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Updated World and files for 3.52 release --Rumble
This commit is contained in:
parent
d0db332492
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32 changed files with 11407 additions and 11232 deletions
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@ -14,7 +14,7 @@ tbaMUD 3.52
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Update to is_number to check for negative numbers. (thanks Kyle)
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Update to isname to disallow abbreviated numbers. (thanks Sryth)
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[Apr 08 2007] - Rumble
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Removed all usage of CAP(str causing a memory leak (thanks Kyle).
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Removed all usage of CAP(str) causing a memory leak (thanks Kyle).
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Removed object type TRAP.
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Removed oasis_delete.h.
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Renamed variable wovel to vowel in ban.c.
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@ -568,36 +568,6 @@ $n blinks at your $t.
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You blinks at $p.
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$n blinks at $p.
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~blink2 blink2 0 5 8 0
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#
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This action is unfinished.
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#
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#
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#
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#
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#
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#
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#
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#
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#
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#
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#
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~bloink bloink 0 5 0 0
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Who do you want to boink?
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$n looks around, puzzled.
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You boink $M.
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$n boinks $N with ultimate passion.
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$n boinks you passionately.
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Who's that?
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You boink yourself on the head.
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*YUCK* $n boinks $mself on the head.
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You boink $S $t.
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$n boinks $N's $t.
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$n boinks your $t.
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You boink $p.
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$n boinks $p.
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~bloob bloob 0 0 8 0
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You tell a story about a bloober, you once saw.
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$n bloobs out about nothing and everything.
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@ -688,6 +658,21 @@ $n boggles over your $t.
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You are boggled by $p.
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$n seems to be boggled over $p.
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~boink boink 0 5 0 0
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Who do you want to boink?
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$n looks around, puzzled.
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You boink $M.
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$n boinks $N with ultimate passion.
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$n boinks you passionately.
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Who's that?
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You boink yourself on the head.
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*YUCK* $n boinks $mself on the head.
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You boink $S $t.
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$n boinks $N's $t.
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$n boinks your $t.
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You boink $p.
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$n boinks $p.
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~bonk bonk 0 5 0 0
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Whom do you wish to bonk on the head?
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$n is looking for someone to bonk, RUN!
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@ -5968,21 +5953,6 @@ $n playfully splashes water at your $t...... going to take that?
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You splash $p with water, trying to clean off those nasty bloodstains.
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$n splashes $p with water, and starts to wash away an imaginary bloodstain.
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~spondebath spondebath 0 0 8 0
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This action is unfinished.
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This action is unfinished.
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#
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#
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#
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#
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#
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#
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#
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#
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#
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#
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#
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~spongebath spongebath 0 6 0 0
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You demand a sponge bath.
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$n demands a sponge bath.
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@ -6301,7 +6271,7 @@ $n swears at $p.
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~sweat sweat 0 5 0 0
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Cool down?
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$n sweats a river!
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You look at $s and break out into a sweat.
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You look at $S and break out into a sweat.
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$n looks at $N and breaks out in a sweat.
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$n looks at you and starts sweating.
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You break out in a sweat.
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@ -1053,7 +1053,7 @@ as in "women's hemlines."
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We rest our case. Now do whatever you want...after all, it is your area.
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#31
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OBJ-NOTES OBJECT-NOTES BOOKS PENS NOTES QUILLS NEWSPAPERS POSTITS POST-ITS OBJ-TYPE-NOTE
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OBJ-NOTES OBJECT-NOTES BOOKS PENS NOTES QUILLS NEWSPAPERS POSTITS POST-ITS OBJ-TYPE-NOTE PAPERS
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With Object Type NOTE you can then use the A-desc to write what you want
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people to see when they read it. Players will then be able to write on the
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@ -1150,7 +1150,7 @@ C2 - Player has color set to normal.
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NO_WIZ - Builder can not see wiznet.
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L1 - Builder has syslog set to brief.
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L2 - Builder has syslog set to normal.
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BOTH: Builder has syslog set to on.
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BOTH: Builder has syslog set to on and will see ALL logs (spammy).
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NO_AUC - Player can not see auctions.
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NO_GOS - Player can not see gossips.
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NO_GTZ - Player can not see grats.
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@ -1622,7 +1622,7 @@ See also: STANDARDS
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PREREQUISITES CONSTRUCTIVE-CRITICISM
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Do you own a dictionary? Can you write in complete sentences? Builders
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are expected to be able to write decent descriptions. MUDs will not implement
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are expected to be able to write decent descriptions. Good MUDs will not use
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zones that are grammatical nightmares. The goal of the Builder Academy is to
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develop great builders, part of this requires a grasp on the English language.
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We understand English is not the first language for most people, but that is no
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@ -1990,7 +1990,7 @@ file.
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See also: HEDIT, HINDEX
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#31
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HEDIT
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HEDIT HELP-EDITOR
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Usage: hedit <keyword>
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@ -2457,7 +2457,7 @@ takes about 12 days.
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See also: DATE, %TIME%
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#31
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SET INVSTART
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SET INVSTART NOWIZLIST
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Usage: set [ file | player ] <character> <field> <value>
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@ -2494,7 +2494,7 @@ exp LVL_GOD BOTH NUMBER Experience points
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frozen LVL_FREEZE PC BINARY FROZEN flag
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gold LVL_BUILDER BOTH NUMBER Gold (On hand)
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height LVL_BUILDER BOTH NUMBER Height
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hit LVL_BUILDER BOTH NUMBER Current HP
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hitpoints LVL_BUILDER BOTH NUMBER Current HP
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hitroll LVL_BUILDER BOTH NUMBER To-Hit modifier
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hunger LVL_BUILDER BOTH MISC Hrs to hunger
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int LVL_BUILDER BOTH NUMBER Intelligence
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@ -3104,12 +3104,12 @@ eval stunned %actor.hitp% - evaluate all hitpoints and then damage
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eval num_hitp %actor.hitp%/2 - calculate half of hitpoints and then damage
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%damage% %actor% %num_hitp%
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Example: @RTSTAT 16
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Example: @RTSTAT 16, 51
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TSTAT 3008@n
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See also: DAMAGE, GUNS, DEATH
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#31
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%DOOR% WDOOR ODOOR MDOOR TRIGEDIT-EXIT TRIG-EXIT TRIGEDIT-DOORS TRIGEDIT-MENU-DOORS SECRET-DOORS TRIG-DOOR
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%DOOR% WDOOR ODOOR MDOOR TRIGEDIT-EXIT TRIG-EXIT TRIGEDIT-DOORS TRIGEDIT-MENU-DOORS SECRET-DOORS TRIG-DOOR %EXIT%
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%door% <vnum> < direction> < field> [value]
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@ -3131,7 +3131,7 @@ room - value is the vnum of the room this direction leads to
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Example: @RTSTAT 17, 23603@n
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#31
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%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
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%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
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%echo% <message>
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Message is sent to all non-sleeping characters in the same room that this
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@ -3148,7 +3148,10 @@ the victim.
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Zoneecho echoes message to the entire zone. room vnum should be any vnum in
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the zone you wish to echo to. 13400 would echo in zone 134.
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NOTE: When used with mobs make sure the mobs can see the players. i.e not blind, set INFRA.
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To send a blank line use: %send% %actor% \
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NOTE: When used with mobs make sure the mobs can see the players.
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i.e not blind, set INFRA, DET_INVIS.
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Example: @RTSTAT 18@n
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See also: %ASOUND%
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@ -3202,6 +3205,13 @@ Examples:
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%purge% %actor.inventory(1300)%
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%purge% %actor.eq(hold)%
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When purging objects make sure the object exists. If it does not the room will
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be purged:
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if %actor.inventory(700)%
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%purge% %actor.inventory(700)%
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end
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Example: @RTSTAT 1375, 6300@n
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See also: POSITIONS
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@ -3306,7 +3316,7 @@ mjunk <object | all>
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is sent by this command. Only mobs may use this command.
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#31
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%FOLLOWER% TRIG-FOLLOW MFOLLOW %MASTER% MASTER %SELF.FOLLOWER% %SELF.MASTER%
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%FOLLOWER% TRIG-FOLLOW MFOLLOW %MASTER% MASTER %SELF.FOLLOWER% %SELF.MASTER% %FOLLOW%
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mfollow <victim>
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@ -3324,8 +3334,9 @@ MHUNT %HUNT% HUNT
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mhunt <victim>
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The mobile will begin to hunt for victim, and engage in combat upon finding
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them. Only Mobiles may use this command. Hunting mobs will walk through NOMOB
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rooms. %kill% may be used for mobs attacking mobs.
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them. Only Mobiles may use this command. Hunting mobs will ignore STAY_ZONE and
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SENTINEL flags. They will also walk through NOMOB rooms. %kill% may be used for
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mobs attacking mobs.
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Examples: @RTSTAT 19596, 19595@n
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@ -3366,7 +3377,7 @@ load trigger will be executed.
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Example: @RTSTAT 21, 1370@n
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#31
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OTIMER %TIMER%
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OTIMER %TIMER% %OTIMER%
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otimer <value>
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@ -3377,13 +3388,15 @@ Example: @RTSTAT 11894@n
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See also: TIMER, TRIGEDIT-OBJ-TIMER
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#31
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OSETVAL %SETVAL%
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OSETVAL %SETVAL% VAL0 VAL1 VAL2 VAL3 %VAL0% %VAL1% %VAL2% %VAL3%
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osetval <position> <value>
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Osetval lets you alter the object values of an object. The meaning of the
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values depends on the object type (@RHELP OEDIT-VALUES@n).
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values depends on the object type (@RHELP OEDIT-VALUES@n). "osetval 3 50" will
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set the objects 3rd value to 50.
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Example: @RTSTAT 42@n
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#31
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COMMENT *
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@ -3400,7 +3413,7 @@ trigger text try /*.
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See also: REDIT-ROOM-FLAGS
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#31
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NOP NO-OPERATION NON-OPERATION TRIG-EXPERIENCE %ACTOR.EXP% ACTOR.EXP TRIG-GOLD ACTOR.GOLD %ACTOR.GOLD% %NOP% %POSITION% %POS% %ACTOR.POS% ACTOR.POS
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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
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Almost a no-operation. Certain variable/subfield combinations for characters
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change some attribute about the character. nop allows those changes to be used
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@ -3445,13 +3458,13 @@ check the global variable to allow or prevent passage accordingly.
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set has_bribed_guard 1
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global has_bribed_guard
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Global variables are checked when the specified variable is not recognized. It can
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also be used to check for variables.
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if %actor.varexists(variable)%
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Globals can be checked by varexists: if %actor.varexists(<variable>)%
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Global variables should not be used when you want to remember something about a
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player. To save something to a players file for future use always use REMOTE.
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Examples: @RTSTAT 23612, 23613, 23614@n
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See also: REMOTE, VARIABLES, CONTEXT
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#31
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CONTEXT %CONTEXT%
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@ -3473,7 +3486,7 @@ name, differing only by context. Players may have variables; this mostly
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removes the need for variable context. Previously, a player's ID could be used
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as variable context to allow a trigger to service multiple players at once.
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Example @RTSTAT 23612@n
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Example: @RTSTAT 23612@n
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See also: REMOTE
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#31
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@ -3492,6 +3505,8 @@ the result of the immediate evaluation of the provided expression. There also
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exists a "set" command, with the same syntax. Set differs in that the expression
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is not evaluated until the variable is accessed.
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Example: @RTSTAT 49@n
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See also: TRIG-SET
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#31
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TRIG-SET %SET% MSET
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@ -3514,9 +3529,9 @@ the provided expression, which will be evaluated when the variable is accessed.
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There also exists an "eval" command, with the same syntax. Eval differs in that
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the expression is evaluated immediately.
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Example: @RTSTAT 41005@n
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Example: @RTSTAT 49, 41005@n
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See also: EVAL
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See also: EVAL, OSETVAL
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#31
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UNSET
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@ -3607,9 +3622,24 @@ end
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mkill %actor%
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#31
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MAKEUID VAREXISTS %VAREXISTS% %EXISTS% EXISTS UID
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VAREXISTS %VAREXISTS% %EXISTS% EXISTS
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Usage: if %actor.varexists(on_quest_zone_1)%
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The above usage checks if the variable on_quest_zone_1 has been saved to the
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player file or to a mob (does not work for objects). It can also be used with
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!%actor.varexists(on_quest_zone_1)% to mean does not exist. This is useful on
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quests or other complex triggers that need to save variables to a player file
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by using remote.
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Example: @RTSTAT 138, 139@n
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See Also: REMOTE
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#30
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MAKEUID UID
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Usage: makeuid variable id
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* We have one mob giving a quest. This mob sets the targets id as a global on
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* the player via the 'remote' command, like this:
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eval quest_object %obj.id%
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@ -3666,7 +3696,7 @@ Examples: @RTSTAT 199, 190-192, 23612-23614@n
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See also: RDELETE, VDELETE, TRIG-SET, CONTEXT
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#31
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TRIG-RETURN RETURN-0 CONTINUE %RETURN%
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TRIG-RETURN RETURN-0 CONTINUE %RETURN% RETURN-1
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Usage: return 0
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@ -3677,11 +3707,13 @@ fire is to have the first one return 0. Other Examples:
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Get, Give, Drop, Wear, Leave, and Consume trigs with return 0 prevents the action.
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Command trigs with return 0 allow the command to continue to the MUD and not be
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captured by the trigger.
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stopped by the trigger.
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Return does not end the triggers execution. It is returned after all commands have
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been executed, or a wait or halt command is called.
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Return 1 is rarely used since it just means normal termination of the trigger.
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Example: @RTSTAT 1364@n
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See also: TRIG-TYPE, HALT, WAIT
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@ -3715,7 +3747,7 @@ Case is used to begin a new conditional group in a switch block.
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Default is similar to case but matches any condition not met.
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Done is used to terminate a while or switch block.
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Example: @RTSTAT 18@n
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Example: @RTSTAT 18, 6@n
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#31
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WHILE DONE %NEXT% NEXT LOOP TRIG-LOOPS TRIG-WHILE TRIG-DONE
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@ -3725,7 +3757,7 @@ Usage: while expression
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or negative. This can make permanent loops - be careful. The switch block must
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be terminated by a done. While loops are disabled after looping 100 times.
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Room example: @RTSTAT 24@n
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Room example: @RTSTAT 24, 2201@n
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Obj example: @RTSTAT 23@n
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Mob example: @RTSTAT 11858@n
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#31
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@ -3848,7 +3880,7 @@ mudcommand - Returns the mud command the string is shorthand for. Used to make
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Example: @RTSTAT 30@n
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#31
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TRIGEDIT-VARIABLES-SPECIALS SPEC-VAR %SELF% RANDOM %RANDOM% %TIME% %PEOPLE% TRIGEDIT-SPEC-VAR %RANDOM.CHAR% %SPEECH% DG_LETTER DG-LETTERS TRIGEDIT-LETTERS
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TRIGEDIT-VARIABLES-SPECIALS SPEC-VAR %SELF% RANDOM %RANDOM% %TIME% %PEOPLE% TRIGEDIT-SPEC-VAR %RANDOM.CHAR% %SPEECH% DG_LETTER DG-LETTERS TRIGEDIT-LETTERS FINDMOB FINDOBJ
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Special Variables When using field - The variable returns:
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@ -3909,7 +3941,7 @@ Example: @RTSTAT 29@n
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See also: RANDOM-THOUGHTS
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#31
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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
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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
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Objects When using field - The variable returns:
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@ -3962,11 +3994,11 @@ Examples: @RTSTAT 94, 9116@n
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See also: TRIG-INV, %PURGE%, %LOAD%, POSITIONS, CHAR-VAR
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#31
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%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
|
||||
#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>%
|
||||
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.
|
||||
Argument : not used.
|
||||
|
||||
Example: @RTSTAT 51@n
|
||||
Example: @RTSTAT 51, 2202, 2201@n
|
||||
|
||||
See also: RANDOM-TIMING, TRIGEDIT-ROOM-GLOBAL
|
||||
#31
|
||||
|
|
@ -4276,7 +4308,7 @@ fires by modifying numeric arg to the following values:
|
|||
50% = 26 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
|
||||
#31
|
||||
|
|
@ -4297,7 +4329,7 @@ Variables:
|
|||
%cmd% - the exact command (without arguments) issued
|
||||
%arg% - the arguments, if any, following the command
|
||||
|
||||
Example: @RTSTAT 52, 1218@n
|
||||
Example: @RTSTAT 52, 1214@n
|
||||
#31
|
||||
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
|
||||
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.
|
||||
Argument : a phrase or wordlist to be matched.
|
||||
|
||||
|
|
@ -4379,7 +4411,7 @@ Variables:
|
|||
|
||||
Example: @RTSTAT 57@n
|
||||
#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.
|
||||
|
||||
|
|
@ -4411,7 +4443,7 @@ Variables:
|
|||
|
||||
Example: @RTSTAT 59@n
|
||||
#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
|
||||
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
|
||||
%arg% - the entire phrase
|
||||
|
||||
Example: @RTSTAT 64, 1372@n
|
||||
Example: @RTSTAT 127, 64, 1372@n
|
||||
#31
|
||||
TRIGEDIT-MOB-DEATH TRIG-MOB-DEATH MOB-DEATH MOBDEATH MDEATH
|
||||
|
||||
|
|
@ -4730,7 +4762,7 @@ Variables:
|
|||
%cmd% - the exact command (without arguments) issued
|
||||
%arg% - the arguments, if any, following the command
|
||||
|
||||
Example: @RTSTAT 81, 154, 9800, 11859@n
|
||||
Example: @RTSTAT 81, 154, 6, 9800, 11859@n
|
||||
#31
|
||||
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
|
||||
|
||||
Always use names that explain the trigger. More importantly: always include the
|
||||
VNUM for the mob/obj/room the trigger is going to be attached to.
|
||||
Always use names that explain your trigger and include the VNUM for the
|
||||
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.
|
||||
Even more important is including the VNUM of what it is attached to. This way
|
||||
tlist and stat will show the name description and VNUM allowing others to
|
||||
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
|
||||
Princess Shout for Help - M2229 --> Trigger 2204 attached to mob 2229.
|
||||
Tutorial Example Quest Offer - M14 --> Trigger 1 attached to mob 14.
|
||||
No Recall - R0 --> Trigger 1201 attached to room 0.
|
||||
|
||||
#31
|
||||
TRIGEDIT-INTENDED
|
||||
|
|
@ -5310,9 +5339,9 @@ positions to an array. See the examples below.
|
|||
|
||||
@RTSTAT 150, 41005, 1325, 57715@n
|
||||
#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
|
||||
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:
|
||||
|
||||
Questmaster Example: @RTSTAT 139, GOTO 113@n
|
||||
Questmaster Example: @RTSTAT 138-144, GOTO 113@n
|
||||
Assembly Examples: @RTSTAT 38, 48, 335, GOTO 366@n
|
||||
Questshop Example: @RTSTAT 167, GOTO 265@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
|
||||
Advanced: TRIGEDIT, TSTAT, TLIST, DIG, RCLONE, BUILDWALK
|
||||
#31
|
||||
BUILDERS
|
||||
BUILDERS IMMORTALS
|
||||
|
||||
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
|
||||
|
|
@ -6671,7 +6700,7 @@ objects and quests.
|
|||
|
||||
See also: AUTOROLL
|
||||
#31
|
||||
MEDIT-POSITION MEDIT-DEFAULT
|
||||
MEDIT-POSITIONS MEDIT-DEFAULT
|
||||
|
||||
I) Position : @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
|
||||
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.
|
||||
2 SCROLL Item is a magical scroll.
|
||||
3 WAND Item is a magical wand.
|
||||
4 STAFF Item is a magical staff.
|
||||
5 WEAPON Must be piercing to backstab.
|
||||
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)
|
||||
9 ARMOR Item is armor.
|
||||
10 POTION Item is a magical potion.
|
||||
11 WORN Item is worn, but not armor.
|
||||
12 OTHER Miscellaneous object with no special properties.
|
||||
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.
|
||||
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.
|
||||
|
|
@ -7077,7 +7106,7 @@ WEAPON
|
|||
FURNITURE
|
||||
value 0: Number of people that can sit on this object.
|
||||
|
||||
UNDEFINED - Not implemented.
|
||||
FREE - Not used.
|
||||
TREASURE - No values currently used.
|
||||
|
||||
ARMOR
|
||||
|
|
@ -7100,7 +7129,7 @@ value 3: Spell number 3
|
|||
WORN - No values currently used.
|
||||
OTHER - No values currently used.
|
||||
TRASH - No values currently used.
|
||||
TRAP - No values currently used. - not implemented.
|
||||
FREE2 - Not used.
|
||||
|
||||
CONTAINER
|
||||
value 0: Capacity (max containable weight) of container. -1 for unlimited.
|
||||
|
|
@ -7130,8 +7159,8 @@ BOAT - No values currently used.
|
|||
|
||||
DRINKCON
|
||||
FOUNTAIN
|
||||
value 0: Capacity of container
|
||||
value 1: Current quantity in container. -1 for unlimited.
|
||||
value 0: Capacity of container. -1 for unlimited.
|
||||
value 1: Current quantity in container.
|
||||
value 2: see below
|
||||
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
|
||||
Selecting S within redit will take you to the script attachment menu:
|
||||
|
||||
Script Editor
|
||||
Trigger Attachment
|
||||
|
||||
Trigger List:
|
||||
<none>
|
||||
The first few lines tell you what triggers, if any, are already attached.
|
||||
|
||||
N) New trigger for this script
|
||||
To add a new trigger select N and then enter its VNUM.
|
||||
N) Attach trigger - Adds 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
|
||||
This can be used to delete existing triggers from the room.
|
||||
|
||||
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.
|
||||
NOTE: Scripts, also called triggers, are an advanced form of OLC. 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
|
||||
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.
|
||||
|
||||
#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.
|
||||
|
||||
|
|
@ -7424,11 +7448,10 @@ The following room flags can be selected:
|
|||
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.
|
||||
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
|
||||
mobiles can be set so that only they can wander on the first
|
||||
level of a dungeon by making the stairwells no mob. Be warned
|
||||
that making a !MOB room will limit pets and charmed mobs from
|
||||
following players through them.
|
||||
zone where any mob can wander. For example, lower level mobs
|
||||
can be set so that only they can wander on the first level of
|
||||
a dungeon by making the stairwells NO_MOB. A NO_MOB room will
|
||||
also prevent pets and charmed mobs from following players.
|
||||
4) INDOORS - Weather messages will not be sent to room, always lighted.
|
||||
Call lightning will not work.
|
||||
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.
|
||||
8) NO_MAGIC - No magic will work here.
|
||||
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.
|
||||
12) HOUSE - DO NOT USE. Room is a house. \ automatically
|
||||
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
|
||||
#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.
|
||||
There are different bulletin boards for different purposes -- for example,
|
||||
|
|
@ -8032,6 +8055,16 @@ TESTS
|
|||
commands.
|
||||
|
||||
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
|
||||
CLERIC
|
||||
|
||||
|
|
@ -8248,12 +8281,13 @@ importance to everyone.
|
|||
|
||||
See also: MUDMAIL, BOARDS
|
||||
#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
|
||||
few normal telnet program that have slipped in because people like them.
|
||||
|
||||
ZMud (PC) - @Chttp://www.zuggsoft.com/zmud/down.asp#zMUD@n
|
||||
CMUD (PC) - http://www.zuggsoft.com/cmud/
|
||||
Atlantis (Mac) - http://riverdark.net/atlantis/
|
||||
Portal (PC) - http://gameaxle.com/
|
||||
GMud (PC) - http://www.uberworld.org/gmud.exe (fits on a floppy).
|
||||
|
|
@ -9134,9 +9168,10 @@ See also: SOCIALS, GEMOTE
|
|||
GEMOTES GMOTES EMOTICONS
|
||||
|
||||
Usage: gemote <social>
|
||||
gemote @@ <message>
|
||||
|
||||
Allows you to perform socials over gossip for everyone on the gossip channel
|
||||
to see.
|
||||
Allows you to perform socials or messages like emote over gossip for everyone
|
||||
on the gossip channel to see.
|
||||
|
||||
Example:
|
||||
If your name is "Manivo",
|
||||
|
|
@ -9828,7 +9863,7 @@ This spell is more powerful than the burning hands spell.
|
|||
|
||||
See also: BURNING-HANDS
|
||||
#0
|
||||
SENSE-LIFE
|
||||
SENSE-LIFE DETECT-LIFE
|
||||
|
||||
Usage : cast 'sense life'
|
||||
Accumulative: Yes (Duration)
|
||||
|
|
@ -9958,7 +9993,7 @@ room.
|
|||
|
||||
See also: GROUP, TELL, SAY
|
||||
#0
|
||||
HELPFILES
|
||||
HELPFILES HELP-FILES
|
||||
|
||||
Usage: help [command]
|
||||
|
||||
|
|
@ -9997,10 +10032,9 @@ from the guest list.
|
|||
|
||||
See also: HOUSES
|
||||
#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
|
||||
idea to read them every once in a while.
|
||||
These commands show you important information about tbaMUD.
|
||||
|
||||
info - useful information about the game for beginners
|
||||
news - latest changes to the code and areas
|
||||
|
|
@ -10758,7 +10792,7 @@ Examples:
|
|||
|
||||
See also: FLEE, TOGGLE
|
||||
#0
|
||||
SOCIALS
|
||||
SOCIALS ALIST
|
||||
|
||||
Usage: socials
|
||||
|
||||
|
|
@ -10845,13 +10879,12 @@ DELETE SUICIDE
|
|||
select the option to delete your character.
|
||||
|
||||
#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.
|
||||
|
||||
#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.
|
||||
|
||||
|
|
@ -11511,7 +11544,7 @@ can include the same information in the zone description room.
|
|||
|
||||
See also: REPORT-EXAMPLE, ZONE-DESC
|
||||
#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.
|
||||
@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
|
||||
#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:
|
||||
@C http://www.builderacademy.net@n
|
||||
|
|
@ -11769,7 +11802,7 @@ Rumble
|
|||
The Builder Academy
|
||||
builderacademy.net 9091 [88.80.193.39]
|
||||
#0
|
||||
FAMOUS QUOTES
|
||||
FAMOUS QUOTES FUNNY HUMOR JOKES LAUGH
|
||||
|
||||
Detta: this might hurt a little going in ;)
|
||||
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 ]
|
||||
[ Closing link to: Happythoughts. ]
|
||||
[ Closing link to: God. ]
|
||||
|
||||
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://www.planetmud.net/
|
||||
www.evileyehosting.com
|
||||
www.frostmud.com
|
||||
|
||||
See Also: CODING
|
||||
#0
|
||||
THANKSGIVING
|
||||
|
||||
|
|
|
|||
|
|
@ -27,6 +27,7 @@ bdnopqr dkp 1000 E
|
|||
BareHandAttack: 12
|
||||
E
|
||||
T 95
|
||||
T 8927
|
||||
#2
|
||||
cleric healer~
|
||||
the healer~
|
||||
|
|
|
|||
|
|
@ -160,4 +160,33 @@ bdnopqr 0 0 E
|
|||
8 8 2
|
||||
E
|
||||
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
|
||||
$
|
||||
|
|
|
|||
|
|
@ -189,7 +189,7 @@ A steaming pile of stool has recently been deposited here.~
|
|||
0 0 0 0
|
||||
1 1 0 0
|
||||
#15
|
||||
quest token~
|
||||
quest_token_zone_1 token~
|
||||
a quest token~
|
||||
A quest token needs to be returned to the questmaster.~
|
||||
~
|
||||
|
|
@ -1137,13 +1137,19 @@ two ankle braces.
|
|||
A
|
||||
14 -5
|
||||
#87
|
||||
lightwing's board~
|
||||
free~
|
||||
Lightwing's board is floating here.~
|
||||
throne chair bayonets~
|
||||
a throne of bayonets~
|
||||
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
|
||||
idleout timer stayalive bracelet~
|
||||
Rumble's stayalive bracelet~
|
||||
|
|
|
|||
|
|
@ -401,7 +401,7 @@ a backpack~
|
|||
A backpack is here.~
|
||||
~
|
||||
15 0 ao 0
|
||||
10 0 0 0
|
||||
0 0 -1 0
|
||||
5 250 0 0
|
||||
E
|
||||
backpack~
|
||||
|
|
@ -1007,7 +1007,7 @@ A bar of platinum must have been dropped here.~
|
|||
~
|
||||
8 0 a 0
|
||||
0 0 0 0
|
||||
3 1 0 0
|
||||
10 300 0 0
|
||||
E
|
||||
bar platinum~
|
||||
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
|
||||
0 0 0 0
|
||||
3 1 0 0
|
||||
10 300 0 0
|
||||
E
|
||||
bar mithril~
|
||||
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
|
||||
0 0 0 0
|
||||
1 1 0 0
|
||||
10 200 0 0
|
||||
E
|
||||
bar gold~
|
||||
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
|
||||
0 0 0 0
|
||||
1 1 0 0
|
||||
10 100 0 0
|
||||
E
|
||||
bar silver~
|
||||
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
|
||||
E
|
||||
september~
|
||||
june~
|
||||
. .:IIIIHIHHIHHHII::I:.
|
||||
:IIIIHIHHHHHHMMHHIHHIIHHIII:.
|
||||
,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:.
|
||||
|
|
@ -1121,9 +1121,21 @@ IHHHHMHMMMMMMMHHHHHI:IT:TI:..:HI:.. ..:. . :IHII
|
|||
::.:............. .. . ...AHIHIIIIIHHHI::""' 'VII:.. .. .
|
||||
::.:.:.......... .. . ...HHHIIIIIIHHHI::. . '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
|
||||
august~
|
||||
april~
|
||||
. nHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHn.
|
||||
.MS?MMMMMMMMMMMMMMMMMM?MM-MMMMMMMMMSHMMMMMMM
|
||||
MMMMMH?MMMMMMMX*MM?MMX%MM/MMMMMM"HMMMMMMMMMMMM
|
||||
|
|
@ -1176,7 +1188,7 @@ august~
|
|||
%% % %%%%%%
|
||||
~
|
||||
E
|
||||
july~
|
||||
March~
|
||||
. ,.--..
|
||||
,::.'.. . . "VI:I:".':-.,.
|
||||
,I::. .. . 'VHMHII:.::;:.:,..
|
||||
|
|
@ -1242,183 +1254,6 @@ july~
|
|||
':::.:... ..I::I::.:....:. .: .. ...::. . . III:II:. '
|
||||
~
|
||||
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
|
||||
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~
|
||||
. :AMMMMMMMMMMMMA:
|
||||
:AMMMMMMMMMHHHHHMMMMMMMMA:
|
||||
|
|
@ -1492,7 +1327,184 @@ february~
|
|||
[;:: : ;;:; ; ; ;
|
||||
~
|
||||
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:".':-.,.
|
||||
,I::. .. . 'VHMHII:.::;:.:,..
|
||||
|
|
@ -1558,7 +1570,7 @@ March~
|
|||
':::.:... ..I::I::.:....:. .: .. ...::. . . III:II:. '
|
||||
~
|
||||
E
|
||||
april~
|
||||
august~
|
||||
. nHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHn.
|
||||
.MS?MMMMMMMMMMMMMMMMMM?MM-MMMMMMMMMSHMMMMMMM
|
||||
MMMMMH?MMMMMMMX*MM?MMX%MM/MMMMMM"HMMMMMMMMMMMM
|
||||
|
|
@ -1611,7 +1623,7 @@ april~
|
|||
%% % %%%%%%
|
||||
~
|
||||
E
|
||||
june~
|
||||
september~
|
||||
. .:IIIIHIHHIHHHII::I:.
|
||||
:IIIIHIHHHHHHMMHHIHHIIHHIII:.
|
||||
,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:.
|
||||
|
|
@ -1669,18 +1681,6 @@ IHHHHMHMMMMMMMHHHHHI:IT:TI:..:HI:.. ..:. . :IHII
|
|||
::.:............. .. . ...AHIHIIIIIHHHI::""' 'VII:.. .. .
|
||||
::.:.:.......... .. . ...HHHIIIIIIHHHI::. . '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
|
||||
scroll poem irish~
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@ email list staff~
|
|||
a list of the staff's emails~
|
||||
A list of the staff's emails has been left here.~
|
||||
~
|
||||
12 0 ao 0
|
||||
14 0 ao 0
|
||||
0 0 0 0
|
||||
1 1 0 0
|
||||
E
|
||||
|
|
@ -295,14 +295,14 @@ A piece of fireworks is planted in a champagne bottle.~
|
|||
0 0 0 0
|
||||
T 1297
|
||||
E
|
||||
firework new year piece~
|
||||
This large rocket is about to go up! Strange colours will fill the sky!
|
||||
~
|
||||
E
|
||||
bottle champagne~
|
||||
The bottle is filled partially with water so it doesn't tilt over. Someone
|
||||
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
|
||||
christmas tree~
|
||||
a christmas tree~
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
~
|
||||
#1332
|
||||
trial vnum assigner limiter~
|
||||
trial vnum assigner~
|
||||
the trial vnum assigner~
|
||||
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
|
||||
E
|
||||
plaque base~
|
||||
To the memory of the thousands who died, and for the hundreds of millions
|
||||
who wept.
|
||||
~
|
||||
E
|
||||
memorial pyramid stone~
|
||||
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
|
||||
|
|
@ -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
|
||||
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
|
||||
flag american mast half~
|
||||
the American flag~
|
||||
|
|
|
|||
|
|
@ -240,29 +240,30 @@ A loaf of freshly baked bread was left here.~
|
|||
19 0 a 0
|
||||
5 0 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
|
||||
marble fountain~
|
||||
a marble fountain~
|
||||
A large fountain with two statues standing protectively above it.~
|
||||
~
|
||||
23 0 0 0
|
||||
500 500 0 0
|
||||
-1 -1 0 0
|
||||
0 0 0 0
|
||||
T 201
|
||||
E
|
||||
fountain~
|
||||
This is the most beautiful fountain you have ever set your eyes upon! It
|
||||
has a marble bottom, which is clean enough to eat off from. In the center of
|
||||
the fountain, you see some stone FIGURES. They have their mouths open. As you
|
||||
look closely you can see that there is water streaming out from the mouths.
|
||||
What a neat idea!
|
||||
~
|
||||
E
|
||||
statues figures~
|
||||
Below each statue is engraved a name. Rumble and Ferret. More is written
|
||||
below the names but you must look more closely to read it.
|
||||
~
|
||||
E
|
||||
rumble names ferret~
|
||||
To bring peace where there was only war. To bring justice where there was
|
||||
only inequity. To bring freedom where there was only coercion. To bring
|
||||
|
|
@ -270,4 +271,17 @@ balance where there was only chaos. To bring Sanctum to the world.
|
|||
|
||||
DO NOTE ENTER FOUNTAIN!
|
||||
~
|
||||
E
|
||||
statues figures~
|
||||
Below each statue is engraved a name. Rumble and Ferret. More is written
|
||||
below the names but you must look more closely to read it.
|
||||
~
|
||||
E
|
||||
fountain~
|
||||
This is the most beautiful fountain you have ever set your eyes upon! It
|
||||
has a marble bottom, which is clean enough to eat off from. In the center of
|
||||
the fountain, you see some stone FIGURES. They have their mouths open. As you
|
||||
look closely you can see that there is water streaming out from the mouths.
|
||||
What a neat idea!
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -200,13 +200,13 @@ A small sword lies here.~
|
|||
0 1 6 11
|
||||
3 60 0 0
|
||||
E
|
||||
sword small~
|
||||
The small sword seems to have an inscription of some sort inscription...
|
||||
~
|
||||
E
|
||||
inscription~
|
||||
It says: 'May this sword be a good companion. '
|
||||
~
|
||||
E
|
||||
sword small~
|
||||
The small sword seems to have an inscription of some sort inscription...
|
||||
~
|
||||
#322
|
||||
sword long~
|
||||
a long sword~
|
||||
|
|
@ -286,12 +286,12 @@ atm teller bank machine~
|
|||
occurrences to the bank manager.
|
||||
~
|
||||
#335
|
||||
fountain water~
|
||||
fountain water marble~
|
||||
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
|
||||
500 500 15 0
|
||||
23 e 0 0
|
||||
0 -1 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
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
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
social bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#397
|
||||
board frozen bulletin~
|
||||
a frozen bulletin board~
|
||||
|
|
@ -628,13 +628,13 @@ A large bulletin board is here, carved from a block of ice.~
|
|||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
freeze bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#398
|
||||
board holy bulletin~
|
||||
a holy bulletin board~
|
||||
|
|
@ -644,13 +644,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
|
|||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
holy bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#399
|
||||
board bulletin~
|
||||
a bulletin board~
|
||||
|
|
@ -660,11 +660,11 @@ A large bulletin board is mounted on a wall here.~
|
|||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -110,7 +110,7 @@ A rather dubious looking piece of meat is on the ground here.~
|
|||
~
|
||||
19 0 a 0
|
||||
14 0 0 0
|
||||
500 24 10 0
|
||||
5 24 10 0
|
||||
E
|
||||
meat chunk~
|
||||
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
|
||||
3 60 10 0
|
||||
E
|
||||
sword small~
|
||||
The small sword seems to have an inscription of some sort.
|
||||
~
|
||||
E
|
||||
inscription~
|
||||
It says: 'May this sword be a good companion. '
|
||||
~
|
||||
E
|
||||
sword small~
|
||||
The small sword seems to have an inscription of some sort.
|
||||
~
|
||||
#3022
|
||||
sword long~
|
||||
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
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
social bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#3097
|
||||
boards frozen bulletin gen_boards~
|
||||
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
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
freeze bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#3098
|
||||
boards holy bulletin gen_boards~
|
||||
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
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
holy bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#3099
|
||||
boards bulletin gen_boards~
|
||||
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
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ Non-attachable trigger~
|
|||
* You can't attach trigger 0!
|
||||
~
|
||||
#1
|
||||
Mob Tutorial Example Quest Offer - 14~
|
||||
Mob Tutorial Example Quest Offer - M14~
|
||||
0 g 100
|
||||
~
|
||||
* we don't want him to tell this to mobs. Check if actor is a player.
|
||||
|
|
@ -93,85 +93,98 @@ else
|
|||
end
|
||||
~
|
||||
#6
|
||||
Obj Command Magic Eight Ball - 47~
|
||||
1 c 100
|
||||
Obj Command Magic Eight Ball - O47~
|
||||
1 c 2
|
||||
shake~
|
||||
* Numeric Arg: 2 means in character's carried inventory
|
||||
* does not work for level 32 and above.
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* 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.
|
||||
* Of these, nine are full positive, two are full negative, one is
|
||||
* mostly positive, three are mostly negative, and five are abstentions.
|
||||
*
|
||||
* Check arguments if they match. /= checks abbreviations.
|
||||
if ball /= %arg% || eightball /= %arg%
|
||||
%echoaround% %actor% %actor.name% shakes the magic eight ball vigorously.
|
||||
%send% %actor% You shake the magic eight ball vigorously.
|
||||
* Echo text to everyone else in the room and the actor.
|
||||
%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%
|
||||
* 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
|
||||
%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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
case 7
|
||||
%send% %actor% The magic eight ball reveals the answer: Most Likely
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Most Likely
|
||||
break
|
||||
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
|
||||
case 9
|
||||
%send% %actor% The magic eight ball reveals the answer: Yes
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Yes
|
||||
break
|
||||
case 10
|
||||
%send% %actor% The magic eight ball reveals the answer: Yes, definitely
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Yes, definitely
|
||||
break
|
||||
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
|
||||
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
|
||||
case 13
|
||||
%send% %actor% The magic eight ball reveals the answer: Very Doubtful
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Very Doubtful
|
||||
break
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
* Every switch should have a default. A catch-all if the cases do not match.
|
||||
default
|
||||
%send% %actor% The magic eight ball explodes since your question is unanswerable.
|
||||
%send% %actor% %self.shortdesc% explodes since your question is unanswerable.
|
||||
break
|
||||
* Every switch must have a done! Just like every if needs an end!
|
||||
done
|
||||
* The actor didn't use the command shake with arg ball or eightball.
|
||||
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
|
||||
~
|
||||
#7
|
||||
|
|
@ -495,34 +508,63 @@ end
|
|||
* end
|
||||
~
|
||||
#23
|
||||
Object While Damage Example~
|
||||
While Damage Example - Grenade O1301~
|
||||
1 h 100
|
||||
~
|
||||
* By Rumble
|
||||
* A 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%
|
||||
* Wait, then send a message when the bomb goes off.
|
||||
wait 3 s
|
||||
* Send a message when the bomb goes off.
|
||||
%echo% The Grenade blasts into smithereens, striking everyone here.
|
||||
* Target the first char
|
||||
* Target the first char.
|
||||
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%
|
||||
* 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
|
||||
* Find next target
|
||||
* Set the next target.
|
||||
set target_char %tmp_target%
|
||||
* Loop back
|
||||
* Loop back.
|
||||
done
|
||||
* After we go through everyone get rid of the grenade.
|
||||
%purge% %self%
|
||||
~
|
||||
#24
|
||||
Room While Teleport Example~
|
||||
2 b 100
|
||||
~
|
||||
* By Rumble
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Target the first person or mob in the room.
|
||||
eval person %self.people%
|
||||
wait 1 sec
|
||||
|
|
@ -1196,14 +1238,14 @@ Container with Personal Key~
|
|||
*~
|
||||
* By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/
|
||||
* Container script for use with no key
|
||||
if %actor.is_pc%
|
||||
if !%actor.is_pc%
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
*
|
||||
switch %cmd%
|
||||
case codeset
|
||||
if %actor.name% != test
|
||||
if %actor.name% != rumble
|
||||
%send% %actor% I am sorry %actor.name%, only Rumble can set the code.
|
||||
halt
|
||||
end
|
||||
|
|
@ -1424,87 +1466,25 @@ else
|
|||
end
|
||||
~
|
||||
#49
|
||||
free~
|
||||
1 c 2
|
||||
shake~
|
||||
* By Rumble
|
||||
* Numeric Arg: 2 means in character's carried inventory
|
||||
* does not work for level 32 and above.
|
||||
* There are 20 possible answers that the Magic Eight Ball can give.
|
||||
* Of these, nine are full positive, two are full negative, one is
|
||||
* mostly positive, three are mostly negative, and five are abstentions.
|
||||
Eval and Set Example~
|
||||
2 d 100
|
||||
test~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* This is a speech trig @RHELP TRIGEDIT ROOM SPEECH@n, say 'test' to activate.
|
||||
* There is much confusion about the difference between set and eval. So this is
|
||||
* the simplest way I can think of to explain it (assume %actor.level% = 34):
|
||||
*
|
||||
if %arg% /= ball || %arg% /= eightball
|
||||
%echoaround% %actor.name% %actor.name% shakes the magic eight ball vigorously.
|
||||
%send% %actor% You shake the magic eight ball vigorously.
|
||||
switch %random.20%
|
||||
case 1
|
||||
%send% %actor% The magic eight ball reveals the answer: Outlook Good
|
||||
break
|
||||
case 2
|
||||
%send% %actor% The magic eight ball reveals the answer: Outlook Not So Good
|
||||
break
|
||||
case 3
|
||||
%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
|
||||
* Set stores the variable and will not process it until called.
|
||||
* In the example below %set_variable% will contain '34 + 1'
|
||||
set set_variable %actor.level% + 1
|
||||
%echo% Set Variable: %set_variable%
|
||||
*
|
||||
* Eval immediately evaluates the variable.
|
||||
* In the example below %eval_variable% will contain '35'
|
||||
eval eval_variable %actor.level% + 1
|
||||
%echo% Eval Variable: %eval_variable%
|
||||
*
|
||||
%echo% Level: %actor.level%
|
||||
~
|
||||
#50
|
||||
Room Global Random Example~
|
||||
|
|
@ -1533,16 +1513,8 @@ Room Random Example~
|
|||
* Fires only when a player is in the room.
|
||||
* Actor is not defined with random, so lets define it.
|
||||
set actor %random.char%
|
||||
%damage% %actor% -100
|
||||
%damage% %actor% -10
|
||||
%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
|
||||
Room Command Example~
|
||||
|
|
@ -2107,8 +2079,6 @@ eval thing %self.name.car%
|
|||
%echo% IT, YOU, HE/SHE: &%thing%
|
||||
%echo% IT, YOU, HIM/HER: *%thing%
|
||||
%echo% ITS, YOUR' HIS/HER: ^%thing%
|
||||
* object only
|
||||
%echo% SOMETHING, NAME '%thing%
|
||||
~
|
||||
#92
|
||||
Room Command Combination Lock~
|
||||
|
|
|
|||
|
|
@ -443,6 +443,10 @@ end
|
|||
Mob Act - 156 speaker greet~
|
||||
0 e 0
|
||||
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%
|
||||
%zoneecho% %inroom.vnum% %self.name% shouts, 'Welcome, %actor.name%!'
|
||||
~
|
||||
|
|
@ -598,42 +602,58 @@ end
|
|||
Thief Guildguard - 177~
|
||||
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
|
||||
* Let the guildmaster pass to pawn players items. T137.
|
||||
if %actor.vnum% == 122
|
||||
halt
|
||||
end
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != thief
|
||||
return 0
|
||||
* Just send the block message to players.
|
||||
if %actor.is_pc%
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#137
|
||||
Thief Guildmaster Steal - 122~
|
||||
0 b 5
|
||||
Thief Guildmaster Steals - M122~
|
||||
0 b 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Idea taken from cheesymud.com
|
||||
* Thief guildmaster steals from actor inventory and pawns it in the shop
|
||||
* downstairs, player then has to buy their equipment back.
|
||||
* Thief guildmaster steals from players who idle in his guild. Then pawns the
|
||||
* 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%
|
||||
if %actor%
|
||||
if %actor.is_pc%
|
||||
* Pick the first item in the actors 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%)%%
|
||||
if %item_to_steal%
|
||||
* Give some hints that the guildmaster is not to be trusted.
|
||||
%echo% %self.name% examines %item.shortdesc%.
|
||||
wait 2 sec
|
||||
* Purge the actors object and load it to the master thief.
|
||||
eval stolen %item_to_steal.vnum%
|
||||
eval name %item_to_steal.name%
|
||||
%load% obj %stolen%
|
||||
%purge% %item_to_steal%
|
||||
wait 2 sec
|
||||
* Lets go sell it to Morgan using its first keyword.
|
||||
down
|
||||
sell %name.car%
|
||||
wait 2 sec
|
||||
whisper morgan hehe, silly mortals.
|
||||
wink Morgan
|
||||
wait 2 sec
|
||||
up
|
||||
else
|
||||
|
|
@ -645,39 +665,46 @@ end
|
|||
Questmaster Greet - 3~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if !%actor.varexists(questpoints)%
|
||||
set questpoints 0
|
||||
remote questpoints %actor.id%
|
||||
elsif %actor.questpoints% < 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.
|
||||
* Simple quests, probably too simple so only let players earn 50 qp's doing this.
|
||||
if %actor.is_pc% && %actor.questpoints% < 50
|
||||
wait 2 sec
|
||||
* Check to see if they are not on a zone 1 quest.
|
||||
if !%actor.varexists(on_quest_zone_1)%
|
||||
say Welcome %actor.name%, are you interested in a simple quest?
|
||||
else
|
||||
say How is your quest going %actor.name%, do you have a quest token or the quest mobs head for me?
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#139
|
||||
Questmaster Quest Assignment - 3~
|
||||
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
|
||||
halt
|
||||
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 rest %speech.cdr%
|
||||
while %word%
|
||||
* Check to see if the word is yes or an abbreviation of yes.
|
||||
if yes /= %word%
|
||||
say Very well %actor.name%. Would you like to find an object or hunt a mobile?
|
||||
halt
|
||||
end
|
||||
eval loadroom 100 + %random.265%
|
||||
* Pick a room from 100 to 365.
|
||||
eval loadroom 99 + %random.265%
|
||||
if mobile /= %word% || hunt /= %word%
|
||||
* Load the mob in the random room picked above.
|
||||
%at% %loadroom% %load% m 15
|
||||
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
|
||||
%send% %actor% Gives you the quest timer.
|
||||
%echoaround% %actor% %self.name% gives %actor.name% the quest timer.
|
||||
|
|
@ -687,7 +714,7 @@ while %word%
|
|||
elseif object /= %word% || find /= %word%
|
||||
say Go find the quest token and return it to me. You only have 10 minutes %actor.name%!
|
||||
%load% o 15
|
||||
%at% %loadroom% drop quest
|
||||
%at% %loadroom% drop quest_token_zone_1
|
||||
%load% obj 16 %actor% inv
|
||||
%send% %actor% Gives you 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%
|
||||
halt
|
||||
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 rest %rest.cdr%
|
||||
done
|
||||
|
|
@ -703,9 +732,13 @@ done
|
|||
Quest Timer - 16~
|
||||
1 c 7
|
||||
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%
|
||||
return 0
|
||||
%send% %actor% You have %self.timer% minutes remaining.
|
||||
* Let the look timer command still go through so they look at it.
|
||||
return 0
|
||||
else
|
||||
return 0
|
||||
end
|
||||
|
|
@ -714,60 +747,75 @@ end
|
|||
Quest 10 min Purge - 15, 16, 17~
|
||||
1 f 100
|
||||
~
|
||||
* Attached to quest objects 15-17. Purges itself 10 minutes after loading if player does not
|
||||
* finish the quest. Part of a quest from room 113.
|
||||
* 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.
|
||||
* 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%
|
||||
set actor %self.carried_by%
|
||||
if %actor.is_pc%
|
||||
%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%
|
||||
end
|
||||
end
|
||||
* Purge the timer.
|
||||
%purge% %self%
|
||||
~
|
||||
#142
|
||||
Quest Timer Random - 16~
|
||||
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%
|
||||
set actor %self.carried_by%
|
||||
if %actor.is_pc%
|
||||
%send% %actor% You have %self.timer% minutes remaining.
|
||||
end
|
||||
end
|
||||
~
|
||||
#143
|
||||
Questmaster Receive - 3~
|
||||
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)%
|
||||
say You are not even on a quest %actor.name%.
|
||||
* Stop the trig and prevent the item from being given to the mob.
|
||||
halt
|
||||
end
|
||||
*
|
||||
wait 1 sec
|
||||
* If they have the head or the token.
|
||||
if %object.vnum% == 15 || %object.vnum% == 17
|
||||
say Well done, %actor.name%.
|
||||
* Give them 50 gold and experience. Delete the on quest variable and purge.
|
||||
nop %actor.exp(50)%
|
||||
nop %actor.gold(50)%
|
||||
rdelete on_quest_zone_1 %actor.id%
|
||||
%purge% %object%
|
||||
if %actor.varexists(questpoints)%
|
||||
eval questpoints %actor.questpoints% + 1
|
||||
remote questpoints %actor.id%
|
||||
else
|
||||
set questpoints 1
|
||||
remote questpoints %actor.id%
|
||||
end
|
||||
say you have earned 50 gold, 50, experience points and 1 questpoint.
|
||||
* Reward them with 1 questpoint. Cheap I know but these quests are not hard.
|
||||
nop %actor.questpoints(1)%
|
||||
say you have earned 50 gold, 50 xp, 1 questpoint %actor.name%.
|
||||
else
|
||||
say I don't want that!
|
||||
%purge% %object%
|
||||
* Don't accept the object to prevent overloading the mob with junk.
|
||||
return 0.
|
||||
end
|
||||
~
|
||||
#144
|
||||
Quest Mob Loads Head - 15~
|
||||
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
|
||||
~
|
||||
#145
|
||||
|
|
@ -1185,6 +1233,9 @@ done
|
|||
Mob Questshop Example~
|
||||
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
|
||||
*
|
||||
%send% %actor% ## Available Item Cost in Questpoints
|
||||
|
|
@ -1194,10 +1245,6 @@ if %cmd.mudcommand% == list
|
|||
%send% %actor% 3) Unlimited the staff of spellfire 100
|
||||
*
|
||||
elseif %cmd.mudcommand% == buy
|
||||
if !%actor.varexists(questpoints)%
|
||||
tell %actor.name% You have no questpoints!
|
||||
halt
|
||||
end
|
||||
if War /= %arg% || Blood /= %arg% || %arg% == 1
|
||||
set quest_item 21
|
||||
set quest_item_cost 100
|
||||
|
|
@ -1217,8 +1264,7 @@ elseif %cmd.mudcommand% == buy
|
|||
else
|
||||
%load% obj %quest_item% %actor% inv
|
||||
tell %actor.name% here you go.
|
||||
eval questpoints %actor.questpoints% - %quest_item_cost%
|
||||
remote questpoints %actor.id%
|
||||
nop %actor.questpoints(-%quest_item_cost%)
|
||||
end
|
||||
elseif %cmd.mudcommand% == sell
|
||||
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[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[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[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.
|
||||
|
|
@ -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[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[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[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.
|
||||
|
|
|
|||
|
|
@ -1,11 +1,64 @@
|
|||
#1200
|
||||
General trigger keeper. Only for use in room 0.~
|
||||
2 a 100
|
||||
~
|
||||
* No Script
|
||||
Calculator By Mordecai~
|
||||
2 d 100
|
||||
*~
|
||||
* By Mordecai
|
||||
if %actor.is_pc%
|
||||
Return 0
|
||||
Eval sum %speech%
|
||||
Eval test1 "%speech%"
|
||||
Eval test %test1.strlen%
|
||||
Eval che %sum%/1
|
||||
If %che% == %sum%
|
||||
%echo% @WComputing results...@n
|
||||
if (%speech%/===)
|
||||
if (%sum%==1)
|
||||
set sum Yes
|
||||
elseif (%sum%==0)
|
||||
set sum No
|
||||
end
|
||||
end
|
||||
Eval st 2+%test%
|
||||
Eval o .
|
||||
Eval sumslen "%sum%
|
||||
Eval len %st% - (%sumslen.strlen%-2)
|
||||
If %len% > 0
|
||||
Eval dif (%len%/2)
|
||||
While %y.strlen% < %st%
|
||||
Eval o .%o%
|
||||
Eval y %o%
|
||||
Eval m ?%m%
|
||||
Eval p %m%
|
||||
If %dif% == %y.strlen%
|
||||
Eval wid1 %p%
|
||||
end
|
||||
done
|
||||
end
|
||||
eval opt1 8 + %test%
|
||||
eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5
|
||||
%echo% @WWizzzzzzzzzz....@n
|
||||
if (%opt1%-2) == (%opt2%)
|
||||
%echo% @c...%y%...@n
|
||||
%echo% @c:@C..%y%..@c:@n
|
||||
%echo% @c:@C:@G %speech% @C :@c:@n
|
||||
%echo% @c:@C:.%y%.:@c:@n
|
||||
%echo% @c:@C: %wid1%@G %sum% @C%wid1% :@c:@n
|
||||
%echo% @c:@C:.%y%.:@c:@n
|
||||
%echo% @c:..%y%..:@n
|
||||
else
|
||||
%echo% @r....%y%...@n
|
||||
%echo% @r:@R...%y%..@r:@n
|
||||
%echo% @r:@R:@G %speech% @R :@r:@n
|
||||
%echo% @r:@R:..%y%.:@r:@n
|
||||
%echo% @r:@R: %wid1%@G %sum% @R%wid1% :@r:@n
|
||||
%echo% @r:@R:..%y%.:@r:@n
|
||||
%echo% @r:...%y%..:@n
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#1201
|
||||
No recall~
|
||||
No Recall~
|
||||
1 c 100
|
||||
recall~
|
||||
*This trigger prevents people from recalling.
|
||||
|
|
@ -21,23 +74,20 @@ wait 10
|
|||
if %actor.level% < 34
|
||||
%send% %actor% The sword whispers: I will not serve you!
|
||||
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
|
||||
%purge% self
|
||||
else
|
||||
%send% %actor% The sword whispers: I was made to serve, great one!
|
||||
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
|
||||
~
|
||||
#1203
|
||||
Health-Gain~
|
||||
free~
|
||||
2 c 100
|
||||
chant~
|
||||
if incantation /= %arg%
|
||||
%send% %actor% Your eyes glow white and you start to chant some incantations.
|
||||
%damage% %actor% -500
|
||||
end
|
||||
~
|
||||
* No Script
|
||||
~
|
||||
#1204
|
||||
Portal-Main Chamber~
|
||||
|
|
@ -298,7 +348,7 @@ end
|
|||
#1218
|
||||
Multiple Command Example Trig~
|
||||
2 c 100
|
||||
test~
|
||||
t~
|
||||
if %cmd% == test
|
||||
* Careful not to use Arguments * or this trig will freeze you.
|
||||
* evaluate the first arg
|
||||
|
|
@ -325,6 +375,41 @@ wait 1
|
|||
%echoaround% Jennie kisses %actor% lovingly.
|
||||
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
|
||||
Rumble's Test Trigger~
|
||||
2 q 100
|
||||
|
|
|
|||
|
|
@ -1475,108 +1475,37 @@ Obj Trigger Example, ice cream melting~
|
|||
say
|
||||
~
|
||||
#1349
|
||||
Obj Command Container with personal key~
|
||||
free~
|
||||
1 c 3
|
||||
*~
|
||||
* By Jamie Nelson
|
||||
* 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
|
||||
* No Script
|
||||
~
|
||||
#1350
|
||||
Obj Random While Example~
|
||||
Drop While Example - Grenade 01301~
|
||||
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%
|
||||
* Send a message when the bomb goes off.
|
||||
wait 3 s
|
||||
* Send a message when the bomb goes off.
|
||||
%echo% The Grenade blasts into smithereens, striking everyone here.
|
||||
* Target the first char
|
||||
* Target the first char.
|
||||
set target_char %room_var.people%
|
||||
* Do stuff
|
||||
* Now loop through everyone in the room and hurt them.
|
||||
while %target_char%
|
||||
* 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
|
||||
* Find next target
|
||||
* Set the next target.
|
||||
set target_char %tmp_target%
|
||||
* Loop back
|
||||
* Loop back.
|
||||
done
|
||||
* After we go through everyone get rid of the grenade.
|
||||
%purge% %self%
|
||||
~
|
||||
#1351
|
||||
|
|
@ -1891,8 +1820,7 @@ end
|
|||
Trial Vnum Assigner - 1332~
|
||||
1 c 2
|
||||
*~
|
||||
* player must have nohassle off!
|
||||
* to disable this trig set <player> nohassle on and have them junk the assigner.
|
||||
* Player must have nohassle off! To junk assigner use tbalim purge <player>.
|
||||
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%)))
|
||||
%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.
|
||||
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.
|
||||
elseif %cmd.mudcommand% == sedit && %arg% != %actor.TBA_trial_vnum%
|
||||
%send% %actor% Making a shop is not required for your trial vnum.
|
||||
elseif %cmd.mudcommand% == trigedit
|
||||
%send% %actor% Making a trigger is not required for your trial vnum.
|
||||
elseif %cmd.mudcommand% == nohassle
|
||||
elseif %cmd.mudcommand% == purge && ((%arg% && %arg% != %actor.TBA_trial_vnum%) || (%actor.room.vnum% != %actor.TBA_trial_vnum%)))
|
||||
%send% %actor% GOTO %actor.TBA_trial_vnum% to purge your room.
|
||||
elseif %cmd.mudcommand% == nohassle || (%cmd.mudcommand% == toggle && nohassle /= %arg.car%)
|
||||
%send% %actor% You cannot enable nohassle until you finish your trial vnum.
|
||||
elseif %cmd.mudcommand% == buildwalk
|
||||
%send% %actor% You should not use buildwalk in 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% == sedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == buildwalk || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete
|
||||
%send% %actor% Sedit, Trigedit, Buildwalk, Dig, Rclone, Attach, Detach, and Vdelete are not required for your trial vnum.
|
||||
elseif %cmd.mudcommand% == zpurge
|
||||
%send% %actor% Use PURGE to empty your trial vnum.
|
||||
%send% %actor% Zpurge is not required for your trial vnum.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
|
|
@ -1929,7 +1847,7 @@ end
|
|||
~
|
||||
#1366
|
||||
!DROP Assigner - 1332~
|
||||
1 hi 100
|
||||
1 his 100
|
||||
~
|
||||
if %actor.level% == 31
|
||||
%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%
|
||||
~
|
||||
#1387
|
||||
Mob Greet Steal~
|
||||
free~
|
||||
2 g 100
|
||||
~
|
||||
eval item %actor.inventory%
|
||||
|
|
@ -3036,31 +2954,33 @@ wait until 24:00
|
|||
say 24
|
||||
~
|
||||
#1398
|
||||
1307 mob rabbit~
|
||||
Random Rabbit Decapitates Mobs - M1307~
|
||||
0 b 100
|
||||
none~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* This is for any Monty Python Fans.
|
||||
* First figure out what room you are in.
|
||||
eval room_var %self.room%
|
||||
* Target the first character
|
||||
* Target the first character.
|
||||
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%
|
||||
* 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%
|
||||
* 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%))
|
||||
* 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.
|
||||
wait 2 sec
|
||||
emote strikes with lightning speed, decapitating %target.name%.
|
||||
* bye bye
|
||||
* bye bye.
|
||||
%purge% %target%
|
||||
wait 5 sec
|
||||
* end the if statement
|
||||
* End the if statement.
|
||||
end
|
||||
* Target to the temp target you created above
|
||||
* Target to the temp target you created above.
|
||||
set target %tmp_target%
|
||||
* Loop back to the next target.
|
||||
done
|
||||
* Remove the bunny, I don't want people leaving him lying in waiting.
|
||||
%purge% %self%
|
||||
|
|
|
|||
|
|
@ -59,9 +59,77 @@ if %cmd.mudcommand% == cast && fireshield /= %arg%
|
|||
end
|
||||
~
|
||||
#203
|
||||
free~
|
||||
2 bg 100
|
||||
Phoenix Rising - 211~
|
||||
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
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -10,18 +10,19 @@ say admittance to Eldorado is 1000000 coins
|
|||
end
|
||||
~
|
||||
#2201
|
||||
Not Used~
|
||||
0 m 0
|
||||
Flame Damage - R2228~
|
||||
2 b 50
|
||||
~
|
||||
wait 1
|
||||
unlock gate
|
||||
open gate
|
||||
wait 20 s
|
||||
close gate
|
||||
lock gate
|
||||
%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
|
||||
~
|
||||
#2202
|
||||
fire damage~
|
||||
Fire Damage - R2218-20~
|
||||
2 g 100
|
||||
~
|
||||
%send% %actor% The hot flame and smoke burns you.
|
||||
|
|
@ -29,7 +30,7 @@ fire damage~
|
|||
%damage% %actor% 10
|
||||
~
|
||||
#2203
|
||||
moaning~
|
||||
Moaining - R2200-2~
|
||||
2 g 25
|
||||
~
|
||||
if %actor.is_pc%
|
||||
|
|
@ -37,7 +38,7 @@ if %actor.is_pc%
|
|||
end
|
||||
~
|
||||
#2204
|
||||
princess shout~
|
||||
Princess Shout for Help - M2229~
|
||||
0 b 1
|
||||
~
|
||||
eval inroom %self.room%
|
||||
|
|
|
|||
|
|
@ -62,12 +62,10 @@ if %inroom.vnum% == 23653
|
|||
set foreman_leaving 1
|
||||
global foreman_leaving
|
||||
end
|
||||
|
||||
if %inroom.vnum% == 23664
|
||||
set foreman_leaving 0
|
||||
global foreman_leaving
|
||||
end
|
||||
|
||||
if %foreman_leaving%
|
||||
switch %inroom.vnum%
|
||||
* start room 23653
|
||||
|
|
@ -418,34 +416,43 @@ Mad Miners - NOT ATTACHED~
|
|||
mkill %bad_guy%
|
||||
~
|
||||
#23612
|
||||
Lieutenant Bribe - 23608~
|
||||
Lieutenant Door Bribe - M23608~
|
||||
0 m 1
|
||||
~
|
||||
* By Welcor of The Builder Academy builderacademy.net 9091
|
||||
wait 1
|
||||
* The price is 400 coins to pass. Player must 'give 400 coin leader.'
|
||||
if %amount% < 400
|
||||
say Did you really think I was that cheap, %actor.name%.
|
||||
snarl
|
||||
else
|
||||
* Context saves the global with the players ID so multiple players can bribe.
|
||||
context %actor.id%
|
||||
* Set the variable to a value, 1 for YES.
|
||||
set has_bribed_guard 1
|
||||
* Global it! You can now 'stat leader' and see it listed.
|
||||
global has_bribed_guard
|
||||
whisper %actor.name% Enter when you're ready. I'll lock the door behind you.
|
||||
unlock door
|
||||
end
|
||||
~
|
||||
#23613
|
||||
Lieutenant Door - 23608~
|
||||
Lieutenant Door Bribe 2 - M23608~
|
||||
0 r 100
|
||||
~
|
||||
* By Welcor of The Builder Academy builderacademy.net 9091
|
||||
* Allows more than one instance of this trigger to run.
|
||||
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%
|
||||
* Let the player through, he's paid.
|
||||
return 1
|
||||
* Don't bother continuing the trig, just stop it.
|
||||
halt
|
||||
end
|
||||
* if the player tries to pick the catch him!
|
||||
* If the player tries to pick the lock catch him!
|
||||
if %cmd% == pick
|
||||
* Stop them! Return 0 prevents the command from going through.
|
||||
return 0
|
||||
wait 1
|
||||
say No way, you don't fool me, %actor.name%.
|
||||
|
|
@ -459,13 +466,18 @@ end
|
|||
Lieutenant Leave - 23608~
|
||||
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
|
||||
context %actor.id%
|
||||
* If they have bribed let them through and forget them.
|
||||
if %has_bribed_guard%
|
||||
unset has_bribed_guard
|
||||
* Let the command go through. Halt the trig, its over.
|
||||
return 1
|
||||
halt
|
||||
end
|
||||
* They haven't paid, stop them.
|
||||
%send% %actor% You try to leave, but %self.name% stops you.
|
||||
return 0
|
||||
end
|
||||
|
|
|
|||
|
|
@ -2,32 +2,52 @@
|
|||
Near Death Trap Mahatma - 6318~
|
||||
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
|
||||
say Here, have a quick trip to the Temple of Midgaard.
|
||||
wait 2 sec
|
||||
%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.
|
||||
* damage the actor to 0 hitpoints so they lay there stunned, unable to move.
|
||||
* they will recover.
|
||||
* Damage the actor to 0 hitpoints so they lay there stunned, unable to move.
|
||||
* They will recover.
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
* steal all their inventory.
|
||||
while %actor.inventory%
|
||||
eval item %actor.inventory%
|
||||
eval item_to_purge %%actor.inventory(%item.vnum%)%%
|
||||
eval stolen %item.vnum%
|
||||
%purge% %item_to_purge%
|
||||
set i %actor.inventory%
|
||||
while %i%
|
||||
set pge 1
|
||||
if %i.type% == container
|
||||
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%
|
||||
end
|
||||
if !%next%
|
||||
set i %actor.inventory%
|
||||
else
|
||||
set i %next%
|
||||
end
|
||||
done
|
||||
eval i 0
|
||||
* steal all their equipped items.
|
||||
while %i% < 18
|
||||
eval item %%actor.eq(%i%)%%
|
||||
eval item %actor.eq(%i%)%
|
||||
if %item%
|
||||
eval stolen %item.vnum%
|
||||
eval item_to_purge %%actor.eq(%i%)%%
|
||||
%purge% %item_to_purge%
|
||||
%purge% %item%
|
||||
%load% obj %stolen%
|
||||
end
|
||||
eval i %i%+1
|
||||
|
|
|
|||
|
|
@ -559,68 +559,20 @@ while the mark of the mature man is that he wants to live humbly for one.
|
|||
--Wilhelm Stekel
|
||||
~
|
||||
0 d 0
|
||||
D1
|
||||
test
|
||||
~
|
||||
door~
|
||||
1 1 33
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 33
|
||||
E
|
||||
.test~
|
||||
can you see this with look around?
|
||||
~
|
||||
E
|
||||
july4~
|
||||
On July 4, 1776, we claimed our independence from England and Democracy was
|
||||
born. Every day thousands leave their homeland to come to the "land of the
|
||||
free and the home of the brave" so they can begin their American Dream. The
|
||||
United States is truly a diverse nation made up of dynamic people. Each year
|
||||
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
|
||||
picnics, and family ga-therings. Through the Internet we are learning about
|
||||
and communicat-ing with people of different nations, with different languages
|
||||
and different races throughout the world. Bringing the world closer with
|
||||
understanding and knowledge can only benefit all nations. We invite all
|
||||
nations to celebrate with Americans online this Fourth of July. Happy
|
||||
Birthday, America!
|
||||
~
|
||||
E
|
||||
oath~
|
||||
I do solemnly swear that I will support and defend the Constitution of the
|
||||
United States against all enemies, foreign and domestic, and to bear true faith
|
||||
and allegiance to the same that I take this obligation freely, without any
|
||||
mental reservation or purpose of evasion, and that I will well and faithfully
|
||||
discharge the duties of the office upon which I am about to enter.
|
||||
~
|
||||
E
|
||||
builder~
|
||||
Catcher Rye~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
|
||||
There is one timeless way of building.
|
||||
|
||||
It is thousands of years old, and the same today as it has always been.
|
||||
|
||||
The great traditional buildings of the past, the villages and tents and
|
||||
temples in which man feels at home, have always been made by people who were
|
||||
very close to the center of this way. It is not possible to make great
|
||||
buildings, or great towns, beautiful places, places where you feel yourself,
|
||||
places where you feel alive, except by following this way. And, as you will
|
||||
see, this way will lead anyone who looks for it to buildings which are
|
||||
themselves as ancient in their form, as the trees and hills, and as our faces
|
||||
are.
|
||||
--The Timeless Way of Building
|
||||
~
|
||||
E
|
||||
war~
|
||||
War is an ugly thing, but not the ugliest of things. The decayed and
|
||||
degraded state of moral and patriotic feeling which thinks that nothing is
|
||||
worth war is much worse. The person who has nothing for which he is willing to
|
||||
fight, nothing which is more important than his own personal safety, is a
|
||||
miserable creature and has no chance of being free unless made and kept so by
|
||||
the exertions of better men than himself.
|
||||
|
||||
John Stuart Mill
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
~
|
||||
E
|
||||
old glory flag~
|
||||
|
|
@ -653,21 +605,61 @@ or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
|
|||
may I wave.
|
||||
~
|
||||
E
|
||||
Catcher Rye~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
war~
|
||||
War is an ugly thing, but not the ugliest of things. The decayed and
|
||||
degraded state of moral and patriotic feeling which thinks that nothing is
|
||||
worth war is much worse. The person who has nothing for which he is willing to
|
||||
fight, nothing which is more important than his own personal safety, is a
|
||||
miserable creature and has no chance of being free unless made and kept so by
|
||||
the exertions of better men than himself.
|
||||
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
John Stuart Mill
|
||||
~
|
||||
E
|
||||
builder~
|
||||
|
||||
There is one timeless way of building.
|
||||
|
||||
It is thousands of years old, and the same today as it has always been.
|
||||
|
||||
The great traditional buildings of the past, the villages and tents and
|
||||
temples in which man feels at home, have always been made by people who were
|
||||
very close to the center of this way. It is not possible to make great
|
||||
buildings, or great towns, beautiful places, places where you feel yourself,
|
||||
places where you feel alive, except by following this way. And, as you will
|
||||
see, this way will lead anyone who looks for it to buildings which are
|
||||
themselves as ancient in their form, as the trees and hills, and as our faces
|
||||
are.
|
||||
--The Timeless Way of Building
|
||||
~
|
||||
E
|
||||
oath~
|
||||
I do solemnly swear that I will support and defend the Constitution of the
|
||||
United States against all enemies, foreign and domestic, and to bear true faith
|
||||
and allegiance to the same that I take this obligation freely, without any
|
||||
mental reservation or purpose of evasion, and that I will well and faithfully
|
||||
discharge the duties of the office upon which I am about to enter.
|
||||
~
|
||||
E
|
||||
july4~
|
||||
On July 4, 1776, we claimed our independence from England and Democracy was
|
||||
born. Every day thousands leave their homeland to come to the "land of the
|
||||
free and the home of the brave" so they can begin their American Dream. The
|
||||
United States is truly a diverse nation made up of dynamic people. Each year
|
||||
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
|
||||
picnics, and family ga-therings. Through the Internet we are learning about
|
||||
and communicat-ing with people of different nations, with different languages
|
||||
and different races throughout the world. Bringing the world closer with
|
||||
understanding and knowledge can only benefit all nations. We invite all
|
||||
nations to celebrate with Americans online this Fourth of July. Happy
|
||||
Birthday, America!
|
||||
~
|
||||
E
|
||||
.test~
|
||||
can you see this with look around?
|
||||
~
|
||||
S
|
||||
T 1200
|
||||
#34
|
||||
Pool of Images~
|
||||
A broad mosaic walkway wraps around the natural hotsprings in this cavernous
|
||||
|
|
@ -854,14 +846,14 @@ D2
|
|||
~
|
||||
0 0 98
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
E
|
||||
floor~
|
||||
The stone floor is the same shade of grey as the sky and is completely plain
|
||||
and unscratched. It is probably too hard for anything to leave as much as a
|
||||
scratch on it.
|
||||
~
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -92,19 +92,19 @@ D5
|
|||
~
|
||||
0 0 100
|
||||
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~
|
||||
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
|
||||
and Rumble. They both radiate a strength and power that resembles the solid
|
||||
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
|
||||
T 158
|
||||
T 163
|
||||
|
|
@ -240,17 +240,17 @@ D5
|
|||
~
|
||||
0 0 142
|
||||
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~
|
||||
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
|
||||
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.
|
||||
|
||||
~
|
||||
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
|
||||
#109
|
||||
|
|
@ -384,18 +384,18 @@ D1
|
|||
~
|
||||
0 0 100
|
||||
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~
|
||||
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.
|
||||
You can still see pieces of cloth and bone buried deeply into the wall inside
|
||||
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
|
||||
#117
|
||||
Travelling Room~
|
||||
|
|
@ -532,19 +532,19 @@ D2
|
|||
~
|
||||
0 0 129
|
||||
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~
|
||||
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
|
||||
the room. The desk is bare and all the drawers are empty. It is as if no one
|
||||
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
|
||||
#125
|
||||
Plane of the Magi~
|
||||
|
|
@ -817,10 +817,14 @@ D0
|
|||
~
|
||||
0 0 128
|
||||
E
|
||||
bed~
|
||||
The bed is made of a sturdy pine. A thin mattress covered in a white sheet
|
||||
with a down pillow overlaying it. The mattress is too thin to hold anything of
|
||||
value.
|
||||
window~
|
||||
Overlooking the western gate you can see the shimmering protective dome.
|
||||
You hope it lasts, peace and tranquility is a good thing.
|
||||
~
|
||||
E
|
||||
chair~
|
||||
It's just your standard wooden chair. Uncomfortable and only real
|
||||
usefulness would be as firewood.
|
||||
~
|
||||
E
|
||||
desk~
|
||||
|
|
@ -830,14 +834,10 @@ centered on the top of the desk. The desk has three drawers. All of them are
|
|||
empty.
|
||||
~
|
||||
E
|
||||
chair~
|
||||
It's just your standard wooden chair. Uncomfortable and only real
|
||||
usefulness would be as firewood.
|
||||
~
|
||||
E
|
||||
window~
|
||||
Overlooking the western gate you can see the shimmering protective dome.
|
||||
You hope it lasts, peace and tranquility is a good thing.
|
||||
bed~
|
||||
The bed is made of a sturdy pine. A thin mattress covered in a white sheet
|
||||
with a down pillow overlaying it. The mattress is too thin to hold anything of
|
||||
value.
|
||||
~
|
||||
S
|
||||
#136
|
||||
|
|
@ -1085,6 +1085,7 @@ D4
|
|||
~
|
||||
0 0 109
|
||||
S
|
||||
T 1200
|
||||
#151
|
||||
Entrance to the Thieves Guild~
|
||||
A thief stands in the back infront of a stairwell. Obviously making sure no
|
||||
|
|
|
|||
|
|
@ -487,7 +487,7 @@ D5
|
|||
trapdoor~
|
||||
1 0 2291
|
||||
S
|
||||
T 2202
|
||||
T 2201
|
||||
#2229
|
||||
A Red Hallway~
|
||||
Heat radiates from the stone hallway all around you. It continues to the
|
||||
|
|
|
|||
|
|
@ -2,11 +2,12 @@
|
|||
Rumble~
|
||||
The Builder Academy Zone~
|
||||
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)
|
||||
R 0 2 11 -1 (the spring)
|
||||
O 0 11 99 2 (the spring)
|
||||
M 0 18 1 2 (Friedrich Nietzsche)
|
||||
M 0 34 1 33 (Chuck Norris)
|
||||
R 0 88 1228 -1 (a advertising bulletin board)
|
||||
O 0 1228 99 88 (a advertising bulletin board)
|
||||
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)
|
||||
M 0 25 1 21 (the variable questmaster)
|
||||
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)
|
||||
R 0 20 45 -1 (a pile of gold coins)
|
||||
O 0 45 99 20 (a pile of gold coins)
|
||||
|
|
|
|||
|
|
@ -2,6 +2,13 @@
|
|||
Rumble~
|
||||
Sanctus II~
|
||||
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 30 3 220 (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)
|
||||
R 0 288 172 -1 (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)
|
||||
G 1 161 99 -1 (some sacrificial entrails)
|
||||
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 1 315 99 -1 (a piece 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)
|
||||
G 1 27200 99 -1 (a salted herring)
|
||||
G 1 27217 99 -1 (a bowl of ma gung)
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@
|
|||
Rumble~
|
||||
Sanctus III~
|
||||
300 399 30 2
|
||||
O 0 335 1 334 (the large fountain)
|
||||
M 0 30 3 343 (the spy for the underground)
|
||||
M 0 99 1 367 (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 0 170 3 340 (the townsman)
|
||||
G 1 176 99 -1 (a cancer stick)
|
||||
D 0 338 3 1 (The Clerics Quarter)
|
||||
D 0 338 2 1 (The Clerics Quarter)
|
||||
D 0 338 3 1 (The Clerics' Quarters)
|
||||
D 0 338 2 1 (The Clerics' Quarters)
|
||||
M 0 190 3 338 (the cat)
|
||||
G 1 174 99 -1 (a nasty hairball)
|
||||
R 0 333 164 -1 (some beggin strips)
|
||||
|
|
|
|||
|
|
@ -1,5 +1,5 @@
|
|||
#83
|
||||
Meyekul~
|
||||
Meyekul Benighted~
|
||||
Glumgold's Sea~
|
||||
8300 8399 30 1
|
||||
D 0 8393 5 2 (The Mid-Deck)
|
||||
|
|
|
|||
|
|
@ -1435,7 +1435,7 @@ ACMD(do_purge)
|
|||
if (*buf) {
|
||||
if ((vict = get_char_vis(ch, buf, NULL, FIND_CHAR_ROOM)) != NULL) {
|
||||
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;
|
||||
}
|
||||
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);
|
||||
run_autowiz();
|
||||
} 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);
|
||||
for (i = 1; i <= MAX_SKILLS; i++)
|
||||
SET_SKILL(victim, i, 100);
|
||||
|
|
|
|||
|
|
@ -1594,7 +1594,7 @@ void nanny(struct descriptor_data *d, char *arg)
|
|||
GET_PREF(d->character)= rand_number(1, 128000);
|
||||
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;
|
||||
|
||||
case CON_RMOTD: /* read CR after printing motd */
|
||||
|
|
|
|||
|
|
@ -243,6 +243,7 @@ int can_edit_zone(struct char_data *ch, zone_rnum rnum)
|
|||
return (TRUE);
|
||||
|
||||
/* 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))
|
||||
return (TRUE);
|
||||
|
||||
|
|
|
|||
|
|
@ -209,8 +209,7 @@ int touch(const char *path)
|
|||
}
|
||||
}
|
||||
|
||||
/* mudlog -- log mud messages to a file & to online imm's syslogs based on
|
||||
* syslog by Fen Jul 3, 1992 */
|
||||
/* Log mud messages to a file & to online imm's syslogs. - Fen */
|
||||
void mudlog(int type, int level, int file, const char *str, ...)
|
||||
{
|
||||
char buf[MAX_STRING_LENGTH];
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue