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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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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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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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@ -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 work with 128 bits.
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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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(thanks Jamdog)
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128 bit fixes: pfile conversion, world sector conversion, and player flags. (thanks Jamdog)
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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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[Jul 01 2007] - Rumble
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Added run_autowiz to do_cheat. (thanks Fizban)
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@ -1096,12 +1096,12 @@ $n wishes $mself a very Merry Christmas.
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~chuckles chu 0 5 0 0
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You chuckle politely.
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$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 you.
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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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$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 $t.
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$n chuckles at $N's $t.
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$n chuckles at your $t.
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@ -5461,7 +5461,7 @@ $n sidles up cozily to $p.
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~sigh sigh 0 5 0 0
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You sigh.
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$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 you.
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You sigh in a halfhearted way.
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@ -6121,7 +6121,7 @@ $n strangles $p.
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~stretch stretch 0 5 0 0
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You stretch your tired muscles. That feels so good.
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$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 you.
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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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---------------------------------
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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 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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8 8 1
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E
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T 3011
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#3062
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fido dog~
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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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BareHandAttack: 4
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E
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T 3010
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#3063
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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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BareHandAttack: 4
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E
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T 3010
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#3067
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cityguard guard~
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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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BareHandAttack: 6
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E
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T 3011
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#3089
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petshops 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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grass snake~
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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~
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A grass snake is coiled up in the grass.
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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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yellow eyes, ready to attack.
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He really isnt very big, but he looks very mean. He watches the surroundings
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with his yellow eyes, ready to attack.
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~
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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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@ -14,7 +14,7 @@ BareHandAttack: 11
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E
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#401
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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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~
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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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#403
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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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~
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You see the creature flying around through the weeds. She looks much larger
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than any other firefly you have ever seen before!
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This creature flits around through the various tangled weeds. She appears
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much larger than any average firefly would be.
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~
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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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@ -41,8 +41,8 @@ than any other firefly you have ever seen before!
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BareHandAttack: 4
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E
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#406
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bluebird~
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bluebird~
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bluebird bird~
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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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~
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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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#410
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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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~
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The creature is enormous and could very easily rip you to shreds. Maybe you
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should just leave him alone.
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The creature is enormous and could very easily rip an average humanoid to
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shreds. Maybe it would be wise to just leave him alone.
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~
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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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@ -70,11 +70,12 @@ BareHandAttack: 9
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E
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#412
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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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~
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She chitters at you, warning you to stay away. Her teeth are razor sharp
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and one of her ears has a small hole in it. No doubt a battle scar.
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She chitters at any intruders, warning them to stay away. Her teeth are
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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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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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@ -84,7 +85,7 @@ BareHandAttack: 4
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E
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#415
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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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~
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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
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#416
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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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~
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The mouse looks up at you with his big black eyes. He looks to be harmless,
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but looks can be deceiving.
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The mouse looks up with his big black eyes. He looks to be harmless, but
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looks can be deceiving.
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~
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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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@ -112,13 +113,12 @@ BareHandAttack: 8
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E
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#421
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zombie~
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zombie~
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A zombie is staggering around before you.
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a zombie~
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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
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rotted away. The skin that is left is grey and holds a nasty odor. As you
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look closer at the creature you see his teeth are in perfect condition. How
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can this be?
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rotted away. The skin that is left is grey and holds a nasty odor. Strangely
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enough, his teeth are in perfectly chiseled condition.
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~
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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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@ -128,11 +128,11 @@ BareHandAttack: 13
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E
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#422
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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.
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~
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The creature looks at you, watching every move you make. You suddenly get
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the feeling that maybe you shouldn't have come here.
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This strange creature shimmers in and out of existence, its body shadowy and
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surreal.
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~
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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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@ -142,11 +142,11 @@ BareHandAttack: 5
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E
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#423
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skeleton~
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skeleton~
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a skeleton~
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A skeleton stands before you.
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~
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There is not much left to this creature. It's just a stack of bones, but
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for some reason you think you'd better leave it alone.
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There is not much left to this creature. It's just a stack of bones, but its
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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
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15 15 1 3d3+150 2d2+2
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@ -156,12 +156,11 @@ BareHandAttack: 9
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E
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#426
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slug~
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slug~
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a slug~
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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
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look like it could do much to protect itself, but don't believe everything you
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hear.
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look like it could do much to protect itself, but looks can be deceiving.
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~
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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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@ -171,11 +170,11 @@ BareHandAttack: 10
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E
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#430
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rat~
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rat~
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A rat is here.
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a rat~
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A rat sniffs about for food.
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~
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The rat watches you with his glowing eyes. You suddenly feel like you don't
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belong here.
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This large hairy rat looks insatiably hungry, its nose twitching
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uncontrollably as it scuttles about searching for something to eat.
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~
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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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@ -184,12 +183,12 @@ belong here.
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BareHandAttack: 4
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E
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#433
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redbird~
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redbird~
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redbird bird~
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a redbird~
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A beautiful redbird is sitting on the side of the bridge.
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~
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The bird is rather simple looking. You notice he is missing a few feathers,
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but is tough just the same.
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The bird is rather simple looking. He appears to be missing a few feathers,
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likely from previous battles.
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~
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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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@ -199,11 +198,11 @@ BareHandAttack: 11
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E
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#434
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muskrat~
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muskrat~
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a muskrat~
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A muskrat is here.
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~
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She looks at you with her mangled face. You notice her face is covered in
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battle scars. She hisses at you, warning you to stay away.
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She glances around warily with her mangled face. Her face is covered in
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battle scars. She hisses at any intruders, warning them to stay away.
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~
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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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@ -213,11 +212,11 @@ BareHandAttack: 11
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E
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#435
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leech~
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leech~
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a leech~
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A slimy leech is here.
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~
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The creature sticks to some weeds that are sticking out of the water. She
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watches you very closely, ready to attack.
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watches for intruders very closely, ready to attack.
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~
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10 0 0 0 0 0 0 0 -250 E
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14 16 1 2d2+140 2d2+2
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@ -227,11 +226,11 @@ BareHandAttack: 4
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E
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#440
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bullfrog frog~
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bullfrog~
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a bullfrog~
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A bullfrog is sitting here.
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~
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The creature looks at you as you slowly walk by. He is by far the biggest
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bullfrog you have ever seen!
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The creature ribbits leisurely to itself as various other animals wander by.
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He is by far most bigger than most bullfrogs would ever naturally be.
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~
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10 0 0 0 0 0 0 0 -300 E
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13 16 2 2d2+130 2d2+2
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@ -240,11 +239,12 @@ bullfrog you have ever seen!
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E
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#441
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crow~
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crow~
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a crow~
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A crow is flying around above you.
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~
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Her beak is enormous and she could probably swallow you whole! Her claws
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are in bad need of clipping. You notice she is missing a few feathers.
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Her beak is enormous and she could probably swallow a large animal whole!
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Her claws are in bad need of clipping. You notice she is missing a few
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feathers.
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~
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10 0 0 0 0 0 0 0 -300 E
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14 16 1 2d2+140 2d2+2
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@ -254,11 +254,11 @@ BareHandAttack: 4
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E
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#444
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grasshopper~
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grasshopper~
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A grasshopper is hopping around in front of you.
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a grasshopper~
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A grasshopper hops from place to place.
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~
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She looks like any other grasshopper, but you shouldnt underestimate her.
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She could be quite tough.
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||||
She looks like any other grasshopper, but it wouldn't be wise to
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underestimate her. She could be quite tough.
|
||||
~
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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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|
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@ -268,11 +268,11 @@ BareHandAttack: 9
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E
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#447
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small boy child~
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Small Boy~
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||||
a small boy~
|
||||
A small boy is here playing in the dirt.
|
||||
~
|
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He looks up at you. His hands are covered in dirt. You can see a slight
|
||||
glowing aura within his eyes.
|
||||
He looks up at the hint of any disruption. His hands are covered in dirt.
|
||||
You can see a slight glowing aura within his eyes.
|
||||
~
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10 0 0 0 0 0 0 0 200 E
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15 15 1 3d3+150 2d2+2
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|
|
@ -282,7 +282,7 @@ BareHandAttack: 6
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|||
E
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#449
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||||
jedidiah~
|
||||
jedidiah~
|
||||
Jedidiah~
|
||||
Jedidiah is standing here, waiting to help you.
|
||||
~
|
||||
Jedidiah is a tall man with dark eyes. He looks very mysterious, but
|
||||
|
|
@ -296,7 +296,7 @@ BareHandAttack: 7
|
|||
E
|
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#450
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teenager~
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||||
teenager~
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||||
a teenager~
|
||||
A teenager is standing here.
|
||||
~
|
||||
She stands at the side of the road looking at you. You suddenly feel like a
|
||||
|
|
@ -310,7 +310,7 @@ BareHandAttack: 10
|
|||
E
|
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#453
|
||||
samuel~
|
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samuel~
|
||||
Samuel~
|
||||
Samuel the shopkeeper is here.
|
||||
~
|
||||
He is a shorter man with no hair. He is slightly on the chubby side, but
|
||||
|
|
@ -324,7 +324,7 @@ BareHandAttack: 7
|
|||
E
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#460
|
||||
caterpillar~
|
||||
caterpillar~
|
||||
a caterpillar~
|
||||
A caterpillar is here.
|
||||
~
|
||||
The creature is covered in fur, ranging from brown to black. She looks much
|
||||
|
|
@ -338,7 +338,7 @@ BareHandAttack: 4
|
|||
E
|
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#466
|
||||
rabbit~
|
||||
rabbit~
|
||||
a rabbit~
|
||||
A rabbit is here.
|
||||
~
|
||||
He looks at you curiously, watching your every move. His fur is very fluffy
|
||||
|
|
@ -366,7 +366,7 @@ BareHandAttack: 8
|
|||
E
|
||||
#475
|
||||
coyote~
|
||||
coyote~
|
||||
a coyote~
|
||||
A mean looking coyote is here.
|
||||
~
|
||||
He looks at you with his cold dark eyes. You suddenly feel like maybe you
|
||||
|
|
@ -381,7 +381,7 @@ BareHandAttack: 10
|
|||
E
|
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#480
|
||||
ghost~
|
||||
ghost~
|
||||
a ghost~
|
||||
A ghost is floating around before you.
|
||||
~
|
||||
You can see right through the creature, almost as if it wasn't there at all.
|
||||
|
|
@ -395,7 +395,7 @@ BareHandAttack: 5
|
|||
E
|
||||
#481
|
||||
zachary~
|
||||
zachary~
|
||||
Zachary~
|
||||
Zachary the shopkeep is standing here.
|
||||
~
|
||||
He is a rather small man, but appears to be very tough. You probably
|
||||
|
|
@ -409,7 +409,7 @@ BareHandAttack: 11
|
|||
E
|
||||
#491
|
||||
finch~
|
||||
finch~
|
||||
a finch~
|
||||
A finch is here.
|
||||
~
|
||||
The creature is very small and delicate looking. She seems to be in
|
||||
|
|
@ -423,7 +423,7 @@ BareHandAttack: 4
|
|||
E
|
||||
#493
|
||||
wolf~
|
||||
wolf~
|
||||
a wolf~
|
||||
A wolf is standing here.
|
||||
~
|
||||
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.~
|
||||
~
|
||||
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
|
||||
E
|
||||
mug cup tea nice~
|
||||
|
|
|
|||
|
|
@ -401,7 +401,7 @@ a backpack~
|
|||
A backpack is here.~
|
||||
~
|
||||
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
|
||||
E
|
||||
backpack~
|
||||
|
|
@ -981,7 +981,7 @@ a canteen~
|
|||
A canteen has been set on the ground here.~
|
||||
~
|
||||
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
|
||||
E
|
||||
canteen water~
|
||||
|
|
|
|||
|
|
@ -10,21 +10,6 @@ E
|
|||
list email staff~
|
||||
@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
|
||||
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.
|
||||
~
|
||||
#1218
|
||||
spring fountain water~
|
||||
spring fountain water well~
|
||||
a spring well~
|
||||
A mountain spring bubbles up fresh water here.~
|
||||
~
|
||||
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
|
||||
E
|
||||
spring fountain water~
|
||||
|
|
@ -148,31 +133,6 @@ A
|
|||
6 2
|
||||
A
|
||||
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
|
||||
boards builder's bulletin gen_boards~
|
||||
a builder's bulletin board~
|
||||
|
|
@ -229,18 +189,13 @@ A test object.~
|
|||
1 0 0 0
|
||||
1 1 0 0
|
||||
#1233
|
||||
trial vnum assigner limiter~
|
||||
free~
|
||||
A trial vnum assigner helps people work on thier trial vnum.~
|
||||
weapon level 34~
|
||||
a level 34 weapon~
|
||||
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
|
||||
1 1 0 34
|
||||
E
|
||||
trial vnum assigner limiter~
|
||||
This object was created to help new builders follow the directions under HELP
|
||||
TRIAL.
|
||||
~
|
||||
#1266
|
||||
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.~
|
||||
~
|
||||
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
|
||||
T 201
|
||||
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~
|
||||
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
|
||||
|
|
@ -284,4 +271,17 @@ balance where there was only chaos. To bring Sanctum to the world.
|
|||
|
||||
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.
|
||||
~
|
||||
#25005
|
||||
pixie king key door~
|
||||
pixie king key~
|
||||
a very small key~
|
||||
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
|
||||
3 60 0 0
|
||||
E
|
||||
inscription~
|
||||
It says: 'May this sword be a good companion. '
|
||||
~
|
||||
E
|
||||
sword small~
|
||||
The small sword seems to have an inscription of some sort inscription...
|
||||
~
|
||||
E
|
||||
inscription~
|
||||
It says: 'May this sword be a good companion. '
|
||||
~
|
||||
#322
|
||||
sword long~
|
||||
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
|
||||
E
|
||||
social bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
social bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
#397
|
||||
board frozen bulletin~
|
||||
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
|
||||
E
|
||||
freeze bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
freeze bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
#398
|
||||
board holy bulletin~
|
||||
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
|
||||
E
|
||||
holy bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
holy bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
#399
|
||||
board bulletin~
|
||||
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
|
||||
E
|
||||
bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
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~
|
||||
1 b 100
|
||||
~
|
||||
if %random.char%
|
||||
set actor %random.char%
|
||||
if %actor.varexists(laying_in_comfy_bed_14)%
|
||||
%damage% %actor% -10
|
||||
%echo% %actor.name% seems refreshed from sleeping in the comfy bed.
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Healing Bed Trigs 13-15. Heals those who sleep on it.
|
||||
set room_var %actor.room%
|
||||
set target_char %room_var.people%
|
||||
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
|
||||
set target_char %tmp_target%
|
||||
done
|
||||
~
|
||||
#15
|
||||
Restorative Comfy Bed 1401 - Wake~
|
||||
|
|
@ -365,7 +370,7 @@ if %arg% == chest
|
|||
*Send text to player to show effect of command
|
||||
%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
|
||||
%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
|
||||
%door% 14520 down flags ab
|
||||
* Change door name to 'trapdoor' (used in door commands, eg open trapdoor, lock trapdoor)
|
||||
|
|
@ -405,7 +410,7 @@ end
|
|||
Switch Echo Example~
|
||||
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
|
||||
wait 1
|
||||
switch %random.3%
|
||||
|
|
@ -413,7 +418,7 @@ switch %random.3%
|
|||
* only the person entering the room will see this.
|
||||
%send% %actor% You trip over a root as you walk into the room.
|
||||
* 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.
|
||||
%echo% The root suddenly springs to life and attacks!
|
||||
* let everyone in the zone hear about this.
|
||||
|
|
@ -437,6 +442,8 @@ done
|
|||
AT Example~
|
||||
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% Rumble %echo% at'd to Rumble
|
||||
~
|
||||
|
|
@ -444,6 +451,8 @@ AT Example~
|
|||
Rumble's Spy~
|
||||
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.
|
||||
* This will echo all speech to Rumble.
|
||||
%at% rumble %echo% %actor.name% says, '%speech%'
|
||||
|
|
@ -726,8 +735,6 @@ Room Variables Example~
|
|||
%echo% WEATHER: %self.weather%
|
||||
%echo% SECTOR: %self.sector%
|
||||
%echo% CONTENTS: %self.contents%
|
||||
%echo% ZONENAME: %self.zonename%
|
||||
%echo% ZONEID: %self.zoneid%
|
||||
~
|
||||
#30
|
||||
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!
|
||||
~
|
||||
#1201
|
||||
crash test trigger~
|
||||
2 c 100
|
||||
target~
|
||||
%echo% %actor.name% is targetting %%arg.name%% IS_PC: %arg.is_pc%
|
||||
if %arg.is_pc% == 1
|
||||
%echo% It is a player.
|
||||
elseif %arg.is_pc% == 0
|
||||
%echo% It is a mob.
|
||||
else
|
||||
%echo It is an object.
|
||||
Calculator By Mordecai~
|
||||
2 d 100
|
||||
*~
|
||||
* By Mordecai
|
||||
if %actor.is_pc%
|
||||
Return 0
|
||||
Eval sum %speech%
|
||||
Eval test1 "%speech%"
|
||||
Eval test %test1.strlen%
|
||||
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
|
||||
~
|
||||
#1202
|
||||
|
|
@ -763,88 +809,51 @@ done
|
|||
Hunger, Thirst, Drunk Test Trigger~
|
||||
2 g 100
|
||||
~
|
||||
if %self.roomflag(DARK)%
|
||||
%echo% This is a dark room.
|
||||
end
|
||||
if %self.roomflag(DEATH)%
|
||||
%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
|
||||
wait 1
|
||||
%echo% Hello %actor.name%
|
||||
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
||||
nop %actor.hunger(50)
|
||||
nop %actor.thirst(50)
|
||||
nop %actor.drunk(50)
|
||||
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
||||
nop %actor.hunger(-10)
|
||||
nop %actor.thirst(-10)
|
||||
nop %actor.drunk(-10)
|
||||
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
||||
nop %actor.hunger(20)
|
||||
nop %actor.thirst(21)
|
||||
nop %actor.drunk(22)
|
||||
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
||||
*
|
||||
while %actor.hunger% >= 0
|
||||
nop %actor.hunger(-1)
|
||||
done
|
||||
while %actor.thirst% >= 0
|
||||
nop %actor.thirst(-1)
|
||||
done
|
||||
while %actor.drunk% >= 0
|
||||
nop %actor.drunk(-1)
|
||||
done
|
||||
~
|
||||
#1216
|
||||
Crash Test Trigger~
|
||||
1 g 100
|
||||
~
|
||||
wait 1
|
||||
%force% %random.char% get %self.shortdesc%
|
||||
return 0
|
||||
~
|
||||
#1217
|
||||
new trigger~
|
||||
1 c 1
|
||||
use~
|
||||
eval objectname %arg.car%
|
||||
if %objectname% != feather
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
|
||||
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.
|
||||
Argument Testing Trigger~
|
||||
2 c 100
|
||||
target~
|
||||
%echo% %actor.name% is targetting %arg% IS_PC: %arg.is_pc%
|
||||
if %arg.is_pc% == 1
|
||||
%echo% It is a player.
|
||||
elseif %arg.is_pc% == 0
|
||||
%echo% It is a mob.
|
||||
else
|
||||
%send% %actor% The feather seems powerless.
|
||||
%echo It is an object.
|
||||
end
|
||||
~
|
||||
#1218
|
||||
|
|
@ -867,14 +876,47 @@ if %cmd% == test
|
|||
end
|
||||
~
|
||||
#1220
|
||||
book keeping~
|
||||
2 c 100
|
||||
heh~
|
||||
if %actor.name% == Rhunter
|
||||
wait 1
|
||||
%echoaround% Jennie smiles and says, 'Hello hubby, how is it going?'
|
||||
wait 1
|
||||
%echoaround% Jennie kisses %actor% lovingly.
|
||||
Roomflag Test Trigger~
|
||||
2 g 100
|
||||
~
|
||||
if %self.roomflag(DARK)%
|
||||
%echo% This is a dark room.
|
||||
end
|
||||
if %self.roomflag(DEATH)%
|
||||
%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
|
||||
~
|
||||
#1221
|
||||
|
|
@ -927,154 +969,6 @@ elseif %direction% == west
|
|||
%echoaround% %actor% The door slides open, %actor.name% walks out, and the door slides shut.
|
||||
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
|
||||
secret drawer magic~
|
||||
1 c 4
|
||||
|
|
@ -1118,10 +1012,12 @@ osend %actor% The switch says, 'Fine... fine.'
|
|||
end
|
||||
~
|
||||
#1282
|
||||
test~
|
||||
0 g 100
|
||||
Teleport room enter test~
|
||||
2 g 100
|
||||
~
|
||||
%echo% %self.name% squints at ~%actor.name% asdf'
|
||||
%echo% buh-bye
|
||||
%teleport% %actor% 3
|
||||
~
|
||||
#1283
|
||||
deal deck~
|
||||
|
|
|
|||
|
|
@ -97,4 +97,28 @@ if !%self.fighting%
|
|||
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
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
0 0 100
|
||||
S
|
||||
T 1200
|
||||
#1
|
||||
|
|
@ -21,7 +21,7 @@ D5
|
|||
A strange portal in the floor is the only exit.
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
0 0 100
|
||||
S
|
||||
#2
|
||||
Welcome to the Builder Academy~
|
||||
|
|
@ -553,7 +553,7 @@ D2
|
|||
0 0 21
|
||||
S
|
||||
#33
|
||||
6~
|
||||
Rumble's Room~
|
||||
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
|
||||
|
|
@ -568,58 +568,19 @@ D2
|
|||
~
|
||||
0 0 33
|
||||
E
|
||||
.test~
|
||||
can you see this with look around?
|
||||
~
|
||||
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
|
||||
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~
|
||||
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
|
||||
|
||||
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
|
||||
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
|
||||
...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~
|
||||
|
|
@ -652,22 +613,61 @@ or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
|
|||
may I wave.
|
||||
~
|
||||
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
|
||||
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.
|
||||
|
||||
...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
|
||||
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
|
||||
T 1217
|
||||
#34
|
||||
Pool of Images~
|
||||
A broad mosaic walkway wraps around the natural hotsprings in this cavernous
|
||||
|
|
@ -711,7 +711,7 @@ D3
|
|||
D4
|
||||
~
|
||||
trapdoor~
|
||||
1 0 -1
|
||||
1 0 130
|
||||
S
|
||||
#90
|
||||
Epictetus' Prison Cell~
|
||||
|
|
@ -854,14 +854,14 @@ D2
|
|||
~
|
||||
0 0 98
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
E
|
||||
floor~
|
||||
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
|
||||
scratch on it.
|
||||
~
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@ D0
|
|||
The Immortal Board Room can be seen to the north.
|
||||
~
|
||||
~
|
||||
0 -1 -1
|
||||
0 -1 1204
|
||||
S
|
||||
#1201
|
||||
The Inn Of The Gods~
|
||||
|
|
@ -23,7 +23,7 @@ D2
|
|||
The Immortal Board Room can be seen to the south.
|
||||
~
|
||||
~
|
||||
0 -1 -1
|
||||
0 -1 1204
|
||||
S
|
||||
#1202
|
||||
The Ice Box Of The Gods~
|
||||
|
|
@ -43,7 +43,65 @@ D3
|
|||
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
|
||||
#1206
|
||||
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?
|
||||
~
|
||||
~
|
||||
0 -1 -1
|
||||
0 -1 1204
|
||||
S
|
||||
#1290
|
||||
The Immortal Board Hall~
|
||||
|
|
@ -76,7 +134,7 @@ D2
|
|||
D3
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
0 0 1204
|
||||
S
|
||||
#1291
|
||||
The Builders' Board Room~
|
||||
|
|
@ -115,254 +173,4 @@ D0
|
|||
~
|
||||
0 0 1290
|
||||
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~
|
||||
1 0 30875
|
||||
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~
|
||||
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
|
||||
|
|
@ -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
|
||||
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
|
||||
#30872
|
||||
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)) {
|
||||
send_to_char(ch, "[%d]", GET_MOB_VNUM(i));
|
||||
send_to_char(ch, "[%d] ", GET_MOB_VNUM(i));
|
||||
if (SCRIPT(i))
|
||||
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);
|
||||
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, "%s [ %s]",
|
||||
world[IN_ROOM(ch)].name, buf);
|
||||
send_to_char(ch, "%s [ %s]", world[IN_ROOM(ch)].name, buf);
|
||||
} else
|
||||
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", " - ");
|
||||
|
||||
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)
|
||||
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");
|
||||
for (d = descriptor_list; d; d = d->next)
|
||||
if (IS_PLAYING(d)) {
|
||||
i = (d->original ? d->original : d->character);
|
||||
if (i && CAN_SEE(ch, i) && (IN_ROOM(i) != NOWHERE)) {
|
||||
if (d->original)
|
||||
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)),
|
||||
world[IN_ROOM(d->character)].name, QNRM, GET_NAME(d->character), QNRM);
|
||||
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);
|
||||
}
|
||||
i = (d->original ? d->original : d->character);
|
||||
if (i && CAN_SEE(ch, i) && (IN_ROOM(i) != NOWHERE)) {
|
||||
if (d->original)
|
||||
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)),
|
||||
world[IN_ROOM(d->character)].name, QNRM, GET_NAME(d->character), QNRM);
|
||||
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);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (i = character_list; i; i = i->next)
|
||||
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,
|
||||
GET_ROOM_VNUM(IN_ROOM(i)), world[IN_ROOM(i)].name, QNRM);
|
||||
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)
|
||||
if (CAN_SEE_OBJ(ch, k) && isname(arg, k->name)) {
|
||||
found = 1;
|
||||
print_object_location(++num, k, ch, TRUE);
|
||||
found = 1;
|
||||
print_object_location(++num, k, ch, TRUE);
|
||||
}
|
||||
if (!found)
|
||||
send_to_char(ch, "Couldn't find any such thing.\r\n");
|
||||
|
|
|
|||
|
|
@ -13,7 +13,7 @@
|
|||
#include "structs.h"
|
||||
#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 *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"
|
||||
"%s5)%s Arguments : %s%s\r\n"
|
||||
"%s6)%s Commands:\r\n%s%s\r\n"
|
||||
"%sW%s) Copy Trigger\r\n"
|
||||
"%sQ)%s Quit\r\n"
|
||||
"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->arglist?trig->arglist:"",/* strict arg */
|
||||
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;
|
||||
}
|
||||
|
|
@ -307,6 +308,11 @@ void trigedit_parse(struct descriptor_data *d, char *arg)
|
|||
d->mail_to = 0;
|
||||
OLC_VAL(d) = 1;
|
||||
|
||||
break;
|
||||
case 'w':
|
||||
case 'W':
|
||||
write_to_output(d, "Copy what trigger? ");
|
||||
OLC_MODE(d) = TRIGEDIT_COPY;
|
||||
break;
|
||||
default:
|
||||
trigedit_disp_menu(d);
|
||||
|
|
@ -368,6 +374,13 @@ void trigedit_parse(struct descriptor_data *d, char *arg)
|
|||
trigedit_disp_types(d);
|
||||
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:
|
||||
break;
|
||||
|
||||
|
|
|
|||
|
|
@ -22,6 +22,7 @@
|
|||
#define TRIGEDIT_COMMANDS 6
|
||||
#define TRIGEDIT_NARG 7
|
||||
#define TRIGEDIT_ARGUMENT 8
|
||||
#define TRIGEDIT_COPY 9
|
||||
|
||||
#define OLC_SCRIPT_EDIT 82766 /* arbitrary > highest possible room number */
|
||||
#define SCRIPT_MAIN_MENU 0
|
||||
|
|
|
|||
|
|
@ -82,7 +82,7 @@ int add_mobile(struct char_data *mob, mob_vnum vnum)
|
|||
|
||||
/* Update shop keepers. */
|
||||
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);
|
||||
|
||||
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. */
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
/* 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++)
|
||||
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);
|
||||
|
||||
/* 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++)
|
||||
SHOP_PRODUCT(shop, j) -= (SHOP_PRODUCT(shop, j) > rnum);
|
||||
|
||||
|
|
|
|||
|
|
@ -27,7 +27,6 @@
|
|||
#include "interpreter.h"
|
||||
|
||||
int save_config( IDXTYPE nowhere ); /* Exported from cedit.c */
|
||||
int top_shop_offset = 0;
|
||||
|
||||
/* List of zones to be saved. */
|
||||
struct save_list_data *save_list;
|
||||
|
|
|
|||
|
|
@ -28,7 +28,6 @@ struct save_list_data {
|
|||
};
|
||||
|
||||
extern struct save_list_data *save_list;
|
||||
extern int top_shop_offset;
|
||||
|
||||
/* save_list_data.type */
|
||||
#define SL_MOB 0
|
||||
|
|
|
|||
|
|
@ -255,7 +255,7 @@ shop_rnum real_shop(shop_vnum vnum)
|
|||
int bot, top, mid;
|
||||
|
||||
bot = 0;
|
||||
top = top_shop - top_shop_offset;
|
||||
top = top_shop;
|
||||
|
||||
/* perform binary search on shop_table */
|
||||
while (bot < top) {
|
||||
|
|
@ -307,9 +307,9 @@ int add_shop(struct shop_data *nshp)
|
|||
}
|
||||
|
||||
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)) {
|
||||
found = rshop;
|
||||
|
||||
|
|
|
|||
|
|
@ -228,7 +228,7 @@ int delete_room(room_rnum rnum)
|
|||
}
|
||||
|
||||
/* 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++) {
|
||||
if (SHOP_ROOM(i, j) == world[rnum].number)
|
||||
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 subcmd = 0;
|
||||
struct reset_com *new_com;
|
||||
struct reset_com new_com;
|
||||
|
||||
/* Error check to ensure users hasn't given too large an index. */
|
||||
while (zone->cmd[subcmd].command != 'S')
|
||||
|
|
@ -494,9 +494,8 @@ int new_command(struct zone_data *zone, int pos)
|
|||
return 0;
|
||||
|
||||
/* Ok, let's add a new (blank) command. */
|
||||
CREATE(new_com, struct reset_com, 1);
|
||||
new_com->command = 'N';
|
||||
add_cmd_to_list(&zone->cmd, new_com, pos);
|
||||
new_com.command = 'N';
|
||||
add_cmd_to_list(&zone->cmd, &new_com, pos);
|
||||
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"
|
||||
"%sM%s) AFF Flags : %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"
|
||||
"Enter choice : ",
|
||||
|
||||
|
|
@ -431,6 +432,7 @@ void medit_disp_menu(struct descriptor_data *d)
|
|||
grn, nrm, cyn, flag2,
|
||||
grn, nrm, cyn, OLC_SCRIPT(d) ?"Set.":"Not Set.",
|
||||
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;
|
||||
medit_disp_aff_flags(d);
|
||||
return;
|
||||
case 'w':
|
||||
case 'W':
|
||||
write_to_output(d, "Copy what mob? ");
|
||||
OLC_MODE(d) = MEDIT_COPY;
|
||||
return;
|
||||
case 'x':
|
||||
case 'X':
|
||||
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);
|
||||
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:
|
||||
if (*arg == 'y' || *arg == 'Y') {
|
||||
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. */
|
||||
if (OLC_ZONE(d)) {
|
||||
free(OLC_ZONE(d)->name);
|
||||
free(OLC_ZONE(d)->cmd);
|
||||
if (OLC_ZONE(d)->builders)
|
||||
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));
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -194,7 +194,8 @@ extern const char *nrm, *grn, *cyn, *yel;
|
|||
#define OEDIT_EXTRADESC_MENU 24
|
||||
#define OEDIT_LEVEL 25
|
||||
#define OEDIT_PERM 26
|
||||
#define OEDIT_DELETE 27
|
||||
#define OEDIT_DELETE 27
|
||||
#define OEDIT_COPY 28
|
||||
|
||||
/* Submodes of REDIT connectedness. */
|
||||
#define REDIT_MAIN_MENU 1
|
||||
|
|
@ -214,6 +215,7 @@ extern const char *nrm, *grn, *cyn, *yel;
|
|||
#define REDIT_EXTRADESC_KEY 15
|
||||
#define REDIT_EXTRADESC_DESCRIPTION 16
|
||||
#define REDIT_DELETE 17
|
||||
#define REDIT_COPY 18
|
||||
|
||||
/* Submodes of ZEDIT connectedness. */
|
||||
#define ZEDIT_MAIN_MENU 0
|
||||
|
|
@ -264,6 +266,7 @@ extern const char *nrm, *grn, *cyn, *yel;
|
|||
#define MEDIT_LEVEL 25
|
||||
#define MEDIT_ALIGNMENT 26
|
||||
#define MEDIT_DELETE 27
|
||||
#define MEDIT_COPY 28
|
||||
|
||||
/* Submodes of SEDIT connectedness. */
|
||||
#define SEDIT_MAIN_MENU 0
|
||||
|
|
@ -279,8 +282,8 @@ extern const char *nrm, *grn, *cyn, *yel;
|
|||
#define SEDIT_ROOMS_MENU 12
|
||||
#define SEDIT_NAMELIST_MENU 13
|
||||
#define SEDIT_NAMELIST 14
|
||||
#define SEDIT_COPY 15
|
||||
|
||||
/* Numerical responses. */
|
||||
#define SEDIT_NUMERICAL_RESPONSE 20
|
||||
#define SEDIT_OPEN1 21
|
||||
#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"
|
||||
"%sP%s) Perm Affects: %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"
|
||||
"Enter choice : ",
|
||||
|
||||
|
|
@ -682,6 +683,7 @@ void oedit_disp_menu(struct descriptor_data *d)
|
|||
grn, nrm, cyn, GET_OBJ_LEVEL(obj),
|
||||
grn, nrm, cyn, buf2,
|
||||
grn, nrm, cyn, OLC_SCRIPT(d) ? "Set." : "Not Set.",
|
||||
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;
|
||||
dg_script_menu(d);
|
||||
return;
|
||||
case 'w':
|
||||
case 'W':
|
||||
write_to_output(d, "Copy what object? ");
|
||||
OLC_MODE(d) = OEDIT_COPY;
|
||||
break;
|
||||
case 'x':
|
||||
case 'X':
|
||||
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;
|
||||
}
|
||||
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:
|
||||
if (*arg == 'y' || *arg == 'Y') {
|
||||
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 */
|
||||
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 */
|
||||
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"
|
||||
"%sB%s) Extra descriptions menu\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"
|
||||
"Enter choice : ",
|
||||
|
||||
|
|
@ -457,6 +458,7 @@ void redit_disp_menu(struct descriptor_data *d)
|
|||
grn, nrm,
|
||||
grn, nrm, cyn, OLC_SCRIPT(d) ? "Set." : "Not Set.",
|
||||
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;
|
||||
redit_disp_extradesc_menu(d);
|
||||
break;
|
||||
case 'w':
|
||||
case 'W':
|
||||
write_to_output(d, "Copy what room? ");
|
||||
OLC_MODE(d) = REDIT_COPY;
|
||||
break;
|
||||
case 'x':
|
||||
case 'X':
|
||||
/* Delete the room, prompt first. */
|
||||
|
|
@ -783,6 +790,13 @@ void redit_parse(struct descriptor_data *d, char *arg)
|
|||
}
|
||||
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:
|
||||
if (*arg == 'y' || *arg == 'Y') {
|
||||
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"
|
||||
"%sP%s) Products Menu\r\n"
|
||||
"%sT%s) Accept Types Menu\r\n"
|
||||
"%sW%s) Copy Shop\r\n"
|
||||
"%sQ%s) Quit\r\n"
|
||||
"Enter Choice : ",
|
||||
|
||||
|
|
@ -424,7 +425,7 @@ void sedit_disp_menu(struct descriptor_data *d)
|
|||
grn, nrm, yel, S_SELL(shop),
|
||||
grn, nrm, cyn, buf1,
|
||||
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;
|
||||
|
|
@ -471,6 +472,11 @@ void sedit_parse(struct descriptor_data *d, char *arg)
|
|||
case SEDIT_MAIN_MENU:
|
||||
i = 0;
|
||||
switch (*arg) {
|
||||
case 'w':
|
||||
case 'W':
|
||||
write_to_output(d, "Copy what shop? ");
|
||||
OLC_MODE(d) = SEDIT_COPY;
|
||||
return;
|
||||
case 'q':
|
||||
case 'Q':
|
||||
if (OLC_VAL(d)) { /* Anything been changed? */
|
||||
|
|
@ -759,6 +765,12 @@ void sedit_parse(struct descriptor_data *d, char *arg)
|
|||
return;
|
||||
}
|
||||
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:
|
||||
/* We should never get here. */
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@
|
|||
* 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
|
||||
* 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
|
||||
* 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 s1_len = strlen(s1), s2_len = strlen(s2);
|
||||
int *d = NULL;
|
||||
int i, j, k;
|
||||
int **d, i, j;
|
||||
|
||||
s1_len++;
|
||||
s2_len++;
|
||||
CREATE(d, int *, s1_len + 1);
|
||||
|
||||
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++)
|
||||
d[i] = i;
|
||||
for (j = 0; j < s2_len; j++)
|
||||
d[j*s1_len] = j;
|
||||
for (j = 0; j <= s2_len; j++)
|
||||
d[0][j] = j;
|
||||
for (i = 1; i <= s1_len; i++)
|
||||
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++)
|
||||
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)));
|
||||
i = d[s1_len][s2_len];
|
||||
|
||||
k = d[s1_len*s2_len-1];
|
||||
for (j = 0; j <= s1_len; j++)
|
||||
free(d[j]);
|
||||
free(d);
|
||||
|
||||
free (d);
|
||||
|
||||
return k;
|
||||
return i;
|
||||
}
|
||||
|
||||
void char_from_furniture(struct char_data *ch)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue