builder Academy builderacademy.net 9091
* put a wait in here so it doesn't fire before the player enters the room * put a wait in here so it doesn't fire before the player enters the room
wait 1 wait 1
switch %random.3% switch %random.3%
@ -413,7 +418,7 @@ switch %random.3%
* only the person entering the room will see this. * only the person entering the room will see this.
%send% %actor% You trip over a root as you walk into the room. %send% %actor% You trip over a root as you walk into the room.
* everyone in the room except the actor will see this. * everyone in the room except the actor will see this.
%echoaround% %actor% %actor.name% trips on a root while walking into the room. %echoaround% %actor% %actor.name% trips on a root while walking into the room.
* everyone in the room will see this. * everyone in the room will see this.
%echo% The root suddenly springs to life and attacks! %echo% The root suddenly springs to life and attacks!
* let everyone in the zone hear about this. * let everyone in the zone hear about this.
@ -437,6 +442,8 @@ done
AT Example~ AT Example~
2 b 100 2 b 100
~ ~
* By Rumble of The Builder Academy builderacademy.net 9091
* put a wait in here so it doesn't fire before the player enters the room
%at% 33 %echo% at'd to a room %at% 33 %echo% at'd to a room
%at% Rumble %echo% at'd to Rumble %at% Rumble %echo% at'd to Rumble
~ ~
@ -444,6 +451,8 @@ AT Example~
Rumble's Spy~ Rumble's Spy~
0 d 100 0 d 100
*~ *~
* By Rumble of The Builder Academy builderacademy.net 9091
* put a wait in here so it doesn't fire before the player enters the room
* Arguments: * means all speech will trigger this. * Arguments: * means all speech will trigger this.
* This will echo all speech to Rumble. * This will echo all speech to Rumble.
%at% rumble %echo% %actor.name% says, '%speech%' %at% rumble %echo% %actor.name% says, '%speech%'
@ -726,8 +735,6 @@ Room Variables Example~
%echo% WEATHER: %self.weather% %echo% WEATHER: %self.weather%
%echo% SECTOR: %self.sector% %echo% SECTOR: %self.sector%
%echo% CONTENTS: %self.contents% %echo% CONTENTS: %self.contents%
%echo% ZONENAME: %self.zonename%
%echo% ZONEID: %self.zoneid%
~ ~
#30 #30
Text Variables Example~ Text Variables Example~

View file

@ -7,16 +7,62 @@ General trigger keeper. Only for use in room 0.~
* Trying to access Global var list of void. Apparently this has not been set up! * Trying to access Global var list of void. Apparently this has not been set up!
~ ~
#1201 #1201
crash test trigger~ Calculator By Mordecai~
2 c 100 2 d 100
target~ *~
%echo% %actor.name% is targetting %%arg.name%% IS_PC: %arg.is_pc% * By Mordecai
if %arg.is_pc% == 1 if %actor.is_pc%
%echo% It is a player. Return 0
elseif %arg.is_pc% == 0 Eval sum %speech%
%echo% It is a mob. Eval test1 "%speech%"
else Eval test %test1.strlen%
%echo It is an object. Eval che %sum%/1
If %che% == %sum%
%echo% @WComputing results...@n
if (%speech%/===)
if (%sum%==1)
set sum Yes
elseif (%sum%==0)
set sum No
end
end
Eval st 2+%test%
Eval o .
Eval sumslen "%sum%
Eval len %st% - (%sumslen.strlen%-2)
If %len% > 0
Eval dif (%len%/2)
While %y.strlen% < %st%
Eval o .%o%
Eval y %o%
Eval m ?%m%
Eval p %m%
If %dif% == %y.strlen%
Eval wid1 %p%
end
done
end
eval opt1 8 + %test%
eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5
%echo% @WWizzzzzzzzzz....@n
if (%opt1%-2) == (%opt2%)
%echo% @c...%y%...@n
%echo% @c:@C..%y%..@c:@n
%echo% @c:@C:@G %speech% @C :@c:@n
%echo% @c:@C:.%y%.:@c:@n
%echo% @c:@C: %wid1%@G %sum% @C%wid1% :@c:@n
%echo% @c:@C:.%y%.:@c:@n
%echo% @c:..%y%..:@n
else
%echo% @r....%y%...@n
%echo% @r:@R...%y%..@r:@n
%echo% @r:@R:@G %speech% @R :@r:@n
%echo% @r:@R:..%y%.:@r:@n
%echo% @r:@R: %wid1%@G %sum% @R%wid1% :@r:@n
%echo% @r:@R:..%y%.:@r:@n
%echo% @r:...%y%..:@n
end
end
end end
~ ~
#1202 #1202
@ -763,88 +809,51 @@ done
Hunger, Thirst, Drunk Test Trigger~ Hunger, Thirst, Drunk Test Trigger~
2 g 100 2 g 100
~ ~
if %self.roomflag(DARK)% wait 1
%echo% This is a dark room. %echo% Hello %actor.name%
end %echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
if %self.roomflag(DEATH)% nop %actor.hunger(50)
%echo% This is a death trap - goodbye! nop %actor.thirst(50)
end nop %actor.drunk(50)
if %self.roomflag(NO_MOB)% %echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
%echo% Mobiles cannot enter this room. nop %actor.hunger(-10)
end nop %actor.thirst(-10)
if %self.roomflag(INDOORS)% nop %actor.drunk(-10)
%echo% This room is indoors. %echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
end nop %actor.hunger(20)
if %self.roomflag(PEACEFUL)% nop %actor.thirst(21)
%echo% You can't kill anything in this room. nop %actor.drunk(22)
end %echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
if %self.roomflag(NO_TRACK)% *
%echo% You cannot track anything through this room. while %actor.hunger% >= 0
end nop %actor.hunger(-1)
if %self.roomflag(NO_MAGIC)% done
%echo% You cannot cast spells in here! while %actor.thirst% >= 0
end nop %actor.thirst(-1)
if %self.roomflag(TUNNEL)% done
%echo% This room is a narrow tunnel. while %actor.drunk% >= 0
end nop %actor.drunk(-1)
if %self.roomflag(PRIVATE)% done
%echo% This is a private room. ~
end #1216
if %self.roomflag(GODROOM)% Crash Test Trigger~
%echo% Only Gods can enter this room. 1 g 100
end ~
if %self.roomflag(HOUSE)% wait 1
%echo% This is a house. %force% %random.char% get %self.shortdesc%
end return 0
if %self.roomflag(HCRSH)%
%echo% This is a house which will crash-save.
end
if %self.roomflag(ATRIUM)%
%echo% This is an atrium for a house.
end
~ ~
#1217 #1217
new trigger~ Argument Testing Trigger~
1 c 1 2 c 100
use~ target~
eval objectname %arg.car% %echo% %actor.name% is targetting %arg% IS_PC: %arg.is_pc%
if %objectname% != feather if %arg.is_pc% == 1
return 0 %echo% It is a player.
halt elseif %arg.is_pc% == 0
end %echo% It is a mob.
eval targetname %arg.cdr%
if !(%targetname%)
return 0
halt
end
switch %self.vnum%
case 12502
set new_vnum 12520
set fire 1
break
case 12520
set new_vnum 12521
set fire 1
break
case 12521
set new_vnum 12522
set fire 1
break
case 12522
set new_vnum 12522
set fire 0
break
done
otransform %new_vnum%
if %fire%
dg_cast 'portal' %targetname%
%echo% A portal springs to life in front of you.
else else
%send% %actor% The feather seems powerless. %echo It is an object.
end end
~ ~
#1218 #1218
@ -867,14 +876,47 @@ if %cmd% == test
end end
~ ~
#1220 #1220
book keeping~ Roomflag Test Trigger~
2 c 100 2 g 100
heh~ ~
if %actor.name% == Rhunter if %self.roomflag(DARK)%
wait 1 %echo% This is a dark room.
%echoaround% Jennie smiles and says, 'Hello hubby, how is it going?' end
wait 1 if %self.roomflag(DEATH)%
%echoaround% Jennie kisses %actor% lovingly. %echo% This is a death trap - goodbye!
end
if %self.roomflag(NO_MOB)%
%echo% Mobiles cannot enter this room.
end
if %self.roomflag(INDOORS)%
%echo% This room is indoors.
end
if %self.roomflag(PEACEFUL)%
%echo% You can't kill anything in this room.
end
if %self.roomflag(NO_TRACK)%
%echo% You cannot track anything through this room.
end
if %self.roomflag(NO_MAGIC)%
%echo% You cannot cast spells in here!
end
if %self.roomflag(TUNNEL)%
%echo% This room is a narrow tunnel.
end
if %self.roomflag(PRIVATE)%
%echo% This is a private room.
end
if %self.roomflag(GODROOM)%
%echo% Only Gods can enter this room.
end
if %self.roomflag(HOUSE)%
%echo% This is a house.
end
if %self.roomflag(HCRSH)%
%echo% This is a house which will crash-save.
end
if %self.roomflag(ATRIUM)%
%echo% This is an atrium for a house.
end end
~ ~
#1221 #1221
@ -927,154 +969,6 @@ elseif %direction% == west
%echoaround% %actor% The door slides open, %actor.name% walks out, and the door slides shut. %echoaround% %actor% The door slides open, %actor.name% walks out, and the door slides shut.
end end
~ ~
#1256
Mob Quote Using Arrays~
0 d 100
quote~
* By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/
eval w1max %random.20%
eval w2max %random.20%
eval w3max %random.20%
eval w4max %random.20%
eval w5max %random.11%
eval w6max %random.20%
set w1[0] phenomenal
set w1[1] rapid
set w1[2] chilling
set w1[3] insipid
set w1[4] nauseating
set w1[5] astronomical
set w1[6] austere
set w1[7] inevitable
set w1[8] inescapable
set w1[9] reckless
set w1[10] haphazard
set w1[11] accelerating
set w1[12] profound
set w1[13] awesome
set w1[14] terrifying
set w1[15] ubiquitous
set w1[16] ignominious
set w1[17] unprecedented
set w1[18] unparalleled
set w1[19] insidious
set w1[20] broad
set w2[0] growth
set w2[1] decline
set w2[2] prospects
set w2[3] acceleration
set w2[4] threat
set w2[5] expansion
set w2[6] oneness
set w2[7] outgrowth
set w2[8] madness
set w2[9] evacuation
set w2[10] diminishment
set w2[11] consumption
set w2[12] decay
set w2[13] putrefaction
set w2[14] vapidity
set w2[15] downsizing
set w2[16] degeneration
set w2[17] litigation
set w2[18] declivity
set w2[19] hastening
set w2[20] paradigm shifting
set w3[0] the Internet
set w3[1] urban tax dollars
set w3[2] new technologies
set w3[3] gender identification disorders
set w3[4] censorship
set w3[5] interpersonal communications
set w3[6] modern life
set w3[7] rampant paradigm shifts
set w3[8] consumer spending
set w3[9] rain forests
set w3[10] human literacy
set w3[11] natural resources
set w3[12] traditional values
set w3[13] media junk food
set w3[14] family values
set w3[15] corporate mentality
set w3[16] the American justice system
set w3[17] technological change
set w3[18] the ozone layer
set w3[19] human resources
set w3[20] current epistemologies
set w4[0] forever dissipate
set w4[1] escalate
set w4[2] aggrandize
set w4[3] overhaul
set w4[4] deteriorate
set w4[5] revolutionize
set w4[6] uglify
set w4[7] put an end to
set w4[8] enslave
set w4[9] bankrupt
set w4[10] truncate
set w4[11] nullify
set w4[12] sabotage
set w4[13] destabilize
set w4[14] incapacitate
set w4[15] hasten
set w4[16] dehumanize
set w4[17] evaporate
set w4[18] indenture
set w4[19] intensify
set w4[20] undermine
set w5[0] today's
set w5[1] tomorrow's
set w5[2] the entrenchment of our
set w5[3] worldwide
set w5[4] our children's
set w5[5] modern
set w5[6] all of our
set w5[7] our future
set w5[8] our
set w5[9] the demise of our
set w5[10] our grandchildren's
set w5[11] all hope for
set w6[0] business models
set w6[1] re-ruralization
set w6[2] human condition
set w6[3] family values
set w6[4] self-esteem
set w6[5] medical insights
set w6[6] human psyche
set w6[7] human depth
set w6[8] egalitarianism
set w6[9] World Wide Web
set w6[10] future values
set w6[11] hopes and dreams
set w6[12] business models
set w6[13] political climate
set w6[14] education
set w6[15] cultural heritage
set w6[16] lifestyles
set w6[17] fiduciary responsibility
set w6[18] genetic diversity
set w6[19] intestinal fortitude
set w6[20] computer literacy
set w1 %%w1[%w1max%]%%
eval w1 %w1%
set msg The %w1%
set w2 %%w2[%w2max%]%%
eval w2 %w2%
set msg %msg% %w2% of
set w3 %%w3[%w3max%]%%
eval w3 %w3%
set msg %msg% %w3%
set w4 %%w4[%w4max%]%%
eval w4 %w4%
set msg %msg% will %w4%
set w5 %%w5[%w5max%]%%
eval w5 %w5%
set msg %msg% %w5%
set w6 %%w6[%w6max%]%%
eval w6 %w6%
set msg %msg% %w6%
say %msg%
~
#1267 #1267
secret drawer magic~ secret drawer magic~
1 c 4 1 c 4
@ -1118,10 +1012,12 @@ osend %actor% The switch says, 'Fine... fine.'
end end
~ ~
#1282 #1282
test~ Teleport room enter test~
0 g 100 2 g 100
~ ~
%echo% %self.name% squints at ~%actor.name% asdf' %echo% %self.name% squints at ~%actor.name% asdf'
%echo% buh-bye
%teleport% %actor% 3
~ ~
#1283 #1283
deal deck~ deal deck~

View file

@ -97,4 +97,28 @@ if !%self.fighting%
end end
end end
~ ~
#12015
Room Zone Number~
2 bg 100
~
set room %room.vnum%
eval number %room.strlen%
switch %number%
case 3
set zone %room.charat(1)%
break
case 4
set 1st %room.charat(1)%
set 2nd %room.charat(2)%
set zone %1st%%2nd%
break
case 5
set 1st %room.charat(1)%
set 2nd %room.charat(2)%
set 3rd %room.charat(3)%
set zone %1st%%2nd%3rd%
break
done
%echo% Room #%room.vnum% is part of zone: %zone%
~
$~ $~

View file

@ -7,7 +7,7 @@ a strange portal located above you.
D4 D4
~ ~
~ ~
0 0 -1 0 0 100
S S
T 1200 T 1200
#1 #1
@ -21,7 +21,7 @@ D5
A strange portal in the floor is the only exit. A strange portal in the floor is the only exit.
~ ~
~ ~
0 0 -1 0 0 100
S S
#2 #2
Welcome to the Builder Academy~ Welcome to the Builder Academy~
@ -553,7 +553,7 @@ D2
0 0 21 0 0 21
S S
#33 #33
6~ Rumble's Room~
The mark of the immature man is that he wants to die nobly for a cause, The mark of the immature man is that he wants to die nobly for a cause,
while the mark of the mature man is that he wants to live humbly for one. while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel --Wilhelm Stekel
@ -568,58 +568,19 @@ D2
~ ~
0 0 33 0 0 33
E E
.test~ Catcher Rye~
can you see this with look around? The mark of the immature man is that he wants to die nobly for a cause,
~ while the mark of the mature man is that he wants to live humbly for one.
E --Wilhelm Stekel
july4~
On July 4, 1776, we claimed our independence from England and Democracy was
born. Every day thousands leave their homeland to come to the "land of the
free and the home of the brave" so they can begin their American Dream. The
United States is truly a diverse nation made up of dynamic people. Each year
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
picnics, and family ga-therings. Through the Internet we are learning about
and communicat-ing with people of different nations, with different languages
and different races throughout the world. Bringing the world closer with
understanding and knowledge can only benefit all nations. We invite all
nations to celebrate with Americans online this Fourth of July. Happy
Birthday, America!
~
E
oath~
I do solemnly swear that I will support and defend the Constitution of the
United States against all enemies, foreign and domestic, and to bear true faith
and allegiance to the same that I take this obligation freely, without any
mental reservation or purpose of evasion, and that I will well and faithfully
discharge the duties of the office upon which I am about to enter.
~
E
builder~
There is one timeless way of building. ...you'll find that you're not the first person who was ever confused and
frighteneed and even sickened by human behavior. You're by no means alone on
It is thousands of years old, and the same today as it has always been. that score, you'll be excited and stimulated to know. Many, many men have been
just as troubled morally and spiritually as you are right now. Happily, some
The great traditional buildings of the past, the villages and tents and of them kept records of their troubles. You'll learn from them-if you want to.
temples in which man feels at home, have always been made by people who were Just as someday, if you have something to offer, someone will learn something
very close to the center of this way. It is not possible to make great from you. It's a beautiful reciprocal arrangement.
buildings, or great towns, beautiful places, places where you feel yourself, --The Catcher in the Rye
places where you feel alive, except by following this way. And, as you will
see, this way will lead anyone who looks for it to buildings which are
themselves as ancient in their form, as the trees and hills, and as our faces
are.
--The Timeless Way of Building
~
E
war~
War is an ugly thing, but not the ugliest of things. The decayed and
degraded state of moral and patriotic feeling which thinks that nothing is
worth war is much worse. The person who has nothing for which he is willing to
fight, nothing which is more important than his own personal safety, is a
miserable creature and has no chance of being free unless made and kept so by
the exertions of better men than himself.
John Stuart Mill
~ ~
E E
old glory flag~ old glory flag~
@ -652,22 +613,61 @@ or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
may I wave. may I wave.
~ ~
E E
Catcher Rye~ war~
The mark of the immature man is that he wants to die nobly for a cause, War is an ugly thing, but not the ugliest of things. The decayed and
while the mark of the mature man is that he wants to live humbly for one. degraded state of moral and patriotic feeling which thinks that nothing is
--Wilhelm Stekel worth war is much worse. The person who has nothing for which he is willing to
fight, nothing which is more important than his own personal safety, is a
miserable creature and has no chance of being free unless made and kept so by
the exertions of better men than himself.
...you'll find that you're not the first person who was ever confused and John Stuart Mill
frighteneed and even sickened by human behavior. You're by no means alone on ~
that score, you'll be excited and stimulated to know. Many, many men have been E
just as troubled morally and spiritually as you are right now. Happily, some builder~
of them kept records of their troubles. You'll learn from them-if you want to.
Just as someday, if you have something to offer, someone will learn something There is one timeless way of building.
from you. It's a beautiful reciprocal arrangement.
--The Catcher in the Rye It is thousands of years old, and the same today as it has always been.
The great traditional buildings of the past, the villages and tents and
temples in which man feels at home, have always been made by people who were
very close to the center of this way. It is not possible to make great
buildings, or great towns, beautiful places, places where you feel yourself,
places where you feel alive, except by following this way. And, as you will
see, this way will lead anyone who looks for it to buildings which are
themselves as ancient in their form, as the trees and hills, and as our faces
are.
--The Timeless Way of Building
~
E
oath~
I do solemnly swear that I will support and defend the Constitution of the
United States against all enemies, foreign and domestic, and to bear true faith
and allegiance to the same that I take this obligation freely, without any
mental reservation or purpose of evasion, and that I will well and faithfully
discharge the duties of the office upon which I am about to enter.
~
E
july4~
On July 4, 1776, we claimed our independence from England and Democracy was
born. Every day thousands leave their homeland to come to the "land of the
free and the home of the brave" so they can begin their American Dream. The
United States is truly a diverse nation made up of dynamic people. Each year
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
picnics, and family ga-therings. Through the Internet we are learning about
and communicat-ing with people of different nations, with different languages
and different races throughout the world. Bringing the world closer with
understanding and knowledge can only benefit all nations. We invite all
nations to celebrate with Americans online this Fourth of July. Happy
Birthday, America!
~
E
.test~
can you see this with look around?
~ ~
S S
T 1201 T 1217
#34 #34
Pool of Images~ Pool of Images~
A broad mosaic walkway wraps around the natural hotsprings in this cavernous A broad mosaic walkway wraps around the natural hotsprings in this cavernous
@ -711,7 +711,7 @@ D3
D4 D4
~ ~
trapdoor~ trapdoor~
1 0 -1 1 0 130
S S
#90 #90
Epictetus' Prison Cell~ Epictetus' Prison Cell~
@ -854,14 +854,14 @@ D2
~ ~
0 0 98 0 0 98
E E
sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
E
floor~ floor~
The stone floor is the same shade of grey as the sky and is completely plain The stone floor is the same shade of grey as the sky and is completely plain
and unscratched. It is probably too hard for anything to leave as much as a and unscratched. It is probably too hard for anything to leave as much as a
scratch on it. scratch on it.
~ ~
E
sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
S S
$~ $~

View file

@ -9,7 +9,7 @@ D0
The Immortal Board Room can be seen to the north. The Immortal Board Room can be seen to the north.
~ ~
~ ~
0 -1 -1 0 -1 1204
S S
#1201 #1201
The Inn Of The Gods~ The Inn Of The Gods~
@ -23,7 +23,7 @@ D2
The Immortal Board Room can be seen to the south. The Immortal Board Room can be seen to the south.
~ ~
~ ~
0 -1 -1 0 -1 1204
S S
#1202 #1202
The Ice Box Of The Gods~ The Ice Box Of The Gods~
@ -43,7 +43,65 @@ D3
The Immortal Board Room can be seen to the west. The Immortal Board Room can be seen to the west.
~ ~
~ ~
0 -1 -1 0 -1 1204
S
#1204
The Immortal Board Room~
The main hang out of the Gods, the Immortal Board Room is the place to be.
Gods exchange messages here most every day. The mortal board room is to the
east and the meeting room for the gods is to the south. To the north is the
Gods' Inn and to the west is a post office for Gods. In the northeast corner
you spot a small staircase leading upwards.
~
12 8 0 0 0 0
D0
The Gods' Inn can be seen just to the north.
~
~
0 -1 1201
D1
The Immortal Board Hall can be seen just to the east.
~
~
0 -1 1290
D2
The Gods' Meeting Room is located to the south.
~
~
0 -1 1200
D3
The Gods' Post Office is just to the west.
~
~
0 -1 1205
D4
There is a small stair in the corner leading up to the social room of
the Gods.
~
~
0 -1 1206
E
original~
The main hang out of the Gods, the Immortal Board Room is the place to be.
Gods exchange messages here most every day. The mortal board room is to the
east and the meeting room for the gods is to the south. To the north is the
Gods' Inn and to the west is a post office for Gods. In the northeast corner
you spot a small staircase leading upwards.
~
S
#1205
The Post Office Of The Gods~
The Post Office Of The Gods is the same as most Post Offices except that
it is not as slow. Even the Postal service knows not to anger the Gods.
Piles of junk mail line the walls. I guess even Gods get on mailing lists.
The Immortal Board Room is to the east.
~
12 8 0 0 0 0
D1
The Immortal Board Room is just to the east.
~
~
0 -1 1204
S S
#1206 #1206
The Social Gathering Room~ The Social Gathering Room~
@ -56,7 +114,7 @@ The Immortal Board Room is just down through the floor. Funny how you
didn't notice that exit before isn't it? didn't notice that exit before isn't it?
~ ~
~ ~
0 -1 -1 0 -1 1204
S S
#1290 #1290
The Immortal Board Hall~ The Immortal Board Hall~
@ -76,7 +134,7 @@ D2
D3 D3
~ ~
~ ~
0 0 -1 0 0 1204
S S
#1291 #1291
The Builders' Board Room~ The Builders' Board Room~
@ -115,254 +173,4 @@ D0
~ ~
0 0 1290 0 0 1290
S S
#1297
6~
The mark of the immature man is that he wants to die nobly for a cause,
while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
~
12 8 0 0 0 0
D0
~
~
0 0 33
D2
~
~
0 0 33
E
Catcher Rye~
The mark of the immature man is that he wants to die nobly for a cause,
while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
...you'll find that you're not the first person who was ever confused and
frighteneed and even sickened by human behavior. You're by no means alone on
that score, you'll be excited and stimulated to know. Many, many men have been
just as troubled morally and spiritually as you are right now. Happily, some
of them kept records of their troubles. You'll learn from them-if you want to.
Just as someday, if you have something to offer, someone will learn something
from you. It's a beautiful reciprocal arrangement.
--The Catcher in the Rye
~
E
old glory flag~
I fly atop the world's tallest buildings. I stand watch in America's Halls
of Justice. I fly majestically over great institutions of learning. I stand
guard with the greatest military power in the world. Look up and see me! I
stand for peace, honor, truth, and justice. I stand for freedom. I am
confident, I am arrogant, I am proud. When I am flown with my banners, my head
is a little higher, my colors a little truer, I bow to no one! I am recognized
all over the world. I am worshipped, I am loved, and I am feared! I have
fought in every battle of every war for more than 200 years: Gettysburg,
Shiloh, Appomattox, San Juan Hill, the trenches of France, the Argonne Forest,
Anzio, Rome, the beaches of Normandy, Guam, Okinawa, Japan, Korea, Vietnam, the
Persian Gulf, and a score of places long forgotten by all, but those who were
there with me... I was there! I led my Soldiers, Sailors, Airmen, and
Marines. I followed them and watched over them. They loved me. I was on a
small hill in Iwo Jima. I was dirty, battle-worn, and tired. But my Soldiers
cheered me! And I was proud! I have been soiled, burned, torn, and trampled
on the streets of countries that I have helped set free. It does not hurt, for
I am invincible. I have also been soiled, burned, torn, and trampled on the
streets of my own country and, when it is by those whom I have served with in
battle-it hurts. But I shall overcome, for I am strong! I have slipped the
bonds of Earth and, from my vantage point on the Moon, I stand watch over the
uncharted new frontiers of Space. I have been a silent witness to all of
America's finest hours. But my finest hour comes when I am torn in strips to
be used as bandages for my wounded comrades on the field of battle-when I fly
at half-mast to honor my Soldiers, Sailors, Airmen, and Marines, and-when I lie
in the trembling arms of a grieving mother, at the gravesite of her fallen son
or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
may I wave.
~
E
war~
War is an ugly thing, but not the ugliest of things. The decayed and
degraded state of moral and patriotic feeling which thinks that nothing is
worth war is much worse. The person who has nothing for which he is willing to
fight, nothing which is more important than his own personal safety, is a
miserable creature and has no chance of being free unless made and kept so by
the exertions of better men than himself.
John Stuart Mill
~
E
builder~
There is one timeless way of building.
It is thousands of years old, and the same today as it has always been.
The great traditional buildings of the past, the villages and tents and
temples in which man feels at home, have always been made by people who were
very close to the center of this way. It is not possible to make great
buildings, or great towns, beautiful places, places where you feel yourself,
places where you feel alive, except by following this way. And, as you will
see, this way will lead anyone who looks for it to buildings which are
themselves as ancient in their form, as the trees and hills, and as our faces
are.
--The Timeless Way of Building
~
E
oath~
I do solemnly swear that I will support and defend the Constitution of the
United States against all enemies, foreign and domestic, and to bear true faith
and allegiance to the same that I take this obligation freely, without any
mental reservation or purpose of evasion, and that I will well and faithfully
discharge the duties of the office upon which I am about to enter.
~
E
july4~
On July 4, 1776, we claimed our independence from England and Democracy was
born. Every day thousands leave their homeland to come to the "land of the
free and the home of the brave" so they can begin their American Dream. The
United States is truly a diverse nation made up of dynamic people. Each year
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
picnics, and family ga-therings. Through the Internet we are learning about
and communicat-ing with people of different nations, with different languages
and different races throughout the world. Bringing the world closer with
understanding and knowledge can only benefit all nations. We invite all
nations to celebrate with Americans online this Fourth of July. Happy
Birthday, America!
~
E
.test~
can you see this with look around?
~
S
T 1201
#1298
6~
The mark of the immature man is that he wants to die nobly for a cause,
while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
~
12 8 0 0 0 0
D0
~
~
0 0 33
D2
~
~
0 0 33
E
Catcher Rye~
The mark of the immature man is that he wants to die nobly for a cause,
while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
...you'll find that you're not the first person who was ever confused and
frighteneed and even sickened by human behavior. You're by no means alone on
that score, you'll be excited and stimulated to know. Many, many men have been
just as troubled morally and spiritually as you are right now. Happily, some
of them kept records of their troubles. You'll learn from them-if you want to.
Just as someday, if you have something to offer, someone will learn something
from you. It's a beautiful reciprocal arrangement.
--The Catcher in the Rye
~
E
old glory flag~
I fly atop the world's tallest buildings. I stand watch in America's Halls
of Justice. I fly majestically over great institutions of learning. I stand
guard with the greatest military power in the world. Look up and see me! I
stand for peace, honor, truth, and justice. I stand for freedom. I am
confident, I am arrogant, I am proud. When I am flown with my banners, my head
is a little higher, my colors a little truer, I bow to no one! I am recognized
all over the world. I am worshipped, I am loved, and I am feared! I have
fought in every battle of every war for more than 200 years: Gettysburg,
Shiloh, Appomattox, San Juan Hill, the trenches of France, the Argonne Forest,
Anzio, Rome, the beaches of Normandy, Guam, Okinawa, Japan, Korea, Vietnam, the
Persian Gulf, and a score of places long forgotten by all, but those who were
there with me... I was there! I led my Soldiers, Sailors, Airmen, and
Marines. I followed them and watched over them. They loved me. I was on a
small hill in Iwo Jima. I was dirty, battle-worn, and tired. But my Soldiers
cheered me! And I was proud! I have been soiled, burned, torn, and trampled
on the streets of countries that I have helped set free. It does not hurt, for
I am invincible. I have also been soiled, burned, torn, and trampled on the
streets of my own country and, when it is by those whom I have served with in
battle-it hurts. But I shall overcome, for I am strong! I have slipped the
bonds of Earth and, from my vantage point on the Moon, I stand watch over the
uncharted new frontiers of Space. I have been a silent witness to all of
America's finest hours. But my finest hour comes when I am torn in strips to
be used as bandages for my wounded comrades on the field of battle-when I fly
at half-mast to honor my Soldiers, Sailors, Airmen, and Marines, and-when I lie
in the trembling arms of a grieving mother, at the gravesite of her fallen son
or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
may I wave.
~
E
war~
War is an ugly thing, but not the ugliest of things. The decayed and
degraded state of moral and patriotic feeling which thinks that nothing is
worth war is much worse. The person who has nothing for which he is willing to
fight, nothing which is more important than his own personal safety, is a
miserable creature and has no chance of being free unless made and kept so by
the exertions of better men than himself.
John Stuart Mill
~
E
builder~
There is one timeless way of building.
It is thousands of years old, and the same today as it has always been.
The great traditional buildings of the past, the villages and tents and
temples in which man feels at home, have always been made by people who were
very close to the center of this way. It is not possible to make great
buildings, or great towns, beautiful places, places where you feel yourself,
places where you feel alive, except by following this way. And, as you will
see, this way will lead anyone who looks for it to buildings which are
themselves as ancient in their form, as the trees and hills, and as our faces
are.
--The Timeless Way of Building
~
E
oath~
I do solemnly swear that I will support and defend the Constitution of the
United States against all enemies, foreign and domestic, and to bear true faith
and allegiance to the same that I take this obligation freely, without any
mental reservation or purpose of evasion, and that I will well and faithfully
discharge the duties of the office upon which I am about to enter.
~
E
july4~
On July 4, 1776, we claimed our independence from England and Democracy was
born. Every day thousands leave their homeland to come to the "land of the
free and the home of the brave" so they can begin their American Dream. The
United States is truly a diverse nation made up of dynamic people. Each year
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
picnics, and family ga-therings. Through the Internet we are learning about
and communicat-ing with people of different nations, with different languages
and different races throughout the world. Bringing the world closer with
understanding and knowledge can only benefit all nations. We invite all
nations to celebrate with Americans online this Fourth of July. Happy
Birthday, America!
~
E
.test~
can you see this with look around?
~
S
T 1201
#1299
The Immortal Board Room~
The main hang out of the Gods, the Immortal Board Room is the place to be.
Gods exchange messages here most every day. The mortal board room is to the
east and the meeting room for the gods is to the south. To the north is the
Gods' Inn and to the west is a post office for Gods. In the northeast corner
you spot a small staircase leading upwards.
~
12 65535 0 0 0 0
E
original~
The main hang out of the Gods, the Immortal Board Room is the place to be.
Gods exchange messages here most every day. The mortal board room is to the
east and the meeting room for the gods is to the south. To the north is the
Gods' Inn and to the west is a post office for Gods. In the northeast corner
you spot a small staircase leading upwards.
~
S
$~ $~

View file

@ -1228,6 +1228,11 @@ D4
fireplace~ fireplace~
1 0 30875 1 0 30875
E E
stones~
They look as if they aren't anchored all that well, as if they might be able
to be moved or jarred free.
~
E
fireplace~ fireplace~
It is a huge piece of work, spanning the entire length of the room. The It is a huge piece of work, spanning the entire length of the room. The
place where the firewood is actually kept and burnt only takes up about a place where the firewood is actually kept and burnt only takes up about a
@ -1235,11 +1240,6 @@ quarter of the space that it could, the rest of it is just ornate. Most of the
rocks are made from regular, grayish stone but there is a particular run of them rocks are made from regular, grayish stone but there is a particular run of them
that are a bit darker than the rest. that are a bit darker than the rest.
~ ~
E
stones~
They look as if they aren't anchored all that well, as if they might be able
to be moved or jarred free.
~
S S
#30872 #30872
Cailveh's Private Chambers~ Cailveh's Private Chambers~

View file

@ -326,7 +326,7 @@ void list_one_char(struct char_data *i, struct char_data *ch)
}; };
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS) && IS_NPC(i)) { if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_SHOWVNUMS) && IS_NPC(i)) {
send_to_char(ch, "[%d]", GET_MOB_VNUM(i)); send_to_char(ch, "[%d] ", GET_MOB_VNUM(i));
if (SCRIPT(i)) if (SCRIPT(i))
send_to_char(ch, "[T%d] ", i->proto_script->vnum); send_to_char(ch, "[T%d] ", i->proto_script->vnum);
} }
@ -501,11 +501,10 @@ void look_at_room(struct char_data *ch, int ignore_brief)
sprintbitarray(ROOM_FLAGS(IN_ROOM(ch)), room_bits, RF_ARRAY_MAX, buf); sprintbitarray(ROOM_FLAGS(IN_ROOM(ch)), room_bits, RF_ARRAY_MAX, buf);
send_to_char(ch, "[%5d] ", GET_ROOM_VNUM(IN_ROOM(ch))); send_to_char(ch, "[%5d] ", GET_ROOM_VNUM(IN_ROOM(ch)));
if (SCRIPT(rm)) if (rm->proto_script)
send_to_char(ch, "[T%d] ", rm->proto_script->vnum); send_to_char(ch, "[T%d] ", rm->proto_script->vnum);
send_to_char(ch, "%s [ %s]", send_to_char(ch, "%s [ %s]", world[IN_ROOM(ch)].name, buf);
world[IN_ROOM(ch)].name, buf);
} else } else
send_to_char(ch, "%s", world[IN_ROOM(ch)].name); send_to_char(ch, "%s", world[IN_ROOM(ch)].name);
@ -1569,7 +1568,7 @@ void print_object_location(int num, struct obj_data *obj, struct char_data *ch,
send_to_char(ch, "%33s", " - "); send_to_char(ch, "%33s", " - ");
if (obj->proto_script) if (obj->proto_script)
send_to_char(ch, "[%d]", obj->proto_script->vnum); send_to_char(ch, "[T%d]", obj->proto_script->vnum);
if (IN_ROOM(obj) != NOWHERE) if (IN_ROOM(obj) != NOWHERE)
send_to_char(ch, "[%5d] %s%s\r\n", GET_ROOM_VNUM(IN_ROOM(obj)), world[IN_ROOM(obj)].name, QNRM); send_to_char(ch, "[%5d] %s%s\r\n", GET_ROOM_VNUM(IN_ROOM(obj)), world[IN_ROOM(obj)].name, QNRM);

View file

@ -13,7 +13,7 @@
#include "structs.h" #include "structs.h"
#include "interpreter.h" /* alias_data */ #include "interpreter.h" /* alias_data */
cpp_extern const char *tbamud_version = "tbaMUD, version 3.53"; cpp_extern const char *tbamud_version = "tbaMUD, version 3.54";
cpp_extern const char *oasisolc_version = "OasisOLC 2.0.6"; cpp_extern const char *oasisolc_version = "OasisOLC 2.0.6";
cpp_extern const char *ascii_pfiles_version = "ASCII Player Files 3.0.1"; cpp_extern const char *ascii_pfiles_version = "ASCII Player Files 3.0.1";

View file

@ -209,6 +209,7 @@ void trigedit_disp_menu(struct descriptor_data *d)
"%s4)%s Numeric Arg : %s%d\r\n" "%s4)%s Numeric Arg : %s%d\r\n"
"%s5)%s Arguments : %s%s\r\n" "%s5)%s Arguments : %s%s\r\n"
"%s6)%s Commands:\r\n%s%s\r\n" "%s6)%s Commands:\r\n%s%s\r\n"
"%sW%s) Copy Trigger\r\n"
"%sQ)%s Quit\r\n" "%sQ)%s Quit\r\n"
"Enter Choice :", "Enter Choice :",
@ -219,7 +220,7 @@ void trigedit_disp_menu(struct descriptor_data *d)
grn, nrm, yel, trig->narg, /* numeric arg */ grn, nrm, yel, trig->narg, /* numeric arg */
grn, nrm, yel, trig->arglist?trig->arglist:"",/* strict arg */ grn, nrm, yel, trig->arglist?trig->arglist:"",/* strict arg */
grn, nrm, cyn, OLC_STORAGE(d), /* the command list */ grn, nrm, cyn, OLC_STORAGE(d), /* the command list */
grn, nrm); /* quit colors */ grn, nrm, grn, nrm); /* quit colors */
OLC_MODE(d) = TRIGEDIT_MAIN_MENU; OLC_MODE(d) = TRIGEDIT_MAIN_MENU;
} }
@ -307,6 +308,11 @@ void trigedit_parse(struct descriptor_data *d, char *arg)
d->mail_to = 0; d->mail_to = 0;
OLC_VAL(d) = 1; OLC_VAL(d) = 1;
break;
case 'w':
case 'W':
write_to_output(d, "Copy what trigger? ");
OLC_MODE(d) = TRIGEDIT_COPY;
break; break;
default: default:
trigedit_disp_menu(d); trigedit_disp_menu(d);
@ -368,6 +374,13 @@ void trigedit_parse(struct descriptor_data *d, char *arg)
trigedit_disp_types(d); trigedit_disp_types(d);
return; return;
case TRIGEDIT_COPY:
if ((i = real_room(atoi(arg))) != NOWHERE) {
trigedit_setup_existing(d, i);
} else
write_to_output(d, "That trigger does not exist.\r\n");
break;
case TRIGEDIT_COMMANDS: case TRIGEDIT_COMMANDS:
break; break;

View file

@ -22,6 +22,7 @@
#define TRIGEDIT_COMMANDS 6 #define TRIGEDIT_COMMANDS 6
#define TRIGEDIT_NARG 7 #define TRIGEDIT_NARG 7
#define TRIGEDIT_ARGUMENT 8 #define TRIGEDIT_ARGUMENT 8
#define TRIGEDIT_COPY 9
#define OLC_SCRIPT_EDIT 82766 /* arbitrary > highest possible room number */ #define OLC_SCRIPT_EDIT 82766 /* arbitrary > highest possible room number */
#define SCRIPT_MAIN_MENU 0 #define SCRIPT_MAIN_MENU 0

View file

@ -82,7 +82,7 @@ int add_mobile(struct char_data *mob, mob_vnum vnum)
/* Update shop keepers. */ /* Update shop keepers. */
if (shop_index) if (shop_index)
for (shop = 0; shop <= top_shop - top_shop_offset; shop++) for (shop = 0; shop <= top_shop; shop++)
SHOP_KEEPER(shop) += (SHOP_KEEPER(shop) != NOTHING && SHOP_KEEPER(shop) >= found); SHOP_KEEPER(shop) += (SHOP_KEEPER(shop) != NOTHING && SHOP_KEEPER(shop) >= found);
add_to_save_list(zone_table[real_zone_by_thing(vnum)].number, SL_MOB); add_to_save_list(zone_table[real_zone_by_thing(vnum)].number, SL_MOB);
@ -150,7 +150,7 @@ int delete_mobile(mob_rnum refpt)
/* Update shop keepers. */ /* Update shop keepers. */
if (shop_index) if (shop_index)
for (counter = 0; counter <= top_shop - top_shop_offset; counter++) for (counter = 0; counter <= top_shop; counter++)
SHOP_KEEPER(counter) -= (SHOP_KEEPER(counter) >= refpt); SHOP_KEEPER(counter) -= (SHOP_KEEPER(counter) >= refpt);
save_mobiles(real_zone_by_thing(vnum)); save_mobiles(real_zone_by_thing(vnum));

View file

@ -123,7 +123,7 @@ obj_rnum adjust_objects(obj_rnum refpt)
BOARD_RNUM(i) += (BOARD_RNUM(i) >= refpt); BOARD_RNUM(i) += (BOARD_RNUM(i) >= refpt);
/* Renumber shop produce. */ /* Renumber shop produce. */
for (shop = 0; shop <= top_shop - top_shop_offset; shop++) for (shop = 0; shop <= top_shop; shop++)
for (i = 0; SHOP_PRODUCT(shop, i) != NOTHING; i++) for (i = 0; SHOP_PRODUCT(shop, i) != NOTHING; i++)
SHOP_PRODUCT(shop, i) += (SHOP_PRODUCT(shop, i) >= refpt); SHOP_PRODUCT(shop, i) += (SHOP_PRODUCT(shop, i) >= refpt);
@ -440,7 +440,7 @@ int delete_object(obj_rnum rnum)
BOARD_RNUM(j) -= (BOARD_RNUM(j) > rnum); BOARD_RNUM(j) -= (BOARD_RNUM(j) > rnum);
/* Renumber shop produce. */ /* Renumber shop produce. */
for (shop = 0; shop <= top_shop - top_shop_offset; shop++) for (shop = 0; shop <= top_shop; shop++)
for (j = 0; SHOP_PRODUCT(shop, j) != NOTHING; j++) for (j = 0; SHOP_PRODUCT(shop, j) != NOTHING; j++)
SHOP_PRODUCT(shop, j) -= (SHOP_PRODUCT(shop, j) > rnum); SHOP_PRODUCT(shop, j) -= (SHOP_PRODUCT(shop, j) > rnum);

View file

@ -27,7 +27,6 @@
#include "interpreter.h" #include "interpreter.h"
int save_config( IDXTYPE nowhere ); /* Exported from cedit.c */ int save_config( IDXTYPE nowhere ); /* Exported from cedit.c */
int top_shop_offset = 0;
/* List of zones to be saved. */ /* List of zones to be saved. */
struct save_list_data *save_list; struct save_list_data *save_list;

View file

@ -28,7 +28,6 @@ struct save_list_data {
}; };
extern struct save_list_data *save_list; extern struct save_list_data *save_list;
extern int top_shop_offset;
/* save_list_data.type */ /* save_list_data.type */
#define SL_MOB 0 #define SL_MOB 0

View file

@ -255,7 +255,7 @@ shop_rnum real_shop(shop_vnum vnum)
int bot, top, mid; int bot, top, mid;
bot = 0; bot = 0;
top = top_shop - top_shop_offset; top = top_shop;
/* perform binary search on shop_table */ /* perform binary search on shop_table */
while (bot < top) { while (bot < top) {
@ -307,9 +307,9 @@ int add_shop(struct shop_data *nshp)
} }
top_shop++; top_shop++;
RECREATE(shop_index, struct shop_data, top_shop - top_shop_offset + 1); RECREATE(shop_index, struct shop_data, top_shop + 1);
for (rshop = top_shop - top_shop_offset; rshop > 0; rshop--) { for (rshop = top_shop; rshop > 0; rshop--) {
if (nshp->vnum > SHOP_NUM(rshop - 1)) { if (nshp->vnum > SHOP_NUM(rshop - 1)) {
found = rshop; found = rshop;

View file

@ -228,7 +228,7 @@ int delete_room(room_rnum rnum)
} }
/* Remove this room from all shop lists. */ /* Remove this room from all shop lists. */
for (i = 0;i < top_shop;i++) { for (i = 0; i < top_shop; i++) {
for (j = 0;SHOP_ROOM(i, j) != NOWHERE;j++) { for (j = 0;SHOP_ROOM(i, j) != NOWHERE;j++) {
if (SHOP_ROOM(i, j) == world[rnum].number) if (SHOP_ROOM(i, j) == world[rnum].number)
SHOP_ROOM(i, j) = 0; /* set to the void */ SHOP_ROOM(i, j) = 0; /* set to the void */

View file

@ -484,7 +484,7 @@ void remove_cmd_from_list(struct reset_com **list, int pos)
int new_command(struct zone_data *zone, int pos) int new_command(struct zone_data *zone, int pos)
{ {
int subcmd = 0; int subcmd = 0;
struct reset_com *new_com; struct reset_com new_com;
/* Error check to ensure users hasn't given too large an index. */ /* Error check to ensure users hasn't given too large an index. */
while (zone->cmd[subcmd].command != 'S') while (zone->cmd[subcmd].command != 'S')
@ -494,9 +494,8 @@ int new_command(struct zone_data *zone, int pos)
return 0; return 0;
/* Ok, let's add a new (blank) command. */ /* Ok, let's add a new (blank) command. */
CREATE(new_com, struct reset_com, 1); new_com.command = 'N';
new_com->command = 'N'; add_cmd_to_list(&zone->cmd, &new_com, pos);
add_cmd_to_list(&zone->cmd, new_com, pos);
return 1; return 1;
} }

View file

@ -420,6 +420,7 @@ void medit_disp_menu(struct descriptor_data *d)
"%sL%s) NPC Flags : %s%s\r\n" "%sL%s) NPC Flags : %s%s\r\n"
"%sM%s) AFF Flags : %s%s\r\n" "%sM%s) AFF Flags : %s%s\r\n"
"%sS%s) Script : %s%s\r\n" "%sS%s) Script : %s%s\r\n"
"%sW%s) Copy mob\r\n"
"%sX%s) Delete mob\r\n" "%sX%s) Delete mob\r\n"
"%sQ%s) Quit\r\n" "%sQ%s) Quit\r\n"
"Enter choice : ", "Enter choice : ",
@ -431,6 +432,7 @@ void medit_disp_menu(struct descriptor_data *d)
grn, nrm, cyn, flag2, grn, nrm, cyn, flag2,
grn, nrm, cyn, OLC_SCRIPT(d) ?"Set.":"Not Set.", grn, nrm, cyn, OLC_SCRIPT(d) ?"Set.":"Not Set.",
grn, nrm, grn, nrm,
grn, nrm,
grn, nrm grn, nrm
); );
@ -603,6 +605,11 @@ void medit_parse(struct descriptor_data *d, char *arg)
OLC_MODE(d) = MEDIT_AFF_FLAGS; OLC_MODE(d) = MEDIT_AFF_FLAGS;
medit_disp_aff_flags(d); medit_disp_aff_flags(d);
return; return;
case 'w':
case 'W':
write_to_output(d, "Copy what mob? ");
OLC_MODE(d) = MEDIT_COPY;
return;
case 'x': case 'x':
case 'X': case 'X':
write_to_output(d, "Are you sure you want to delete this mobile? "); write_to_output(d, "Are you sure you want to delete this mobile? ");
@ -769,6 +776,13 @@ void medit_parse(struct descriptor_data *d, char *arg)
GET_ALIGNMENT(OLC_MOB(d)) = LIMIT(i, -1000, 1000); GET_ALIGNMENT(OLC_MOB(d)) = LIMIT(i, -1000, 1000);
break; break;
case MEDIT_COPY:
if ((i = real_mobile(atoi(arg))) != NOWHERE) {
medit_setup_existing(d, i);
} else
write_to_output(d, "That mob does not exist.\r\n");
break;
case MEDIT_DELETE: case MEDIT_DELETE:
if (*arg == 'y' || *arg == 'Y') { if (*arg == 'y' || *arg == 'Y') {
if (delete_mobile(GET_MOB_RNUM(OLC_MOB(d))) != NOBODY) if (delete_mobile(GET_MOB_RNUM(OLC_MOB(d))) != NOBODY)

View file

@ -110,7 +110,11 @@ void cleanup_olc(struct descriptor_data *d, byte cleanup_type)
/* Check for a zone. cleanup_type is irrelevant here, free() everything. */ /* Check for a zone. cleanup_type is irrelevant here, free() everything. */
if (OLC_ZONE(d)) { if (OLC_ZONE(d)) {
if (OLC_ZONE(d)->builders)
free(OLC_ZONE(d)->builders);
if (OLC_ZONE(d)->name)
free(OLC_ZONE(d)->name); free(OLC_ZONE(d)->name);
if (OLC_ZONE(d)->cmd)
free(OLC_ZONE(d)->cmd); free(OLC_ZONE(d)->cmd);
free(OLC_ZONE(d)); free(OLC_ZONE(d));
} }

View file

@ -195,6 +195,7 @@ extern const char *nrm, *grn, *cyn, *yel;
#define OEDIT_LEVEL 25 #define OEDIT_LEVEL 25
#define OEDIT_PERM 26 #define OEDIT_PERM 26
#define OEDIT_DELETE 27 #define OEDIT_DELETE 27
#define OEDIT_COPY 28
/* Submodes of REDIT connectedness. */ /* Submodes of REDIT connectedness. */
#define REDIT_MAIN_MENU 1 #define REDIT_MAIN_MENU 1
@ -214,6 +215,7 @@ extern const char *nrm, *grn, *cyn, *yel;
#define REDIT_EXTRADESC_KEY 15 #define REDIT_EXTRADESC_KEY 15
#define REDIT_EXTRADESC_DESCRIPTION 16 #define REDIT_EXTRADESC_DESCRIPTION 16
#define REDIT_DELETE 17 #define REDIT_DELETE 17
#define REDIT_COPY 18
/* Submodes of ZEDIT connectedness. */ /* Submodes of ZEDIT connectedness. */
#define ZEDIT_MAIN_MENU 0 #define ZEDIT_MAIN_MENU 0
@ -264,6 +266,7 @@ extern const char *nrm, *grn, *cyn, *yel;
#define MEDIT_LEVEL 25 #define MEDIT_LEVEL 25
#define MEDIT_ALIGNMENT 26 #define MEDIT_ALIGNMENT 26
#define MEDIT_DELETE 27 #define MEDIT_DELETE 27
#define MEDIT_COPY 28
/* Submodes of SEDIT connectedness. */ /* Submodes of SEDIT connectedness. */
#define SEDIT_MAIN_MENU 0 #define SEDIT_MAIN_MENU 0
@ -279,8 +282,8 @@ extern const char *nrm, *grn, *cyn, *yel;
#define SEDIT_ROOMS_MENU 12 #define SEDIT_ROOMS_MENU 12
#define SEDIT_NAMELIST_MENU 13 #define SEDIT_NAMELIST_MENU 13
#define SEDIT_NAMELIST 14 #define SEDIT_NAMELIST 14
#define SEDIT_COPY 15
/* Numerical responses. */
#define SEDIT_NUMERICAL_RESPONSE 20 #define SEDIT_NUMERICAL_RESPONSE 20
#define SEDIT_OPEN1 21 #define SEDIT_OPEN1 21
#define SEDIT_OPEN2 22 #define SEDIT_OPEN2 22

View file

@ -665,6 +665,7 @@ void oedit_disp_menu(struct descriptor_data *d)
"%sM%s) Min Level : %s%d\r\n" "%sM%s) Min Level : %s%d\r\n"
"%sP%s) Perm Affects: %s%s\r\n" "%sP%s) Perm Affects: %s%s\r\n"
"%sS%s) Script : %s%s\r\n" "%sS%s) Script : %s%s\r\n"
"%sW%s) Copy object\r\n"
"%sX%s) Delete object\r\n" "%sX%s) Delete object\r\n"
"%sQ%s) Quit\r\n" "%sQ%s) Quit\r\n"
"Enter choice : ", "Enter choice : ",
@ -683,6 +684,7 @@ void oedit_disp_menu(struct descriptor_data *d)
grn, nrm, cyn, buf2, grn, nrm, cyn, buf2,
grn, nrm, cyn, OLC_SCRIPT(d) ? "Set." : "Not Set.", grn, nrm, cyn, OLC_SCRIPT(d) ? "Set." : "Not Set.",
grn, nrm, grn, nrm,
grn, nrm,
grn, nrm grn, nrm
); );
OLC_MODE(d) = OEDIT_MAIN_MENU; OLC_MODE(d) = OEDIT_MAIN_MENU;
@ -830,6 +832,11 @@ void oedit_parse(struct descriptor_data *d, char *arg)
OLC_SCRIPT_EDIT_MODE(d) = SCRIPT_MAIN_MENU; OLC_SCRIPT_EDIT_MODE(d) = SCRIPT_MAIN_MENU;
dg_script_menu(d); dg_script_menu(d);
return; return;
case 'w':
case 'W':
write_to_output(d, "Copy what object? ");
OLC_MODE(d) = OEDIT_COPY;
break;
case 'x': case 'x':
case 'X': case 'X':
write_to_output(d, "Are you sure you want to delete this object? "); write_to_output(d, "Are you sure you want to delete this object? ");
@ -1174,6 +1181,14 @@ void oedit_parse(struct descriptor_data *d, char *arg)
return; return;
} }
break; break;
case OEDIT_COPY:
if ((number = real_object(atoi(arg))) != NOWHERE) {
oedit_setup_existing(d, number);
} else
write_to_output(d, "That object does not exist.\r\n");
break;
case OEDIT_DELETE: case OEDIT_DELETE:
if (*arg == 'y' || *arg == 'Y') { if (*arg == 'y' || *arg == 'Y') {
if (delete_object(GET_OBJ_RNUM(OLC_OBJ(d))) != NOTHING) if (delete_object(GET_OBJ_RNUM(OLC_OBJ(d))) != NOTHING)

View file

@ -101,6 +101,7 @@ int create_entry(char *name)
if (top_of_p_table == -1) { /* no table */ if (top_of_p_table == -1) { /* no table */
pos = top_of_p_table = 0; pos = top_of_p_table = 0;
CREATE(player_table, struct player_index_element, 1);
} else if ((pos = get_ptable_by_name(name)) == -1) { /* new name */ } else if ((pos = get_ptable_by_name(name)) == -1) { /* new name */
i = ++top_of_p_table + 1; i = ++top_of_p_table + 1;

View file

@ -426,6 +426,7 @@ void redit_disp_menu(struct descriptor_data *d)
"%sA%s) Exit down : %s%d\r\n" "%sA%s) Exit down : %s%d\r\n"
"%sB%s) Extra descriptions menu\r\n" "%sB%s) Extra descriptions menu\r\n"
"%sS%s) Script : %s%s\r\n" "%sS%s) Script : %s%s\r\n"
"%sW%s) Copy Room\r\n"
"%sX%s) Delete Room\r\n" "%sX%s) Delete Room\r\n"
"%sQ%s) Quit\r\n" "%sQ%s) Quit\r\n"
"Enter choice : ", "Enter choice : ",
@ -457,6 +458,7 @@ void redit_disp_menu(struct descriptor_data *d)
grn, nrm, grn, nrm,
grn, nrm, cyn, OLC_SCRIPT(d) ? "Set." : "Not Set.", grn, nrm, cyn, OLC_SCRIPT(d) ? "Set." : "Not Set.",
grn, nrm, grn, nrm,
grn, nrm,
grn, nrm grn, nrm
); );
@ -564,6 +566,11 @@ void redit_parse(struct descriptor_data *d, char *arg)
OLC_DESC(d) = OLC_ROOM(d)->ex_description; OLC_DESC(d) = OLC_ROOM(d)->ex_description;
redit_disp_extradesc_menu(d); redit_disp_extradesc_menu(d);
break; break;
case 'w':
case 'W':
write_to_output(d, "Copy what room? ");
OLC_MODE(d) = REDIT_COPY;
break;
case 'x': case 'x':
case 'X': case 'X':
/* Delete the room, prompt first. */ /* Delete the room, prompt first. */
@ -783,6 +790,13 @@ void redit_parse(struct descriptor_data *d, char *arg)
} }
break; break;
case REDIT_COPY:
if ((number = real_room(atoi(arg))) != NOWHERE) {
redit_setup_existing(d, number);
} else
write_to_output(d, "That room does not exist.\r\n");
break;
case REDIT_DELETE: case REDIT_DELETE:
if (*arg == 'y' || *arg == 'Y') { if (*arg == 'y' || *arg == 'Y') {
if (delete_room(real_room(OLC_ROOM(d)->number))) if (delete_room(real_room(OLC_ROOM(d)->number)))

View file

@ -403,6 +403,7 @@ void sedit_disp_menu(struct descriptor_data *d)
"%sR%s) Rooms Menu\r\n" "%sR%s) Rooms Menu\r\n"
"%sP%s) Products Menu\r\n" "%sP%s) Products Menu\r\n"
"%sT%s) Accept Types Menu\r\n" "%sT%s) Accept Types Menu\r\n"
"%sW%s) Copy Shop\r\n"
"%sQ%s) Quit\r\n" "%sQ%s) Quit\r\n"
"Enter Choice : ", "Enter Choice : ",
@ -424,7 +425,7 @@ void sedit_disp_menu(struct descriptor_data *d)
grn, nrm, yel, S_SELL(shop), grn, nrm, yel, S_SELL(shop),
grn, nrm, cyn, buf1, grn, nrm, cyn, buf1,
grn, nrm, cyn, buf2, grn, nrm, cyn, buf2,
grn, nrm, grn, nrm, grn, nrm, grn, nrm grn, nrm, grn, nrm, grn, nrm, grn, nrm, grn, nrm
); );
OLC_MODE(d) = SEDIT_MAIN_MENU; OLC_MODE(d) = SEDIT_MAIN_MENU;
@ -471,6 +472,11 @@ void sedit_parse(struct descriptor_data *d, char *arg)
case SEDIT_MAIN_MENU: case SEDIT_MAIN_MENU:
i = 0; i = 0;
switch (*arg) { switch (*arg) {
case 'w':
case 'W':
write_to_output(d, "Copy what shop? ");
OLC_MODE(d) = SEDIT_COPY;
return;
case 'q': case 'q':
case 'Q': case 'Q':
if (OLC_VAL(d)) { /* Anything been changed? */ if (OLC_VAL(d)) { /* Anything been changed? */
@ -759,6 +765,12 @@ void sedit_parse(struct descriptor_data *d, char *arg)
return; return;
} }
break; break;
case SEDIT_COPY:
if ((i = real_room(atoi(arg))) != NOWHERE) {
sedit_setup_existing(d, i);
} else
write_to_output(d, "That shop does not exist.\r\n");
break;
default: default:
/* We should never get here. */ /* We should never get here. */

View file

@ -14,7 +14,7 @@
* account the version and supply their own definition for the macro if used * account the version and supply their own definition for the macro if used
* on an older version. You are supposed to compare this with the macro * on an older version. You are supposed to compare this with the macro
* TBAMUD_VERSION() in utils.h. */ * TBAMUD_VERSION() in utils.h. */
#define _TBAMUD 0x030530 /* Major/Minor/Patchlevel - MMmmPP */ #define _TBAMUD 0x030540 /* Major/Minor/Patchlevel - MMmmPP */
/* If you want equipment to be automatically equipped to the same place /* If you want equipment to be automatically equipped to the same place
* it was when players rented, set the define below to 1. */ * it was when players rented, set the define below to 1. */

View file

@ -660,29 +660,29 @@ int room_is_dark(room_rnum room)
int levenshtein_distance(char *s1, char *s2) int levenshtein_distance(char *s1, char *s2)
{ {
int s1_len = strlen(s1), s2_len = strlen(s2); int s1_len = strlen(s1), s2_len = strlen(s2);
int *d = NULL; int **d, i, j;
int i, j, k;
s1_len++; CREATE(d, int *, s1_len + 1);
s2_len++;
CREATE(d, int, (s1_len * s2_len)); for (i = 0; i <= s1_len; i++) {
CREATE(d[i], int, s2_len + 1);
d[i][0] = i;
}
for (i = 0; i < s1_len; i++) for (j = 0; j <= s2_len; j++)
d[i] = i; d[0][j] = j;
for (j = 0; j < s2_len; j++) for (i = 1; i <= s1_len; i++)
d[j*s1_len] = j; for (j = 1; j <= s2_len; j++)
d[i][j] = MIN(d[i - 1][j] + 1, MIN(d[i][j - 1] + 1,
d[i - 1][j - 1] + ((s1[i - 1] == s2[j - 1]) ? 0 : 1)));
for (i = 1; i < s1_len; i++) i = d[s1_len][s2_len];
for (j = 1; j < s2_len; j++)
d[(j*s1_len)+i] = MIN(d[(j*s1_len) + i - 1] + 1, MIN(d[i+((j-1)*s1_len)]
+ 1, d[((j-1)*s1_len) + i - 1] + ((s1[i - 1] == s2[j - 1]) ? 0 : 1)));
k = d[s1_len*s2_len-1]; for (j = 0; j <= s1_len; j++)
free(d[j]);
free(d);
free (d); return i;
return k;
} }
void char_from_furniture(struct char_data *ch) void char_from_furniture(struct char_data *ch)