Updated World and files for 3.52 release --Rumble

This commit is contained in:
Rumble 2007-04-20 14:41:58 +00:00
parent d0db332492
commit 3282b8fdc9
32 changed files with 11407 additions and 11232 deletions

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@ -14,7 +14,7 @@ tbaMUD 3.52
Update to is_number to check for negative numbers. (thanks Kyle) Update to is_number to check for negative numbers. (thanks Kyle)
Update to isname to disallow abbreviated numbers. (thanks Sryth) Update to isname to disallow abbreviated numbers. (thanks Sryth)
[Apr 08 2007] - Rumble [Apr 08 2007] - Rumble
Removed all usage of CAP(str causing a memory leak (thanks Kyle). Removed all usage of CAP(str) causing a memory leak (thanks Kyle).
Removed object type TRAP. Removed object type TRAP.
Removed oasis_delete.h. Removed oasis_delete.h.
Renamed variable wovel to vowel in ban.c. Renamed variable wovel to vowel in ban.c.

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@ -568,36 +568,6 @@ $n blinks at your $t.
You blinks at $p. You blinks at $p.
$n blinks at $p. $n blinks at $p.
~blink2 blink2 0 5 8 0
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~bloink bloink 0 5 0 0
Who do you want to boink?
$n looks around, puzzled.
You boink $M.
$n boinks $N with ultimate passion.
$n boinks you passionately.
Who's that?
You boink yourself on the head.
*YUCK* $n boinks $mself on the head.
You boink $S $t.
$n boinks $N's $t.
$n boinks your $t.
You boink $p.
$n boinks $p.
~bloob bloob 0 0 8 0 ~bloob bloob 0 0 8 0
You tell a story about a bloober, you once saw. You tell a story about a bloober, you once saw.
$n bloobs out about nothing and everything. $n bloobs out about nothing and everything.
@ -688,6 +658,21 @@ $n boggles over your $t.
You are boggled by $p. You are boggled by $p.
$n seems to be boggled over $p. $n seems to be boggled over $p.
~boink boink 0 5 0 0
Who do you want to boink?
$n looks around, puzzled.
You boink $M.
$n boinks $N with ultimate passion.
$n boinks you passionately.
Who's that?
You boink yourself on the head.
*YUCK* $n boinks $mself on the head.
You boink $S $t.
$n boinks $N's $t.
$n boinks your $t.
You boink $p.
$n boinks $p.
~bonk bonk 0 5 0 0 ~bonk bonk 0 5 0 0
Whom do you wish to bonk on the head? Whom do you wish to bonk on the head?
$n is looking for someone to bonk, RUN! $n is looking for someone to bonk, RUN!
@ -5968,21 +5953,6 @@ $n playfully splashes water at your $t...... going to take that?
You splash $p with water, trying to clean off those nasty bloodstains. You splash $p with water, trying to clean off those nasty bloodstains.
$n splashes $p with water, and starts to wash away an imaginary bloodstain. $n splashes $p with water, and starts to wash away an imaginary bloodstain.
~spondebath spondebath 0 0 8 0
This action is unfinished.
This action is unfinished.
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~spongebath spongebath 0 6 0 0 ~spongebath spongebath 0 6 0 0
You demand a sponge bath. You demand a sponge bath.
$n demands a sponge bath. $n demands a sponge bath.
@ -6301,7 +6271,7 @@ $n swears at $p.
~sweat sweat 0 5 0 0 ~sweat sweat 0 5 0 0
Cool down? Cool down?
$n sweats a river! $n sweats a river!
You look at $s and break out into a sweat. You look at $S and break out into a sweat.
$n looks at $N and breaks out in a sweat. $n looks at $N and breaks out in a sweat.
$n looks at you and starts sweating. $n looks at you and starts sweating.
You break out in a sweat. You break out in a sweat.

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@ -1053,7 +1053,7 @@ as in "women's hemlines."
We rest our case. Now do whatever you want...after all, it is your area. We rest our case. Now do whatever you want...after all, it is your area.
#31 #31
OBJ-NOTES OBJECT-NOTES BOOKS PENS NOTES QUILLS NEWSPAPERS POSTITS POST-ITS OBJ-TYPE-NOTE OBJ-NOTES OBJECT-NOTES BOOKS PENS NOTES QUILLS NEWSPAPERS POSTITS POST-ITS OBJ-TYPE-NOTE PAPERS
With Object Type NOTE you can then use the A-desc to write what you want With Object Type NOTE you can then use the A-desc to write what you want
people to see when they read it. Players will then be able to write on the people to see when they read it. Players will then be able to write on the
@ -1150,7 +1150,7 @@ C2 - Player has color set to normal.
NO_WIZ - Builder can not see wiznet. NO_WIZ - Builder can not see wiznet.
L1 - Builder has syslog set to brief. L1 - Builder has syslog set to brief.
L2 - Builder has syslog set to normal. L2 - Builder has syslog set to normal.
BOTH: Builder has syslog set to on. BOTH: Builder has syslog set to on and will see ALL logs (spammy).
NO_AUC - Player can not see auctions. NO_AUC - Player can not see auctions.
NO_GOS - Player can not see gossips. NO_GOS - Player can not see gossips.
NO_GTZ - Player can not see grats. NO_GTZ - Player can not see grats.
@ -1622,7 +1622,7 @@ See also: STANDARDS
PREREQUISITES CONSTRUCTIVE-CRITICISM PREREQUISITES CONSTRUCTIVE-CRITICISM
Do you own a dictionary? Can you write in complete sentences? Builders Do you own a dictionary? Can you write in complete sentences? Builders
are expected to be able to write decent descriptions. MUDs will not implement are expected to be able to write decent descriptions. Good MUDs will not use
zones that are grammatical nightmares. The goal of the Builder Academy is to zones that are grammatical nightmares. The goal of the Builder Academy is to
develop great builders, part of this requires a grasp on the English language. develop great builders, part of this requires a grasp on the English language.
We understand English is not the first language for most people, but that is no We understand English is not the first language for most people, but that is no
@ -1990,7 +1990,7 @@ file.
See also: HEDIT, HINDEX See also: HEDIT, HINDEX
#31 #31
HEDIT HEDIT HELP-EDITOR
Usage: hedit <keyword> Usage: hedit <keyword>
@ -2457,7 +2457,7 @@ takes about 12 days.
See also: DATE, %TIME% See also: DATE, %TIME%
#31 #31
SET INVSTART SET INVSTART NOWIZLIST
Usage: set [ file | player ] <character> <field> <value> Usage: set [ file | player ] <character> <field> <value>
@ -2494,7 +2494,7 @@ exp LVL_GOD BOTH NUMBER Experience points
frozen LVL_FREEZE PC BINARY FROZEN flag frozen LVL_FREEZE PC BINARY FROZEN flag
gold LVL_BUILDER BOTH NUMBER Gold (On hand) gold LVL_BUILDER BOTH NUMBER Gold (On hand)
height LVL_BUILDER BOTH NUMBER Height height LVL_BUILDER BOTH NUMBER Height
hit LVL_BUILDER BOTH NUMBER Current HP hitpoints LVL_BUILDER BOTH NUMBER Current HP
hitroll LVL_BUILDER BOTH NUMBER To-Hit modifier hitroll LVL_BUILDER BOTH NUMBER To-Hit modifier
hunger LVL_BUILDER BOTH MISC Hrs to hunger hunger LVL_BUILDER BOTH MISC Hrs to hunger
int LVL_BUILDER BOTH NUMBER Intelligence int LVL_BUILDER BOTH NUMBER Intelligence
@ -3104,12 +3104,12 @@ eval stunned %actor.hitp% - evaluate all hitpoints and then damage
eval num_hitp %actor.hitp%/2 - calculate half of hitpoints and then damage eval num_hitp %actor.hitp%/2 - calculate half of hitpoints and then damage
%damage% %actor% %num_hitp% %damage% %actor% %num_hitp%
Example: @RTSTAT 16 Example: @RTSTAT 16, 51
TSTAT 3008@n TSTAT 3008@n
See also: DAMAGE, GUNS, DEATH See also: DAMAGE, GUNS, DEATH
#31 #31
%DOOR% WDOOR ODOOR MDOOR TRIGEDIT-EXIT TRIG-EXIT TRIGEDIT-DOORS TRIGEDIT-MENU-DOORS SECRET-DOORS TRIG-DOOR %DOOR% WDOOR ODOOR MDOOR TRIGEDIT-EXIT TRIG-EXIT TRIGEDIT-DOORS TRIGEDIT-MENU-DOORS SECRET-DOORS TRIG-DOOR %EXIT%
%door% <vnum> < direction> < field> [value] %door% <vnum> < direction> < field> [value]
@ -3131,7 +3131,7 @@ room - value is the vnum of the room this direction leads to
Example: @RTSTAT 17, 23603@n Example: @RTSTAT 17, 23603@n
#31 #31
%ECHO% %ECHOAROUND% %SEND% TRIG-SEND %ZONEECHO% ZONEECHO ZECHOAROUND ECHOAROUND OECHO WECHO MECHO OECHOAROUND WECHOAROUND MECHOAROUD OSEND WSEND MSEND ZONECHO RECHO %ZECHO% ZSOUND MECHOAROUND MZONEECHO MRECHO %ECHO% %ECHOAROUND% %SEND% TRIG-SEND %ZONEECHO% ZONEECHO ZONECHO %ZONECHO% ZECHOAROUND ECHOAROUND OECHO WECHO MECHO OECHOAROUND WECHOAROUND MECHOAROUD OSEND WSEND MSEND ZONECHO RECHO %ZECHO% ZSOUND MECHOAROUND MZONEECHO MRECHO
%echo% <message> %echo% <message>
Message is sent to all non-sleeping characters in the same room that this Message is sent to all non-sleeping characters in the same room that this
@ -3148,7 +3148,10 @@ the victim.
Zoneecho echoes message to the entire zone. room vnum should be any vnum in Zoneecho echoes message to the entire zone. room vnum should be any vnum in
the zone you wish to echo to. 13400 would echo in zone 134. the zone you wish to echo to. 13400 would echo in zone 134.
NOTE: When used with mobs make sure the mobs can see the players. i.e not blind, set INFRA. To send a blank line use: %send% %actor% \
NOTE: When used with mobs make sure the mobs can see the players.
i.e not blind, set INFRA, DET_INVIS.
Example: @RTSTAT 18@n Example: @RTSTAT 18@n
See also: %ASOUND% See also: %ASOUND%
@ -3202,6 +3205,13 @@ Examples:
%purge% %actor.inventory(1300)% %purge% %actor.inventory(1300)%
%purge% %actor.eq(hold)% %purge% %actor.eq(hold)%
When purging objects make sure the object exists. If it does not the room will
be purged:
if %actor.inventory(700)%
%purge% %actor.inventory(700)%
end
Example: @RTSTAT 1375, 6300@n Example: @RTSTAT 1375, 6300@n
See also: POSITIONS See also: POSITIONS
@ -3306,7 +3316,7 @@ mjunk <object | all>
is sent by this command. Only mobs may use this command. is sent by this command. Only mobs may use this command.
#31 #31
%FOLLOWER% TRIG-FOLLOW MFOLLOW %MASTER% MASTER %SELF.FOLLOWER% %SELF.MASTER% %FOLLOWER% TRIG-FOLLOW MFOLLOW %MASTER% MASTER %SELF.FOLLOWER% %SELF.MASTER% %FOLLOW%
mfollow <victim> mfollow <victim>
@ -3324,8 +3334,9 @@ MHUNT %HUNT% HUNT
mhunt <victim> mhunt <victim>
The mobile will begin to hunt for victim, and engage in combat upon finding The mobile will begin to hunt for victim, and engage in combat upon finding
them. Only Mobiles may use this command. Hunting mobs will walk through NOMOB them. Only Mobiles may use this command. Hunting mobs will ignore STAY_ZONE and
rooms. %kill% may be used for mobs attacking mobs. SENTINEL flags. They will also walk through NOMOB rooms. %kill% may be used for
mobs attacking mobs.
Examples: @RTSTAT 19596, 19595@n Examples: @RTSTAT 19596, 19595@n
@ -3366,7 +3377,7 @@ load trigger will be executed.
Example: @RTSTAT 21, 1370@n Example: @RTSTAT 21, 1370@n
#31 #31
OTIMER %TIMER% OTIMER %TIMER% %OTIMER%
otimer <value> otimer <value>
@ -3377,13 +3388,15 @@ Example: @RTSTAT 11894@n
See also: TIMER, TRIGEDIT-OBJ-TIMER See also: TIMER, TRIGEDIT-OBJ-TIMER
#31 #31
OSETVAL %SETVAL% OSETVAL %SETVAL% VAL0 VAL1 VAL2 VAL3 %VAL0% %VAL1% %VAL2% %VAL3%
osetval <position> <value> osetval <position> <value>
Osetval lets you alter the object values of an object. The meaning of the Osetval lets you alter the object values of an object. The meaning of the
values depends on the object type (@RHELP OEDIT-VALUES@n). values depends on the object type (@RHELP OEDIT-VALUES@n). "osetval 3 50" will
set the objects 3rd value to 50.
Example: @RTSTAT 42@n
#31 #31
COMMENT * COMMENT *
@ -3400,7 +3413,7 @@ trigger text try /*.
See also: REDIT-ROOM-FLAGS See also: REDIT-ROOM-FLAGS
#31 #31
NOP NO-OPERATION NON-OPERATION TRIG-EXPERIENCE %ACTOR.EXP% ACTOR.EXP TRIG-GOLD ACTOR.GOLD %ACTOR.GOLD% %NOP% %POSITION% %POS% %ACTOR.POS% ACTOR.POS NOP NO-OPERATION NON-OPERATION TRIG-EXPERIENCE %ACTOR.EXP% ACTOR.EXP TRIG-GOLD ACTOR.GOLD %ACTOR.GOLD% %NOP% %POSITION% %POS% %ACTOR.POS% ACTOR.POS TRIGEDIT-NOP
Almost a no-operation. Certain variable/subfield combinations for characters Almost a no-operation. Certain variable/subfield combinations for characters
change some attribute about the character. nop allows those changes to be used change some attribute about the character. nop allows those changes to be used
@ -3445,13 +3458,13 @@ check the global variable to allow or prevent passage accordingly.
set has_bribed_guard 1 set has_bribed_guard 1
global has_bribed_guard global has_bribed_guard
Global variables are checked when the specified variable is not recognized. It can Globals can be checked by varexists: if %actor.varexists(<variable>)%
also be used to check for variables.
if %actor.varexists(variable)%
Global variables should not be used when you want to remember something about a Global variables should not be used when you want to remember something about a
player. To save something to a players file for future use always use REMOTE. player. To save something to a players file for future use always use REMOTE.
Examples: @RTSTAT 23612, 23613, 23614@n
See also: REMOTE, VARIABLES, CONTEXT See also: REMOTE, VARIABLES, CONTEXT
#31 #31
CONTEXT %CONTEXT% CONTEXT %CONTEXT%
@ -3473,7 +3486,7 @@ name, differing only by context. Players may have variables; this mostly
removes the need for variable context. Previously, a player's ID could be used removes the need for variable context. Previously, a player's ID could be used
as variable context to allow a trigger to service multiple players at once. as variable context to allow a trigger to service multiple players at once.
Example @RTSTAT 23612@n Example: @RTSTAT 23612@n
See also: REMOTE See also: REMOTE
#31 #31
@ -3492,6 +3505,8 @@ the result of the immediate evaluation of the provided expression. There also
exists a "set" command, with the same syntax. Set differs in that the expression exists a "set" command, with the same syntax. Set differs in that the expression
is not evaluated until the variable is accessed. is not evaluated until the variable is accessed.
Example: @RTSTAT 49@n
See also: TRIG-SET See also: TRIG-SET
#31 #31
TRIG-SET %SET% MSET TRIG-SET %SET% MSET
@ -3514,9 +3529,9 @@ the provided expression, which will be evaluated when the variable is accessed.
There also exists an "eval" command, with the same syntax. Eval differs in that There also exists an "eval" command, with the same syntax. Eval differs in that
the expression is evaluated immediately. the expression is evaluated immediately.
Example: @RTSTAT 41005@n Example: @RTSTAT 49, 41005@n
See also: EVAL See also: EVAL, OSETVAL
#31 #31
UNSET UNSET
@ -3607,9 +3622,24 @@ end
mkill %actor% mkill %actor%
#31 #31
MAKEUID VAREXISTS %VAREXISTS% %EXISTS% EXISTS UID VAREXISTS %VAREXISTS% %EXISTS% EXISTS
Usage: if %actor.varexists(on_quest_zone_1)%
The above usage checks if the variable on_quest_zone_1 has been saved to the
player file or to a mob (does not work for objects). It can also be used with
!%actor.varexists(on_quest_zone_1)% to mean does not exist. This is useful on
quests or other complex triggers that need to save variables to a player file
by using remote.
Example: @RTSTAT 138, 139@n
See Also: REMOTE
#30
MAKEUID UID
Usage: makeuid variable id Usage: makeuid variable id
* We have one mob giving a quest. This mob sets the targets id as a global on * We have one mob giving a quest. This mob sets the targets id as a global on
* the player via the 'remote' command, like this: * the player via the 'remote' command, like this:
eval quest_object %obj.id% eval quest_object %obj.id%
@ -3666,7 +3696,7 @@ Examples: @RTSTAT 199, 190-192, 23612-23614@n
See also: RDELETE, VDELETE, TRIG-SET, CONTEXT See also: RDELETE, VDELETE, TRIG-SET, CONTEXT
#31 #31
TRIG-RETURN RETURN-0 CONTINUE %RETURN% TRIG-RETURN RETURN-0 CONTINUE %RETURN% RETURN-1
Usage: return 0 Usage: return 0
@ -3677,11 +3707,13 @@ fire is to have the first one return 0. Other Examples:
Get, Give, Drop, Wear, Leave, and Consume trigs with return 0 prevents the action. Get, Give, Drop, Wear, Leave, and Consume trigs with return 0 prevents the action.
Command trigs with return 0 allow the command to continue to the MUD and not be Command trigs with return 0 allow the command to continue to the MUD and not be
captured by the trigger. stopped by the trigger.
Return does not end the triggers execution. It is returned after all commands have Return does not end the triggers execution. It is returned after all commands have
been executed, or a wait or halt command is called. been executed, or a wait or halt command is called.
Return 1 is rarely used since it just means normal termination of the trigger.
Example: @RTSTAT 1364@n Example: @RTSTAT 1364@n
See also: TRIG-TYPE, HALT, WAIT See also: TRIG-TYPE, HALT, WAIT
@ -3715,7 +3747,7 @@ Case is used to begin a new conditional group in a switch block.
Default is similar to case but matches any condition not met. Default is similar to case but matches any condition not met.
Done is used to terminate a while or switch block. Done is used to terminate a while or switch block.
Example: @RTSTAT 18@n Example: @RTSTAT 18, 6@n
#31 #31
WHILE DONE %NEXT% NEXT LOOP TRIG-LOOPS TRIG-WHILE TRIG-DONE WHILE DONE %NEXT% NEXT LOOP TRIG-LOOPS TRIG-WHILE TRIG-DONE
@ -3725,7 +3757,7 @@ Usage: while expression
or negative. This can make permanent loops - be careful. The switch block must or negative. This can make permanent loops - be careful. The switch block must
be terminated by a done. While loops are disabled after looping 100 times. be terminated by a done. While loops are disabled after looping 100 times.
Room example: @RTSTAT 24@n Room example: @RTSTAT 24, 2201@n
Obj example: @RTSTAT 23@n Obj example: @RTSTAT 23@n
Mob example: @RTSTAT 11858@n Mob example: @RTSTAT 11858@n
#31 #31
@ -3848,7 +3880,7 @@ mudcommand - Returns the mud command the string is shorthand for. Used to make
Example: @RTSTAT 30@n Example: @RTSTAT 30@n
#31 #31
TRIGEDIT-VARIABLES-SPECIALS SPEC-VAR %SELF% RANDOM %RANDOM% %TIME% %PEOPLE% TRIGEDIT-SPEC-VAR %RANDOM.CHAR% %SPEECH% DG_LETTER DG-LETTERS TRIGEDIT-LETTERS TRIGEDIT-VARIABLES-SPECIALS SPEC-VAR %SELF% RANDOM %RANDOM% %TIME% %PEOPLE% TRIGEDIT-SPEC-VAR %RANDOM.CHAR% %SPEECH% DG_LETTER DG-LETTERS TRIGEDIT-LETTERS FINDMOB FINDOBJ
Special Variables When using field - The variable returns: Special Variables When using field - The variable returns:
@ -3909,7 +3941,7 @@ Example: @RTSTAT 29@n
See also: RANDOM-THOUGHTS See also: RANDOM-THOUGHTS
#31 #31
TRIGEDIT-VARIABLES-OBJECTS OBJ-VAR %SHORTDESC% TRIGEDIT-OBJ-VAR VAL0 VAL1 VAL2 VAL3 %ITEM% %OBJECT% OBJVARS OBJ-VARS %NEXT_IN_LIST% %OBJ% OBJ-COMMAND IS_INROOM TRIGEDIT-VARIABLES-OBJECTS OBJ-VAR %SHORTDESC% TRIGEDIT-OBJ-VAR VAL0 VAL1 VAL2 VAL3 %ITEM% %OBJECT% OBJVARS OBJ-VARS %NEXT_IN_LIST% %OBJ% OBJ-COMMAND IS_INROOM WORN_BY NEXT_IN_LIST
Objects When using field - The variable returns: Objects When using field - The variable returns:
@ -3962,11 +3994,11 @@ Examples: @RTSTAT 94, 9116@n
See also: TRIG-INV, %PURGE%, %LOAD%, POSITIONS, CHAR-VAR See also: TRIG-INV, %PURGE%, %LOAD%, POSITIONS, CHAR-VAR
#31 #31
%NEXT_IN_ROOM% CHAR_VAR TRIG-FIELDS %ACTOR.SEX% %ACTOR.HITPOINTS% %ACTOR.HP% %HIS% IS_FIGHTING %FIGHTING% ACTOR.FIGHTING %ACTOR.FIGHTING% IN_ROOM IS_ROOM POS() HISHER %MASTER% %SELF.MASTER% %FOLLOWER.NAME% PVAR %HISHER% %SEX% %NEXT_IN_ROOM% CHAR_VAR TRIG-FIELDS %ACTOR.SEX% %ACTOR.HITPOINTS% %ACTOR.HP% %ACTOR.HITP% %HIS% IS_FIGHTING %FIGHTING% ACTOR.FIGHTING %ACTOR.FIGHTING% IN_ROOM IS_ROOM POS() HISHER %MASTER% %SELF.MASTER% %FOLLOWER.NAME% PVAR %HISHER% %SEX% %ACTOR.HISHER%
See @RHELP CHAR-VAR@n See @RHELP CHAR-VAR@n
#31 #31
CHAR-VARS TRIGEDIT-VARIABLES-CHARACTERS %TITLE% %ACTOR.TITLE% CHAR-VARIABLES TRIGEDIT-CHAR-VAR %ACTOR.ID% ACTOR.ID ACTOR.VNUM %ACTOR.VNUM% %ACTOR.NAME% %ACTOR% %VICTIM% SELF %SELF% MOBVARS MOB-VARS TRIGEDIT-LEVEL %SELF.ID% SELF.ID NEXT_IN_ROOM CHAR-VARS TRIGEDIT-VARIABLES-CHARACTERS %TITLE% %ACTOR.TITLE% CHAR-VARIABLES TRIGEDIT-CHAR-VAR %ACTOR.ID% ACTOR.ID ACTOR.VNUM %ACTOR.VNUM% %ACTOR.NAME% %ACTOR% %VICTIM% SELF %SELF% MOBVARS MOB-VARS TRIGEDIT-LEVEL %SELF.ID% SELF.ID NEXT_IN_ROOM ACTOR-VAR
The following fields can be used with %actor%. i.e. %actor.<field>% The following fields can be used with %actor%. i.e. %actor.<field>%
Excluding the subfield () returns the value. Adding a subfield modifies it. Excluding the subfield () returns the value. Adding a subfield modifies it.
@ -4259,7 +4291,7 @@ noise, and other ambience into your zone.
Numeric Arg : 0-100: percentage chance this trigger will run. Numeric Arg : 0-100: percentage chance this trigger will run.
Argument : not used. Argument : not used.
Example: @RTSTAT 51@n Example: @RTSTAT 51, 2202, 2201@n
See also: RANDOM-TIMING, TRIGEDIT-ROOM-GLOBAL See also: RANDOM-TIMING, TRIGEDIT-ROOM-GLOBAL
#31 #31
@ -4276,7 +4308,7 @@ fires by modifying numeric arg to the following values:
50% = 26 seconds 50% = 26 seconds
100% = 13 seconds 100% = 13 seconds
The actual equation is 100/numeric arg X 13 = time in seconds. 100/20 X 13 = 63 seconds The actual equation is 100/numeric arg X 13 = time in seconds. 100/20 X 13 = 65 seconds
See also: TRIGEDIT-OBJ-RANDOM, TRIGEDIT-MOB-RANDOM, TRIGEDIT-ROOM-RANDOM See also: TRIGEDIT-OBJ-RANDOM, TRIGEDIT-MOB-RANDOM, TRIGEDIT-ROOM-RANDOM
#31 #31
@ -4297,7 +4329,7 @@ Variables:
%cmd% - the exact command (without arguments) issued %cmd% - the exact command (without arguments) issued
%arg% - the arguments, if any, following the command %arg% - the arguments, if any, following the command
Example: @RTSTAT 52, 1218@n Example: @RTSTAT 52, 1214@n
#31 #31
TRIGEDIT-ROOM-SPEECH TRIGSPEECH TRIG-SPEECH TRIGEDIT-SPEECH TRIG-ROOM-SPEECH TRIGEDIT-ROOM-SPEECH TRIGSPEECH TRIG-SPEECH TRIGEDIT-SPEECH TRIG-ROOM-SPEECH
@ -4305,7 +4337,7 @@ Activates when matching text is spoken by a character in the room
Numeric Arg : 0: argument is a substring that must be found in the speech to cause a Numeric Arg : 0: argument is a substring that must be found in the speech to cause a
match. match.
1: argument is a list of words, any of which found in the speech will 1-100: argument is a list of words, any of which found in the speech will
activate the trigger. activate the trigger.
Argument : a phrase or wordlist to be matched. Argument : a phrase or wordlist to be matched.
@ -4379,7 +4411,7 @@ Variables:
Example: @RTSTAT 57@n Example: @RTSTAT 57@n
#31 #31
TRIGEDIT-ROOM-LEAVE TRIG-ROOM-LEAVE TRIG-ROOM-EXIT TRIGEDIT-ROOM-EXIT TRIGEDIT-ROOM-LEAVE TRIG-ROOM-LEAVE TRIG-ROOM-EXIT TRIGEDIT-ROOM-EXIT TRIG-LEAVE
Activated when someone leaves the room. Activated when someone leaves the room.
@ -4411,7 +4443,7 @@ Variables:
Example: @RTSTAT 59@n Example: @RTSTAT 59@n
#31 #31
TRIGEDIT-ROOM-TIME TRIGEDIT-TIME TRIGEDIT-ROOM-TIME TRIGEDIT-TIME TRIG-ROOM-TIME
Activated by MUD hour listed in Numeric Arg. A player must be in the room for Activated by MUD hour listed in Numeric Arg. A player must be in the room for
it to work unless you use it in conjunction with @RTRIGEDIT-ROOM-GLOBAL@n. it to work unless you use it in conjunction with @RTRIGEDIT-ROOM-GLOBAL@n.
@ -4494,7 +4526,7 @@ Variables:
%target% - the target of the action, if any %target% - the target of the action, if any
%arg% - the entire phrase %arg% - the entire phrase
Example: @RTSTAT 64, 1372@n Example: @RTSTAT 127, 64, 1372@n
#31 #31
TRIGEDIT-MOB-DEATH TRIG-MOB-DEATH MOB-DEATH MOBDEATH MDEATH TRIGEDIT-MOB-DEATH TRIG-MOB-DEATH MOB-DEATH MOBDEATH MDEATH
@ -4730,7 +4762,7 @@ Variables:
%cmd% - the exact command (without arguments) issued %cmd% - the exact command (without arguments) issued
%arg% - the arguments, if any, following the command %arg% - the arguments, if any, following the command
Example: @RTSTAT 81, 154, 9800, 11859@n Example: @RTSTAT 81, 154, 6, 9800, 11859@n
#31 #31
TRIGEDIT-OBJ-TIMER TRIGEDIT-TIMER TRIG-TIMER TRIGEDIT-OBJECT-TIMER TRIGEDIT-OBJ-TIMER TRIGEDIT-TIMER TRIG-TIMER TRIGEDIT-OBJECT-TIMER
@ -4942,19 +4974,16 @@ TRIGEDIT-NAMES TRIG-NAMES TRIGGER-NAMES
1) Name : @ynew trigger@n 1) Name : @ynew trigger@n
Always use names that explain the trigger. More importantly: always include the Always use names that explain your trigger and include the VNUM for the
VNUM for the mob/obj/room the trigger is going to be attached to. mob/obj/room the trigger is going to be attached to. It is important to give
your trigger a name you and others can understand. This way others can search
"vnum trigger <keyword>." This will also make it easier when using tlist and
tstat. Allowing others to quickly comprehend what the trigger does. Here are
some good examples:
It is important to give your trigger a name you and others can understand. Princess Shout for Help - M2229 --> Trigger 2204 attached to mob 2229.
Even more important is including the VNUM of what it is attached to. This way Tutorial Example Quest Offer - M14 --> Trigger 1 attached to mob 14.
tlist and stat will show the name description and VNUM allowing others to No Recall - R0 --> Trigger 1201 attached to room 0.
quickly comprehend what the trigger does. A good name could be 'guard shout for
help - 101' or 'mage cast poison - 300' even 'cursed object - 130.'
Examples:
Quest Offer - 1310 --> trigger attached to mob 1310
Fall Down Stairs - 1300 --> trigger attached to room 1300
No Dropping Stuff - 1301 --> trigger attached to obj 1301
#31 #31
TRIGEDIT-INTENDED TRIGEDIT-INTENDED
@ -5310,9 +5339,9 @@ positions to an array. See the examples below.
@RTSTAT 150, 41005, 1325, 57715@n @RTSTAT 150, 41005, 1325, 57715@n
#31 #31
TRIG-EXAMPLES ASSEMBLIES ASSEMBLE ASSEMBLY VEHICLES MAKE BAKE BREW CRAFT FLETCH KNIT MIX THATCH WEAVE ASSEDIT FORGE SMOKE SMOKING CIGARS CIGARETTES PIPES SHOTGUN BLAST SHOOT RANGED-WEAPONS FIRE-WEAPONS BOWS QUIVERS MISSILES GUNS TRIG-EXAMPLES ASSEMBLIES ASSEMBLE ASSEMBLY VEHICLES MAKE BAKE BREW CRAFT FLETCH KNIT MIX THATCH WEAVE ASSEDIT FORGE SMOKE SMOKING CIGARS CIGARETTES PIPES SHOTGUN BLAST SHOOT RANGED-WEAPONS FIRE-WEAPONS BOWS QUIVERS MISSILES GUNS FIREARMS AMMO
These are not implemented since the same thing can be done with trigedit. The above list of skills are not implemented since the same thing can be done with trigedit.
Assemblies: @RTSTAT 38, 48, 335@n Assemblies: @RTSTAT 38, 48, 335@n
Smokables: @RTSTAT 159@n Smokables: @RTSTAT 159@n
@ -5486,7 +5515,7 @@ TRIG-QUESTS TRIGEDIT-QUESTS AUTOQUEST QUESTS QUESTPOINTS QUEST-POINTS QUESTMASTE
Many zones have their own quests and examples within them, such as: Many zones have their own quests and examples within them, such as:
Questmaster Example: @RTSTAT 139, GOTO 113@n Questmaster Example: @RTSTAT 138-144, GOTO 113@n
Assembly Examples: @RTSTAT 38, 48, 335, GOTO 366@n Assembly Examples: @RTSTAT 38, 48, 335, GOTO 366@n
Questshop Example: @RTSTAT 167, GOTO 265@n Questshop Example: @RTSTAT 167, GOTO 265@n
Fizban's Questshop Example: @RTSTAT 57705-57707@n Fizban's Questshop Example: @RTSTAT 57705-57707@n
@ -5579,7 +5608,7 @@ See also: REDIT, OEDIT, MEDIT, SEDIT, ZEDIT, ZRESET,
RLIST, OLIST, MLIST, SLIST, SHOW-ZONE RLIST, OLIST, MLIST, SLIST, SHOW-ZONE
Advanced: TRIGEDIT, TSTAT, TLIST, DIG, RCLONE, BUILDWALK Advanced: TRIGEDIT, TSTAT, TLIST, DIG, RCLONE, BUILDWALK
#31 #31
BUILDERS BUILDERS IMMORTALS
A builder is a term usually used to describe a person who designs MUD zones A builder is a term usually used to describe a person who designs MUD zones
for other characters to explore. Any player with motivation, ideas, and good for other characters to explore. Any player with motivation, ideas, and good
@ -6671,7 +6700,7 @@ objects and quests.
See also: AUTOROLL See also: AUTOROLL
#31 #31
MEDIT-POSITION MEDIT-DEFAULT MEDIT-POSITIONS MEDIT-DEFAULT
I) Position : @yStanding@n I) Position : @yStanding@n
J) Default : @yStanding@n J) Default : @yStanding@n
@ -6867,21 +6896,21 @@ OEDIT-TYPES OBJECT-TYPES OBJ-TYPES OBJ-WEAPONS TRASH FURNITURE COUCH CHAIRS
This specifies what type an object is defined as; also controls the meanings This specifies what type an object is defined as; also controls the meanings
of value0 through value4 (option C). The Type Flag must be one of the following: of value0 through value4 (option C). The Type Flag must be one of the following:
0 UNDEFINED Do Not Set. 0 UNDEFINED Do not set.
1 LIGHT Item is a light source. 1 LIGHT Item is a light source.
2 SCROLL Item is a magical scroll. 2 SCROLL Item is a magical scroll.
3 WAND Item is a magical wand. 3 WAND Item is a magical wand.
4 STAFF Item is a magical staff. 4 STAFF Item is a magical staff.
5 WEAPON Must be piercing to backstab. 5 WEAPON Must be piercing to backstab.
6 FURNITURE Item may be sat on. 6 FURNITURE Item may be sat on.
7 UNDEFINED Not implemented. Do not use. 7 FREE Do not set.
8 TREASURE Item is treasure other than gold coins (i.e. gems) 8 TREASURE Item is treasure other than gold coins (i.e. gems)
9 ARMOR Item is armor. 9 ARMOR Item is armor.
10 POTION Item is a magical potion. 10 POTION Item is a magical potion.
11 WORN Item is worn, but not armor. 11 WORN Item is worn, but not armor.
12 OTHER Miscellaneous object with no special properties. 12 OTHER Miscellaneous object with no special properties.
13 TRASH Trash is not bought by shopkeepers. 13 TRASH Trash is not bought by shopkeepers.
14 TRAP Currently not implemented. Do not use. 14 FREE2 Do not set.
15 CONTAINER Item is a container. Be creative, make robes with pockets, etc. 15 CONTAINER Item is a container. Be creative, make robes with pockets, etc.
16 NOTE Item is a note @RHELP OBJ-NOTE@n for more info. 16 NOTE Item is a note @RHELP OBJ-NOTE@n for more info.
17 LIQ CONTAINER Item is a drink container. Do not include liquid type in s-desc. 17 LIQ CONTAINER Item is a drink container. Do not include liquid type in s-desc.
@ -7077,7 +7106,7 @@ WEAPON
FURNITURE FURNITURE
value 0: Number of people that can sit on this object. value 0: Number of people that can sit on this object.
UNDEFINED - Not implemented. FREE - Not used.
TREASURE - No values currently used. TREASURE - No values currently used.
ARMOR ARMOR
@ -7100,7 +7129,7 @@ value 3: Spell number 3
WORN - No values currently used. WORN - No values currently used.
OTHER - No values currently used. OTHER - No values currently used.
TRASH - No values currently used. TRASH - No values currently used.
TRAP - No values currently used. - not implemented. FREE2 - Not used.
CONTAINER CONTAINER
value 0: Capacity (max containable weight) of container. -1 for unlimited. value 0: Capacity (max containable weight) of container. -1 for unlimited.
@ -7130,8 +7159,8 @@ BOAT - No values currently used.
DRINKCON DRINKCON
FOUNTAIN FOUNTAIN
value 0: Capacity of container value 0: Capacity of container. -1 for unlimited.
value 1: Current quantity in container. -1 for unlimited. value 1: Current quantity in container.
value 2: see below value 2: see below
value 3: If the drink is poisoned, how long will the poison burn? 0 if not poisoned. value 3: If the drink is poisoned, how long will the poison burn? 0 if not poisoned.
@ -7277,26 +7306,21 @@ SCRIPT-MENU MEDIT-SCRIPT-MENU OEDIT-SCRIPT-MENU REDIT-SCRIPT-MENU REDIT-SCRIPTS
S) Script : @cNot Set.@n S) Script : @cNot Set.@n
Selecting S within redit will take you to the script attachment menu: Selecting S within redit will take you to the script attachment menu:
Script Editor Trigger Attachment
Trigger List: Trigger List:
<none> <none>
The first few lines tell you what triggers, if any, are already attached. The first few lines tell you what triggers, if any, are already attached.
N) New trigger for this script N) Attach trigger - Adds a new trigger, select N and then enter its VNUM.
To add a new trigger select N and then enter its VNUM. X) Detach trigger - Detaches the trigger.
Q) Quit - You figure it out.
D) Delete a trigger in this script NOTE: Scripts, also called triggers, are an advanced form of OLC. Do not worry
This can be used to delete existing triggers from the room. too much about these until you are assigned a zone and are comfortable with all
other forms of OLC.
X) Exit Script Editor
Of course, you figure it out.
NOTE: Scripts (also called triggers) are an advanced form of OLC, they can
cause problems when used incorrectly. If you do not know what you are
doing, do not mess with them. Do not worry too much about these until you
are assigned a zone and are comfortable with all other forms of OLC.
See Also: TRIGEDIT
#31 #31
EXTRA-DESCRIPTIONS EXTRA-DESCS E-DESCRIPTIONS REDIT-E-DESCRIPTIONS REDIT-MENU-E-DESCRIPTIONS REDIT-EXTRA-DESCRIPTIONS EXTRA-DESCRIPTIONS EXTRA-DESCS E-DESCRIPTIONS REDIT-E-DESCRIPTIONS REDIT-MENU-E-DESCRIPTIONS REDIT-EXTRA-DESCRIPTIONS
@ -7325,7 +7349,7 @@ use /fi by typing it into the last line and hitting enter.
or the Description blank and exit. or the Description blank and exit.
#31 #31
REDIT-EXITS DOORFLAGS REDIT-KEYS PICKPROOF REDIT-EXIT-MENU EXIT-BASICS DOOR-FLAGS REDIT-EXITS DOORFLAGS REDIT-KEYS PICKPROOF REDIT-EXIT-MENU EXIT-BASICS DOOR-FLAGS EXIT-MENU PURGE-EXITS
Choosing to modify an exit will bring you to the exit menu. Choosing to modify an exit will bring you to the exit menu.
@ -7424,11 +7448,10 @@ The following room flags can be selected:
1) DARK - The room is dark, players need a light source, or infravision. 1) DARK - The room is dark, players need a light source, or infravision.
2) DEATH - Players die on entry. All dropped items will be junked. 2) DEATH - Players die on entry. All dropped items will be junked.
3) NO_MOB - Mobs will not enter this room. This can be used to define the 3) NO_MOB - Mobs will not enter this room. This can be used to define the
zone where any mob can wander. For example, lower level zone where any mob can wander. For example, lower level mobs
mobiles can be set so that only they can wander on the first can be set so that only they can wander on the first level of
level of a dungeon by making the stairwells no mob. Be warned a dungeon by making the stairwells NO_MOB. A NO_MOB room will
that making a !MOB room will limit pets and charmed mobs from also prevent pets and charmed mobs from following players.
following players through them.
4) INDOORS - Weather messages will not be sent to room, always lighted. 4) INDOORS - Weather messages will not be sent to room, always lighted.
Call lightning will not work. Call lightning will not work.
5) PEACEFUL - No violence will work here. Use sparingly. 5) PEACEFUL - No violence will work here. Use sparingly.
@ -7437,7 +7460,7 @@ The following room flags can be selected:
7) NO_TRACK - Track will never find a path through this room. 7) NO_TRACK - Track will never find a path through this room.
8) NO_MAGIC - No magic will work here. 8) NO_MAGIC - No magic will work here.
9) TUNNEL - Only one person allowed at one time. 9) TUNNEL - Only one person allowed at one time.
10) PRIVATE - Cannot enter if more than two people are already in the room. 10) PRIVATE - Only room for 2 players/mobs i.e. a tunnel or small space.
11) GODROOM - Only allows GODS of level 33 or above to goto. 11) GODROOM - Only allows GODS of level 33 or above to goto.
12) HOUSE - DO NOT USE. Room is a house. \ automatically 12) HOUSE - DO NOT USE. Room is a house. \ automatically
13) HCRSH - DO NOT USE. House needs saving. > set by 13) HCRSH - DO NOT USE. House needs saving. > set by
@ -7453,7 +7476,7 @@ This requires repeating since it is so often ignored:
See Also: TOGGLE See Also: TOGGLE
#31 #31
BULLETINS BOARDS BULLETIN-BOARDS MESSAGE-BOARDS BULLETINS BOARDS BULLETIN-BOARDS MESSAGE-BOARDS POSTING
Bulletin boards are the forum of inter-player communication on the MUD. Bulletin boards are the forum of inter-player communication on the MUD.
There are different bulletin boards for different purposes -- for example, There are different bulletin boards for different purposes -- for example,
@ -8032,6 +8055,16 @@ TESTS
commands. commands.
See also: BUG, TYPO, IDEA See also: BUG, TYPO, IDEA
#0
CLASSES
There are 4 classes on tbaMUD. See the help files on each for details.
WARRIOR
MAGIC USER
CLERIC
THIEF
#0 #0
CLERIC CLERIC
@ -8248,12 +8281,13 @@ importance to everyone.
See also: MUDMAIL, BOARDS See also: MUDMAIL, BOARDS
#0 #0
TELNET CLIENTS ZMUD GMUD TINYFUGUE TINTIN PUEBLO MUDMASTER MUSH PARSING TERMINALS TELNET CLIENTS ZMUD GMUD TINYFUGUE TINTIN PUEBLO MUDMASTER MUSH PARSING TERMINALS CMUD
Below is a list of specialty telnet programs for connecting to MUDs. Plus a Below is a list of specialty telnet programs for connecting to MUDs. Plus a
few normal telnet program that have slipped in because people like them. few normal telnet program that have slipped in because people like them.
ZMud (PC) - @Chttp://www.zuggsoft.com/zmud/down.asp#zMUD@n ZMud (PC) - @Chttp://www.zuggsoft.com/zmud/down.asp#zMUD@n
CMUD (PC) - http://www.zuggsoft.com/cmud/
Atlantis (Mac) - http://riverdark.net/atlantis/ Atlantis (Mac) - http://riverdark.net/atlantis/
Portal (PC) - http://gameaxle.com/ Portal (PC) - http://gameaxle.com/
GMud (PC) - http://www.uberworld.org/gmud.exe (fits on a floppy). GMud (PC) - http://www.uberworld.org/gmud.exe (fits on a floppy).
@ -9134,9 +9168,10 @@ See also: SOCIALS, GEMOTE
GEMOTES GMOTES EMOTICONS GEMOTES GMOTES EMOTICONS
Usage: gemote <social> Usage: gemote <social>
gemote @@ <message>
Allows you to perform socials over gossip for everyone on the gossip channel Allows you to perform socials or messages like emote over gossip for everyone
to see. on the gossip channel to see.
Example: Example:
If your name is "Manivo", If your name is "Manivo",
@ -9828,7 +9863,7 @@ This spell is more powerful than the burning hands spell.
See also: BURNING-HANDS See also: BURNING-HANDS
#0 #0
SENSE-LIFE SENSE-LIFE DETECT-LIFE
Usage : cast 'sense life' Usage : cast 'sense life'
Accumulative: Yes (Duration) Accumulative: Yes (Duration)
@ -9958,7 +9993,7 @@ room.
See also: GROUP, TELL, SAY See also: GROUP, TELL, SAY
#0 #0
HELPFILES HELPFILES HELP-FILES
Usage: help [command] Usage: help [command]
@ -9997,10 +10032,9 @@ from the guest list.
See also: HOUSES See also: HOUSES
#0 #0
POLICIES INFO NEWS POLICY VERSION UPDATES POLICIES INFO NEWS POLICY VERSION UPDATES RULES
These commands show you important information about tbaMUD. It is a good These commands show you important information about tbaMUD.
idea to read them every once in a while.
info - useful information about the game for beginners info - useful information about the game for beginners
news - latest changes to the code and areas news - latest changes to the code and areas
@ -10758,7 +10792,7 @@ Examples:
See also: FLEE, TOGGLE See also: FLEE, TOGGLE
#0 #0
SOCIALS SOCIALS ALIST
Usage: socials Usage: socials
@ -10845,13 +10879,12 @@ DELETE SUICIDE
select the option to delete your character. select the option to delete your character.
#0 #0
SEARCH FLY PEEK SCAN WHOIS OOC OUT-OF-CHARACTER DUALWIELD DUAL-WIELD SINGING REMORTS RECLASS CLANS SWIMMING COMPARE IEDIT LANGUAGES PERCENT-LOADING PERCENTAGE-LOADING IDENTIFY CLONES CLONING CLANS MUSIC SEARCH FLY PEEK SCAN WHOIS OOC OUT-OF-CHARACTER DUALWIELD DUAL-WIELD SINGING REMORTS RECLASS CLANS SWIMMING COMPARE IEDIT LANGUAGES PERCENT-LOADING PERCENTAGE-LOADING IDENTIFY CLONES CLONING CLANS MUSIC RACES
Not implemented. Not implemented.
#0 #0
ORDINAL-DIRECTIONS NORTHWEST NORTHEAST SOUTHWEST SOUTHEAST NW SW SE NE STATLIST GEDIT TRUST ZDELETE TCLONE OCLONE MCLONE XCLONES RCOPY OCOPY MCOPY ZCOPY MOUNTS RIDE TAME PARALYZE HASTE BLOCKING IGNORE COOK CAMPFIRES HORSES ZONE-DELETE ORDINAL-DIRECTIONS NORTHWEST NORTHEAST SOUTHWEST SOUTHEAST NW SW SE NE STATLIST GEDIT TRUST ZDELETE TCLONE OCLONE MCLONE XCLONES OCOPY MCOPY ZCOPY MOUNTS RIDE TAME PARALYZE HASTE BLOCKING IGNORE COOK CAMPFIRES HORSES ZONE-DELETE IMC LINKLOAD
Not implemented. Not implemented.
@ -11511,7 +11544,7 @@ can include the same information in the zone description room.
See also: REPORT-EXAMPLE, ZONE-DESC See also: REPORT-EXAMPLE, ZONE-DESC
#0 #0
TRIAL-ROOM TRIAL-VNUM TRIALVNUM INTRO TRIALROOM TRAILROOM APPROVAL VNUM-APPROVAL TRAIL-VNUM TESTROOMS WIZNUMBER TRAINING-VNUM TEST-ROOM TRAIL-ROOM TRAILROOM TRIAL-ROOM TRIAL-VNUM TRIALVNUM INTRO TRIALROOM TRAILROOM APPROVAL VNUM-APPROVAL TRAIL-VNUM TESTROOMS WIZNUMBER TRAINING-VNUM TEST-ROOM TRAIL-ROOM TRAILROOM AUTHORIZE
During your initial training you will be able to edit a single trial Vnum. During your initial training you will be able to edit a single trial Vnum.
@RHELP VIRTUAL-NUMBER@n. As you learn the different building commands feel free @RHELP VIRTUAL-NUMBER@n. As you learn the different building commands feel free
@ -11622,7 +11655,7 @@ zone. Your third task as a builder is explained under @RHELP TRIAL@n.
See also: BACKGROUND See also: BACKGROUND
#0 #0
HOMEPAGES WEBPAGES WEBSITES ADDRESSES PORT PORTS URLS ADDYS HOSTS IP-ADDRESSES SITES INTERNET-PROTOCOLS WEBLINKS MUDS ACCOUNTS CONNECTIONS CONNECTING HOMEPAGES WEBPAGES WEBSITES ADDRESSES PORT PORTS URLS ADDYS IP-ADDRESSES SITES INTERNET-PROTOCOLS WEBLINKS MUDS ACCOUNTS CONNECTIONS CONNECTING HOSTS
Builder Academy Homepage: Builder Academy Homepage:
@C http://www.builderacademy.net@n @C http://www.builderacademy.net@n
@ -11769,7 +11802,7 @@ Rumble
The Builder Academy The Builder Academy
builderacademy.net 9091 [88.80.193.39] builderacademy.net 9091 [88.80.193.39]
#0 #0
FAMOUS QUOTES FAMOUS QUOTES FUNNY HUMOR JOKES LAUGH
Detta: this might hurt a little going in ;) Detta: this might hurt a little going in ;)
Detta: yeah have been up to my waist in manure before heh, fun stuff :P Detta: yeah have been up to my waist in manure before heh, fun stuff :P
@ -11842,6 +11875,7 @@ Ghost gossips, 'oh sorry wrong mud'
[ (GC) Shinseiku tried to get help on NOASSHOLE ] [ (GC) Shinseiku tried to get help on NOASSHOLE ]
[ Closing link to: Happythoughts. ] [ Closing link to: Happythoughts. ]
[ Closing link to: God. ]
Krin gossips, 'my dog turned my computer off...' Krin gossips, 'my dog turned my computer off...'
@ -11906,7 +11940,9 @@ http://www.bylur.net/free/#110
http://xnixhosting.homeunix.org -- Contact Reaplo http://xnixhosting.homeunix.org -- Contact Reaplo
http://www.planetmud.net/ http://www.planetmud.net/
www.evileyehosting.com www.evileyehosting.com
www.frostmud.com
See Also: CODING
#0 #0
THANKSGIVING THANKSGIVING

View file

@ -27,6 +27,7 @@ bdnopqr dkp 1000 E
BareHandAttack: 12 BareHandAttack: 12
E E
T 95 T 95
T 8927
#2 #2
cleric healer~ cleric healer~
the healer~ the healer~

View file

@ -160,4 +160,33 @@ bdnopqr 0 0 E
8 8 2 8 8 2
E E
T 167 T 167
#211
phoenix~
the phoenix~
A phoenix looks up at you with intelligent eyes.
~
This beautiful and magical bird is the source of many tales. Most so
outrageous they can't be true, or can they?
~
bd 0 0 E
3 19 8 0d0+30 1d2+0
0 900
8 8 0
E
T 203
#212
pirate parrot~
a parrot with an eye patch~
This parrot seems to have lost his pirate. He squawks incessantly.
~
The parrot paces back and forth with a look of authority. The usual
scratching of its small feet is punctuated by a thudding. Upon closer
inspection the parrot has a wooden leg and an eye patch!
~
bd 0 0 E
30 10 -8 6d6+300 5d5+5
300 90000
8 8 1
E
T 204
$ $

View file

@ -189,7 +189,7 @@ A steaming pile of stool has recently been deposited here.~
0 0 0 0 0 0 0 0
1 1 0 0 1 1 0 0
#15 #15
quest token~ quest_token_zone_1 token~
a quest token~ a quest token~
A quest token needs to be returned to the questmaster.~ A quest token needs to be returned to the questmaster.~
~ ~
@ -1137,13 +1137,19 @@ two ankle braces.
A A
14 -5 14 -5
#87 #87
lightwing's board~ throne chair bayonets~
free~ a throne of bayonets~
Lightwing's board is floating here.~ A throne of sharp bayonets looks like the last place you would want to sit.~
~
6 0 0 0
1 0 0 0
50 100 0 0
E
throne chair bayonets~
The chair is made completely out of bayonets with the sharpest points in the
most inconvenient of spots. A plaque on the bottom reads: "You can build a
throne of bayonets, but you can't sit on it for long."
~ ~
13 0 0 0
0 0 0 0
0 0 0 0
#88 #88
idleout timer stayalive bracelet~ idleout timer stayalive bracelet~
Rumble's stayalive bracelet~ Rumble's stayalive bracelet~

View file

@ -401,7 +401,7 @@ a backpack~
A backpack is here.~ A backpack is here.~
~ ~
15 0 ao 0 15 0 ao 0
10 0 0 0 0 0 -1 0
5 250 0 0 5 250 0 0
E E
backpack~ backpack~
@ -1007,7 +1007,7 @@ A bar of platinum must have been dropped here.~
~ ~
8 0 a 0 8 0 a 0
0 0 0 0 0 0 0 0
3 1 0 0 10 300 0 0
E E
bar platinum~ bar platinum~
The platinum bar is formed perfectly into a rectangular block. Its surface The platinum bar is formed perfectly into a rectangular block. Its surface
@ -1020,7 +1020,7 @@ A bar of mithril must have been dropped here.~
~ ~
8 0 a 0 8 0 a 0
0 0 0 0 0 0 0 0
3 1 0 0 10 300 0 0
E E
bar mithril~ bar mithril~
The mithril bar is formed perfectly into a rectangular block. Its surface The mithril bar is formed perfectly into a rectangular block. Its surface
@ -1033,7 +1033,7 @@ A bar of gold must have been dropped here.~
~ ~
8 0 a 0 8 0 a 0
0 0 0 0 0 0 0 0
1 1 0 0 10 200 0 0
E E
bar gold~ bar gold~
The gold bar is formed perfectly into a rectangular block. Its surface is The gold bar is formed perfectly into a rectangular block. Its surface is
@ -1046,7 +1046,7 @@ A bar of silver must have been dropped here.~
~ ~
8 0 a 0 8 0 a 0
0 0 0 0 0 0 0 0
1 1 0 0 10 100 0 0
E E
bar silver~ bar silver~
The silver bar is formed perfectly into a rectangular block. Its surface is The silver bar is formed perfectly into a rectangular block. Its surface is
@ -1063,7 +1063,7 @@ visible.
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
september~ june~
. .:IIIIHIHHIHHHII::I:. . .:IIIIHIHHIHHHII::I:.
:IIIIHIHHHHHHMMHHIHHIIHHIII:. :IIIIHIHHHHHHMMHHIHHIIHHIII:.
,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:. ,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:.
@ -1121,9 +1121,21 @@ IHHHHMHMMMMMMMHHHHHI:IT:TI:..:HI:.. ..:. . :IHII
::.:............. .. . ...AHIHIIIIIHHHI::""' 'VII:.. .. . ::.:............. .. . ...AHIHIIIIIHHHI::""' 'VII:.. .. .
::.:.:.......... .. . ...HHHIIIIIIHHHI::. . 'VII::. . . , ::.:.:.......... .. . ...HHHIIIIIIHHHI::. . 'VII::. . . ,
':::.:.:..... .. . . . ..:MHHIHIIIII:I::. . 'VII:::. .. . ':::.:.:..... .. . . . ..:MHHIHIIIII:I::. . 'VII:::. .. .
:::::.:..:.... . . . ...AHHHHIHIIII:::. . 'VII:::. . . :.
:::::::.:..... .. . ....MHHHHHIHIII::.:.. . 'VII::. . ::
:::::::::.:.... .. ....:MHHHHIHII:I::::... . 'VI::. . ::I)
'::::::::::.:... .. ...:MHHHHIHIIII::::.. . 'VI:. ...:V
.:::::::::::.:.... . .AMMHHIHIII:I::::... . . I::. ...:-"
:.::I::::::::.:. . ..MMMHHIHIIII:I:::... . . .::. ,..-"
:..:II:I:::::.:.. . ..MMMHHIHIIIIIII:I::.... . . ..::""'
.::.:III:I::::::.:.. ..MMMMIVHIHIIIII:I::::.... . .....:,
.:.::..:III:I:::::.:... .MMHMAIVHHIHIIIII:I::::.. . ..::..:,
. .:::.::III:I::::.:... .VMMHMAIVHHHIHIIII:I::::.. ..:...:::
. :::I.:::III:I:::.::.. .:MMHHMAIVHHIHIIIII:I::::....:::.::::
.::IIH.:::III:I::::.:.. .MMHMHMAIVHHHIHIIIIII:I
~ ~
E E
august~ april~
. nHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHn. . nHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHn.
.MS?MMMMMMMMMMMMMMMMMM?MM-MMMMMMMMMSHMMMMMMM .MS?MMMMMMMMMMMMMMMMMM?MM-MMMMMMMMMSHMMMMMMM
MMMMMH?MMMMMMMX*MM?MMX%MM/MMMMMM"HMMMMMMMMMMMM MMMMMH?MMMMMMMX*MM?MMX%MM/MMMMMM"HMMMMMMMMMMMM
@ -1176,7 +1188,7 @@ august~
%% % %%%%%% %% % %%%%%%
~ ~
E E
july~ March~
. ,.--.. . ,.--..
,::.'.. . . "VI:I:".':-.,. ,::.'.. . . "VI:I:".':-.,.
,I::. .. . 'VHMHII:.::;:.:,.. ,I::. .. . 'VHMHII:.::;:.:,..
@ -1242,183 +1254,6 @@ july~
':::.:... ..I::I::.:....:. .: .. ...::. . . III:II:. ' ':::.:... ..I::I::.:....:. .: .. ...::. . . III:II:. '
~ ~
E E
june~
. :AMMMMMMMMMMMMA:
:AMMMMMMMMMHHHHHMMMMMMMMA:
:AMHMMMMHHMHIHHIMMMHMMMMHHA:
:AM'MMMMMMHHIHHHIMMMMMIMMHHHH:
AM:IMMMMMHHIHIHHHIMMHHHHHHHHHH
AMIIHMMMMMHIHHHIHHIHHHHHHHHHHHH:
MMIHHMMMMMHHIHHHIHHHHHHHHHHHHHHH
AMMMMMHHHHHHI;;;;;;;IHHHI;;IHHHHH
MMMMHIIII;":AMMMMA ,[[, HH
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IIHHMMHHIHHM;:: '"""' AMHI
IIHHMMHMHHIIIM;:: AMMHI
IHHHMMHMHMHHHIHI;:: :AMMMHI
IHHHMMMMHMMHHHII;;;;:: :,;; MMMHHI
IHHHMMHHHHMMHHHI;:";;;;;;" MMMIH'
;IHHMMHMMMMHF"HHII MMMHH
IHHMMHV;;:: HHII;: : MMHHI
IHHMV;;::: HHII;: : : MMHI;
IHMV;;:: : "HII;: :: MMI;
:IHV;:: : 'HI: :: MM;
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IH;;::: : ;;;I: ;
;M;;:::: : ';;;HI: '
MH;;:::: : ';;HI: ;
IM;;;::: : :[; ';I"I: ;
M;;;::: : : [;;,: ' : '
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;:: : :M;;: : :,[ [[[[ [['
;: : "[:: : ::[ ;[' ;[
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MMMMMA;::: :
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:MHHMMMMMMMA;: ' :
AHHHMMM;"TTTTL: : ;
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:AHHH:::HH;;;;;MMM;: :
:MHH;: ;;;;;MMM:: : : ;
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,;: : : : ;;;Y;H:: :
,;: : : : ';;;:; : : ; ;
[;:: : ;;:; ; ; ;
~
E
may~
. 8888 8888888
888888888888888888888888
8888:::8888888888888888888888888
8888::::::8888888888888888888888888888
88::::::::888:::8888888888888888888888888
88888888::::8:::::::::::88888888888888888888
888 8::888888::::::::::::::::::88888888888 888
88::::88888888::::m::::::::::88888888888 8
888888888888888888:M:::::::::::8888888888888
88888888888888888888::::::::::::M88888888888888
8888888888888888888888:::::::::M8888888888888888
8888888888888888888888:::::::M888888888888888888
8888888888888888::88888::::::M88888888888888888888
88888888888888888:::88888:::::M888888888888888 8888
88888888888888888:::88888::::M::;o*M*o;888888888 88
88888888888888888:::8888:::::M:::::::::::88888888 8
88888888888888888::::88::::::M:;:::::::::::888888888
8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
8 8888888888888:::::::::::M::"@@@@@@@"::::8w8888888888888888
88888888888:888::::::::::M:::::"@a@":::::M8i888888888888888
8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
8888M:::::888MM::::::::8:::::::::::M::::8888::::M::::M
88888M:::::88:M::::::::::8:::::::::::M:::8888::::::M::M
88 888MM:::888:M:::::::::::::::::::::::M:8888:::::::::M:
8 88888M:::88::M:::::::::::::::::::::::MM:88::::::::::::M
88888M:::88::M::::::::::*88*::::::::::M:88::::::::::::::M
888888M:::88::M:::::::::88@@88:::::::::M::88::::::::::::::M
888888MM::88::MM::::::::88@@88:::::::::M:::8::::::::::::::*8
88888 M:::8::MM:::::::::*88*::::::::::M:::::::::::::::::88@@
8888 MM::::::MM:::::::::::::::::::::MM:::::::::::::::::88@@
888 M:::::::MM:::::::::::::::::::MM::M::::::::::::::::*8
888 MM:::::::MMM::::::::::::::::MM:::MM:::::::::::::::M
88 M::::::::MMMM:::::::::::MMMM:::::MM::::::::::::MM
88 MM:::::::::MMMMMMMMMMMMMMM::::::::MMM::::::::MMM
88 MM::::::::::::MMMMMMM::::::::::::::MMMMMMMMMM
88 8MM::::::::::::::::::::::::::::::::::MMMMMM
~
E
January~
. 8888 8888888
888888888888888888888888
8888:::8888888888888888888888888
8888::::::8888888888888888888888888888
88::::::::888:::8888888888888888888888888
88888888::::8:::::::::::88888888888888888888
888 8::888888::::::::::::::::::88888888888 888
88::::88888888::::m::::::::::88888888888 8
888888888888888888:M:::::::::::8888888888888
88888888888888888888::::::::::::M88888888888888
8888888888888888888888:::::::::M8888888888888888
8888888888888888888888:::::::M888888888888888888
8888888888888888::88888::::::M88888888888888888888
88888888888888888:::88888:::::M888888888888888 8888
88888888888888888:::88888::::M::;o*M*o;888888888 88
88888888888888888:::8888:::::M:::::::::::88888888 8
88888888888888888::::88::::::M:;:::::::::::888888888
8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
8 8888888888888:::::::::::M::"@@@::::8w8888888888888888
88888888888:888::::::::::M:::::":::::M8i888888888888888
8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
8888M:::::888MM::::::::8:::::::::::M::::8888::::M::::M
88888M:::::88:M::::::::::8:::::::::::M:::8888::::::M::M
88 888MM:::888:M:::::::::::::::::::::::M:8888:::::::::M:
8 88888M:::88::M:::::::::::::::::::::::MM:88::::::::::::M
88888M:::88::M::::::::::*88*::::::::::M:88::::::::::::::M
888888M:::88::M:::::::::88@8:::::::::M::88::::::::::::::M
888888MM::88::MM::::::::88@8:::::::::M:::8::::::::::::::*8
88888 M:::8::MM:::::::::*88*::::::::::M:::::::::::::::::88@
8888 MM::::::MM:::::::::::::::::::::MM:::::::::::::::::88@
888 M:::::::MM:::::::::::::::::::MM::M::::::::::::::::*8
888 MM:::::::MMM::::::::::::::::MM:::MM:::::::::::::::M
88 M::::::::MMMM:::::::::::MMMM:::::MM::::::::::::MM
88 MM:::::::::MMMMMMMMMMMMMMM::::::::MMM::::::::MMM
88 MM::::::::::::MMMMMMM::::::::::::::MMMMMMMMMM
88 8MM::::::::::::::::::::::::::::::::::MMMMMM
~
E
february~ february~
. :AMMMMMMMMMMMMA: . :AMMMMMMMMMMMMA:
:AMMMMMMMMMHHHHHMMMMMMMMA: :AMMMMMMMMMHHHHHMMMMMMMMA:
@ -1492,7 +1327,184 @@ february~
[;:: : ;;:; ; ; ; [;:: : ;;:; ; ; ;
~ ~
E E
March~ January~
. 8888 8888888
888888888888888888888888
8888:::8888888888888888888888888
8888::::::8888888888888888888888888888
88::::::::888:::8888888888888888888888888
88888888::::8:::::::::::88888888888888888888
888 8::888888::::::::::::::::::88888888888 888
88::::88888888::::m::::::::::88888888888 8
888888888888888888:M:::::::::::8888888888888
88888888888888888888::::::::::::M88888888888888
8888888888888888888888:::::::::M8888888888888888
8888888888888888888888:::::::M888888888888888888
8888888888888888::88888::::::M88888888888888888888
88888888888888888:::88888:::::M888888888888888 8888
88888888888888888:::88888::::M::;o*M*o;888888888 88
88888888888888888:::8888:::::M:::::::::::88888888 8
88888888888888888::::88::::::M:;:::::::::::888888888
8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
8 8888888888888:::::::::::M::"@@@::::8w8888888888888888
88888888888:888::::::::::M:::::":::::M8i888888888888888
8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
8888M:::::888MM::::::::8:::::::::::M::::8888::::M::::M
88888M:::::88:M::::::::::8:::::::::::M:::8888::::::M::M
88 888MM:::888:M:::::::::::::::::::::::M:8888:::::::::M:
8 88888M:::88::M:::::::::::::::::::::::MM:88::::::::::::M
88888M:::88::M::::::::::*88*::::::::::M:88::::::::::::::M
888888M:::88::M:::::::::88@8:::::::::M::88::::::::::::::M
888888MM::88::MM::::::::88@8:::::::::M:::8::::::::::::::*8
88888 M:::8::MM:::::::::*88*::::::::::M:::::::::::::::::88@
8888 MM::::::MM:::::::::::::::::::::MM:::::::::::::::::88@
888 M:::::::MM:::::::::::::::::::MM::M::::::::::::::::*8
888 MM:::::::MMM::::::::::::::::MM:::MM:::::::::::::::M
88 M::::::::MMMM:::::::::::MMMM:::::MM::::::::::::MM
88 MM:::::::::MMMMMMMMMMMMMMM::::::::MMM::::::::MMM
88 MM::::::::::::MMMMMMM::::::::::::::MMMMMMMMMM
88 8MM::::::::::::::::::::::::::::::::::MMMMMM
~
E
may~
. 8888 8888888
888888888888888888888888
8888:::8888888888888888888888888
8888::::::8888888888888888888888888888
88::::::::888:::8888888888888888888888888
88888888::::8:::::::::::88888888888888888888
888 8::888888::::::::::::::::::88888888888 888
88::::88888888::::m::::::::::88888888888 8
888888888888888888:M:::::::::::8888888888888
88888888888888888888::::::::::::M88888888888888
8888888888888888888888:::::::::M8888888888888888
8888888888888888888888:::::::M888888888888888888
8888888888888888::88888::::::M88888888888888888888
88888888888888888:::88888:::::M888888888888888 8888
88888888888888888:::88888::::M::;o*M*o;888888888 88
88888888888888888:::8888:::::M:::::::::::88888888 8
88888888888888888::::88::::::M:;:::::::::::888888888
8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
8 8888888888888:::::::::::M::"@@@@@@@"::::8w8888888888888888
88888888888:888::::::::::M:::::"@a@":::::M8i888888888888888
8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
8888M:::::888MM::::::::8:::::::::::M::::8888::::M::::M
88888M:::::88:M::::::::::8:::::::::::M:::8888::::::M::M
88 888MM:::888:M:::::::::::::::::::::::M:8888:::::::::M:
8 88888M:::88::M:::::::::::::::::::::::MM:88::::::::::::M
88888M:::88::M::::::::::*88*::::::::::M:88::::::::::::::M
888888M:::88::M:::::::::88@@88:::::::::M::88::::::::::::::M
888888MM::88::MM::::::::88@@88:::::::::M:::8::::::::::::::*8
88888 M:::8::MM:::::::::*88*::::::::::M:::::::::::::::::88@@
8888 MM::::::MM:::::::::::::::::::::MM:::::::::::::::::88@@
888 M:::::::MM:::::::::::::::::::MM::M::::::::::::::::*8
888 MM:::::::MMM::::::::::::::::MM:::MM:::::::::::::::M
88 M::::::::MMMM:::::::::::MMMM:::::MM::::::::::::MM
88 MM:::::::::MMMMMMMMMMMMMMM::::::::MMM::::::::MMM
88 MM::::::::::::MMMMMMM::::::::::::::MMMMMMMMMM
88 8MM::::::::::::::::::::::::::::::::::MMMMMM
~
E
june~
. :AMMMMMMMMMMMMA:
:AMMMMMMMMMHHHHHMMMMMMMMA:
:AMHMMMMHHMHIHHIMMMHMMMMHHA:
:AM'MMMMMMHHIHHHIMMMMMIMMHHHH:
AM:IMMMMMHHIHIHHHIMMHHHHHHHHHH
AMIIHMMMMMHIHHHIHHIHHHHHHHHHHHH:
MMIHHMMMMMHHIHHHIHHHHHHHHHHHHHHH
AMMMMMHHHHHHI;;;;;;;IHHHI;;IHHHHH
MMMMHIIII;":AMMMMA ,[[, HH
MMMMHII; AW"'''' :: HH
IHHIHIII;:'' ,GFMF[ [MM[: IH
AHHIHII;::': ";[P,[ ;; :::: IH
IHHHIHII;;:: :[;: ;H
AHHHHHII;;;:: : : [ : ;H
IHHIIHI:[;;;:: ; ; ; , , IH
IHHIIHH:[;;;: ; ;: ':"::" '; IH
IHHIIHI:[;;: ::: ; ,,,, ' HH
:IHHHIHHMMA;::: [;;""""""[; AMI
;IHHHHIIHMM;: : : ;;[,,,,[; HHI
IIHHMMHHIHHM;:: '"""' AMHI
IIHHMMHMHHIIIM;:: AMMHI
IHHHMMHMHMHHHIHI;:: :AMMMHI
IHHHMMMMHMMHHHII;;;;:: :,;; MMMHHI
IHHHMMHHHHMMHHHI;:";;;;;;" MMMIH'
;IHHMMHMMMMHF"HHII MMMHH
IHHMMHV;;:: HHII;: : MMHHI
IHHMV;;::: HHII;: : : MMHI;
IHMV;;:: : "HII;: :: MMI;
:IHV;:: : 'HI: :: MM;
IV;:: : : "II;: ;
IH;;::: : ;;;I: ;
;M;;:::: : ';;;HI: '
MH;;:::: : ';;HI: ;
IM;;;::: : :[; ';I"I: ;
M;;;::: : : [;;,: ' : '
;;:::: : ::'' : ':
;;::: : : ': :
:;;:: : :: ':'
;;:: : : : '':
;;:: : : :;,:
;;:: : :: ;[[[,:
:;;:: : : ;;[[[;':
;;:: : : [:: : : ;[[[[;;[,
;:: : [;;;: : :, [[[[['[[;
;:: : :M;;: : :,[ [[[[ [['
;: : "[:: : ::[ ;[' ;[
;: : "[: : ::[ :' :'
:: :: : ", :::;[ :' :;
: :: ': : :::;[ ::' :;
:: ; : : ::::;[:,,::;;I' ;;
;;:;: : : : :::::::: '""' I[[;"'
;;;:: : : '::::' ;
;;;:: : : : ;
';;;;::: : : ': ;
';;:::: : :
M;:::: : ':
MMMI;:::: : ;
MMMMMA;::: :
AHHMMMMHA;:::: : ;
:MHHMMMMMMMA;: ' :
AHHHMMM;"TTTTL: : ;
AHHHHHHMMLLLLLH ': :
:MHHH:::;HHMMMMMA: : ;
:AHHH:::HH;;;;;MMM;: :
:MHH;: ;;;;;MMM:: : : ;
:MH;: : ';;;;MMM:: ': ':
,H;: ';;;MMM::: :':' ;
,;: : : : ;;;Y;H:: :
,;: : : : ';;;:; : : ; ;
[;:: : ;;:; ; ; ;
~
E
july~
. ,.--.. . ,.--..
,::.'.. . . "VI:I:".':-.,. ,::.'.. . . "VI:I:".':-.,.
,I::. .. . 'VHMHII:.::;:.:,.. ,I::. .. . 'VHMHII:.::;:.:,..
@ -1558,7 +1570,7 @@ March~
':::.:... ..I::I::.:....:. .: .. ...::. . . III:II:. ' ':::.:... ..I::I::.:....:. .: .. ...::. . . III:II:. '
~ ~
E E
april~ august~
. nHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHn. . nHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHn.
.MS?MMMMMMMMMMMMMMMMMM?MM-MMMMMMMMMSHMMMMMMM .MS?MMMMMMMMMMMMMMMMMM?MM-MMMMMMMMMSHMMMMMMM
MMMMMH?MMMMMMMX*MM?MMX%MM/MMMMMM"HMMMMMMMMMMMM MMMMMH?MMMMMMMX*MM?MMX%MM/MMMMMM"HMMMMMMMMMMMM
@ -1611,7 +1623,7 @@ april~
%% % %%%%%% %% % %%%%%%
~ ~
E E
june~ september~
. .:IIIIHIHHIHHHII::I:. . .:IIIIHIHHIHHHII::I:.
:IIIIHIHHHHHHMMHHIHHIIHHIII:. :IIIIHIHHHHHHMMHHIHHIIHHIII:.
,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:. ,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:.
@ -1669,18 +1681,6 @@ IHHHHMHMMMMMMMHHHHHI:IT:TI:..:HI:.. ..:. . :IHII
::.:............. .. . ...AHIHIIIIIHHHI::""' 'VII:.. .. . ::.:............. .. . ...AHIHIIIIIHHHI::""' 'VII:.. .. .
::.:.:.......... .. . ...HHHIIIIIIHHHI::. . 'VII::. . . , ::.:.:.......... .. . ...HHHIIIIIIHHHI::. . 'VII::. . . ,
':::.:.:..... .. . . . ..:MHHIHIIIII:I::. . 'VII:::. .. . ':::.:.:..... .. . . . ..:MHHIHIIIII:I::. . 'VII:::. .. .
:::::.:..:.... . . . ...AHHHHIHIIII:::. . 'VII:::. . . :.
:::::::.:..... .. . ....MHHHHHIHIII::.:.. . 'VII::. . ::
:::::::::.:.... .. ....:MHHHHIHII:I::::... . 'VI::. . ::I)
'::::::::::.:... .. ...:MHHHHIHIIII::::.. . 'VI:. ...:V
.:::::::::::.:.... . .AMMHHIHIII:I::::... . . I::. ...:-"
:.::I::::::::.:. . ..MMMHHIHIIII:I:::... . . .::. ,..-"
:..:II:I:::::.:.. . ..MMMHHIHIIIIIII:I::.... . . ..::""'
.::.:III:I::::::.:.. ..MMMMIVHIHIIIII:I::::.... . .....:,
.:.::..:III:I:::::.:... .MMHMAIVHHIHIIIII:I::::.. . ..::..:,
. .:::.::III:I::::.:... .VMMHMAIVHHHIHIIII:I::::.. ..:...:::
. :::I.:::III:I:::.::.. .:MMHHMAIVHHIHIIIII:I::::....:::.::::
.::IIH.:::III:I::::.:.. .MMHMHMAIVHHHIHIIIIII:I
~ ~
#186 #186
scroll poem irish~ scroll poem irish~

View file

@ -3,7 +3,7 @@ email list staff~
a list of the staff's emails~ a list of the staff's emails~
A list of the staff's emails has been left here.~ A list of the staff's emails has been left here.~
~ ~
12 0 ao 0 14 0 ao 0
0 0 0 0 0 0 0 0
1 1 0 0 1 1 0 0
E E
@ -295,14 +295,14 @@ A piece of fireworks is planted in a champagne bottle.~
0 0 0 0 0 0 0 0
T 1297 T 1297
E E
firework new year piece~
This large rocket is about to go up! Strange colours will fill the sky!
~
E
bottle champagne~ bottle champagne~
The bottle is filled partially with water so it doesn't tilt over. Someone The bottle is filled partially with water so it doesn't tilt over. Someone
has obviously drunk the champagne first. has obviously drunk the champagne first.
~ ~
E
firework new year piece~
This large rocket is about to go up! Strange colours will fill the sky!
~
#1299 #1299
christmas tree~ christmas tree~
a christmas tree~ a christmas tree~

View file

@ -352,7 +352,7 @@ The filled horn (or a receptacle resembling it) has long served as a traditional
symbol in art and decoration to suggest a store of abundance. symbol in art and decoration to suggest a store of abundance.
~ ~
#1332 #1332
trial vnum assigner limiter~ trial vnum assigner~
the trial vnum assigner~ the trial vnum assigner~
A trial vnum assigner helps people work on thier trial vnum.~ A trial vnum assigner helps people work on thier trial vnum.~
~ ~
@ -550,6 +550,11 @@ A tapered pyramid of dark stone rises from floor to ceiling.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
plaque base~
To the memory of the thousands who died, and for the hundreds of millions
who wept.
~
E
memorial pyramid stone~ memorial pyramid stone~
A tapered spire of dark grey marble rises from its four sided base to a A tapered spire of dark grey marble rises from its four sided base to a
blunted tip near the ceiling. Two adjacent sides of the spire have been blunted tip near the ceiling. Two adjacent sides of the spire have been
@ -559,11 +564,6 @@ blasted sides of the spire. Each of the hundreds of figures is a shade of
either white, black, brown, yellow or red. A bronze plaque has been set in to either white, black, brown, yellow or red. A bronze plaque has been set in to
the base of the monument. the base of the monument.
~ ~
E
plaque base~
To the memory of the thousands who died, and for the hundreds of millions
who wept.
~
#1370 #1370
flag american mast half~ flag american mast half~
the American flag~ the American flag~

View file

@ -240,29 +240,30 @@ A loaf of freshly baked bread was left here.~
19 0 a 0 19 0 a 0
5 0 0 0 5 0 0 0
1 10 0 0 1 10 0 0
#219
pile ashes~
a pile of ashes~
A pile of ashes is slowly being blown away by the wind.~
~
12 0 0 0
0 0 0 0
0 0 0 0
T 212
E
pile ashes~
The ashes are an unnatural mix of black and silver powder. Too fine to have
come from a regular fire.
~
#251 #251
marble fountain~ marble fountain~
a marble fountain~ a marble fountain~
A large fountain with two statues standing protectively above it.~ A large fountain with two statues standing protectively above it.~
~ ~
23 0 0 0 23 0 0 0
500 500 0 0 -1 -1 0 0
0 0 0 0 0 0 0 0
T 201 T 201
E E
fountain~
This is the most beautiful fountain you have ever set your eyes upon! It
has a marble bottom, which is clean enough to eat off from. In the center of
the fountain, you see some stone FIGURES. They have their mouths open. As you
look closely you can see that there is water streaming out from the mouths.
What a neat idea!
~
E
statues figures~
Below each statue is engraved a name. Rumble and Ferret. More is written
below the names but you must look more closely to read it.
~
E
rumble names ferret~ rumble names ferret~
To bring peace where there was only war. To bring justice where there was To bring peace where there was only war. To bring justice where there was
only inequity. To bring freedom where there was only coercion. To bring only inequity. To bring freedom where there was only coercion. To bring
@ -270,4 +271,17 @@ balance where there was only chaos. To bring Sanctum to the world.
DO NOTE ENTER FOUNTAIN! DO NOTE ENTER FOUNTAIN!
~ ~
E
statues figures~
Below each statue is engraved a name. Rumble and Ferret. More is written
below the names but you must look more closely to read it.
~
E
fountain~
This is the most beautiful fountain you have ever set your eyes upon! It
has a marble bottom, which is clean enough to eat off from. In the center of
the fountain, you see some stone FIGURES. They have their mouths open. As you
look closely you can see that there is water streaming out from the mouths.
What a neat idea!
~
$~ $~

View file

@ -200,13 +200,13 @@ A small sword lies here.~
0 1 6 11 0 1 6 11
3 60 0 0 3 60 0 0
E E
sword small~
The small sword seems to have an inscription of some sort inscription...
~
E
inscription~ inscription~
It says: 'May this sword be a good companion. ' It says: 'May this sword be a good companion. '
~ ~
E
sword small~
The small sword seems to have an inscription of some sort inscription...
~
#322 #322
sword long~ sword long~
a long sword~ a long sword~
@ -286,12 +286,12 @@ atm teller bank machine~
occurrences to the bank manager. occurrences to the bank manager.
~ ~
#335 #335
fountain water~ fountain water marble~
the large fountain~ the large fountain~
A crumbled down fountain is seeping water through its side is barely surviving here.~ An elegant fountain of marble gurgles peacefully.~
~ ~
23 cdeg 0 0 23 e 0 0
500 500 15 0 0 -1 0 0
0 0 0 0 0 0 0 0
E E
marble blue streaked~ marble blue streaked~
@ -612,13 +612,13 @@ A large, sociable bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
board~
If you can read this, the board is not working.
~
E
social bulletin~ social bulletin~
Use 'look board' to read the board. Use 'look board' to read the board.
~ ~
E
board~
If you can read this, the board is not working.
~
#397 #397
board frozen bulletin~ board frozen bulletin~
a frozen bulletin board~ a frozen bulletin board~
@ -628,13 +628,13 @@ A large bulletin board is here, carved from a block of ice.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
board~
If you can read this, the board is not working.
~
E
freeze bulletin~ freeze bulletin~
Use 'look board' to read the board. Use 'look board' to read the board.
~ ~
E
board~
If you can read this, the board is not working.
~
#398 #398
board holy bulletin~ board holy bulletin~
a holy bulletin board~ a holy bulletin board~
@ -644,13 +644,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
board~
If you can read this, the board is not working.
~
E
holy bulletin~ holy bulletin~
Use 'look board' to read the board. Use 'look board' to read the board.
~ ~
E
board~
If you can read this, the board is not working.
~
#399 #399
board bulletin~ board bulletin~
a bulletin board~ a bulletin board~
@ -660,11 +660,11 @@ A large bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
board~
If you can read this, the board is not working.
~
E
bulletin~ bulletin~
Use 'look board' to read the board. Use 'look board' to read the board.
~ ~
E
board~
If you can read this, the board is not working.
~
$~ $~

View file

@ -110,7 +110,7 @@ A rather dubious looking piece of meat is on the ground here.~
~ ~
19 0 a 0 19 0 a 0
14 0 0 0 14 0 0 0
500 24 10 0 5 24 10 0
E E
meat chunk~ meat chunk~
It isn't so much that the meat looks poisoned or anything, but that you just It isn't so much that the meat looks poisoned or anything, but that you just
@ -135,13 +135,13 @@ A small sword lies here.~
0 1 6 11 0 1 6 11
3 60 10 0 3 60 10 0
E E
sword small~
The small sword seems to have an inscription of some sort.
~
E
inscription~ inscription~
It says: 'May this sword be a good companion. ' It says: 'May this sword be a good companion. '
~ ~
E
sword small~
The small sword seems to have an inscription of some sort.
~
#3022 #3022
sword long~ sword long~
a long sword~ a long sword~
@ -535,13 +535,13 @@ A large, sociable bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
board~
If you can read this, the board is not working.
~
E
social bulletin~ social bulletin~
Use 'look board' to read the board. Use 'look board' to read the board.
~ ~
E
board~
If you can read this, the board is not working.
~
#3097 #3097
boards frozen bulletin gen_boards~ boards frozen bulletin gen_boards~
a frozen bulletin board~ a frozen bulletin board~
@ -551,13 +551,13 @@ A large bulletin board is here, carved from a block of ice.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
board~
If you can read this, the board is not working.
~
E
freeze bulletin~ freeze bulletin~
Use 'look board' to read the board. Use 'look board' to read the board.
~ ~
E
board~
If you can read this, the board is not working.
~
#3098 #3098
boards holy bulletin gen_boards~ boards holy bulletin gen_boards~
a holy bulletin board~ a holy bulletin board~
@ -567,13 +567,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
board~
If you can read this, the board is not working.
~
E
holy bulletin~ holy bulletin~
Use 'look board' to read the board. Use 'look board' to read the board.
~ ~
E
board~
If you can read this, the board is not working.
~
#3099 #3099
boards bulletin gen_boards~ boards bulletin gen_boards~
a bulletin board~ a bulletin board~
@ -583,11 +583,11 @@ A large bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
board~
If you can read this, the board is not working.
~
E
bulletin~ bulletin~
Use 'look board' to read the board. Use 'look board' to read the board.
~ ~
E
board~
If you can read this, the board is not working.
~
$~ $~

View file

@ -5,7 +5,7 @@ Non-attachable trigger~
* You can't attach trigger 0! * You can't attach trigger 0!
~ ~
#1 #1
Mob Tutorial Example Quest Offer - 14~ Mob Tutorial Example Quest Offer - M14~
0 g 100 0 g 100
~ ~
* we don't want him to tell this to mobs. Check if actor is a player. * we don't want him to tell this to mobs. Check if actor is a player.
@ -93,85 +93,98 @@ else
end end
~ ~
#6 #6
Obj Command Magic Eight Ball - 47~ Obj Command Magic Eight Ball - O47~
1 c 100 1 c 2
shake~ shake~
* Numeric Arg: 2 means in character's carried inventory * By Rumble of The Builder Academy builderacademy.net 9091
* does not work for level 32 and above. * Numeric Arg: 2 means in character's carried inventory.
* Command trigs do not work for level 32 and above.
* There are 20 possible answers that the Magic Eight Ball can give. * There are 20 possible answers that the Magic Eight Ball can give.
* Of these, nine are full positive, two are full negative, one is * Of these, nine are full positive, two are full negative, one is
* mostly positive, three are mostly negative, and five are abstentions. * mostly positive, three are mostly negative, and five are abstentions.
* *
* Check arguments if they match. /= checks abbreviations.
if ball /= %arg% || eightball /= %arg% if ball /= %arg% || eightball /= %arg%
%echoaround% %actor% %actor.name% shakes the magic eight ball vigorously. * Echo text to everyone else in the room and the actor.
%send% %actor% You shake the magic eight ball vigorously. %echoaround% %actor% %actor.name% shakes %self.shortdesc% vigorously.
%send% %actor% You shake %self.shortdesc% vigorously.
* Use a switch to choose a random response (1-20).
switch %random.20% switch %random.20%
* Send the answer! %self% is the 8ball, or whatever the trig is attached to.
* Only the actor sees the answer.
* Case is what we are trying to match. Does %random.20% == 1?
case 1 case 1
%send% %actor% The magic eight ball reveals the answer: Outlook Good %send% %actor% %self.shortdesc% reveals the answer: Outlook Good
* We are done with this case so check the next one.
break break
case 2 case 2
%send% %actor% The magic eight ball reveals the answer: Outlook Not So Good %send% %actor% %self.shortdesc% reveals the answer: Outlook Not So Good
break break
case 3 case 3
%send% %actor% The magic eight ball reveals the answer: My Reply Is No %send% %actor% %self.shortdesc% reveals the answer: My Reply Is No
break break
case 4 case 4
%send% %actor% The magic eight ball reveals the answer: Don't Count On It %send% %actor% %self.shortdesc% reveals the answer: Don't Count On It
break break
case 5 case 5
%send% %actor% The magic eight ball reveals the answer: You May Rely On It %send% %actor% %self.shortdesc% reveals the answer: You May Rely On It
break break
case 6 case 6
%send% %actor% The magic eight ball reveals the answer: Ask Again Later %send% %actor% %self.shortdesc% reveals the answer: Ask Again Later
break break
case 7 case 7
%send% %actor% The magic eight ball reveals the answer: Most Likely %send% %actor% %self.shortdesc% reveals the answer: Most Likely
break break
case 8 case 8
%send% %actor% The magic eight ball reveals the answer: Cannot Predict Now %send% %actor% %self.shortdesc% reveals the answer: Cannot Predict Now
break break
case 9 case 9
%send% %actor% The magic eight ball reveals the answer: Yes %send% %actor% %self.shortdesc% reveals the answer: Yes
break break
case 10 case 10
%send% %actor% The magic eight ball reveals the answer: Yes, definitely %send% %actor% %self.shortdesc% reveals the answer: Yes, definitely
break break
case 11 case 11
%send% %actor% The magic eight ball reveals the answer: Better Not Tell You Now %send% %actor% %self.shortdesc% reveals the answer: Better Not Tell You Now
break break
case 12 case 12
%send% %actor% The magic eight ball reveals the answer: It Is Certain %send% %actor% %self.shortdesc% reveals the answer: It Is Certain
break break
case 13 case 13
%send% %actor% The magic eight ball reveals the answer: Very Doubtful %send% %actor% %self.shortdesc% reveals the answer: Very Doubtful
break break
case 14 case 14
%send% %actor% The magic eight ball reveals the answer: It Is Decidedly So %send% %actor% %self.shortdesc% reveals the answer: It Is Decidedly So
break break
case 15 case 15
%send% %actor% The magic eight ball reveals the answer: Concentrate And Ask Again %send% %actor% %self.shortdesc% reveals the answer: Concentrate And Ask Again
break break
case 16 case 16
%send% %actor% The magic eight ball reveals the answer: Signs Point To Yes %send% %actor% %self.shortdesc% reveals the answer: Signs Point To Yes
break break
case 17 case 17
%send% %actor% The magic eight ball reveals the answer: My Sources Say No %send% %actor% %self.shortdesc% reveals the answer: My Sources Say No
break break
case 18 case 18
%send% %actor% The magic eight ball reveals the answer: Without A Doubt %send% %actor% %self.shortdesc% reveals the answer: Without A Doubt
break break
case 19 case 19
%send% %actor% The magic eight ball reveals the answer: Reply Hazy, Try Again %send% %actor% %self.shortdesc% reveals the answer: Reply Hazy, Try Again
break break
case 20 case 20
%send% %actor% The magic eight ball reveals the answer: As I See It, Yes %send% %actor% %self.shortdesc% reveals the answer: As I See It, Yes
break break
* Every switch should have a default. A catch-all if the cases do not match.
default default
%send% %actor% The magic eight ball explodes since your question is unanswerable. %send% %actor% %self.shortdesc% explodes since your question is unanswerable.
break break
* Every switch must have a done! Just like every if needs an end!
done done
* The actor didn't use the command shake with arg ball or eightball.
else else
%send% %actor% shake What? * Return 0 allows the command to continue through to the MUD. The player will
* get the Huh!?! response or the shake social if you have one.
return 0
end end
~ ~
#7 #7
@ -495,34 +508,63 @@ end
* end * end
~ ~
#23 #23
Object While Damage Example~ While Damage Example - Grenade O1301~
1 h 100 1 h 100
~ ~
* By Rumble * By Rumble of The Builder Academy builderacademy.net 9091
* A script to make a bomb go off 3 seconds after it is dropped. * A small script to make a grenade go off 3 seconds after it is dropped.
* Set the rooms ID to a variable.
set room_var %actor.room% set room_var %actor.room%
* Wait, then send a message when the bomb goes off.
wait 3 s wait 3 s
* Send a message when the bomb goes off.
%echo% The Grenade blasts into smithereens, striking everyone here. %echo% The Grenade blasts into smithereens, striking everyone here.
* Target the first char * Target the first char.
set target_char %room_var.people% set target_char %room_var.people%
* Do stuff * Now loop through everyone in the room and hurt them.
while %target_char%
%send% %actor% People: %target_char.name%
%send% %actor% Next_in_room: %self.next_in_room%
* Set the next target before this one perhaps dies.
set tmp_target %target_char.next_in_room%
* This is where the good/bad things are supposed to happen.
%send% %target_char% The explosion hurts you.
* Damage them... 30 hitpoints. To heal use -#.
%damage% %target_char% 30
* Set the next target.
set target_char %tmp_target%
* Loop back.
done
* After we go through everyone get rid of the grenade.
%purge% %self%
* By Rumble of The Builder Academy builderacademy.net 9091
* A small script to make a grenade go off 3 seconds after it is dropped.
* Set the rooms ID to a variable.
set room_var %actor.room%
wait 3 s
* Send a message when the bomb goes off.
%echo% The Grenade blasts into smithereens, striking everyone here.
* Target the first char.
set target_char %room_var.people%
* Now loop through everyone in the room and hurt them.
while %target_char% while %target_char%
* Set the next target before this one perhaps dies. * Set the next target before this one perhaps dies.
set tmp_target %target_char.next_in_room% set tmp_target %target_char.next_in_room%
* This is where the good/bad things are supposed to happen. * This is where the good/bad things are supposed to happen.
%send% %target_char% The explosion hurts you. %send% %target_char% The explosion hurts you.
* Damage them... 30 hitpoints. To heal use -#.
%damage% %target_char% 30 %damage% %target_char% 30
* Find next target * Set the next target.
set target_char %tmp_target% set target_char %tmp_target%
* Loop back * Loop back.
done done
* After we go through everyone get rid of the grenade.
%purge% %self%
~ ~
#24 #24
Room While Teleport Example~ Room While Teleport Example~
2 b 100 2 b 100
~ ~
* By Rumble * By Rumble of The Builder Academy builderacademy.net 9091
* Target the first person or mob in the room. * Target the first person or mob in the room.
eval person %self.people% eval person %self.people%
wait 1 sec wait 1 sec
@ -1196,14 +1238,14 @@ Container with Personal Key~
*~ *~
* By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/ * By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/
* Container script for use with no key * Container script for use with no key
if %actor.is_pc% if !%actor.is_pc%
return 0 return 0
halt halt
end end
* *
switch %cmd% switch %cmd%
case codeset case codeset
if %actor.name% != test if %actor.name% != rumble
%send% %actor% I am sorry %actor.name%, only Rumble can set the code. %send% %actor% I am sorry %actor.name%, only Rumble can set the code.
halt halt
end end
@ -1424,87 +1466,25 @@ else
end end
~ ~
#49 #49
free~ Eval and Set Example~
1 c 2 2 d 100
shake~ test~
* By Rumble * By Rumble of The Builder Academy builderacademy.net 9091
* Numeric Arg: 2 means in character's carried inventory * This is a speech trig @RHELP TRIGEDIT ROOM SPEECH@n, say 'test' to activate.
* does not work for level 32 and above. * There is much confusion about the difference between set and eval. So this is
* There are 20 possible answers that the Magic Eight Ball can give. * the simplest way I can think of to explain it (assume %actor.level% = 34):
* Of these, nine are full positive, two are full negative, one is
* mostly positive, three are mostly negative, and five are abstentions.
* *
if %arg% /= ball || %arg% /= eightball * Set stores the variable and will not process it until called.
%echoaround% %actor.name% %actor.name% shakes the magic eight ball vigorously. * In the example below %set_variable% will contain '34 + 1'
%send% %actor% You shake the magic eight ball vigorously. set set_variable %actor.level% + 1
switch %random.20% %echo% Set Variable: %set_variable%
case 1 *
%send% %actor% The magic eight ball reveals the answer: Outlook Good * Eval immediately evaluates the variable.
break * In the example below %eval_variable% will contain '35'
case 2 eval eval_variable %actor.level% + 1
%send% %actor% The magic eight ball reveals the answer: Outlook Not So Good %echo% Eval Variable: %eval_variable%
break *
case 3 %echo% Level: %actor.level%
%send% %actor% The magic eight ball reveals the answer: My Reply Is No
break
case 4
%send% %actor% The magic eight ball reveals the answer: Don't Count On It
break
case 5
%send% %actor% The magic eight ball reveals the answer: You May Rely On It
break
case 6
%send% %actor% The magic eight ball reveals the answer: Ask Again Later
break
case 7
%send% %actor% The magic eight ball reveals the answer: Most Likely
break
case 8
%send% %actor% The magic eight ball reveals the answer: Cannot Predict Now
break
case 9
%send% %actor% The magic eight ball reveals the answer: Yes
break
case 10
%send% %actor% The magic eight ball reveals the answer: Yes Definately
break
case 11
%send% %actor% The magic eight ball reveals the answer: Better Not Tell You Now
break
case 12
%send% %actor% The magic eight ball reveals the answer: It Is Certain
break
case 13
%send% %actor% The magic eight ball reveals the answer: Very Doubtful
break
case 14
%send% %actor% The magic eight ball reveals the answer: It Is Decidedly So
break
case 15
%send% %actor% The magic eight ball reveals the answer: Concentrate And Ask Again
break
case 16
%send% %actor% The magic eight ball reveals the answer: Signs Point To Yes
break
case 17
%send% %actor% The magic eight ball reveals the answer: My Sources Say No
break
case 18
%send% %actor% The magic eight ball reveals the answer: Without A Doubt
break
case 19
%send% %actor% The magic eight ball reveals the answer: Reply Hazy, Try Again
break
case 20
%send% %actor% The magic eight ball reveals the answer: As I See It, Yes
break
default
%send% %actor% The magic eight ball explodes since your question is unanswerable.
break
done
else
%send% %actor% shake What?
end
~ ~
#50 #50
Room Global Random Example~ Room Global Random Example~
@ -1533,16 +1513,8 @@ Room Random Example~
* Fires only when a player is in the room. * Fires only when a player is in the room.
* Actor is not defined with random, so lets define it. * Actor is not defined with random, so lets define it.
set actor %random.char% set actor %random.char%
%damage% %actor% -100 %damage% %actor% -10
%echo% A healing breeze flows through the room. %echo% A healing breeze flows through the room.
* Example by Snowlock
* %echo% The pungent fumes burn your lungs!
* set target_char %self.people%
* while %target_char%
* set tmp_target %target_char.next_in_room%
* %damage% %target_char% 3
* set target_char %tmp_target%
* done
~ ~
#52 #52
Room Command Example~ Room Command Example~
@ -2107,8 +2079,6 @@ eval thing %self.name.car%
%echo% IT, YOU, HE/SHE: &%thing% %echo% IT, YOU, HE/SHE: &%thing%
%echo% IT, YOU, HIM/HER: *%thing% %echo% IT, YOU, HIM/HER: *%thing%
%echo% ITS, YOUR' HIS/HER: ^%thing% %echo% ITS, YOUR' HIS/HER: ^%thing%
* object only
%echo% SOMETHING, NAME '%thing%
~ ~
#92 #92
Room Command Combination Lock~ Room Command Combination Lock~

View file

@ -443,6 +443,10 @@ end
Mob Act - 156 speaker greet~ Mob Act - 156 speaker greet~
0 e 0 0 e 0
has entered the game.~ has entered the game.~
* By Rumble of The Builder Academy builderacademy.net 9091
* Num Arg 0 means the argument has to match exactly. So trig will only fire off:
* "has entered game." and not "has" or "entered" etc. (that would be num arg 1).
* Figure out what vnum the mob is in so we can use zoneecho.
eval inroom %self.room% eval inroom %self.room%
%zoneecho% %inroom.vnum% %self.name% shouts, 'Welcome, %actor.name%!' %zoneecho% %inroom.vnum% %self.name% shouts, 'Welcome, %actor.name%!'
~ ~
@ -598,42 +602,58 @@ end
Thief Guildguard - 177~ Thief Guildguard - 177~
0 q 100 0 q 100
~ ~
* Check the direction the player must go to enter the guild. * By Rumble of The Builder Academy builderacademy.net 9091
* This replaces stock guildguard spcial procedure that stops non-class members.
if %direction% == up if %direction% == up
* Let the guildmaster pass to pawn players items. T137.
if %actor.vnum% == 122 if %actor.vnum% == 122
halt halt
end end
* Stop them if they are not the appropriate class. * Stop them if they are not the appropriate class.
if %actor.class% != thief if %actor.class% != thief
return 0 return 0
* Just send the block message to players.
if %actor.is_pc%
%send% %actor% The guard humiliates you, and blocks your way. %send% %actor% The guard humiliates you, and blocks your way.
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way. %echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
end end
end end
end
~ ~
#137 #137
Thief Guildmaster Steal - 122~ Thief Guildmaster Steals - M122~
0 b 5 0 b 100
~ ~
* By Rumble of The Builder Academy builderacademy.net 9091
* Idea taken from cheesymud.com * Idea taken from cheesymud.com
* Thief guildmaster steals from actor inventory and pawns it in the shop * Thief guildmaster steals from players who idle in his guild. Then pawns the
* downstairs, player then has to buy their equipment back. * item in the shop downstairs so player has to buy their equipment back :-P
* Random trigs have no actors so pick one and make sure it is a player.
set actor %random.char% set actor %random.char%
if %actor% if %actor.is_pc%
* Pick the first item in the actors inventory.
eval item %actor.inventory% eval item %actor.inventory%
* I'll be nice and not steal containers or mail.
if %item.type% == CONTAINER || %item.vnum% <= 1
halt
end
* If they have an item let the master thief steal it.
eval item_to_steal %%actor.inventory(%item.vnum%)%% eval item_to_steal %%actor.inventory(%item.vnum%)%%
if %item_to_steal% if %item_to_steal%
* Give some hints that the guildmaster is not to be trusted.
%echo% %self.name% examines %item.shortdesc%. %echo% %self.name% examines %item.shortdesc%.
wait 2 sec wait 2 sec
* Purge the actors object and load it to the master thief.
eval stolen %item_to_steal.vnum% eval stolen %item_to_steal.vnum%
eval name %item_to_steal.name% eval name %item_to_steal.name%
%load% obj %stolen% %load% obj %stolen%
%purge% %item_to_steal% %purge% %item_to_steal%
wait 2 sec wait 2 sec
* Lets go sell it to Morgan using its first keyword.
down down
sell %name.car% sell %name.car%
wait 2 sec wait 2 sec
whisper morgan hehe, silly mortals. wink Morgan
wait 2 sec wait 2 sec
up up
else else
@ -645,39 +665,46 @@ end
Questmaster Greet - 3~ Questmaster Greet - 3~
0 g 100 0 g 100
~ ~
if %actor.is_pc% * By Rumble of The Builder Academy builderacademy.net 9091
if !%actor.varexists(questpoints)% * Part of a timed quest to kill a mob or find an object. Trigs 138-144.
set questpoints 0 * Simple quests, probably too simple so only let players earn 50 qp's doing this.
remote questpoints %actor.id% if %actor.is_pc% && %actor.questpoints% < 50
elsif %actor.questpoints% < 50
wait 2 sec wait 2 sec
* Check to see if they are not on a zone 1 quest.
if !%actor.varexists(on_quest_zone_1)% if !%actor.varexists(on_quest_zone_1)%
say Welcome %actor.name%, are you interested in a simple quest? say Welcome %actor.name%, are you interested in a simple quest?
else else
say How is your quest going %actor.name%, do you have a quest token or the quest mobs head for me? say How is your quest going %actor.name%, do you have a quest token or the quest mobs head for me?
end end
end end
end
~ ~
#139 #139
Questmaster Quest Assignment - 3~ Questmaster Quest Assignment - 3~
0 d 1 0 d 1
*~ *~
* Don't let them do more than one quest at a time or complete more than 50. * By Rumble of The Builder Academy builderacademy.net 9091
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
* Don't let them do more than one quest at a time or earn more than 50 qp.
if %actor.varexists(on_quest_zone_1)% || %actor.questpoints% > 50 if %actor.varexists(on_quest_zone_1)% || %actor.questpoints% > 50
halt halt
end end
* This loop goes through the entire string of words the actor says. .car is the
* word and .cdr is the remaining string.
eval word %speech.car% eval word %speech.car%
eval rest %speech.cdr% eval rest %speech.cdr%
while %word% while %word%
* Check to see if the word is yes or an abbreviation of yes.
if yes /= %word% if yes /= %word%
say Very well %actor.name%. Would you like to find an object or hunt a mobile? say Very well %actor.name%. Would you like to find an object or hunt a mobile?
halt halt
end end
eval loadroom 100 + %random.265% * Pick a room from 100 to 365.
eval loadroom 99 + %random.265%
if mobile /= %word% || hunt /= %word% if mobile /= %word% || hunt /= %word%
* Load the mob in the random room picked above.
%at% %loadroom% %load% m 15 %at% %loadroom% %load% m 15
say Go kill the quest mob and bring me its head %actor.name%. You only have 10 minutes! say Go kill the quest mob and bring me its head %actor.name%. You only have 10 minutes!
* Load an object on the player that counts down from 10 minutes.
%load% obj 16 %actor% inv %load% obj 16 %actor% inv
%send% %actor% Gives you the quest timer. %send% %actor% Gives you the quest timer.
%echoaround% %actor% %self.name% gives %actor.name% the quest timer. %echoaround% %actor% %self.name% gives %actor.name% the quest timer.
@ -687,7 +714,7 @@ while %word%
elseif object /= %word% || find /= %word% elseif object /= %word% || find /= %word%
say Go find the quest token and return it to me. You only have 10 minutes %actor.name%! say Go find the quest token and return it to me. You only have 10 minutes %actor.name%!
%load% o 15 %load% o 15
%at% %loadroom% drop quest %at% %loadroom% drop quest_token_zone_1
%load% obj 16 %actor% inv %load% obj 16 %actor% inv
%send% %actor% Gives you the quest timer. %send% %actor% Gives you the quest timer.
%echoaround% %actor% %self.name% gives %actor.name% the quest timer. %echoaround% %actor% %self.name% gives %actor.name% the quest timer.
@ -695,6 +722,8 @@ while %word%
remote on_quest_zone_1 %actor.id% remote on_quest_zone_1 %actor.id%
halt halt
end end
* End of the loop we need to take the next word in the string and save the
* remainder for the next pass.
eval word %rest.car% eval word %rest.car%
eval rest %rest.cdr% eval rest %rest.cdr%
done done
@ -703,9 +732,13 @@ done
Quest Timer - 16~ Quest Timer - 16~
1 c 7 1 c 7
l~ l~
* By Rumble of The Builder Academy builderacademy.net 9091
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
* Let a player see how much time they have left.
if %cmd.mudcommand% == look && timer /= %arg% if %cmd.mudcommand% == look && timer /= %arg%
return 0
%send% %actor% You have %self.timer% minutes remaining. %send% %actor% You have %self.timer% minutes remaining.
* Let the look timer command still go through so they look at it.
return 0
else else
return 0 return 0
end end
@ -714,60 +747,75 @@ end
Quest 10 min Purge - 15, 16, 17~ Quest 10 min Purge - 15, 16, 17~
1 f 100 1 f 100
~ ~
* Attached to quest objects 15-17. Purges itself 10 minutes after loading if player does not * By Rumble of The Builder Academy builderacademy.net 9091
* finish the quest. Part of a quest from room 113. * Part of a timed quest to kill a mob or find an object. Trigs 138-144.
* Attached to quest objects 15-17. Purges itself 10 minutes after loading if
* player does not finish the quest.
* Make sure timer is being carried by a player.
if %self.carried_by% if %self.carried_by%
set actor %self.carried_by% set actor %self.carried_by%
if %actor.is_pc% if %actor.is_pc%
%send% %actor% Your quest time has run out. Try again. %send% %actor% Your quest time has run out. Try again.
* Delete the on quest variable so they can try again.
rdelete on_quest_zone_1 %actor.id% rdelete on_quest_zone_1 %actor.id%
end end
end end
* Purge the timer.
%purge% %self% %purge% %self%
~ ~
#142 #142
Quest Timer Random - 16~ Quest Timer Random - 16~
1 b 10 1 b 10
~ ~
* By Rumble of The Builder Academy builderacademy.net 9091
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
* If timer is being carried by a player, warn them every 2 minutes.
if %self.carried_by% if %self.carried_by%
set actor %self.carried_by% set actor %self.carried_by%
if %actor.is_pc%
%send% %actor% You have %self.timer% minutes remaining. %send% %actor% You have %self.timer% minutes remaining.
end end
end
~ ~
#143 #143
Questmaster Receive - 3~ Questmaster Receive - 3~
0 j 100 0 j 100
~ ~
* By Rumble of The Builder Academy builderacademy.net 9091
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
* Check if they are on the quest.
if !%actor.varexists(on_quest_zone_1)% if !%actor.varexists(on_quest_zone_1)%
say You are not even on a quest %actor.name%. say You are not even on a quest %actor.name%.
* Stop the trig and prevent the item from being given to the mob.
halt halt
end end
* *
wait 1 sec wait 1 sec
* If they have the head or the token.
if %object.vnum% == 15 || %object.vnum% == 17 if %object.vnum% == 15 || %object.vnum% == 17
say Well done, %actor.name%. say Well done, %actor.name%.
* Give them 50 gold and experience. Delete the on quest variable and purge.
nop %actor.exp(50)% nop %actor.exp(50)%
nop %actor.gold(50)% nop %actor.gold(50)%
rdelete on_quest_zone_1 %actor.id% rdelete on_quest_zone_1 %actor.id%
%purge% %object% %purge% %object%
if %actor.varexists(questpoints)% * Reward them with 1 questpoint. Cheap I know but these quests are not hard.
eval questpoints %actor.questpoints% + 1 nop %actor.questpoints(1)%
remote questpoints %actor.id% say you have earned 50 gold, 50 xp, 1 questpoint %actor.name%.
else
set questpoints 1
remote questpoints %actor.id%
end
say you have earned 50 gold, 50, experience points and 1 questpoint.
else else
say I don't want that! say I don't want that!
%purge% %object% * Don't accept the object to prevent overloading the mob with junk.
return 0.
end end
~ ~
#144 #144
Quest Mob Loads Head - 15~ Quest Mob Loads Head - 15~
0 n 100 0 n 100
~ ~
*This is a load instead of a death trig because I want the head to purge 10 minutes after loading. * By Rumble of The Builder Academy builderacademy.net 9091
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
* This is a load instead of a death trig because I want the head to purge 10
* minutes after loading.
%load% obj 17 %load% obj 17
~ ~
#145 #145
@ -1185,6 +1233,9 @@ done
Mob Questshop Example~ Mob Questshop Example~
0 c 100 0 c 100
*~ *~
* By Rumble of The Builder Academy builderacademy.net 9091
* A questshop that uses questpoints!
* Command triggers do not work for level 32 and above.
if %cmd.mudcommand% == list if %cmd.mudcommand% == list
* *
%send% %actor% ## Available Item Cost in Questpoints %send% %actor% ## Available Item Cost in Questpoints
@ -1194,10 +1245,6 @@ if %cmd.mudcommand% == list
%send% %actor% 3) Unlimited the staff of spellfire 100 %send% %actor% 3) Unlimited the staff of spellfire 100
* *
elseif %cmd.mudcommand% == buy elseif %cmd.mudcommand% == buy
if !%actor.varexists(questpoints)%
tell %actor.name% You have no questpoints!
halt
end
if War /= %arg% || Blood /= %arg% || %arg% == 1 if War /= %arg% || Blood /= %arg% || %arg% == 1
set quest_item 21 set quest_item 21
set quest_item_cost 100 set quest_item_cost 100
@ -1217,8 +1264,7 @@ elseif %cmd.mudcommand% == buy
else else
%load% obj %quest_item% %actor% inv %load% obj %quest_item% %actor% inv
tell %actor.name% here you go. tell %actor.name% here you go.
eval questpoints %actor.questpoints% - %quest_item_cost% nop %actor.questpoints(-%quest_item_cost%)
remote questpoints %actor.id%
end end
elseif %cmd.mudcommand% == sell elseif %cmd.mudcommand% == sell
tell %actor.name% I don't want anything you have. tell %actor.name% I don't want anything you have.
@ -1518,7 +1564,7 @@ set text[47] When Chuck Norris exercises, the machine gets stronger.
set text[48] Chuck Norris is allowed to talk about Fight Club. set text[48] Chuck Norris is allowed to talk about Fight Club.
set text[49] The only thing we have to fear is fear itself... The only thing fear has to fear is Chuck Norris. set text[49] The only thing we have to fear is fear itself... The only thing fear has to fear is Chuck Norris.
set text[50] Chuck Norris clogs the toilet even when he pisses. set text[50] Chuck Norris clogs the toilet even when he pisses.
set text[51] A blind man once stepped on Chuck Norris' shoe. Chuck replied, "Don't you know who I am? I'm Chuck Norris!" The mere mention of his name cured this man blindness. Sadly the first, last, and only thing this man ever saw, was a fatal roundhouse delivered by Chuck Norris. set text[51] A blind man once stepped on Chuck Norris' shoe. Chuck replied, "Don't you know who I am? I'm Chuck Norris!" The mere mention of his name cured the mans blindness. Sadly the first, last, and only thing this man ever saw, was a fatal roundhouse delivered by Chuck Norris.
set text[52] The most effective form of suicide known to man is to type "Chuck Norris" into Google and hit "I'm Feeling Lucky!". set text[52] The most effective form of suicide known to man is to type "Chuck Norris" into Google and hit "I'm Feeling Lucky!".
set text[53] Chuck Norris never gets brain freeze. Slurpees know when to back off. set text[53] Chuck Norris never gets brain freeze. Slurpees know when to back off.
set text[54] Chuck Norris got in touch with his feminine side, and promptly got her pregnant. set text[54] Chuck Norris got in touch with his feminine side, and promptly got her pregnant.
@ -1874,7 +1920,7 @@ set txt[4] At its best, citizenship finds an equilibrium between two essential i
set txt[5] Ariel and Will Durant said it best, "Freedom and equality are sworn enemies, when one prevails the other dies." set txt[5] Ariel and Will Durant said it best, "Freedom and equality are sworn enemies, when one prevails the other dies."
set txt[6] As a people we have become soft. Stress isn't a bad thing. It is actually good for you, particularly the kind that comes from physical exercise. set txt[6] As a people we have become soft. Stress isn't a bad thing. It is actually good for you, particularly the kind that comes from physical exercise.
set txt[7] The Durants also said, "What determines whether the challenge of history will or will not be met depends upon the presence or absence of creative individuals with a clarity of mind and energy of will, capable of effective responses to new situations. set txt[7] The Durants also said, "What determines whether the challenge of history will or will not be met depends upon the presence or absence of creative individuals with a clarity of mind and energy of will, capable of effective responses to new situations.
set txt[8] once on learns to accomodate the shocks of a stressful existence, his adrenalin, will power, and imagination are going to start churning to provide the maximum performance of the human mind. set txt[8] once one learns to accomodate the shocks of a stressful existence, his adrenalin, will power, and imagination are going to start churning to provide the maximum performance of the human mind.
set txt[9] would a good soldier fighting a tough battle stop to say to himself how unhappy he is? set txt[9] would a good soldier fighting a tough battle stop to say to himself how unhappy he is?
set txt[10] Remember Herman Melville? " In time of peril, like the needle to the lodestone, obedience, irrespective of rank, generally flies to him who is best fitted to command. set txt[10] Remember Herman Melville? " In time of peril, like the needle to the lodestone, obedience, irrespective of rank, generally flies to him who is best fitted to command.
set txt[11] There is no evidence that the way of the World assures the punishment of evil or the reward of virtue. set txt[11] There is no evidence that the way of the World assures the punishment of evil or the reward of virtue.

View file

@ -1,11 +1,64 @@
#1200 #1200
General trigger keeper. Only for use in room 0.~ Calculator By Mordecai~
2 a 100 2 d 100
~ *~
* No Script * 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
~ ~
#1201 #1201
No recall~ No Recall~
1 c 100 1 c 100
recall~ recall~
*This trigger prevents people from recalling. *This trigger prevents people from recalling.
@ -21,23 +74,20 @@ wait 10
if %actor.level% < 34 if %actor.level% < 34
%send% %actor% The sword whispers: I will not serve you! %send% %actor% The sword whispers: I will not serve you!
wait 2 wait 2
%echoaround% %actor% The sword exclaims: 'I will not serve those without honour.' %echoaround% %actor% The sword exclaims: 'I will not serve those without honor.'
%damage% %actor% 100 %damage% %actor% 100
%purge% self %purge% self
else else
%send% %actor% The sword whispers: I was made to serve, great one! %send% %actor% The sword whispers: I was made to serve, great one!
wait 2 wait 2
%echoaround% %actor% The sword exclaims: 'I will serve you honourable one..' %echoaround% %actor% The sword exclaims: 'I will serve you honorable one..'
end end
~ ~
#1203 #1203
Health-Gain~ free~
2 c 100 2 c 100
chant~ ~
if incantation /= %arg% * No Script
%send% %actor% Your eyes glow white and you start to chant some incantations.
%damage% %actor% -500
end
~ ~
#1204 #1204
Portal-Main Chamber~ Portal-Main Chamber~
@ -298,7 +348,7 @@ end
#1218 #1218
Multiple Command Example Trig~ Multiple Command Example Trig~
2 c 100 2 c 100
test~ t~
if %cmd% == test if %cmd% == test
* Careful not to use Arguments * or this trig will freeze you. * Careful not to use Arguments * or this trig will freeze you.
* evaluate the first arg * evaluate the first arg
@ -325,6 +375,41 @@ wait 1
%echoaround% Jennie kisses %actor% lovingly. %echoaround% Jennie kisses %actor% lovingly.
end end
~ ~
#1221
Test Trigger~
2 c 100
*~
set plr %self.people%
set plr2 0
*
while %plr%
set next %plr.next_in_room%
if %plr% != %actor% && %plr.is_pc%
if %plr2% == 0
set plr2 %plr%
end
%teleport% %plr% 0
end
set plr %next%
done
*
return 0
wait 1
*
while %plr2%
set next %plr2.next_in_room%
if %plr2.is_pc%
%teleport% %plr2% %self.vnum%
end
set plr2 %next%
done
~
#1222
new trigger~
1 b 100
~
* Unfinished
~
#1233 #1233
Rumble's Test Trigger~ Rumble's Test Trigger~
2 q 100 2 q 100

View file

@ -1475,108 +1475,37 @@ Obj Trigger Example, ice cream melting~
say say
~ ~
#1349 #1349
Obj Command Container with personal key~ free~
1 c 3 1 c 3
*~ *~
* By Jamie Nelson * No Script
* Container script for use with no key
if !%actor.is_pc%
return 0
halt
end
*
switch %cmd%
case codeset
if %actor.name% != test
%send% %actor% I am sorry %actor.name%, only Rumble can set the code.
halt
end
if !%arg%
%send% %actor% You must supply a code.
halt
else
eval isnum ((%arg%*2)/2)
if %isnum%<=999
%send% %actor% You must supply a code that is a number. (more then 1)
%send% %actor% And for security reasons, greater then 4 digits.
halt
else
oset 3 %isnum%
%send% %actor% You set the code on %self.shortdesc% to %isnum%.
set fingerprint %isnum%
remote fingerprint %actor.id%
end
end
break
case recognise
%send% %actor% A laser scans your fingerprint.
if %arg%!=%self.val3%
%send% %actor% Access Denied.
halt
else
%send% %actor% Access Granted. Fingerprint Memorized.
set fingerprint %self.val3%
remote fingerprint %actor.id%
end
break
case fingerprint
if %arg%!=open
if %arg!=close
%send% %actor% You must type either:
%send% %actor% fingerprint open
%send% %actor% or
%send% %actor% fingerprint close
halt
else
set oc 2
end
else
set oc 1
end
%send% %actor% A laser scans your fingerprints.
if !%actor.varexists(fingerprint)%
%send% %actor% Access Denied.
halt
else
%send% %actor% Access Granted.
if %oc%==2
oset 1 15
%send% %actor% Closed and locked.
elseif %oc%==1
oset 1 0
%send% %actor% Unlocked and open.
else
%send% Broken.
end
end
break
default
return 0
break
done
~ ~
#1350 #1350
Obj Random While Example~ Drop While Example - Grenade 01301~
1 h 100 1 h 100
~ ~
* a small script to make a bomb go off 3 seconds after it is dropped. * By Rumble of The Builder Academy builderacademy.net 9091
* A small script to make a grenade go off 3 seconds after it is dropped.
* Set the rooms ID to a variable.
set room_var %actor.room% set room_var %actor.room%
* Send a message when the bomb goes off.
wait 3 s wait 3 s
* Send a message when the bomb goes off.
%echo% The Grenade blasts into smithereens, striking everyone here. %echo% The Grenade blasts into smithereens, striking everyone here.
* Target the first char * Target the first char.
set target_char %room_var.people% set target_char %room_var.people%
* Do stuff * Now loop through everyone in the room and hurt them.
while %target_char% while %target_char%
* Set the next target before this one perhaps dies. * Set the next target before this one perhaps dies.
set tmp_target %target_char.next_in_room% set tmp_target %target_char.next_in_room%
* This is where the good/bad things are supposed to happen. * This is where the good/bad things are supposed to happen.
%send% %target_char% The explosion hurts you. %send% %target_char% The explosion hurts you.
* Damage them... 30 hitpoints. To heal use -#.
%damage% %target_char% 30 %damage% %target_char% 30
* Find next target * Set the next target.
set target_char %tmp_target% set target_char %tmp_target%
* Loop back * Loop back.
done done
* After we go through everyone get rid of the grenade.
%purge% %self% %purge% %self%
~ ~
#1351 #1351
@ -1891,8 +1820,7 @@ end
Trial Vnum Assigner - 1332~ Trial Vnum Assigner - 1332~
1 c 2 1 c 2
*~ *~
* player must have nohassle off! * Player must have nohassle off! To junk assigner use tbalim purge <player>.
* to disable this trig set <player> nohassle on and have them junk the assigner.
if %actor.varexists(TBA_trial_vnum)% && %actor.level% == 31 if %actor.varexists(TBA_trial_vnum)% && %actor.level% == 31
if (%cmd.mudcommand% == redit && ((%arg% && %arg% != %actor.TBA_trial_vnum%) || (%actor.room.vnum% != %actor.TBA_trial_vnum%))) if (%cmd.mudcommand% == redit && ((%arg% && %arg% != %actor.TBA_trial_vnum%) || (%actor.room.vnum% != %actor.TBA_trial_vnum%)))
%send% %actor% GOTO %actor.TBA_trial_vnum% to edit your room. %send% %actor% GOTO %actor.TBA_trial_vnum% to edit your room.
@ -1902,24 +1830,14 @@ if %actor.varexists(TBA_trial_vnum)% && %actor.level% == 31
%send% %actor% Use MEDIT %actor.TBA_trial_vnum% to modify your mobile. %send% %actor% Use MEDIT %actor.TBA_trial_vnum% to modify your mobile.
elseif (%cmd.mudcommand% == zedit && ((%arg% && %arg% != %actor.TBA_trial_vnum%) || (%actor.room.vnum% != %actor.TBA_trial_vnum%))) elseif (%cmd.mudcommand% == zedit && ((%arg% && %arg% != %actor.TBA_trial_vnum%) || (%actor.room.vnum% != %actor.TBA_trial_vnum%)))
%send% %actor% GOTO %actor.TBA_trial_vnum% to edit your trial vnums zone information. %send% %actor% GOTO %actor.TBA_trial_vnum% to edit your trial vnums zone information.
elseif %cmd.mudcommand% == sedit && %arg% != %actor.TBA_trial_vnum% elseif %cmd.mudcommand% == purge && ((%arg% && %arg% != %actor.TBA_trial_vnum%) || (%actor.room.vnum% != %actor.TBA_trial_vnum%)))
%send% %actor% Making a shop is not required for your trial vnum. %send% %actor% GOTO %actor.TBA_trial_vnum% to purge your room.
elseif %cmd.mudcommand% == trigedit elseif %cmd.mudcommand% == nohassle || (%cmd.mudcommand% == toggle && nohassle /= %arg.car%)
%send% %actor% Making a trigger is not required for your trial vnum.
elseif %cmd.mudcommand% == nohassle
%send% %actor% You cannot enable nohassle until you finish your trial vnum. %send% %actor% You cannot enable nohassle until you finish your trial vnum.
elseif %cmd.mudcommand% == buildwalk elseif %cmd.mudcommand% == sedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == buildwalk || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete
%send% %actor% You should not use buildwalk in your trial vnum. %send% %actor% Sedit, Trigedit, Buildwalk, Dig, Rclone, Attach, Detach, and Vdelete are not required for your trial vnum.
elseif %cmd.mudcommand% == dig
%send% %actor% You should not use dig in your trial vnum.
elseif %cmd.mudcommand% == rclone
%send% %actor% You should not use rclone in your trial vnum.
elseif %cmd.mudcommand% == attach
%send% %actor% You should not attach triggers in your trial vnum.
elseif %cmd.mudcommand% == vdelete
%send% %actor% You should not be using vdelete yet.
elseif %cmd.mudcommand% == zpurge elseif %cmd.mudcommand% == zpurge
%send% %actor% Use PURGE to empty your trial vnum. %send% %actor% Zpurge is not required for your trial vnum.
else else
return 0 return 0
end end
@ -1929,7 +1847,7 @@ end
~ ~
#1366 #1366
!DROP Assigner - 1332~ !DROP Assigner - 1332~
1 hi 100 1 his 100
~ ~
if %actor.level% == 31 if %actor.level% == 31
%send% %actor% You can't get rid of %self.shortdesc%. %send% %actor% You can't get rid of %self.shortdesc%.
@ -2751,7 +2669,7 @@ push~
%send% %actor% red:%pushed_red% yellow:%pushed_yellow% green:%pushed_green% blue:%pushed_blue% purple:%pushed_purple% %send% %actor% red:%pushed_red% yellow:%pushed_yellow% green:%pushed_green% blue:%pushed_blue% purple:%pushed_purple%
~ ~
#1387 #1387
Mob Greet Steal~ free~
2 g 100 2 g 100
~ ~
eval item %actor.inventory% eval item %actor.inventory%
@ -3036,31 +2954,33 @@ wait until 24:00
say 24 say 24
~ ~
#1398 #1398
1307 mob rabbit~ Random Rabbit Decapitates Mobs - M1307~
0 b 100 0 b 100
none~ none~
* By Rumble of The Builder Academy builderacademy.net 9091
* This is for any Monty Python Fans. * This is for any Monty Python Fans.
* First figure out what room you are in. * First figure out what room you are in.
eval room_var %self.room% eval room_var %self.room%
* Target the first character * Target the first character.
set target %room_var.people% set target %room_var.people%
* Make a loop so everyone in the room is targeted * Make a loop so everyone in the room is targeted.
while %target% while %target%
* Create the next temp target the next person before the bunny kills them * Create the next target before the bunny kills them.
set tmp_target %target.next_in_room% set tmp_target %target.next_in_room%
* Don't let the bunny kill players or itself * Don't let the bunny kill players or itself.
if ((%target.vnum% != -1) && (%target.name% != %self.name%)) if ((%target.vnum% != -1) && (%target.name% != %self.name%))
* Do the deed with a little pause in between * Do the deed with a little pause in between.
emote hops towards %target.name% and looks up innocently. emote hops towards %target.name% and looks up innocently.
wait 2 sec wait 2 sec
emote strikes with lightning speed, decapitating %target.name%. emote strikes with lightning speed, decapitating %target.name%.
* bye bye * bye bye.
%purge% %target% %purge% %target%
wait 5 sec wait 5 sec
* end the if statement * End the if statement.
end end
* Target to the temp target you created above * Target to the temp target you created above.
set target %tmp_target% set target %tmp_target%
* Loop back to the next target.
done done
* Remove the bunny, I don't want people leaving him lying in waiting. * Remove the bunny, I don't want people leaving him lying in waiting.
%purge% %self% %purge% %self%

View file

@ -59,9 +59,77 @@ if %cmd.mudcommand% == cast && fireshield /= %arg%
end end
~ ~
#203 #203
free~ Phoenix Rising - 211~
2 bg 100 0 f 100
~ ~
* No Script * You can't use waits in a mob death trig.
* Phoenix turns into ashes when it dies and is reborn 3 times.
* O219 is !TAKE and must always be in the room to count the deaths.
emote shrieks in pain and bursts into flames.
* Phoenix triggers 212 to count the deaths. Make it a unique command.
phoenix2
* Damage everyone in the room from the fire.
set room_var %self.room%
%echo% The phoenix is completely enveloped in flames and explodes, burning everyone in the room.
* Target the first char
set target_char %room_var.people%
* Loop through everyone in the room.
while %target_char%
* Set the next target before this one perhaps dies.
set tmp_target %target_char.next_in_room%
* Dish out the damage.
if %target_char.is_pc%
%send% %target_char% The fire burns you.
%damage% %target_char% 10
end
* Find next target
set target_char %tmp_target%
* Loop back
done
* Can't purge it (yet it is on the todo list) so teleport it to 0.
%teleport% %self% 0
* This prevents a death cry.
return 0
~
#204
Pirate Parott Pepeats - M212~
0 d 100
*~
* Parrot randomly repeats something said in the room.
* Pick the next number in the array and global it to be read next firing.
eval n %n%+1
global n
* Pick a random number from the array and global what was said to the mob.
eval r %%random.%n%%%
set speech[%n%] %speech%
global speech[%n%]
* Wait a little bit and then speak.
wait 1 sec
eval say %%speech[%r%]%%
eval say %say%
say %say%
~
#212
Phoenix Rising - 219~
1 c 4
phoenix2~
* Numeric Arg: 4 means obj has to be in the room.
* Does not work for level 32 and above.
* Add 1 to the total deaths
eval phoenix_deaths %phoenix_deaths% + 1
wait 3 sec
* Rebirth for only the first 3 times.
if %phoenix_deaths% <= 2
* It comes back!
%load% mob 211
%echo% A baby phoenix pokes its head out of the pile of ashes.
else
* Reward on the last kill!
%load% obj 184
eval phoenix_deaths 0
%echo% Something in the pile of ashes glimmers brightly.
end
* Remember the count for the next time this trig fires
global phoenix_deaths
~ ~
$~ $~

View file

@ -10,18 +10,19 @@ say admittance to Eldorado is 1000000 coins
end end
~ ~
#2201 #2201
Not Used~ Flame Damage - R2228~
0 m 0 2 b 50
~ ~
wait 1 %echo% The pungent fumes burn your lungs!
unlock gate set target_char %self.people%
open gate while %target_char%
wait 20 s set tmp_target %target_char.next_in_room%
close gate %damage% %target_char% 3
lock gate set target_char %tmp_target%
done
~ ~
#2202 #2202
fire damage~ Fire Damage - R2218-20~
2 g 100 2 g 100
~ ~
%send% %actor% The hot flame and smoke burns you. %send% %actor% The hot flame and smoke burns you.
@ -29,7 +30,7 @@ fire damage~
%damage% %actor% 10 %damage% %actor% 10
~ ~
#2203 #2203
moaning~ Moaining - R2200-2~
2 g 25 2 g 25
~ ~
if %actor.is_pc% if %actor.is_pc%
@ -37,7 +38,7 @@ if %actor.is_pc%
end end
~ ~
#2204 #2204
princess shout~ Princess Shout for Help - M2229~
0 b 1 0 b 1
~ ~
eval inroom %self.room% eval inroom %self.room%

View file

@ -62,12 +62,10 @@ if %inroom.vnum% == 23653
set foreman_leaving 1 set foreman_leaving 1
global foreman_leaving global foreman_leaving
end end
if %inroom.vnum% == 23664 if %inroom.vnum% == 23664
set foreman_leaving 0 set foreman_leaving 0
global foreman_leaving global foreman_leaving
end end
if %foreman_leaving% if %foreman_leaving%
switch %inroom.vnum% switch %inroom.vnum%
* start room 23653 * start room 23653
@ -418,34 +416,43 @@ Mad Miners - NOT ATTACHED~
mkill %bad_guy% mkill %bad_guy%
~ ~
#23612 #23612
Lieutenant Bribe - 23608~ Lieutenant Door Bribe - M23608~
0 m 1 0 m 1
~ ~
* By Welcor of The Builder Academy builderacademy.net 9091
wait 1 wait 1
* The price is 400 coins to pass. Player must 'give 400 coin leader.'
if %amount% < 400 if %amount% < 400
say Did you really think I was that cheap, %actor.name%. say Did you really think I was that cheap, %actor.name%.
snarl snarl
else else
* Context saves the global with the players ID so multiple players can bribe.
context %actor.id% context %actor.id%
* Set the variable to a value, 1 for YES.
set has_bribed_guard 1 set has_bribed_guard 1
* Global it! You can now 'stat leader' and see it listed.
global has_bribed_guard global has_bribed_guard
whisper %actor.name% Enter when you're ready. I'll lock the door behind you. whisper %actor.name% Enter when you're ready. I'll lock the door behind you.
unlock door unlock door
end end
~ ~
#23613 #23613
Lieutenant Door - 23608~ Lieutenant Door Bribe 2 - M23608~
0 r 100 0 r 100
~ ~
* By Welcor of The Builder Academy builderacademy.net 9091
* Allows more than one instance of this trigger to run. * Allows more than one instance of this trigger to run.
context %actor.id% context %actor.id%
* Checks a global variable to see if this mob has been bribed. TSTAT 23612 * Checks a global variable to see if this mob has been bribed. TSTAT 23612.
if %has_bribed_guard% if %has_bribed_guard%
* Let the player through, he's paid.
return 1 return 1
* Don't bother continuing the trig, just stop it.
halt halt
end end
* if the player tries to pick the catch him! * If the player tries to pick the lock catch him!
if %cmd% == pick if %cmd% == pick
* Stop them! Return 0 prevents the command from going through.
return 0 return 0
wait 1 wait 1
say No way, you don't fool me, %actor.name%. say No way, you don't fool me, %actor.name%.
@ -459,13 +466,18 @@ end
Lieutenant Leave - 23608~ Lieutenant Leave - 23608~
0 q 100 0 q 100
~ ~
* By Welcor of The Builder Academy builderacademy.net 9091
* If the player is trying to leave to the East.
if %direction% == east if %direction% == east
context %actor.id% context %actor.id%
* If they have bribed let them through and forget them.
if %has_bribed_guard% if %has_bribed_guard%
unset has_bribed_guard unset has_bribed_guard
* Let the command go through. Halt the trig, its over.
return 1 return 1
halt halt
end end
* They haven't paid, stop them.
%send% %actor% You try to leave, but %self.name% stops you. %send% %actor% You try to leave, but %self.name% stops you.
return 0 return 0
end end

View file

@ -2,32 +2,52 @@
Near Death Trap Mahatma - 6318~ Near Death Trap Mahatma - 6318~
0 g 100 0 g 100
~ ~
* Near Death Trap stuns actor and takes all of their equipment. * By Rumble of The Builder Academy builderacademy.net 9091
* Near Death Trap - Mahatma stuns actor and then takes all of their equipment.
wait 3 sec wait 3 sec
say Here, have a quick trip to the Temple of Midgaard. say Here, have a quick trip to the Temple of Midgaard.
wait 2 sec wait 2 sec
%send% %actor% Mahatma plunges a black dagger into your back and takes all your equipment. %send% %actor% Mahatma plunges a black dagger into your back and takes all your equipment.
%echoaround% %actor% Mahatma plunges a black dagger into %actor.name%'s back and takes all of %actor.hisher% equipment. %echoaround% %actor% Mahatma plunges a black dagger into %actor.name%'s back and takes all of %actor.hisher% equipment.
* damage the actor to 0 hitpoints so they lay there stunned, unable to move. * Damage the actor to 0 hitpoints so they lay there stunned, unable to move.
* they will recover. * They will recover.
eval stunned %actor.hitp% eval stunned %actor.hitp%
%damage% %actor% %stunned% %damage% %actor% %stunned%
* steal all their inventory. * steal all their inventory.
while %actor.inventory% set i %actor.inventory%
eval item %actor.inventory% while %i%
eval item_to_purge %%actor.inventory(%item.vnum%)%% set pge 1
eval stolen %item.vnum% if %i.type% == container
%purge% %item_to_purge% if %i.contents%
set i %container.contents%
* Don't purge containers inside containers or mudmail.
if %i.type% == container || %i.vnum% <= 1
set pge 0
end
end
end
eval stolen %i.vnum%
set next %i.next_in_list%
if %pge%
%purge% %i%
end
* Don't steal mail.
if %stolen% > 1
%load% obj %stolen% %load% obj %stolen%
end
if !%next%
set i %actor.inventory%
else
set i %next%
end
done done
eval i 0 eval i 0
* steal all their equipped items. * steal all their equipped items.
while %i% < 18 while %i% < 18
eval item %%actor.eq(%i%)%% eval item %actor.eq(%i%)%
if %item% if %item%
eval stolen %item.vnum% eval stolen %item.vnum%
eval item_to_purge %%actor.eq(%i%)%% %purge% %item%
%purge% %item_to_purge%
%load% obj %stolen% %load% obj %stolen%
end end
eval i %i%+1 eval i %i%+1

View file

@ -559,68 +559,20 @@ while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel --Wilhelm Stekel
~ ~
0 d 0 0 d 0
D1
test
~
door~
1 1 33
D3
~
~
0 0 33
E E
.test~ Catcher Rye~
can you see this with look around? The mark of the immature man is that he wants to die nobly for a cause,
~ while the mark of the mature man is that he wants to live humbly for one.
E --Wilhelm Stekel
july4~
On July 4, 1776, we claimed our independence from England and Democracy was
born. Every day thousands leave their homeland to come to the "land of the
free and the home of the brave" so they can begin their American Dream. The
United States is truly a diverse nation made up of dynamic people. Each year
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
picnics, and family ga-therings. Through the Internet we are learning about
and communicat-ing with people of different nations, with different languages
and different races throughout the world. Bringing the world closer with
understanding and knowledge can only benefit all nations. We invite all
nations to celebrate with Americans online this Fourth of July. Happy
Birthday, America!
~
E
oath~
I do solemnly swear that I will support and defend the Constitution of the
United States against all enemies, foreign and domestic, and to bear true faith
and allegiance to the same that I take this obligation freely, without any
mental reservation or purpose of evasion, and that I will well and faithfully
discharge the duties of the office upon which I am about to enter.
~
E
builder~
There is one timeless way of building. ...you'll find that you're not the first person who was ever confused and
frighteneed and even sickened by human behavior. You're by no means alone on
It is thousands of years old, and the same today as it has always been. that score, you'll be excited and stimulated to know. Many, many men have been
just as troubled morally and spiritually as you are right now. Happily, some
The great traditional buildings of the past, the villages and tents and of them kept records of their troubles. You'll learn from them-if you want to.
temples in which man feels at home, have always been made by people who were Just as someday, if you have something to offer, someone will learn something
very close to the center of this way. It is not possible to make great from you. It's a beautiful reciprocal arrangement.
buildings, or great towns, beautiful places, places where you feel yourself, --The Catcher in the Rye
places where you feel alive, except by following this way. And, as you will
see, this way will lead anyone who looks for it to buildings which are
themselves as ancient in their form, as the trees and hills, and as our faces
are.
--The Timeless Way of Building
~
E
war~
War is an ugly thing, but not the ugliest of things. The decayed and
degraded state of moral and patriotic feeling which thinks that nothing is
worth war is much worse. The person who has nothing for which he is willing to
fight, nothing which is more important than his own personal safety, is a
miserable creature and has no chance of being free unless made and kept so by
the exertions of better men than himself.
John Stuart Mill
~ ~
E E
old glory flag~ old glory flag~
@ -653,21 +605,61 @@ or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
may I wave. may I wave.
~ ~
E E
Catcher Rye~ war~
The mark of the immature man is that he wants to die nobly for a cause, War is an ugly thing, but not the ugliest of things. The decayed and
while the mark of the mature man is that he wants to live humbly for one. degraded state of moral and patriotic feeling which thinks that nothing is
--Wilhelm Stekel worth war is much worse. The person who has nothing for which he is willing to
fight, nothing which is more important than his own personal safety, is a
miserable creature and has no chance of being free unless made and kept so by
the exertions of better men than himself.
...you'll find that you're not the first person who was ever confused and John Stuart Mill
frighteneed and even sickened by human behavior. You're by no means alone on ~
that score, you'll be excited and stimulated to know. Many, many men have been E
just as troubled morally and spiritually as you are right now. Happily, some builder~
of them kept records of their troubles. You'll learn from them-if you want to.
Just as someday, if you have something to offer, someone will learn something There is one timeless way of building.
from you. It's a beautiful reciprocal arrangement.
--The Catcher in the Rye It is thousands of years old, and the same today as it has always been.
The great traditional buildings of the past, the villages and tents and
temples in which man feels at home, have always been made by people who were
very close to the center of this way. It is not possible to make great
buildings, or great towns, beautiful places, places where you feel yourself,
places where you feel alive, except by following this way. And, as you will
see, this way will lead anyone who looks for it to buildings which are
themselves as ancient in their form, as the trees and hills, and as our faces
are.
--The Timeless Way of Building
~
E
oath~
I do solemnly swear that I will support and defend the Constitution of the
United States against all enemies, foreign and domestic, and to bear true faith
and allegiance to the same that I take this obligation freely, without any
mental reservation or purpose of evasion, and that I will well and faithfully
discharge the duties of the office upon which I am about to enter.
~
E
july4~
On July 4, 1776, we claimed our independence from England and Democracy was
born. Every day thousands leave their homeland to come to the "land of the
free and the home of the brave" so they can begin their American Dream. The
United States is truly a diverse nation made up of dynamic people. Each year
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
picnics, and family ga-therings. Through the Internet we are learning about
and communicat-ing with people of different nations, with different languages
and different races throughout the world. Bringing the world closer with
understanding and knowledge can only benefit all nations. We invite all
nations to celebrate with Americans online this Fourth of July. Happy
Birthday, America!
~
E
.test~
can you see this with look around?
~ ~
S S
T 1200
#34 #34
Pool of Images~ Pool of Images~
A broad mosaic walkway wraps around the natural hotsprings in this cavernous A broad mosaic walkway wraps around the natural hotsprings in this cavernous
@ -854,14 +846,14 @@ D2
~ ~
0 0 98 0 0 98
E E
sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
E
floor~ floor~
The stone floor is the same shade of grey as the sky and is completely plain The stone floor is the same shade of grey as the sky and is completely plain
and unscratched. It is probably too hard for anything to leave as much as a and unscratched. It is probably too hard for anything to leave as much as a
scratch on it. scratch on it.
~ ~
E
sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
S S
$~ $~

View file

@ -92,19 +92,19 @@ D5
~ ~
0 0 100 0 0 100
E E
altar~
The altar is made from black granite and has been carved into a small basin
with a high back. Almost as if it was meant to be some sort of seat.
Inscriptions in some foreign tongue are written on every square inch of the
altar. You wonder what they must say and who could have written it.
~
E
statue~ statue~
As you examine the statues more closely you realize they must resemble the As you examine the statues more closely you realize they must resemble the
two gods responsible for the creation and ongoing protection of Sanctus, Ferret two gods responsible for the creation and ongoing protection of Sanctus, Ferret
and Rumble. They both radiate a strength and power that resembles the solid and Rumble. They both radiate a strength and power that resembles the solid
white marble they were crafted from. white marble they were crafted from.
~ ~
E
altar~
The altar is made from black granite and has been carved into a small basin
with a high back. Almost as if it was meant to be some sort of seat.
Inscriptions in some foreign tongue are written on every square inch of the
altar. You wonder what they must say and who could have written it.
~
S S
T 158 T 158
T 163 T 163
@ -240,17 +240,17 @@ D5
~ ~
0 0 142 0 0 142
E E
table~
The table is made out of cherry. It is worn from years of use. The glass
top allows for an excellent view of the map protected within.
~
E
map~ map~
The map is a geographic representation of Sanctus. Not even really a map, The map is a geographic representation of Sanctus. Not even really a map,
more of a scaled model. The walls and buildings of the city are raised higher more of a scaled model. The walls and buildings of the city are raised higher
than the rest of the map to give it a third dimension. Small soldiers are than the rest of the map to give it a third dimension. Small soldiers are
scattered around the top of the table to help the War Master place his men. scattered around the top of the table to help the War Master place his men.
~
E
table~
The table is made out of cherry. It is worn from years of use. The glass
top allows for an excellent view of the map protected within.
~ ~
S S
#109 #109
@ -384,18 +384,18 @@ D1
~ ~
0 0 100 0 0 100
E E
hole~
You can look out over the inner wall to the western side of Sanctus. The
smell of charred human remains and smoldering plaster makes your eyes water so
it is difficult to see much else through the tiny hole.
~
E
man silhouette~ man silhouette~
The distinct outline of a human body that must have taken the brunt of the The distinct outline of a human body that must have taken the brunt of the
blast when the portal imploded. You wonder what or who it might have been. blast when the portal imploded. You wonder what or who it might have been.
You can still see pieces of cloth and bone buried deeply into the wall inside You can still see pieces of cloth and bone buried deeply into the wall inside
the shadow of the unlucky man. the shadow of the unlucky man.
~ ~
E
hole~
You can look out over the inner wall to the western side of Sanctus. The
smell of charred human remains and smoldering plaster makes your eyes water so
it is difficult to see much else through the tiny hole.
~
S S
#117 #117
Travelling Room~ Travelling Room~
@ -532,19 +532,19 @@ D2
~ ~
0 0 129 0 0 129
E E
shrine~
A beutiful shrine. It has two white marble figures facing each other with a
painting of the city below them. The two figures seem to be looking down at
the city with looks of worry and hopelessness. An unlit candle and mirror lay
on the floor beside the small shrine.
~
E
table desk chair~ table desk chair~
The table, desk, and chair are made from solid oak of the highest quality. The table, desk, and chair are made from solid oak of the highest quality.
A thin goose down mattress and pillow are the only comfortable looking items in A thin goose down mattress and pillow are the only comfortable looking items in
the room. The desk is bare and all the drawers are empty. It is as if no one the room. The desk is bare and all the drawers are empty. It is as if no one
even lives here. even lives here.
~ ~
E
shrine~
A beutiful shrine. It has two white marble figures facing each other with a
painting of the city below them. The two figures seem to be looking down at
the city with looks of worry and hopelessness. An unlit candle and mirror lay
on the floor beside the small shrine.
~
S S
#125 #125
Plane of the Magi~ Plane of the Magi~
@ -817,10 +817,14 @@ D0
~ ~
0 0 128 0 0 128
E E
bed~ window~
The bed is made of a sturdy pine. A thin mattress covered in a white sheet Overlooking the western gate you can see the shimmering protective dome.
with a down pillow overlaying it. The mattress is too thin to hold anything of You hope it lasts, peace and tranquility is a good thing.
value. ~
E
chair~
It's just your standard wooden chair. Uncomfortable and only real
usefulness would be as firewood.
~ ~
E E
desk~ desk~
@ -830,14 +834,10 @@ centered on the top of the desk. The desk has three drawers. All of them are
empty. empty.
~ ~
E E
chair~ bed~
It's just your standard wooden chair. Uncomfortable and only real The bed is made of a sturdy pine. A thin mattress covered in a white sheet
usefulness would be as firewood. with a down pillow overlaying it. The mattress is too thin to hold anything of
~ value.
E
window~
Overlooking the western gate you can see the shimmering protective dome.
You hope it lasts, peace and tranquility is a good thing.
~ ~
S S
#136 #136
@ -1085,6 +1085,7 @@ D4
~ ~
0 0 109 0 0 109
S S
T 1200
#151 #151
Entrance to the Thieves Guild~ Entrance to the Thieves Guild~
A thief stands in the back infront of a stairwell. Obviously making sure no A thief stands in the back infront of a stairwell. Obviously making sure no

View file

@ -487,7 +487,7 @@ D5
trapdoor~ trapdoor~
1 0 2291 1 0 2291
S S
T 2202 T 2201
#2229 #2229
A Red Hallway~ A Red Hallway~
Heat radiates from the stone hallway all around you. It continues to the Heat radiates from the stone hallway all around you. It continues to the

View file

@ -2,11 +2,12 @@
Rumble~ Rumble~
The Builder Academy Zone~ The Builder Academy Zone~
0 99 10 2 0 99 10 2
O 0 87 1 33 (a throne of bayonets)
M 0 34 1 33 (Chuck Norris)
O 0 10 33 2 (a waybread) O 0 10 33 2 (a waybread)
R 0 2 11 -1 (the spring) R 0 2 11 -1 (the spring)
O 0 11 99 2 (the spring) O 0 11 99 2 (the spring)
M 0 18 1 2 (Friedrich Nietzsche) M 0 18 1 2 (Friedrich Nietzsche)
M 0 34 1 33 (Chuck Norris)
R 0 88 1228 -1 (a advertising bulletin board) R 0 88 1228 -1 (a advertising bulletin board)
O 0 1228 99 88 (a advertising bulletin board) O 0 1228 99 88 (a advertising bulletin board)
M 0 1 1 1 (Puff) M 0 1 1 1 (Puff)
@ -48,7 +49,7 @@ R 0 22 47 -1 (the magic eight ball)
O 0 47 99 22 (the magic eight ball) O 0 47 99 22 (the magic eight ball)
M 0 25 1 21 (the variable questmaster) M 0 25 1 21 (the variable questmaster)
D 0 20 0 2 (Advanced Trigedit Example) D 0 20 0 2 (Advanced Trigedit Example)
M 0 24 1 20 (the gateguard) M 0 24 1 20 (the example gateguard)
G 1 46 99 -1 (the gateguard key) G 1 46 99 -1 (the gateguard key)
R 0 20 45 -1 (a pile of gold coins) R 0 20 45 -1 (a pile of gold coins)
O 0 45 99 20 (a pile of gold coins) O 0 45 99 20 (a pile of gold coins)

View file

@ -2,6 +2,13 @@
Rumble~ Rumble~
Sanctus II~ Sanctus II~
200 299 30 2 200 299 30 2
M 0 212 1 251 (a parrot with an eye patch)
M 0 196 1 251 (the newbie guide)
O 0 251 1 251 (a marble fountain)
O 0 219 1 210 (a pile of ashes)
M 0 211 1 210 (the phoenix)
M 0 209 1 210 (Bob, the achondroplastic dwarf)
E 1 171 99 17 (a short gilded staff of oak)
M 0 33 1 266 (Homer Simpson) M 0 33 1 266 (Homer Simpson)
M 0 30 3 220 (the spy for the underground) M 0 30 3 220 (the spy for the underground)
M 0 30 3 212 (the spy for the underground) M 0 30 3 212 (the spy for the underground)
@ -28,8 +35,6 @@ M 0 170 3 233 (the townsman)
G 1 176 99 -1 (a cancer stick) G 1 176 99 -1 (a cancer stick)
R 0 288 172 -1 (a rubber chicken) R 0 288 172 -1 (a rubber chicken)
O 0 172 99 288 (a rubber chicken) O 0 172 99 288 (a rubber chicken)
M 0 209 1 210 (Bob, the achondroplastic dwarf)
E 1 171 99 17 (a short gilded staff of oak)
M 0 208 1 208 (the haruspex) M 0 208 1 208 (the haruspex)
G 1 161 99 -1 (some sacrificial entrails) G 1 161 99 -1 (some sacrificial entrails)
M 0 200 1 280 (the baker's assistant) M 0 200 1 280 (the baker's assistant)
@ -56,9 +61,6 @@ G 1 6023 99 -1 (a piece of rabbit meat)
G 1 6018 99 -1 (a large slab of meat) G 1 6018 99 -1 (a large slab of meat)
G 1 315 99 -1 (a piece of meat) G 1 315 99 -1 (a piece of meat)
G 1 180 99 -1 (a chunk of meat) G 1 180 99 -1 (a chunk of meat)
M 0 196 1 251 (the newbie guide)
R 0 251 251 -1 (a marble fountain)
O 1 251 1 251 (a marble fountain)
M 0 124 1 264 (Fiona) M 0 124 1 264 (Fiona)
G 1 27200 99 -1 (a salted herring) G 1 27200 99 -1 (a salted herring)
G 1 27217 99 -1 (a bowl of ma gung) G 1 27217 99 -1 (a bowl of ma gung)

View file

@ -2,6 +2,7 @@
Rumble~ Rumble~
Sanctus III~ Sanctus III~
300 399 30 2 300 399 30 2
O 0 335 1 334 (the large fountain)
M 0 30 3 343 (the spy for the underground) M 0 30 3 343 (the spy for the underground)
M 0 99 1 367 (Death) M 0 99 1 367 (Death)
E 1 99 1 16 (the Scythe of Death) E 1 99 1 16 (the Scythe of Death)
@ -20,8 +21,8 @@ M 0 198 2 340 (a temple cleric)
M 0 125 3 340 (the young girl) M 0 125 3 340 (the young girl)
M 0 170 3 340 (the townsman) M 0 170 3 340 (the townsman)
G 1 176 99 -1 (a cancer stick) G 1 176 99 -1 (a cancer stick)
D 0 338 3 1 (The Clerics Quarter) D 0 338 3 1 (The Clerics' Quarters)
D 0 338 2 1 (The Clerics Quarter) D 0 338 2 1 (The Clerics' Quarters)
M 0 190 3 338 (the cat) M 0 190 3 338 (the cat)
G 1 174 99 -1 (a nasty hairball) G 1 174 99 -1 (a nasty hairball)
R 0 333 164 -1 (some beggin strips) R 0 333 164 -1 (some beggin strips)

View file

@ -1,5 +1,5 @@
#83 #83
Meyekul~ Meyekul Benighted~
Glumgold's Sea~ Glumgold's Sea~
8300 8399 30 1 8300 8399 30 1
D 0 8393 5 2 (The Mid-Deck) D 0 8393 5 2 (The Mid-Deck)

View file

@ -1435,7 +1435,7 @@ ACMD(do_purge)
if (*buf) { if (*buf) {
if ((vict = get_char_vis(ch, buf, NULL, FIND_CHAR_ROOM)) != NULL) { if ((vict = get_char_vis(ch, buf, NULL, FIND_CHAR_ROOM)) != NULL) {
if (!IS_NPC(vict) && (GET_LEVEL(ch) <= GET_LEVEL(vict))) { if (!IS_NPC(vict) && (GET_LEVEL(ch) <= GET_LEVEL(vict))) {
send_to_char(ch, "Fuuuuuuuuu!\r\n"); send_to_char(ch, "You can't purge them!\r\n");
return; return;
} }
act("$n disintegrates $N.", FALSE, ch, 0, vict, TO_NOTVICT); act("$n disintegrates $N.", FALSE, ch, 0, vict, TO_NOTVICT);
@ -1532,7 +1532,7 @@ ACMD(do_advance)
REMOVE_BIT(PRF_FLAGS(victim), PRF_NOHASSLE | PRF_HOLYLIGHT | PRF_SHOWVNUMS); REMOVE_BIT(PRF_FLAGS(victim), PRF_NOHASSLE | PRF_HOLYLIGHT | PRF_SHOWVNUMS);
run_autowiz(); run_autowiz();
} else if (oldlevel < LVL_IMMORT && newlevel >= LVL_IMMORT) { } else if (oldlevel < LVL_IMMORT && newlevel >= LVL_IMMORT) {
SET_BIT(PRF_FLAGS(victim), PRF_LOG1); SET_BIT(PRF_FLAGS(victim), PRF_LOG2);
SET_BIT(PRF_FLAGS(victim), PRF_HOLYLIGHT | PRF_SHOWVNUMS | PRF_AUTOEXIT); SET_BIT(PRF_FLAGS(victim), PRF_HOLYLIGHT | PRF_SHOWVNUMS | PRF_AUTOEXIT);
for (i = 1; i <= MAX_SKILLS; i++) for (i = 1; i <= MAX_SKILLS; i++)
SET_SKILL(victim, i, 100); SET_SKILL(victim, i, 100);

View file

@ -1594,7 +1594,7 @@ void nanny(struct descriptor_data *d, char *arg)
GET_PREF(d->character)= rand_number(1, 128000); GET_PREF(d->character)= rand_number(1, 128000);
GET_HOST(d->character)= strdup(d->host); GET_HOST(d->character)= strdup(d->host);
mudlog(NRM, LVL_IMMORT, TRUE, "%s [%s] new player.", GET_NAME(d->character), d->host); mudlog(NRM, LVL_GOD, TRUE, "%s [%s] new player.", GET_NAME(d->character), d->host);
break; break;
case CON_RMOTD: /* read CR after printing motd */ case CON_RMOTD: /* read CR after printing motd */

View file

@ -243,6 +243,7 @@ int can_edit_zone(struct char_data *ch, zone_rnum rnum)
return (TRUE); return (TRUE);
/* always access if a player helped build the zone in the first place */ /* always access if a player helped build the zone in the first place */
if (rnum != HEDIT_PERMISSION && rnum != AEDIT_PERMISSION)
if (is_name(GET_NAME(ch), zone_table[rnum].builders)) if (is_name(GET_NAME(ch), zone_table[rnum].builders))
return (TRUE); return (TRUE);

View file

@ -209,8 +209,7 @@ int touch(const char *path)
} }
} }
/* mudlog -- log mud messages to a file & to online imm's syslogs based on /* Log mud messages to a file & to online imm's syslogs. - Fen */
* syslog by Fen Jul 3, 1992 */
void mudlog(int type, int level, int file, const char *str, ...) void mudlog(int type, int level, int file, const char *str, ...)
{ {
char buf[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH];