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https://github.com/tbamud/tbamud.git
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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:
parent
40b643b7d5
commit
0b3748b07a
38 changed files with 12904 additions and 12966 deletions
10
changelog
10
changelog
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@ -5,6 +5,12 @@ The Builder Academy
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||||||
builderacademy.net 9091
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builderacademy.net 9091
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||||||
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tbaMUD 3.54
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tbaMUD 3.54
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[Oct 10 2007] - Rumble
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Added OLC menu options for Copying. The Xcopy option is still available for GODs and above.
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Player table is now created if it does not exist. (thanks Rhade)
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[Oct 08 2007] - Rumble
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Removed top_shop_offset variable, hopefully fixing the infamous sedit bug.
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Fixed memory leaks from not freeing new zone builders and new zone commands. (thanks Neme)
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[Oct 04 2007] - Rumble
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[Oct 04 2007] - Rumble
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Changed autoexit to display doors as Exits: n (e) w s. DISP_CLOSED_DOORS added to cedit.
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Changed autoexit to display doors as Exits: n (e) w s. DISP_CLOSED_DOORS added to cedit.
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Added rcopy, ocopy, etc. for all forms of OLC. (thanks Neme)
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Added rcopy, ocopy, etc. for all forms of OLC. (thanks Neme)
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@ -52,9 +58,9 @@ tbaMUD 3.54
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Fixed dg_affect to not add 1 to the desired affect duration.
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Fixed dg_affect to not add 1 to the desired affect duration.
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Fixed dg_affect to work with 128 bits.
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Fixed dg_affect to work with 128 bits.
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[Aug 17 2007] - Rumble
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[Aug 17 2007] - Rumble
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128 bit fixes: pfile conversion, world sector conversion, and player flags.
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128 bit fixes: pfile conversion, world sector conversion, and player flags. (thanks Jamdog)
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(thanks Jamdog)
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Added stop_fighting calls in do_flee to fix stock bug. (thanks Juras)
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Added stop_fighting calls in do_flee to fix stock bug. (thanks Juras)
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tbaMUD 3.53
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tbaMUD 3.53
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[Jul 01 2007] - Rumble
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[Jul 01 2007] - Rumble
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Added run_autowiz to do_cheat. (thanks Fizban)
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Added run_autowiz to do_cheat. (thanks Fizban)
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@ -1096,12 +1096,12 @@ $n wishes $mself a very Merry Christmas.
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~chuckles chu 0 5 0 0
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~chuckles chu 0 5 0 0
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You chuckle politely.
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You chuckle politely.
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$n chuckles politely.
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$n chuckles politely.
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You chuckle at $M.
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You chuckle at $N.
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$n chuckles at $N.
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$n chuckles at $N.
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$n chuckles at you.
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$n chuckles at you.
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Hmm... No one like that seems to be about.
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Hmm... No one like that seems to be about.
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You chuckle quietly to yourself.
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You chuckle quietly to yourself.
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$n chuckle quietly to $mself, obviously some private joke.
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$n chuckles quietly to $mself, obviously some private joke.
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You chuckle at $S $t.
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You chuckle at $S $t.
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$n chuckles at $N's $t.
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$n chuckles at $N's $t.
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$n chuckles at your $t.
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$n chuckles at your $t.
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@ -5461,7 +5461,7 @@ $n sidles up cozily to $p.
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~sigh sigh 0 5 0 0
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~sigh sigh 0 5 0 0
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You sigh.
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You sigh.
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$n sighs loudly.
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$n sighs loudly.
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You look at $M and sigh.
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You look at $N and sigh.
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$n sighs at $N.
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$n sighs at $N.
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$n sighs at you.
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$n sighs at you.
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You sigh in a halfhearted way.
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You sigh in a halfhearted way.
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@ -6121,7 +6121,7 @@ $n strangles $p.
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~stretch stretch 0 5 0 0
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~stretch stretch 0 5 0 0
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You stretch your tired muscles. That feels so good.
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You stretch your tired muscles. That feels so good.
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$n stretches $s aching muscles.
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$n stretches $s aching muscles.
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You stretch $M.
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You stretch $N.
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$n stretches $N.
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$n stretches $N.
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$n stretches you.
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$n stretches you.
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I hope you know this person!
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I hope you know this person!
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21215
lib/text/help/help.hlp
21215
lib/text/help/help.hlp
File diff suppressed because it is too large
Load diff
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@ -4,6 +4,8 @@
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NEW COMMANDS AND NEW MUD BEHAVIOR:
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NEW COMMANDS AND NEW MUD BEHAVIOR:
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---------------------------------
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---------------------------------
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** Doors are now visible in the exits menu. i.e. Exits: n (e) w s.
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** Added questpoints so be sure to ask about quests.
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** Added questpoints so be sure to ask about quests.
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** Added furniture for your MUDding comfort.
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** Added furniture for your MUDding comfort.
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@ -386,6 +386,7 @@ A janitor is walking around, cleaning up.
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10 100
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10 100
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8 8 1
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8 8 1
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E
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E
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T 3011
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#3062
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#3062
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fido dog~
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fido dog~
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the beastly fido~
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the beastly fido~
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@ -400,6 +401,7 @@ hanging around his teeth.
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8 8 1
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8 8 1
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BareHandAttack: 4
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BareHandAttack: 4
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E
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E
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T 3010
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#3063
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#3063
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mercenary~
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mercenary~
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the mercenary~
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the mercenary~
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@ -449,6 +451,7 @@ An odif yltsaeb is here, walking backwards.
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8 8 1
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8 8 1
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BareHandAttack: 4
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BareHandAttack: 4
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E
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E
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T 3010
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#3067
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#3067
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cityguard guard~
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cityguard guard~
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the cityguard~
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the cityguard~
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@ -475,6 +478,7 @@ An oozing green gelatinous blob is here, sucking in bits of debris.
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8 8 0
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8 8 0
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BareHandAttack: 6
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BareHandAttack: 6
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E
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E
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T 3011
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#3089
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#3089
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petshops shop boy~
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petshops shop boy~
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the Pet Shop Boy~
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the Pet Shop Boy~
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@ -1,10 +1,10 @@
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#400
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#400
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grass snake~
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grass snake~
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Grass Snake~
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a grass snake~
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A grass snake is coiled up in the grass looking at you.
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A grass snake is coiled up in the grass.
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~
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~
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He really isnt very big, but he looks very mean. He watches you with his
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He really isnt very big, but he looks very mean. He watches the surroundings
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yellow eyes, ready to attack.
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with his yellow eyes, ready to attack.
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~
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~
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10 0 0 0 0 0 0 0 -250 E
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10 0 0 0 0 0 0 0 -250 E
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10 17 4 2d2+100 1d2+1
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10 17 4 2d2+100 1d2+1
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@ -14,7 +14,7 @@ BareHandAttack: 11
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E
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E
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#401
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#401
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Giant Mosquito~
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Giant Mosquito~
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Giant Mosquito~
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a giant mosquito~
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A giant mosquito is here.
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A giant mosquito is here.
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~
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~
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The creature is rather large looking. She is almost the size of a bird!
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The creature is rather large looking. She is almost the size of a bird!
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@ -28,11 +28,11 @@ BareHandAttack: 1
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E
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E
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#403
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#403
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firefly~
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firefly~
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firefly~
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a firefly~
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A firefly is here.
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A firefly is here.
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~
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~
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You see the creature flying around through the weeds. She looks much larger
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This creature flits around through the various tangled weeds. She appears
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than any other firefly you have ever seen before!
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much larger than any average firefly would be.
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~
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~
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10 0 0 0 0 0 0 0 -225 E
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10 0 0 0 0 0 0 0 -225 E
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10 17 4 2d2+100 1d2+1
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10 17 4 2d2+100 1d2+1
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@ -41,8 +41,8 @@ than any other firefly you have ever seen before!
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BareHandAttack: 4
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BareHandAttack: 4
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E
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E
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#406
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#406
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bluebird~
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bluebird bird~
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bluebird~
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a bluebird~
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A bluebird flies past you and lands on a nearby branch.
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A bluebird flies past you and lands on a nearby branch.
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~
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~
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The creature is rather small, but looks to be quite tough. It would be a
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The creature is rather small, but looks to be quite tough. It would be a
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@ -56,11 +56,11 @@ BareHandAttack: 8
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E
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E
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#410
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#410
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bear~
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bear~
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bear~
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a bear~
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A large bear is standing here.
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A large bear is standing here.
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~
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~
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The creature is enormous and could very easily rip you to shreds. Maybe you
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The creature is enormous and could very easily rip an average humanoid to
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should just leave him alone.
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shreds. Maybe it would be wise to just leave him alone.
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~
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~
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10 0 0 0 0 0 0 0 -300 E
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10 0 0 0 0 0 0 0 -300 E
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15 15 1 3d3+150 2d2+2
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15 15 1 3d3+150 2d2+2
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@ -70,11 +70,12 @@ BareHandAttack: 9
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E
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E
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#412
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#412
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chipmunk~
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chipmunk~
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chipmunk~
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a chipmunk~
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A small chipmunk is here looking at you.
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A small chipmunk is here looking at you.
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~
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~
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She chitters at you, warning you to stay away. Her teeth are razor sharp
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She chitters at any intruders, warning them to stay away. Her teeth are
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and one of her ears has a small hole in it. No doubt a battle scar.
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razor sharp and one of her ears has a small hole in it. No doubt a battle scar.
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~
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~
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10 0 0 0 0 0 0 0 -200 E
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10 0 0 0 0 0 0 0 -200 E
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14 16 1 2d2+140 2d2+2
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14 16 1 2d2+140 2d2+2
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@ -84,7 +85,7 @@ BareHandAttack: 4
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E
|
E
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#415
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#415
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cricket~
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cricket~
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cricket~
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a cricket~
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A cricket is sitting here.
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A cricket is sitting here.
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~
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~
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The creature blends in with the grass and she is very hard to see. She can
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The creature blends in with the grass and she is very hard to see. She can
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@ -98,11 +99,11 @@ BareHandAttack: 1
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E
|
E
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#416
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#416
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mouse~
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mouse~
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mouse~
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a mouse~
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A cute little mouse is here.
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A cute little mouse is here.
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~
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~
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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
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but looks can be deceiving.
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looks can be deceiving.
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~
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~
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10 0 0 0 0 0 0 0 0 E
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10 0 0 0 0 0 0 0 0 E
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11 17 3 2d2+110 1d2+1
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11 17 3 2d2+110 1d2+1
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@ -112,13 +113,12 @@ BareHandAttack: 8
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E
|
E
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#421
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#421
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zombie~
|
zombie~
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zombie~
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a zombie~
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A zombie is staggering around before you.
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A zombie staggers limply around.
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~
|
~
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The creature is quite horrid looking. His skin has just about completely
|
The creature is quite horrid looking. His skin has just about completely
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rotted away. The skin that is left is grey and holds a nasty odor. As you
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rotted away. The skin that is left is grey and holds a nasty odor. Strangely
|
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look closer at the creature you see his teeth are in perfect condition. How
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enough, his teeth are in perfectly chiseled condition.
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can this be?
|
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~
|
~
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10 0 0 0 0 0 0 0 -300 E
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10 0 0 0 0 0 0 0 -300 E
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11 17 3 2d2+110 1d2+1
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11 17 3 2d2+110 1d2+1
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@ -128,11 +128,11 @@ BareHandAttack: 13
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E
|
E
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#422
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#422
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ghoul~
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ghoul~
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ghoul~
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a ghoul~
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A mean looking ghoul is here.
|
A mean looking ghoul is here.
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~
|
~
|
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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
|
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the feeling that maybe you shouldn't have come here.
|
surreal.
|
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~
|
~
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10 0 0 0 0 0 0 0 -200 E
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10 0 0 0 0 0 0 0 -200 E
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10 17 4 2d2+100 1d2+1
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10 17 4 2d2+100 1d2+1
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@ -142,11 +142,11 @@ BareHandAttack: 5
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E
|
E
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#423
|
#423
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skeleton~
|
skeleton~
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skeleton~
|
a skeleton~
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A skeleton stands before you.
|
A skeleton stands before you.
|
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~
|
~
|
||||||
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
|
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for some reason you think you'd better leave it alone.
|
grinning teeth and large empty eyes seem to have a predatory gleam.
|
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~
|
~
|
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10 0 0 0 0 0 0 0 -300 E
|
10 0 0 0 0 0 0 0 -300 E
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15 15 1 3d3+150 2d2+2
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15 15 1 3d3+150 2d2+2
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|
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@ -156,12 +156,11 @@ BareHandAttack: 9
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E
|
E
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#426
|
#426
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slug~
|
slug~
|
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slug~
|
a slug~
|
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An enormous slug is here.
|
An enormous slug is here.
|
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~
|
~
|
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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
|
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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.
|
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hear.
|
|
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~
|
~
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10 0 0 0 0 0 0 0 -200 E
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10 0 0 0 0 0 0 0 -200 E
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12 16 2 2d2+120 2d2+2
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12 16 2 2d2+120 2d2+2
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|
|
@ -171,11 +170,11 @@ BareHandAttack: 10
|
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E
|
E
|
||||||
#430
|
#430
|
||||||
rat~
|
rat~
|
||||||
rat~
|
a rat~
|
||||||
A rat is here.
|
A rat sniffs about for food.
|
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~
|
~
|
||||||
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
|
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belong here.
|
uncontrollably as it scuttles about searching for something to eat.
|
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~
|
~
|
||||||
10 0 0 0 0 0 0 0 -200 E
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10 0 0 0 0 0 0 0 -200 E
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12 16 2 2d2+120 2d2+2
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12 16 2 2d2+120 2d2+2
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|
|
@ -184,12 +183,12 @@ belong here.
|
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BareHandAttack: 4
|
BareHandAttack: 4
|
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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.
|
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~
|
~
|
||||||
10 0 0 0 0 0 0 0 -200 E
|
10 0 0 0 0 0 0 0 -200 E
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16 15 0 3d3+160 2d2+2
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16 15 0 3d3+160 2d2+2
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|
|
@ -199,11 +198,11 @@ BareHandAttack: 11
|
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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
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12 16 2 2d2+120 2d2+2
|
12 16 2 2d2+120 2d2+2
|
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|
|
@ -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
|
||||||
|
|
|
||||||
|
|
@ -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~
|
||||||
|
|
|
||||||
|
|
@ -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~
|
||||||
|
|
|
||||||
|
|
@ -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~
|
||||||
|
|
|
||||||
|
|
@ -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!
|
||||||
|
~
|
||||||
$~
|
$~
|
||||||
|
|
|
||||||
|
|
@ -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.~
|
||||||
~
|
~
|
||||||
|
|
|
||||||
|
|
@ -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.
|
||||||
|
~
|
||||||
$~
|
$~
|
||||||
|
|
|
||||||
|
|
@ -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~
|
||||||
|
|
|
||||||
|
|
@ -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~
|
||||||
|
|
|
||||||
|
|
@ -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%
|
||||||
|
~
|
||||||
$~
|
$~
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
$~
|
$~
|
||||||
|
|
|
||||||
|
|
@ -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
|
|
||||||
$~
|
$~
|
||||||
|
|
|
||||||
|
|
@ -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~
|
||||||
|
|
|
||||||
|
|
@ -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);
|
||||||
|
|
@ -1596,20 +1595,20 @@ void perform_immort_where(struct char_data *ch, char *arg)
|
||||||
send_to_char(ch, "Players\r\n-------\r\n");
|
send_to_char(ch, "Players\r\n-------\r\n");
|
||||||
for (d = descriptor_list; d; d = d->next)
|
for (d = descriptor_list; d; d = d->next)
|
||||||
if (IS_PLAYING(d)) {
|
if (IS_PLAYING(d)) {
|
||||||
i = (d->original ? d->original : d->character);
|
i = (d->original ? d->original : d->character);
|
||||||
if (i && CAN_SEE(ch, i) && (IN_ROOM(i) != NOWHERE)) {
|
if (i && CAN_SEE(ch, i) && (IN_ROOM(i) != NOWHERE)) {
|
||||||
if (d->original)
|
if (d->original)
|
||||||
send_to_char(ch, "%-20s%s - [%5d] %s%s (in %s%s)\r\n",
|
send_to_char(ch, "%-20s%s - [%5d] %s%s (in %s%s)\r\n",
|
||||||
GET_NAME(i), QNRM, GET_ROOM_VNUM(IN_ROOM(d->character)),
|
GET_NAME(i), QNRM, GET_ROOM_VNUM(IN_ROOM(d->character)),
|
||||||
world[IN_ROOM(d->character)].name, QNRM, GET_NAME(d->character), QNRM);
|
world[IN_ROOM(d->character)].name, QNRM, GET_NAME(d->character), QNRM);
|
||||||
else
|
else
|
||||||
send_to_char(ch, "%-20s%s - [%5d] %s%s\r\n", GET_NAME(i), QNRM, GET_ROOM_VNUM(IN_ROOM(i)), world[IN_ROOM(i)].name, QNRM);
|
send_to_char(ch, "%-20s%s - [%5d] %s%s\r\n", GET_NAME(i), QNRM, GET_ROOM_VNUM(IN_ROOM(i)), world[IN_ROOM(i)].name, QNRM);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
for (i = character_list; i; i = i->next)
|
for (i = character_list; i; i = i->next)
|
||||||
if (CAN_SEE(ch, i) && IN_ROOM(i) != NOWHERE && isname(arg, i->player.name)) {
|
if (CAN_SEE(ch, i) && IN_ROOM(i) != NOWHERE && isname(arg, i->player.name)) {
|
||||||
found = 1;
|
found = 1;
|
||||||
send_to_char(ch, "M%3d. %-25s%s - [%5d] %-25s%s", ++num, GET_NAME(i), QNRM,
|
send_to_char(ch, "M%3d. %-25s%s - [%5d] %-25s%s", ++num, GET_NAME(i), QNRM,
|
||||||
GET_ROOM_VNUM(IN_ROOM(i)), world[IN_ROOM(i)].name, QNRM);
|
GET_ROOM_VNUM(IN_ROOM(i)), world[IN_ROOM(i)].name, QNRM);
|
||||||
if (SCRIPT(i))
|
if (SCRIPT(i))
|
||||||
|
|
@ -1618,8 +1617,8 @@ void perform_immort_where(struct char_data *ch, char *arg)
|
||||||
}
|
}
|
||||||
for (num = 0, k = object_list; k; k = k->next)
|
for (num = 0, k = object_list; k; k = k->next)
|
||||||
if (CAN_SEE_OBJ(ch, k) && isname(arg, k->name)) {
|
if (CAN_SEE_OBJ(ch, k) && isname(arg, k->name)) {
|
||||||
found = 1;
|
found = 1;
|
||||||
print_object_location(++num, k, ch, TRUE);
|
print_object_location(++num, k, ch, TRUE);
|
||||||
}
|
}
|
||||||
if (!found)
|
if (!found)
|
||||||
send_to_char(ch, "Couldn't find any such thing.\r\n");
|
send_to_char(ch, "Couldn't find any such thing.\r\n");
|
||||||
|
|
|
||||||
|
|
@ -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";
|
||||||
|
|
||||||
|
|
|
||||||
15
src/dg_olc.c
15
src/dg_olc.c
|
|
@ -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;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
|
|
|
||||||
|
|
@ -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));
|
||||||
|
|
|
||||||
|
|
@ -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);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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;
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
|
|
|
||||||
|
|
@ -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;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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 */
|
||||||
|
|
|
||||||
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
16
src/medit.c
16
src/medit.c
|
|
@ -420,7 +420,8 @@ 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"
|
||||||
"%sX%s) Delete mob\r\n"
|
"%sW%s) Copy 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)
|
||||||
|
|
|
||||||
|
|
@ -110,8 +110,12 @@ 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)) {
|
||||||
free(OLC_ZONE(d)->name);
|
if (OLC_ZONE(d)->builders)
|
||||||
free(OLC_ZONE(d)->cmd);
|
free(OLC_ZONE(d)->builders);
|
||||||
|
if (OLC_ZONE(d)->name)
|
||||||
|
free(OLC_ZONE(d)->name);
|
||||||
|
if (OLC_ZONE(d)->cmd)
|
||||||
|
free(OLC_ZONE(d)->cmd);
|
||||||
free(OLC_ZONE(d));
|
free(OLC_ZONE(d));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -194,7 +194,8 @@ extern const char *nrm, *grn, *cyn, *yel;
|
||||||
#define OEDIT_EXTRADESC_MENU 24
|
#define OEDIT_EXTRADESC_MENU 24
|
||||||
#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
|
||||||
|
|
|
||||||
17
src/oedit.c
17
src/oedit.c
|
|
@ -665,7 +665,8 @@ 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"
|
||||||
"%sX%s) Delete object\r\n"
|
"%sW%s) Copy object\r\n"
|
||||||
|
"%sX%s) Delete object\r\n"
|
||||||
"%sQ%s) Quit\r\n"
|
"%sQ%s) Quit\r\n"
|
||||||
"Enter choice : ",
|
"Enter choice : ",
|
||||||
|
|
||||||
|
|
@ -682,6 +683,7 @@ void oedit_disp_menu(struct descriptor_data *d)
|
||||||
grn, nrm, cyn, GET_OBJ_LEVEL(obj),
|
grn, nrm, cyn, GET_OBJ_LEVEL(obj),
|
||||||
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
|
||||||
);
|
);
|
||||||
|
|
@ -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)
|
||||||
|
|
|
||||||
|
|
@ -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;
|
||||||
|
|
||||||
|
|
|
||||||
16
src/redit.c
16
src/redit.c
|
|
@ -426,7 +426,8 @@ 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"
|
||||||
"%sX%s) Delete Room\r\n"
|
"%sW%s) Copy 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)))
|
||||||
|
|
|
||||||
14
src/sedit.c
14
src/sedit.c
|
|
@ -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. */
|
||||||
|
|
|
||||||
|
|
@ -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. */
|
||||||
|
|
|
||||||
34
src/utils.c
34
src/utils.c
|
|
@ -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)
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue