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Updated World and files for 3.64RC release. --Rumble
This commit is contained in:
parent
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36 changed files with 1053 additions and 833 deletions
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@ -8,7 +8,10 @@ telnet://tbamud.com:9091 or email rumble@tbamud.com --Rumble
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bug: Many small bug fixes.
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[Sep 08 2012] - Rumble
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added another example to doc/syserr.txt
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Added a !NPC check to can_take_object. It was spamming a "mob using player data SYSERR". This means mobs do not have a max weight carrying capacity anymore. I think this is a good thing because I've seen people stumped when mob triggers fail due to weight limitations. But it could be unbalancing on some MUDs since pets could then carry unlimited gear.
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Added a !NPC check to can_take_object. It was spamming a "mob using player data SYSERR".
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This means mobs do not have a max weight carrying capacity anymore. I think this is a good
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thing because I've seen people stumped when mob triggers fail due to weight limitations.
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But it could be unbalancing on some MUDs since pets could then carry unlimited gear.
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[Aug 22 2012] - Rumble
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bug: moved cedit load_config of no_mort_to_immort to its proper place. (thanks Liko)
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[Aug 12 2012] - Vatiken
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@ -54,6 +54,9 @@ trigger you must define actor.
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eval stunned %actor.hitp% - evaluate all hitpoints and then damage
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%damage% %actor% %stunned% - leaving the player stunned, but will recover
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eval random_up_to_stunned %%random.%stunned%%%
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%damage% %actor %eval random_up_to_stunned%
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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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@ -381,62 +384,6 @@ not update any other stats (like max hp or exp).
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See Also: CHAR-VAR, ADMLEVEL
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#31
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ADMIN
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Usage: admin <player> <priv> - toggle privs
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admin <player> - show player's privs
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admin help - show priv names and full usage
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NOTE: Works for offline players too!
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Valid privs are:
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TellAll - You may use 'page all'
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SeeInventory - You can see other players inventories
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SeeSecret - You may see secret doors
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KnowWeather - You may know weather data
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FullWhere - You know fully where things are
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Money - You do not require money
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EatAnything - You can eat anything
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NoPoison - You cannot be poisoned
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WalkAnywhere - You can walk anywhere
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NoKeys - You do not require keys
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InstantKill - You have the touch of death
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NoSteal - You cannot be stolen from
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TransAll - You may use 'trans all'
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SwitchMortal - You can use 'switch'
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ForceMass - You may use 'force all'
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AllHouses - You may enter any house
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NoDamage - You do not take damage
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AllShops - You may use any shop
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CEDIT - You may use cedit
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Build - You may use basic OLC tools
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AdvBuild - You may use advanced OLC tools
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Poof - You may use goto and set poofs
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Admin - You may set admin privs
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SetQP - You can give and remove qp
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AdvancedIBT - You can use advanced IBT commands
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Build, AdvBuild and Poof privs for mortals require the OLC zone to be set!
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SEE ALSO: ADVANCE@
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#31
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ADMLEVEL ACTOR.ADMLEVEL ACTOR-ADMLEVEL %ACTOR.ADMLEVEL%
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This is used to find the admin level of a player, or to check that a player is
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above a minimum admin level. The admin level can never be changed by a script.
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%actor.admlevel% - return the admin level of actor
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%actor.admlevel(<val>)% - return 1 if actor is admin level 'val' or higher
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val may be an admin level number or name
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Abbreviations are allowed (Imp instead of Implementor)
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Example:
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if %actor.admlevel(Imm)%
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%send% %actor% Your admin level is %actor.admlevel%
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else
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%send% %actor% You are mortal
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end
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See Also: CHAR-VAR, ACTOR.CLASS, ACTOR.LEVEL
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#31
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ADVANCE DEMOTE
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Usage: advance <player> <level>
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@ -708,18 +655,6 @@ Level : Mage level 4, Cleric level 1.
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The Armor spell will improve your AC by 20 points or up to 10%.
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See also: AC
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#0
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GROUP-ARMOR
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Usage : cast 'group armor'
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Accumulative: No
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Duration : 24 Hours
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Level : Cleric level 9.
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The Group Armor spell will improve the AC of everyone in your group by 20
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points or up to 10%.
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See also: AC
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#0
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ASCII-ART ART
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@ -1049,13 +984,6 @@ Moves all of your money in/out of the bank.
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See also: GOLD, SCORE
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#0
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WHIRLWIND
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Whirlwind is a warrior skill available at level 16. It is a melee multi-target
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damage attack.
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See also: KICK, RESCUE, BASH
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#0
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BASH
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Fighters only.
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@ -1638,6 +1566,8 @@ Usage: changelog <text>
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submitter name. To view the changelog use the file command with argument
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changelog.
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Changelog: http://tbamud.com/websvn/filedetails.php?repname=tbaMUD&path=%2Fchangelog
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See Also: FILE, CHANGES
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#31
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CHANGES
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@ -1691,7 +1621,6 @@ Excluding the subfield () returns the value. Adding a subfield adjusts it.
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cha/con/dex/int - Checks the stat. @RHELP TRIG-STAT@n. Subfield adjusts.
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str/stradd/wis() () is a subfield and allows a change to the variable.
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admlevel - The actor's current admin level. @RHELP ADMLEVEL@n
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alias - The list of aliases of the mob or the player name.
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align() - The actor's alignment @RHELP ALIGN@n. Subfield adjusts.
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affect() - Checks the actor for the affect. @RHELP AFFECT@n
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@ -1892,19 +1821,6 @@ Clears the screen just before you enter the main OLC menu.
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See Also: TOGGLE
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#31
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CMDINFO
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Usage: cmdinfo <command>
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Lists details of the provided command.
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Example: nohassle
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@Full Command : nohassle
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@Command Type : Admin/Imm-Only
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@Admin Level : 1 (Immortal)
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@Min Level : <Any>
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@Allowed Positions : Dead, Mortally wounded, Incapacitated ...
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#31
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CODING C++ PROGRAMMING LINUX UNIX
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Coding is far more difficult than building, to do it well requires years of
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@ -1932,31 +1848,41 @@ See also: FREE-SERVERS, DOCUMENTATION, DOWNLOADS, CWG
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#31
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COLORCODES ANSI COLOURCODES COLOR-CODES COLOUR-CODES COLOR-LEVEL COLORS COLOURS PCOLORS COLORCODING
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Usage: prefedit
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Usage:
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If you have a color-capable terminal and wish to see useful color-coding
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of information, use PREFEDIT to set the level of coloring you see.
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The letters for the colors are to be preceded by a single @ sign, where the
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actual code will be @<letter>. Double @@ = single @. All use of colorcodes
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@RMUST@n be terminated with @n to restore normal color to prevent color bleeding.
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The letters for the colors are to be preceded by a single @* sign, where the
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actual code will be @*<letter>. @** = single @*. All use of colorcodes @RMUST@n
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be terminated with @*n to restore normal color to prevent color bleeding.
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The colors are:
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ANSI colors:
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n - normal
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@dd - black@n @DD - gray@n @00 - background black@n
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@bb - blue@n @BB - bright blue@n @11 - background blue@n
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@gg - green@n @GG - bright green@n @22 - background green@n
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@cc - cyan@n @CC - bright cyan@n @33 - background cyan@n
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@rr - red@n @RR - bright red@n @44 - background red@n
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@mm - magenta@n @MM - bright magenta@n @55 - background magenta@n
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@yy - yellow@n @YY - bright yellow@n @66 - background yellow@n
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@ww - white@n @WW - bright white@n @77 - background white@n
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@dd - black@n @DD - gray@n
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@bb - blue@n @BB - bright blue@n
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@gg - green@n @GG - bright green@n
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@cc - cyan@n @CC - bright cyan@n
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@rr - red@n @RR - bright red@n
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@mm - magenta@n @MM - bright magenta@n
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@yy - yellow@n @YY - bright yellow@n
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@ww - white@n @WW - bright white@n
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256 Colors:
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@pp - pink@n @PP - bright pink@n
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@oo - orange@n @OO - bright orange@n
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Extra codes:
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@ll - blink@n @oo - bold@n
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@uu - underline@n @ee - reverse video@n
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Other Color Codes:
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@*1, @*2, @*3 are MUD primary colors
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@*- - blink@n @*+ - bold@n
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@*_ - underline@n @*? - reverse video@n
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See also: @, ANSI, PROMPT, TOGGLE
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#0
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Other codes:
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@-- - blink@n @++ - bold@n
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@__ - underline@n @== - reverse video@n
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@11 - Mud Color 1@n @33 - Mud Color 3@n * Can be redefined in protocol.c
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@22 - Mud Color 2@n * - The '@*' Symbol@n
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See also: @*, OLC-COLOR, ANSI, PROMPT, TOGGLE, SHOW-COLOUR
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#1
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COLORSPRAY COLOR-SPRAY
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Usage : cast 'color spray' <victim>
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@ -2237,6 +2163,8 @@ CYGWIN README.CYGWIN README-CYGWIN COMPILER SHELLS
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You can view all the documentation files via the websvn link at www.tbamud.com
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in the /doc directory.
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http://tbamud.com/websvn/filedetails.php?repname=tbaMUD&path=%2Fdoc%2FREADME.CYGWIN
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See also: CODING, DOWNLOADS
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#31
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D-DESC MEDIT-D-DESC MEDIT-EXTRA MEDIT-DESC
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@ -2757,22 +2685,24 @@ EMAILS ICQ AIM E-MAILS CONTACTS MSN AOL
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Name Email ICQ # AIM MSN
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Welcor welcor@tbamud.com 18755607
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Rumble rumble@tbamud.com 4822010 admwint wintersn
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Shamra shamra@tbamud.com BlackdemonRahl
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Welcor welcor@*tbamud.com 18755607
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Rumble rumble@*tbamud.com 4822010 admwint wintersn
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Shamra shamra@*tbamud.com BlackdemonRahl
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Amber amber@tbamud.com
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Detta detta@tbamud.com
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Elaseth elaseth@tbamud.com ParaVox3
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Elorien elorien@tbamud.com
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Ferret ferret@tbamud.com radiax01
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Fizban fizban@tbamud.com Fizban1216 fizban1216
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Fyre fyre@tbamud.com
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Heiach heiach@tbamud.com heiach heiach
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Random random@tbamud.com 219948345
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Relsqui relsqui@tbamud.com 72136407 Relsqui penguinista
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Rhade rhade@tbamud.com rhade_73
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Amber amber@*tbamud.com
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Detta detta@*tbamud.com
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Elaseth elaseth@*tbamud.com ParaVox3
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Elorien elorien@*tbamud.com
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Ferret ferret@*tbamud.com radiax01
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Fizban fizban@*tbamud.com Fizban1216 fizban1216
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Fyre fyre@*tbamud.com
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Heiach heiach@*tbamud.com heiach heiach
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Random random@*tbamud.com 219948345
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Relsqui relsqui@*tbamud.com 72136407 Relsqui penguinista
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Rhade rhade@*tbamud.com rhade_73
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Vatiken joseph.arnusch@*gmail.com
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#0
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EMOTES : EMOTIONS
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@ -2790,6 +2720,8 @@ Rhade is feeling very sad today.
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See also: SOCIALS, GEMOTE
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#0
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Empty
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#31
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ENCHANT-WEAPON ENCHANT-ARMOR
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Usage : cast 'enchant weapon' <weapon>
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@ -2966,6 +2898,39 @@ May give you some valuable information about an item or monster.
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See also: LOOK
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#0
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EXAMPLE-REPORT PROGRESS-REPORT
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As a builder on a mud it is important that you are accountable to someone.
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To prepare you for this, and to keep the Builder Academy professional, I
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request (not mandatory) a report from every builder so I can keep track of
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everyones progress and give help to those who are serious about learning to
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build. These monthly reports are due the 1st of each month. The report will
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include at a minimum the info in the example below. A simple mudmail to
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Rumble with this info is sufficient. Here is an example:
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Rumble's Building Report.
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Builder : Rumble
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Zone : 13 The Builder Academy
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Began : When you started working on the zone.
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Player Level : 30
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Rooms : 145 complete
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Mobs : 23
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Objects : 42
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Triggers : 129
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Theme : Its purpose, hack & slash, quest, rescue princess, kill ogre...
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Completion : When do you expect to finish it, how is the progress going?
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Notes : Such things as zone alignment, economy, quests, special mobs and
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objs, and anything else I should know about your zone. What
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makes it unique?
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To submit a report type @RAT POSTMASTER MAIL RUMBLE@n. Do not worry about
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making it look pretty. This is only necessary after you have completed your
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trialroom and if you have your own zone. This proposal is also a good example
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of the Zone Description Room required for all zones. By writing the report you
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can include the same information in the zone description room.
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See also: REPORT-EXAMPLE, ZONE-DESC
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#0
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EXITS
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Usage: exits
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@ -3139,6 +3104,8 @@ Gossip: Demorie pounces on Shamra, pinning him to the ground.
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Gossip: Demorie kisses Shamra passionately.
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Bulrock gossips, 'Okay okay... get a Vnum for pete's sake'
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Silvaria: Omg I love reading through these files XD
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Fade: if (GET_SEXY_NESS(Fade) > VERY)
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Fade: worship(Fade.body);
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Gossip: Fade ducks out of the way.
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@ -3653,6 +3620,18 @@ he types : "ungroup Quifael" to kick Quifael out of the group.
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See also: FOLLOW, EXPERIENCE, UNGROUP, GSAY, ASSIST, GROUPS, REPORT
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#0
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GROUP-ARMOR
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Usage : cast 'group armor'
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Accumulative: No
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Duration : 24 Hours
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Level : Cleric level 9.
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The Group Armor spell will improve the AC of everyone in your group by 20
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points or up to 10%.
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See also: AC
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#0
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GSAY GTELL
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Usage: gsay <message>
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@ -4055,7 +4034,7 @@ Lists the most powerful beings on the MUD. These are the people responsible
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for administering the system.
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See also: IMPLEMENTOR
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#31
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#1
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IMOTD
|
||||
|
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Usage: imotd
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@ -4817,6 +4796,8 @@ say You must bring it to me to complete your quest, you know.
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Creates a new variable with the name given, whose contents shall be suitable
|
||||
for referring to a character, object, or room whose id is provided.
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||||
|
||||
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Example: TSTAT 308
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#31
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MANA
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@ -5055,7 +5036,6 @@ W) Copy mob
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X) Delete Mob @RHELP MEDIT-DELETE@n
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Q) Quit
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Enter choice :
|
||||
|
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#31
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MEDIT-NPC-FLAGS MEDIT-FLAGS SPEC STAYZONE AGGRESSIVE AGGR_GOOD AGGR_NEU AGGR_EVIL STAY-ZONE STAY_ZONE SCAVENGER NPCFLAGS NPC-FLAGS MOBFLAGS MOB-FLAGS SENTINEL AWARE NOCHARM MOB-NPC NPC_FLAGS HELPER
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|
||||
|
@ -5361,20 +5341,6 @@ MOBILE-FORMATS MOB-FORMATS MOB-FILES
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|
||||
See also: MEDIT
|
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#31
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MORTAL
|
||||
|
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Usage: mortal
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|
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The mortal command is used by any non-mortal to temporarily relinquish their
|
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admin level and privileges. This is used for play-testing a zone.
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|
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While in a mortal state, all administrative powers are inaccessible, although
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you will still be able to use wiznet.
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||||
|
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To recover all your previous immortal powers, type @yreturn@n.
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||||
|
||||
See Also: RETURN
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#31
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MORTALS
|
||||
|
||||
Glad to see someone is willing to help others. Mortals are the player
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||||
|
@ -6204,6 +6170,40 @@ try them out. I have used CircEdit and the newest CWC seems to be even better.
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|
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Old editors: ftp://ftp.circlemud.org/pub/CircleMUD/contrib/olc/offline/
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#31
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OLC-COLOR IMMORTAL-COLORS GOD-COLORS OLC-COLORS
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|
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While in OLC, color is handled through the '@*' codes, but must be manually
|
||||
converted to a tab through the following means:
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> @*RRed@*n
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> /t
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||||
(All @*'s toggled into Tabs)
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> /s
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> /q
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||||
|
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Usage: @[xRGB]
|
||||
|
||||
x = [f:foreground or b:background]
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RGB = is red, green, blue
|
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Examples:
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@[f500]@*[f500] = foreground full Red
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@[f513]@*[f513] - Foreground color of Red-5, Green-1, and Blue-3@n
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@[b315]@*[b315] - Background color of Red-3, Green-1, and Blue-5@n
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All 256 Color combinations can be seen by "show colour".
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|
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Advanced Examples:
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@(HELP CLASS@) = A basic MXP link for HELP CLASS
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@[U9814/Rook] = Creates a rook icon, or display the word Rook if the player's
|
||||
client doesn't have that functionality
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@<SOUND FName="ouch.wav" V=50 L=2 P=80 T="combat" U="www.yourMUD.com/sounds/">
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||||
= Would play ouch.wav on an MXP/MSP capable client.
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||||
@<send "command1|command2|command3" hint="click to see menu|Item 1|Item 2|Item 2">this is a menu link@</SEND>
|
||||
= Sends an expandable pop-up menu, complete with mouse-over tool tip on an MXP capable client.
|
||||
|
||||
http://tbamud.com/forum/4-development/167-3-63-colour-code-faq-and-information#167
|
||||
|
||||
See also: @*, ANSI, PROMPT, TOGGLE, SHOW-COLOUR
|
||||
#0
|
||||
OLIST
|
||||
|
||||
Usage: olist <range of vnums or zone number>
|
||||
|
@ -6989,15 +6989,13 @@ charge, who they can ask for help, and who they should be wary of taking tips
|
|||
from. I encourage everyone to help each other. Just realize that if the person
|
||||
is not at least a Great God they may have relatively little experience.
|
||||
|
||||
Admin Level 1 (Immortal) Anyone who is new to TBA and is working on their trial
|
||||
Level 31 (Immortal) Anyone who is new to TBA and is working on their trial
|
||||
vnum or zone.
|
||||
Admin Level 2 (God) An experienced builder that has proven their knowledge and
|
||||
is willing to teach others. Admin Level 2 and above is
|
||||
@ considered staff.
|
||||
Admin Level 3 (Greater God) An experienced builder that has contributed
|
||||
Level 32 (God) An experienced builder that has proven their knowledge and is
|
||||
willing to teach others. Level 2 and above is considered staff.
|
||||
Level 33 (Greater God) An experienced builder that has contributed
|
||||
significantly to TBA.
|
||||
Admin Level 4 (Implementor) Welcor, Jamdog, and I (Rumble). Welcor hosts,
|
||||
Jamdog codes, I administrate.
|
||||
Level 34 (Implementor) Welcor and I (Rumble). Welcor hosts and I administrate.
|
||||
|
||||
Do not bother asking to be advanced, and if that is why you are here, you
|
||||
are wasting your time. Note, this does not mean you are not a quality builder,
|
||||
|
@ -7713,6 +7711,97 @@ The following terrains may be selected (only one):
|
|||
9 UNDERWATER Underwater requires AFF_SCUBA. 5
|
||||
|
||||
#31
|
||||
RELEASES
|
||||
|
||||
If you have any additions, corrections, ideas, or bug reports please stop by the
|
||||
Builder Academy at telnet://tbamud.com:9091 or email rumblebamud.com -- Rumble
|
||||
|
||||
CircleMUD Release History
|
||||
Originally by Jeremy Elson
|
||||
|
||||
Abstract
|
||||
|
||||
This document lists the release history of CircleMUD and at the end is the post
|
||||
to rec.games.mud.diku which originally anounced CircleMUD as a publically
|
||||
available MUD source code.
|
||||
|
||||
Release history:
|
||||
Version 3.63 release: April, 2012
|
||||
Version 3.62 release: September, 2010
|
||||
Version 3.61 release: January, 2010
|
||||
Version 3.60 release: September, 2009
|
||||
Version 3.59 release: April, 2009
|
||||
Version 3.58 release: January, 2009
|
||||
Version 3.57 release: August, 2008
|
||||
Version 3.56 release: April, 2008
|
||||
Version 3.55 release: January, 2008
|
||||
Version 3.54 release: December, 2007
|
||||
Version 3.53 release: July, 2007
|
||||
Version 3.52 release: April, 2007
|
||||
Version 3.51 release: February, 2007
|
||||
Version 3.5 release: December, 2006
|
||||
Version 3.1 (yes, no beta pl): November 18, 2002
|
||||
Version 3.00 beta pl22 release: October 4, 2002
|
||||
Version 3.00 beta pl21 release: April 15, 2002
|
||||
Version 3.00 beta pl20 release: January 15, 2002
|
||||
Version 3.00 beta pl19 release: August 14, 2001
|
||||
Version 3.00 beta pl18 release: March 18, 2001
|
||||
Version 3.00 beta pl17 release: January 23, 2000
|
||||
Version 3.00 beta pl16 release: August 30, 1999
|
||||
Version 3.00 beta pl15 release: March 16, 1999
|
||||
Version 3.00 beta pl14 release: July 3, 1998
|
||||
Version 3.00 beta pl13a release: June 4, 1998
|
||||
Version 3.00 beta pl13 release: June 1, 1998
|
||||
Version 3.00 beta pl12 release: October 29, 1997
|
||||
Version 3.00 beta pl11 release: April 14, 1996
|
||||
Version 3.00 beta pl10 release: March 11, 1996
|
||||
Version 3.00 beta pl9 release: February 6, 1996
|
||||
Version 3.00 beta pl8 release: May 23, 1995
|
||||
Version 3.00 beta pl7 release: March 9, 1995
|
||||
Version 3.00 beta pl6 release: March 6, 1995
|
||||
Version 3.00 beta pl5 release: February 23, 1995
|
||||
Version 3.00 beta pl4 release: September 28, 1994
|
||||
Version 3.00 beta pl1-3, internal releases for beta-testers.
|
||||
Version 3.00 alpha: Ran on net for testing. Code not released.
|
||||
Version 2.20 release: November 17, 1993
|
||||
Version 2.11 release: September 19, 1993
|
||||
Version 2.10 release: September 1, 1993
|
||||
Version 2.02 release: Late August 1993
|
||||
Version 2.01 release: Early August 1993
|
||||
Version 2.00 release: July 16, 1993 (Initial public release)
|
||||
|
||||
The CircleMUD ?press release? is included below, in case you haven?t seen it
|
||||
and want to.
|
||||
|
||||
Wake the kids and find the dog, because it?s the FTP release of
|
||||
|
||||
CIRCLEMUD 2.0
|
||||
|
||||
That?s right --CircleMUD 2.0 is done and is now available for anonymous FTP
|
||||
at ftp.cs.jhu.edu!
|
||||
|
||||
CircleMUD is highly developed from the programming side, but highly UNdeveloped
|
||||
on the game-playing side. So, if you?re looking for a huge MUD with billions
|
||||
of spells, skills, classes, races, and areas, Circle will probably disappoint
|
||||
you severely. Circle still has only the 4 original Diku classes, the original
|
||||
spells, the original skills, and about a dozen areas.
|
||||
|
||||
On the other hand, if you?re looking for a highly stable, well-developed,
|
||||
well-organized "blank slate" MUD on which you can put your OWN ideas for
|
||||
spells, skills, classes, and areas, then Circle might be just what you?re
|
||||
looking for.
|
||||
|
||||
"Multi-user WHAT?" --My Mom
|
||||
Give it a try --what do you have to lose other than your GPA/job, friends,
|
||||
and life?
|
||||
|
||||
Good luck, and happy Mudding,
|
||||
|
||||
Jeremy Elson aka Ras
|
||||
|
||||
Circle and tbaMUD?s complete source code and areas are available at
|
||||
http://www.tbamud.com.
|
||||
#0
|
||||
RELOAD
|
||||
|
||||
Usage: reload < '*' | all | file >
|
||||
|
@ -7847,39 +7936,6 @@ everyone in your group know the condition you are in.
|
|||
|
||||
See Also: FOLLOW, GROUP, UNGROUP, GSAY, ASSIST, SPLIT
|
||||
#0
|
||||
REPORT PROGRESS-REPORT
|
||||
|
||||
As a builder on a mud it is important that you are accountable to someone.
|
||||
To prepare you for this, and to keep the Builder Academy professional, I
|
||||
request (not mandatory) a report from every builder so I can keep track of
|
||||
everyones progress and give help to those who are serious about learning to
|
||||
build. These monthly reports are due the 1st of each month. The report will
|
||||
include at a minimum the info in the example below. A simple mudmail to
|
||||
Rumble with this info is sufficient. Here is an example:
|
||||
|
||||
Rumble's Building Report.
|
||||
Builder : Rumble
|
||||
Zone : 13 The Builder Academy
|
||||
Began : When you started working on the zone.
|
||||
Player Level : 30
|
||||
Rooms : 145 complete
|
||||
Mobs : 23
|
||||
Objects : 42
|
||||
Triggers : 129
|
||||
Theme : Its purpose, hack & slash, quest, rescue princess, kill ogre...
|
||||
Completion : When do you expect to finish it, how is the progress going?
|
||||
Notes : Such things as zone alignment, economy, quests, special mobs and
|
||||
objs, and anything else I should know about your zone. What
|
||||
makes it unique?
|
||||
|
||||
To submit a report type @RAT POSTMASTER MAIL RUMBLE@n. Do not worry about
|
||||
making it look pretty. This is only necessary after you have completed your
|
||||
trialroom and if you have your own zone. This proposal is also a good example
|
||||
of the Zone Description Room required for all zones. By writing the report you
|
||||
can include the same information in the zone description room.
|
||||
|
||||
See also: REPORT-EXAMPLE, ZONE-DESC
|
||||
#0
|
||||
REPORT-EXAMPLE
|
||||
|
||||
The following is Justo's monthly builder's report update. These are not required,
|
||||
|
@ -8427,16 +8483,7 @@ See also: HIDE
|
|||
SERVERS FREE-SERVERS HOSTINGS FREE-HOSTS
|
||||
|
||||
http://amber.org.uk
|
||||
http://www.slayn.net/web/
|
||||
http://isunlimited.net
|
||||
http://kaaomud.net
|
||||
http://moocowpenguin.net
|
||||
http://www.bylur.net/free/#3110
|
||||
http://xnixhosting.homeunix.org -- Contact Reaplo
|
||||
http://www.planetmud.net/
|
||||
www.evileyehosting.com
|
||||
www.frostmud.com
|
||||
http://www.bylur.net/free/#3110
|
||||
|
||||
If you have any additions or deletions please mudmail rumble.
|
||||
|
||||
|
@ -8595,7 +8642,7 @@ Usage: show houses - Display a list of all houses
|
|||
|
||||
See Also; SHOW
|
||||
#31
|
||||
SHOW-SHOPS SHOW-ZONES SHOWZONES SHOWSHOPS ZSTAT SHOW->ZONES
|
||||
SHOW-SHOPS SHOW-ZONES SHOWZONES SHOWSHOPS ZSTAT SHOW->ZONES SHOW-COLOUR SHOW-COLOR
|
||||
|
||||
Usage: show <mode> [argument]
|
||||
|
||||
|
@ -8619,6 +8666,7 @@ stats Shows game status information including players in game, mobs etc.
|
|||
houses Shows the houses that are currently defined.
|
||||
errors Shows errant rooms.
|
||||
snoop Shows all people currently snooping.
|
||||
colour Shows all 256 colors
|
||||
|
||||
Examples:
|
||||
show zone
|
||||
|
@ -9011,7 +9059,7 @@ STAFF DUTY DUTIES STAFF-DUTIES TBA-STAFF-DUTIES TBASTAFF
|
|||
|
||||
1. Have them fill out the application at: @Chttp://tbamud.com/@n
|
||||
They must submit the application before being advanced.
|
||||
2. Advance them to Immortal. <advance Rumble admin 1>
|
||||
2. Advance them to Immortal. <advance Rumble 31>
|
||||
3. Transfer or teleport them to 3, Socrates will greet them with instructions.
|
||||
4. Tell them to read through the entire zone and follow its instructions.
|
||||
Remind them that if they get confused they can ask for help over wiznet.
|
||||
|
@ -9493,7 +9541,7 @@ road.
|
|||
the room a name to go by. For example, 'By a Patch of Daisies' if daisies
|
||||
are the most prominent thing or a name such as 'The Green Room'. Try not to
|
||||
describe the title in the description of the room as the only item in the
|
||||
room. In some cases, if the room has a name, try not redescribe the title
|
||||
room. In some cases, if the room has a name, try not to redescribe the title
|
||||
with the same words. For example, if the room title is 'By a Patch of
|
||||
Daisies' there really is little need to add the daisies to the room desc.
|
||||
It is acceptable to do so, but be descriptive in these instances instead
|
||||
|
@ -9563,10 +9611,11 @@ road.
|
|||
SUBVERSION SVN
|
||||
|
||||
To checkout the latest version:
|
||||
svn checkout http://tbamud.com/svn/circlemud/circlemud tbamud
|
||||
svn checkout http://tbamud.com/svn/circlemud tbamud
|
||||
|
||||
Full details: http://tbamud.com/forum/2-general/21-subversion-basics-svn
|
||||
|
||||
SVN Redbook: http://svnbook.red-bean.com/en/1.6/svn-book.html
|
||||
#0
|
||||
SUGGESTIONS
|
||||
|
||||
|
@ -9588,7 +9637,7 @@ do not ask for much from builders, I let them build anything they want, if
|
|||
there is something special they want that is not in the code we will put it in
|
||||
(as long as it is reasonable of course) I don't ask for long hours and I don't
|
||||
sit looking over anyone's shoulders, I don't even require a builder to have
|
||||
experience, I am more then willing to teach someone, what I am unwilling to do
|
||||
experience, I am more than willing to teach someone, what I am unwilling to do
|
||||
is let someone take advantage of me or my MUD which is mostly what I find
|
||||
happening with newbie builders. I know I am rambling and I assure you I do
|
||||
have a point and here it is: *drum roll please*
|
||||
|
@ -9755,15 +9804,20 @@ Theme: Teaching Builders and tbaMUD Codebase Development
|
|||
http://www.tbamud.com/
|
||||
telnet://tbamud.com:9091
|
||||
|
||||
The Builder Acamady (TBA) was created in October of 2000 on the MUD Cruel World. It began with a combination of my own MUDding experience and the work of numerous others from the MUDding community into an extensive tutorial zone, help files, and examples.
|
||||
The Builder Acamady (TBA) was created in October of 2000 on the MUD Cruel World. It began with a combination of my own MUDding experience and the work of numerous others from the MUDding community into an extensive tutorial zone, help files, and examples
|
||||
|
||||
TBA now has two main missions. It originally was meant to be a training MUD open to anyone willing to learn or teach how to create your own text-based World. 1,000's of builder's have gone through our training and many MUDs require new builders to complete training at TBA before they can apply to their MUD. TBA's other mission is the development of the codebase formerly known as CircleMUD. Due to CircleMUD's stagnation TBA staff decided to release our codebase under the name tbaMUD and we have been updating it tirelessly for over 10 years.
|
||||
|
||||
TBA now has two main missions. It originally was meant to be a training MUD open to anyone willing to learn or teach how to create your own text-based World. 1,000's of builder's have gone through our training and many MUDs require new builders to comple
|
||||
e training at TBA before they can apply to their MUD. TBA's other mission is the development of the codebase formerly known as CircleMUD. Due to CircleMUD's stagnation TBA staff decided to release our codebase under the name tbaMUD and we have been updat
|
||||
ng it tirelessly for over 10 years.
|
||||
|
||||
TBA is a low stress, no deadline, training environment where anyone with motivation can work at their own pace to learn as much or as little as they wish. Numerous people are available to answer questions and give advice.
|
||||
|
||||
1000's of builders served and counting.
|
||||
|
||||
The most challenging aspect of running a MUD is finding good builders. You will hear this from the admin of every MUD that has ever been. In the past it has always been up to each individual MUD to find and usually train their own builders. This works, but I think the MUDing community can come up with something better. That is why we created The Builder's Academy. No pressure, no deadline, just come and learn or help teach. Give something back to the community we have all taken so much from. TBA is a MUDing community resource, please submit any lessons learned or building tips and tricks so we can improve our codebase and training.
|
||||
The most challenging aspect of running a MUD is finding good builders. You will hear this from the admin of every MUD that has ever been. In the past it has always been up to each individual MUD to find and usually train their own builders. This works, b
|
||||
t I think the MUDing community can come up with something better. That is why we created The Builder's Academy. No pressure, no deadline, just come and learn or help teach. Give something back to the community we have all taken so much from. TBA is a MUD
|
||||
ng community resource, please submit any lessons learned or building tips and tricks so we can improve our codebase and training.
|
||||
|
||||
TBA can also be used by other MUDs as a builder's port. Just send us your newbie builders. We will teach them and then you can have them back with the zones they built.
|
||||
|
||||
|
@ -9798,15 +9852,20 @@ TBAMUD PROJECT BACKGROUND STORY HISTORY INTRODUCTION ACADEMY COMMUNITY OVERVIEW
|
|||
TBA stands for The Builder Academy.
|
||||
@RGOTO 3@n to enter the Builder Academy tutorial.
|
||||
|
||||
The Builder Acamady (TBA) was created in October of 2000 on the MUD Cruel World. It began with a combination of my own MUDding experience and the work of numerous others from the MUDding community into an extensive tutorial zone, help files, and examples.
|
||||
The Builder Acamady (TBA) was created in October of 2000 on the MUD Cruel World. It began with a combination of my own MUDding experience and the work of numerous others from the MUDding community into an extensive tutorial zone, help files, and examples
|
||||
|
||||
TBA now has two main missions. It originally was meant to be a training MUD open to anyone willing to learn or teach how to create your own text-based World. 1,000's of builder's have gone through our training and many MUDs require new builders to complete training at TBA before they can apply to their MUD. TBA's other mission is the development of the codebase formerly known as CircleMUD. Due to CircleMUD's stagnation TBA staff decided to release our codebase under the name tbaMUD and we have been updating it tirelessly for over 10 years.
|
||||
|
||||
TBA now has two main missions. It originally was meant to be a training MUD open to anyone willing to learn or teach how to create your own text-based World. 1,000's of builder's have gone through our training and many MUDs require new builders to comple
|
||||
e training at TBA before they can apply to their MUD. TBA's other mission is the development of the codebase formerly known as CircleMUD. Due to CircleMUD's stagnation TBA staff decided to release our codebase under the name tbaMUD and we have been updat
|
||||
ng it tirelessly for over 10 years.
|
||||
|
||||
TBA is a low stress, no deadline, training environment where anyone with motivation can work at their own pace to learn as much or as little as they wish. Numerous people are available to answer questions and give advice.
|
||||
|
||||
1000's of builders served and counting.
|
||||
|
||||
The most challenging aspect of running a MUD is finding good builders. You will hear this from the admin of every MUD that has ever been. In the past it has always been up to each individual MUD to find and usually train their own builders. This works, but I think the MUDing community can come up with something better. That is why we created The Builder's Academy. No pressure, no deadline, just come and learn or help teach. Give something back to the community we have all taken so much from. TBA is a MUDing community resource, please submit any lessons learned or building tips and tricks so we can improve our codebase and training.
|
||||
The most challenging aspect of running a MUD is finding good builders. You will hear this from the admin of every MUD that has ever been. In the past it has always been up to each individual MUD to find and usually train their own builders. This works, b
|
||||
t I think the MUDing community can come up with something better. That is why we created The Builder's Academy. No pressure, no deadline, just come and learn or help teach. Give something back to the community we have all taken so much from. TBA is a MUD
|
||||
ng community resource, please submit any lessons learned or building tips and tricks so we can improve our codebase and training.
|
||||
|
||||
TBA can also be used by other MUDs as a builder's port. Just send us your newbie builders. We will teach them and then you can have them back with the zones they built.
|
||||
|
||||
|
@ -12335,6 +12394,13 @@ Room example: @RTSTAT 24, 2201@n
|
|||
Obj example: @RTSTAT 23@n
|
||||
Mob example: @RTSTAT 11858@n
|
||||
#31
|
||||
WHIRLWIND
|
||||
|
||||
Whirlwind is a warrior skill available at level 16. It is a melee multi-target
|
||||
damage attack.
|
||||
|
||||
See also: KICK, RESCUE, BASH
|
||||
#0
|
||||
WHO WHOINVIS
|
||||
|
||||
Usage: who [minlev[-maxlev]] [-n name] [-c classlist] [-k] [-l] [-n] [-q] [-r] [-s] [-z]
|
||||
|
@ -12429,15 +12495,15 @@ Usage: wizhelp <name>
|
|||
Gives a list of the special commands available to you or the name you provide.
|
||||
Disabled commands will be gray.
|
||||
|
||||
Admin Level 4 (Implementor):
|
||||
admin cedit changelog export reload shutdow
|
||||
shutdown wizlock
|
||||
Level 34 (Implementor):
|
||||
cedit changelog export reload shutdow shutdown
|
||||
wizlock
|
||||
|
||||
Admin Level 3 (Great God):
|
||||
Level 33 (Great God):
|
||||
ban copyover freeze hcontrol reroll skillset
|
||||
thaw unban wizupdate
|
||||
|
||||
Admin Level 2 (God):
|
||||
Level 32 (God):
|
||||
advance aedit checkload dc file force
|
||||
gecho hedit helpcheck hsedit last links
|
||||
mcopy mute notitle ocopy pardon plist
|
||||
|
@ -12445,8 +12511,8 @@ qecho rcopy restore scopy send snoop
|
|||
switch tcopy tedit transfer unaffect uptime
|
||||
users zlock zunlock
|
||||
|
||||
Admin Level 1 (Immortal):
|
||||
; at attach buildwalk cmdinfo date
|
||||
Level 31 (Immortal):
|
||||
; at attach buildwalk date
|
||||
detach dig echo handbook holylight imotd
|
||||
invis load medit mlist nohassle nowiz
|
||||
oedit olc olist peace purge qedit
|
||||
|
@ -12456,7 +12522,6 @@ tlist trigedit tstat vdelete vnum vstat
|
|||
wiznet wizhelp zcheck zedit zlist zpurge
|
||||
zreset
|
||||
|
||||
@
|
||||
@RHELP <any of the above commands>@n
|
||||
#31
|
||||
WIZLOCK
|
||||
|
@ -12726,7 +12791,7 @@ ZEDIT-CREATE ZEDIT-CREATION ZONE-CREATE ZONE-CREATION ZCREATE CREATE-ZONE
|
|||
|
||||
Usage: zedit new <new zone number> <bottom of zone> <top of zone>
|
||||
|
||||
@Only Implementors can create new zones. Zones can be any size but must
|
||||
@OOnly Implementors can create new zones. Zones can be any size but must
|
||||
consist of consecutive vnums. tbaMUD supports 0-655 zones. That means vnums
|
||||
0 -> 65500. So to create zone 350 you would type: zedit new 350 35000 35099
|
||||
for a 100 vnum zone. Which I find the easiest to manage. But, in reality you
|
||||
|
@ -12742,8 +12807,29 @@ Examples:
|
|||
|
||||
Max zone number is 655. Max vnum is 65534. 65535 is reserved for corpses.
|
||||
|
||||
See Also: ZEDIT, ZEDIT-NEW
|
||||
See Also: ZEDIT, ZEDIT-NEW, ZEDIT-DELETE
|
||||
#31
|
||||
ZEDIT-DELETE
|
||||
|
||||
To remove a single zone you will need server access and then remove
|
||||
the references to the zone in the World directory index files. For
|
||||
example if I want to remove zone 123 I edit the following files and
|
||||
remove the line 123.<file type>:
|
||||
lib/world/zon/index --Remove line of text 123.zon
|
||||
lib/world/wld/index --Remove line of text 123.wld
|
||||
lib/world/mob/index --Remove line of text 123.mob
|
||||
lib/world/obj/index --Remove line of text 123.obj
|
||||
lib/world/trg/index --Remove line of text 123.trg
|
||||
lib/world/shp/index --Remove line of text 123.shp
|
||||
lib/world/qst/index --Remove line of text 123.qst
|
||||
One done reboot to reload the World files
|
||||
You may not have index references to all of the above files.
|
||||
One last note of caution if you delete a zone reference that is used
|
||||
in the code for say mortal loadroom the MUD will not boot. So make
|
||||
sure that zone is not used anywhere in the code.
|
||||
|
||||
See Also: ZEDIT-CREATE
|
||||
#0
|
||||
ZEDIT-EQUIP
|
||||
|
||||
Choosing this option brings up the menu:
|
||||
|
@ -12879,7 +12965,7 @@ T) Assign a trigger (Advanced builders only)
|
|||
V) Set a global variable (Advanced builders only)
|
||||
Set a global variable to be used by triggers. @RHELP GLOBAL@n.
|
||||
|
||||
See also: ZEDIT-EQUIP, MAXLOAD, ZRESET
|
||||
See also: ZEDIT-CREATE, ZEDIT-EQUIP, MAXLOAD, ZRESET
|
||||
#31
|
||||
ZEDIT-RESETS RESET-MODES
|
||||
|
||||
|
@ -12991,7 +13077,7 @@ make sure that you list them there. For examples goto the following rooms:
|
|||
8600, 10600, 20000. Add anything to this room that you think would make it
|
||||
easier to administer the zone on a MUD.
|
||||
|
||||
See also: REPORT, PLANNING, PROPOSAL
|
||||
See also: EXAMPLE-REPORT, PLANNING, PROPOSAL
|
||||
|
||||
#31
|
||||
ZONE-FORMATS ZON-FILES
|
||||
|
|
|
@ -131,6 +131,7 @@ the inspection of the entrails of sacrificial animals.
|
|||
200 40000
|
||||
8 8 2
|
||||
E
|
||||
T 222
|
||||
#209
|
||||
bob midget dwarf achondroplastic~
|
||||
Bob, the achondroplastic dwarf~
|
||||
|
|
|
@ -366,7 +366,7 @@ A zombie queen sniffs in disdain at you.
|
|||
BareHandAttack: 8
|
||||
E
|
||||
#2226
|
||||
guard~
|
||||
dungeon guard~
|
||||
a dungeon guard~
|
||||
A dungeon guard stands his watch vigilantly.
|
||||
~
|
||||
|
|
|
@ -12,7 +12,7 @@ A large fish swims here.
|
|||
BareHandAttack: 4
|
||||
E
|
||||
#23833
|
||||
swordfish~
|
||||
swordfish fish~
|
||||
a large swordfish~
|
||||
A large swordfish swims here.
|
||||
~
|
||||
|
|
|
@ -13,7 +13,7 @@ oozes off him. Get him!
|
|||
8 8 1
|
||||
E
|
||||
#29601
|
||||
alarm car banshee spirit~
|
||||
alarm car banshee spirit guard~
|
||||
the Car Alarm~
|
||||
An odd spirit guards an expensive-looking wagon here.
|
||||
~
|
||||
|
|
|
@ -29,4 +29,16 @@ face with slanted blue eyes. She is striking in her beauty and grace.
|
|||
8 8 2
|
||||
E
|
||||
T 305
|
||||
#302
|
||||
mob unfinished~
|
||||
the unfinished mob~
|
||||
An unfinished mob stands here.
|
||||
~
|
||||
It looks unfinished.
|
||||
~
|
||||
8 0 0 0 0 0 0 0 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
10 100
|
||||
8 8 0
|
||||
E
|
||||
$
|
||||
|
|
|
@ -31,6 +31,10 @@ The email listing of the gods is pinned against the wall.~
|
|||
0 0 0 0
|
||||
1 1 0 30 0
|
||||
E
|
||||
emails listing~
|
||||
HELP CONTACT
|
||||
~
|
||||
E
|
||||
wizlist~
|
||||
Implementors
|
||||
~~~~~~~~~~~
|
||||
|
@ -47,10 +51,6 @@ wizlist~
|
|||
Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor
|
||||
Theophilus Tocamat Torpidai Treestump Tuskony Zizazat
|
||||
~
|
||||
E
|
||||
emails listing~
|
||||
HELP CONTACT
|
||||
~
|
||||
#5
|
||||
foraged berries~
|
||||
some foraged berries~
|
||||
|
@ -1212,7 +1212,6 @@ A bright orange plastic bracelet was left here.~
|
|||
12 0 0 0 0 m 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
1 1 0 0 0
|
||||
T 195
|
||||
E
|
||||
idleout timer stayalive bracelet~
|
||||
The bracelet is made of a garish orange plastic with the letters STAYALIVE
|
||||
|
|
|
@ -5,7 +5,7 @@ An old rusted sword that barely looks usable is lying here.~
|
|||
~
|
||||
5 mn 0 0 0 an 0 0 0 0 0 0 0
|
||||
6 3 5 3
|
||||
4 300 30 20
|
||||
4 300 30 20 0
|
||||
E
|
||||
scimitar sword~
|
||||
A saber having a curved blade with the edge on the convex side is pitted and
|
||||
|
@ -18,7 +18,7 @@ A dark chainmail shirt covered in grime was left here.~
|
|||
~
|
||||
9 g 0 0 0 ad 0 0 0 0 0 0 0
|
||||
7 0 0 0
|
||||
11 825 82 21
|
||||
11 825 82 21 0
|
||||
E
|
||||
chainmail black dark~
|
||||
Bits of rotted clothing, and possibly even flesh are caught in between the
|
||||
|
@ -34,7 +34,7 @@ A ferret skin is lying here.~
|
|||
~
|
||||
9 p 0 0 0 ac 0 0 0 0 0 0 0
|
||||
1 0 0 0
|
||||
2 400 50 0
|
||||
2 400 50 0 0
|
||||
E
|
||||
ferret pelt skin~
|
||||
The hide has been well-tanned and the fur is very soft and supple. An
|
||||
|
@ -49,7 +49,7 @@ A heart lying on the floor is still beating.~
|
|||
~
|
||||
12 agjl 0 0 0 ao 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
2 1000 500 0
|
||||
2 1000 500 0 0
|
||||
E
|
||||
heart vampire~
|
||||
The heart still beats with some strange life of its own. Small spurts of
|
||||
|
@ -66,7 +66,7 @@ A pair of gloves made of fine fur lay here.~
|
|||
~
|
||||
9 gjp 0 0 0 ah 0 0 0 0 0 0 0
|
||||
3 0 0 0
|
||||
2 200 25 0
|
||||
2 200 25 0 0
|
||||
E
|
||||
fur gloves ferret~
|
||||
The gloves are small and well-made. The stitching is almost impercebtible
|
||||
|
@ -82,7 +82,7 @@ A pair of black velvet gloves are lying here.~
|
|||
~
|
||||
9 op 0 0 0 ah 0 0 0 0 0 0 0
|
||||
2 0 0 0
|
||||
2 500 50 5
|
||||
2 500 50 5 0
|
||||
E
|
||||
animators gloves~
|
||||
The gloves seem to have some form of magical quality. They are hard to
|
||||
|
@ -99,7 +99,7 @@ A finely crafted stiletto is lying on the ground.~
|
|||
~
|
||||
5 an 0 0 0 ano 0 0 0 0 0 0 0
|
||||
5 4 2 11
|
||||
5 500 55 21
|
||||
5 500 55 21 0
|
||||
E
|
||||
stiletto~
|
||||
It is a slender dagger with a blade thick in proportion to its breadth.
|
||||
|
@ -115,7 +115,7 @@ A smelly and stained corset was discarded here.~
|
|||
~
|
||||
9 jp 0 0 0 ad 0 0 0 0 0 0 0
|
||||
4 0 0 0
|
||||
10 100 10 0
|
||||
10 100 10 0 0
|
||||
E
|
||||
corset~
|
||||
It is a woman's close-fitting boned supporting undergarment that is often
|
||||
|
@ -129,7 +129,7 @@ An old sword was left here.~
|
|||
~
|
||||
5 n 0 0 0 an 0 0 0 0 0 0 0
|
||||
3 2 8 14
|
||||
4 300 30 12
|
||||
4 300 30 12 0
|
||||
E
|
||||
sword~
|
||||
It is a weapon with a long blade for cutting or thrusting that is often used
|
||||
|
@ -146,7 +146,7 @@ A pair of old leather boots lie here.~
|
|||
~
|
||||
9 j 0 0 0 ag 0 0 0 0 0 0 0
|
||||
3 0 0 0
|
||||
4 240 30 4
|
||||
4 240 30 4 0
|
||||
E
|
||||
leather boots~
|
||||
These boots are rotted and slowly falling apart from age. The stitching has
|
||||
|
@ -161,7 +161,7 @@ An old dented helm is lying here, with a head still in it.~
|
|||
~
|
||||
9 j 0 0 0 ae 0 0 0 0 0 0 0
|
||||
5 0 0 0
|
||||
2 40 4 3
|
||||
2 40 4 3 0
|
||||
E
|
||||
helm~
|
||||
The remains of someone's brains is splattered into the top of the helm.
|
||||
|
@ -174,7 +174,7 @@ A grey robe with two lightning bolts crossed on the chest is hanging here.~
|
|||
~
|
||||
9 k 0 0 0 ak 0 0 0 0 0 0 0
|
||||
2 0 0 0
|
||||
7 7 0 0
|
||||
7 7 0 0 0
|
||||
E
|
||||
robe~
|
||||
A pair of crossed lightning bolts are emblazoned on the front of this fine
|
||||
|
@ -190,7 +190,7 @@ A finely crafted sword with lightning bolts engraved on the handle lies here.~
|
|||
~
|
||||
5 kmn 0 0 0 an 0 0 0 0 0 0 0
|
||||
6 3 9 3
|
||||
10 900 300 30
|
||||
10 900 300 30 0
|
||||
E
|
||||
masters sword~
|
||||
The quality of this blade mesmerizes you, as does the finely emblazoned
|
||||
|
@ -208,7 +208,7 @@ A pair of brass knuckles are lying here.~
|
|||
~
|
||||
9 gj 0 0 0 ah 0 0 0 0 0 0 0
|
||||
2 0 0 0
|
||||
2 240 24 3
|
||||
2 240 24 3 0
|
||||
E
|
||||
brass knuckles~
|
||||
The knuckles are roughly made, pitted and even cracked in one place were the
|
||||
|
@ -224,9 +224,9 @@ flames~
|
|||
some flames~
|
||||
Flames flicker across the floor, burning everything in their path.~
|
||||
~
|
||||
14 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
12 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
flames~
|
||||
They dance across the floor, ceiling, and walls. Just waiting for an
|
||||
|
@ -239,7 +239,7 @@ a half-eaten cadaver~
|
|||
~
|
||||
15 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
cadaver hidden~
|
||||
The stench permeates you and all your clothing as you examine it closer.
|
||||
|
@ -253,7 +253,7 @@ A beatiful ring with a large emerald set in it's face.~
|
|||
~
|
||||
12 g 0 0 0 ab 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
1 30 3 10
|
||||
1 30 3 10 0
|
||||
E
|
||||
emerald ring~
|
||||
This gold ring has been set with a large green emerald, princess cut.
|
||||
|
@ -267,7 +267,7 @@ A candle lies here~
|
|||
~
|
||||
1 0 0 0 0 ao 0 0 0 0 0 0 0
|
||||
0 0 50 0
|
||||
3 3 0 0
|
||||
3 3 0 0 0
|
||||
E
|
||||
flickering candle~
|
||||
A little stub of candle is all that is left.
|
||||
|
@ -281,7 +281,7 @@ Some steel leg plates are in need of some legs to protect.~
|
|||
~
|
||||
9 0 0 0 0 af 0 0 0 0 0 0 0
|
||||
8 0 0 0
|
||||
4 300 30 20
|
||||
4 300 30 20 0
|
||||
E
|
||||
steel leg plates~
|
||||
Made from a dull hard metal, these plates are surprisingly light for their
|
||||
|
@ -294,7 +294,7 @@ Some steel arm plates have been abandoned.~
|
|||
~
|
||||
9 0 0 0 0 ai 0 0 0 0 0 0 0
|
||||
8 0 0 0
|
||||
5 375 37 20
|
||||
5 375 37 20 0
|
||||
E
|
||||
steel arm plates~
|
||||
The plates are made from a durable and light alloy that appears to be steel.
|
||||
|
@ -307,7 +307,7 @@ A blackened shield is propped up here, waiting to be carried into battle.~
|
|||
~
|
||||
9 0 0 0 0 aj 0 0 0 0 0 0 0
|
||||
8 0 0 0
|
||||
10 750 75 20
|
||||
10 750 75 20 0
|
||||
E
|
||||
blackened shield~
|
||||
The shield was once made of a fine wood, but has now been hardened and burnt
|
||||
|
@ -320,7 +320,7 @@ Some twine that has been braided into a belt.~
|
|||
~
|
||||
9 0 0 0 0 al 0 0 0 0 0 0 0
|
||||
4 0 0 0
|
||||
2 10 1 0
|
||||
2 10 1 0 0
|
||||
E
|
||||
twine~
|
||||
This loosely braided piece of twine has been made into a belt, a poor one,
|
||||
|
@ -333,7 +333,7 @@ A leather wristguard lies in the dirt.~
|
|||
~
|
||||
9 0 0 0 0 am 0 0 0 0 0 0 0
|
||||
1 0 0 0
|
||||
3 30 3 0
|
||||
3 30 3 0 0
|
||||
E
|
||||
leather wristguard~
|
||||
The wristguard has been heavily oiled and is extremely flexible and
|
||||
|
|
|
@ -119,7 +119,7 @@ A
|
|||
A
|
||||
13 -10
|
||||
#23833
|
||||
sword~
|
||||
swordfish nose~
|
||||
a swordfish's nose~
|
||||
A large sword made from the nose of a swordfish lies here.~
|
||||
~
|
||||
|
@ -144,7 +144,7 @@ a light potion~
|
|||
A small light potion lies here.~
|
||||
~
|
||||
10 a 0 0 0 a 0 0 0 0 0 0 0
|
||||
12 -1 -1 -1
|
||||
20 28 -1 -1
|
||||
2 500 0 0 0
|
||||
#23840
|
||||
torch~
|
||||
|
@ -155,14 +155,14 @@ A small torch sputters on the wall casting a flickering light.~
|
|||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
stone~
|
||||
Upon further inspection you notice that the torch is pullable.
|
||||
~
|
||||
E
|
||||
torch~
|
||||
A small light torch is here sticking out of the wall surrounded by loose
|
||||
stones.
|
||||
~
|
||||
E
|
||||
stone~
|
||||
Upon further inspection you notice that the torch is pullable.
|
||||
~
|
||||
#23841
|
||||
bone necklace~
|
||||
a bone necklace~
|
||||
|
@ -193,7 +193,7 @@ A large box stands upright here.~
|
|||
T 23843
|
||||
E
|
||||
box~
|
||||
You notice that this box is in excelent condition.
|
||||
You notice that this box is in excellent condition.
|
||||
~
|
||||
#23844
|
||||
coin~
|
||||
|
@ -283,14 +283,14 @@ A large emerald covered fountain sits here, looking refreshing.~
|
|||
0 0 0 0 0
|
||||
T 23855
|
||||
E
|
||||
water~
|
||||
You notice that there is a small portal on the bottom of the fountain.
|
||||
~
|
||||
E
|
||||
fountain~
|
||||
Looking closer at the fountain you notice that the bottom is very deep and
|
||||
there is something sparkling in the water.
|
||||
~
|
||||
E
|
||||
water~
|
||||
You notice that there is a small portal on the bottom of the fountain.
|
||||
~
|
||||
#23860
|
||||
key~
|
||||
a titanium key~
|
||||
|
|
|
@ -202,7 +202,7 @@ minotaur horns~
|
|||
SOB. These horns are prized in some areas and will fetch a good price.
|
||||
~
|
||||
#24016
|
||||
nosering~
|
||||
gold nosering ring~
|
||||
a minotaur's nosering~
|
||||
A gold nosering is covered in dust.~
|
||||
~
|
||||
|
@ -218,7 +218,7 @@ experienced guildsman is allowed to wear them.
|
|||
A
|
||||
19 2
|
||||
#24017
|
||||
quarterstaff oak~
|
||||
staff oak quarterstaff~
|
||||
an oak quarterstaff~
|
||||
A large oak quarterstaff is perfectly straight and smooth without imperfection.~
|
||||
~
|
||||
|
|
|
@ -22,7 +22,7 @@ A
|
|||
A
|
||||
19 5
|
||||
#24801
|
||||
Sword long longsword weapon~
|
||||
longsword fine sword~
|
||||
a fine Longsword~
|
||||
A shiny longsword is lying on the ground.~
|
||||
~
|
||||
|
@ -42,7 +42,7 @@ mithril elven armor chain~
|
|||
a Mithril chainmail~
|
||||
A white chainmail is lying on the ground.~
|
||||
~
|
||||
9 k 0 0 0 ado 0 0 0 0 0 0 0
|
||||
9 k 0 0 0 ad 0 0 0 0 0 0 0
|
||||
6 0 0 0
|
||||
15 1000 85 0 0
|
||||
A
|
||||
|
|
|
@ -67,7 +67,7 @@ A chest is here.~
|
|||
10 5 -1 0
|
||||
0 0 0 0 0
|
||||
#4307
|
||||
ice boots~
|
||||
ice boots melting~
|
||||
a pair of melting boots~
|
||||
A pair of melting boots lies here. ~
|
||||
~
|
||||
|
|
|
@ -266,7 +266,7 @@ a chicken~
|
|||
A chicken is lying on the ground.~
|
||||
~
|
||||
5 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
0 16 3 5
|
||||
0 1 2 2
|
||||
6 250 0 20 0
|
||||
E
|
||||
chicken~
|
||||
|
@ -746,15 +746,15 @@ A pure gold sceptre is topped with a perfect crystal orb of power.~
|
|||
10 0 0 0
|
||||
10 1000 0 30 0
|
||||
E
|
||||
sceptre~
|
||||
The second of the crown jewels, this sceptre is amazingly light, and
|
||||
amazingly powerful. It is pure gold, but topped with an orb of power.
|
||||
~
|
||||
E
|
||||
orb~
|
||||
The orb of power is transparent to the point of sightlessness. It holds
|
||||
within a vast store of power.
|
||||
~
|
||||
E
|
||||
sceptre~
|
||||
The second of the crown jewels, this sceptre is amazingly light, and
|
||||
amazingly powerful. It is pure gold, but topped with an orb of power.
|
||||
~
|
||||
A
|
||||
5 2
|
||||
A
|
||||
|
|
|
@ -116,7 +116,7 @@ coconut~
|
|||
easily feed four people.
|
||||
~
|
||||
#634
|
||||
shield~
|
||||
marble shield~
|
||||
a marble shield~
|
||||
A marble shield lies here.~
|
||||
~
|
||||
|
|
|
@ -1 +1,36 @@
|
|||
CircleMUD v3.0 Shop File~
|
||||
#24900~
|
||||
3009
|
||||
3010
|
||||
3011
|
||||
3102
|
||||
3103
|
||||
3104
|
||||
6013
|
||||
3000
|
||||
3001
|
||||
3002
|
||||
3003
|
||||
3004
|
||||
-1
|
||||
1.00
|
||||
1.00
|
||||
-1
|
||||
%s Sorry, I don't stock that item.~
|
||||
%s You don't seem to have that.~
|
||||
%s I don't trade in such items.~
|
||||
%s I can't afford that!~
|
||||
%s You are too poor!~
|
||||
%s That'll be %d coins, thanks.~
|
||||
%s I'll give you %d coins for that.~
|
||||
0
|
||||
0
|
||||
24901
|
||||
0
|
||||
24914
|
||||
-1
|
||||
0
|
||||
28
|
||||
0
|
||||
0
|
||||
$~
|
||||
|
|
|
@ -961,7 +961,7 @@ Dog Emote - 192~
|
|||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
eval number %random.4%
|
||||
set txt1 sniffs at you friendlily.
|
||||
set txt1 sniffs at you in greeting.
|
||||
set txt2 whimpers for some attention.
|
||||
set txt3 growls menacingly at your feet.
|
||||
set txt4 watches your every movement suspiciously.
|
||||
|
@ -1651,7 +1651,7 @@ set text[40] If at first you don't succeed, you are obviously not Chuck Norris
|
|||
set text[41] Geico saved 15%% by switching to Chuck Norris.
|
||||
set text[42] If you see Chuck Norris crying he will grant you a wish, if your wish is dying.
|
||||
set text[43] Pee Wee Herman got arrested for masturbating in public. The same day, Chuck Norris got an award for masturbating in public.
|
||||
set text[44] They say that lightning never strikes the same place twice. Niether does Chuck Norris. He doesn't have to.
|
||||
set text[44] They say that lightning never strikes the same place twice. Neither does Chuck Norris. He doesn't have to.
|
||||
set text[45] Water boils faster when Chuck Norris watches it.
|
||||
set text[46] Chuck Norris' cowboy boots are made from real cowboys.
|
||||
set text[47] When Chuck Norris exercises, the machine gets stronger.
|
||||
|
@ -1704,12 +1704,25 @@ eval speech %speech%
|
|||
#176
|
||||
Teleporter Recall - O82~
|
||||
1 c 7
|
||||
recall~
|
||||
re~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
if %cmd% == recall
|
||||
eval teleporter_return_room %actor.room.vnum%
|
||||
remote teleporter_return_room %actor.id%
|
||||
%send% %actor% You recall to safety.
|
||||
%echoaround% %actor% %actor.name% recalls.
|
||||
%teleport% %actor% 3001
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% appears in the room.
|
||||
elseif %cmd% == return
|
||||
%send% %actor% You return to your previous location.
|
||||
%echoaround% %actor% %actor.name% teleports out of the room.
|
||||
%teleport% %actor% %actor.teleporter_return_room%
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% appears in the room.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#177
|
||||
Kick Me Sign - O197~
|
||||
|
@ -2220,7 +2233,7 @@ Stayalive idleout bracelet - 88~
|
|||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
eval actor %self.worn_by%
|
||||
if %actor%
|
||||
%send% %actor% @n
|
||||
%send% %actor% n
|
||||
end
|
||||
~
|
||||
#196
|
||||
|
@ -2242,11 +2255,11 @@ say Good Job, you made it.
|
|||
wait 2 sec
|
||||
say Now I would suggest that you practice what you have learned.
|
||||
wait 2 sec
|
||||
say Check your title under @RWHO@n. A vnum should be listed there, if not mudmail Rumble for one.
|
||||
say Check your title under RWHO n. A vnum should be listed there, if not mudmail Rumble for one.
|
||||
wait 2 sec
|
||||
say Just type @RGOTO VNUM@n and type redit to modify your room.
|
||||
say Just type RGOTO VNUM n and type redit to modify your room.
|
||||
wait 2 sec
|
||||
say Once you complete your room come back to these hallways by typing @RGOTO 3@n.
|
||||
say Once you complete your room come back to these hallways by typing RGOTO 3 n.
|
||||
wait 3 sec
|
||||
beam %actor.name%
|
||||
~
|
||||
|
@ -2255,7 +2268,7 @@ TBA Give Suggestions - 21~
|
|||
0 g 100
|
||||
~
|
||||
wait 2 sec
|
||||
say The best advice for new builders is under @RHELP SUGGESTIONS@n.
|
||||
say The best advice for new builders is under RHELP SUGGESTIONS n.
|
||||
~
|
||||
#199
|
||||
TBA Welcome - 18~
|
||||
|
@ -2273,7 +2286,7 @@ if %actor.level% <= 1
|
|||
wait 2 sec
|
||||
%echo% Friedrich Nietzsche says, 'If you are interested in learning how to build, or want to teach others, then you have come to the right place.'
|
||||
wait 2 sec
|
||||
%echo% Friedrich Nietzsche says, 'Please fill out the application at: http://tbamud.com/BuilderApplication'
|
||||
%echo% Friedrich Nietzsche says, 'Please fill out the application at: http://tbamud.com'
|
||||
nop %actor.thirst(-1)%
|
||||
nop %actor.hunger(-1)%
|
||||
set TBA_mortal_greeting 1
|
||||
|
|
|
@ -1812,7 +1812,7 @@ Trial Vnum Assigner - 1332~
|
|||
*~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Player must have nohassle off! To junk assigner use tbalim purge player.
|
||||
if %actor.level% > 30
|
||||
if %actor.level% > 30 && %actor.varexists(TBA_trial_vnum)%
|
||||
set actor %self.carried_by%
|
||||
* We set completed trial vnums to -#. So if negative abort.
|
||||
if %actor.TBA_trial_vnum% < 0
|
||||
|
|
|
@ -450,4 +450,18 @@ else
|
|||
%echo% don't open door.
|
||||
end
|
||||
~
|
||||
#222
|
||||
Mob Death - weapon name~
|
||||
0 f 100
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
if %actor.eq(wield)%
|
||||
set item %actor.eq(wield)%
|
||||
say I can not believe I fell at the hands of one such as you.
|
||||
say I curse you %actor.name% and I curse %item.shortdesc% that you use.
|
||||
else
|
||||
say I can not believe I fell at the hands of one such as you.
|
||||
say I curse you %actor.name%.
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
|
|
@ -193,7 +193,7 @@ en~
|
|||
if %cmd.mudcommand% == enter && red /= %arg%
|
||||
%send% %actor% You enter a large blue portal.
|
||||
%echoaround% %actor% %actor.name% steps into a large blue portal.
|
||||
%teleport% %actor% 23862
|
||||
%teleport% %actor% 23863
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% steps through a large blue portal.
|
||||
else
|
||||
|
|
|
@ -69,7 +69,7 @@ end
|
|||
(2704) Mob hums randomly~
|
||||
0 b 25
|
||||
~
|
||||
%echo% @CA tiny wish@n hums quietly as it gives off a fresh breeze of air.
|
||||
%echo% CA tiny wish n hums quietly as it gives off a fresh breeze of air.
|
||||
~
|
||||
#2704
|
||||
(2700) Mobs load and wear shackle~
|
||||
|
@ -133,7 +133,7 @@ end
|
|||
wait 1 s
|
||||
emote creaks as it turns to look at you.
|
||||
wait 2 s
|
||||
emote uses @Ca suspended orb of glowing water@n, filling the room with a wave of light.
|
||||
emote uses Ca suspended orb of glowing water n, filling the room with a wave of light.
|
||||
wait 2 s
|
||||
say Ah, it does not touch you... and here I thought you were the Sorceress in disguise.
|
||||
wait 1 s
|
||||
|
@ -365,7 +365,7 @@ end
|
|||
(2729) Wall of fire prevents fleeing/leaving~
|
||||
2 q 100
|
||||
~
|
||||
%send% %actor% @RThe wall of fire burns you as you attempt unsuccessfully to pass through it.@n
|
||||
%send% %actor% RThe wall of fire burns you as you attempt unsuccessfully to pass through it. n
|
||||
%damage% %actor% 10
|
||||
return 0
|
||||
~
|
||||
|
@ -375,11 +375,11 @@ return 0
|
|||
~
|
||||
eval here %self.room%
|
||||
attach 2719 %here.id%
|
||||
%echo% @RThe sorceress raises her arms, creating a massive wall of flame around you.@n
|
||||
%echo% RThe sorceress raises her arms, creating a massive wall of flame around you. n
|
||||
wait 5 s
|
||||
use staff
|
||||
wait 8 s
|
||||
%echo% @RThe flames around you flicker and die, leaving a circle of ash.@n
|
||||
%echo% RThe flames around you flicker and die, leaving a circle of ash. n
|
||||
detach all %here.id%
|
||||
wait 3 s
|
||||
~
|
||||
|
@ -479,7 +479,7 @@ end
|
|||
(2714) child quest on death~
|
||||
0 f 100
|
||||
~
|
||||
%echo% @BA partially-petrified memlin gasps with his dying breath: my daughter... find her... in the Sandy... Tunn...@n
|
||||
%echo% BA partially-petrified memlin gasps with his dying breath: my daughter... find her... in the Sandy... Tunn... n
|
||||
~
|
||||
#2725
|
||||
test for Tink~
|
||||
|
@ -530,19 +530,19 @@ if %self.carried_by%
|
|||
eval actor %self.carried_by%
|
||||
if %actor.fighting%
|
||||
eval victim %actor.fighting%
|
||||
%echoaround% %actor% @R%actor.name%'s doll suddenly opens its eyes and causes %victim.name% to shudder in pain.@n
|
||||
%send% %actor% @RYour doll suddenly opens its eyes and causes %victim.name% to shudder in pain.@n
|
||||
%echoaround% %actor% R%actor.name%'s doll suddenly opens its eyes and causes %victim.name% to shudder in pain. n
|
||||
%send% %actor% RYour doll suddenly opens its eyes and causes %victim.name% to shudder in pain. n
|
||||
%damage% %victim% 100
|
||||
if (%actor.varexists(zn27_twice)%)
|
||||
rdelete Zn27_twice %actor.id%
|
||||
wait 3 s
|
||||
%send% %actor% @RYour doll turns its head to look at you.@n
|
||||
%send% %actor% RYour doll turns its head to look at you. n
|
||||
wait 1 s
|
||||
%send% %actor% @RYour doll says 'Thrice I have repaid my debt.'@n
|
||||
%send% %actor% RYour doll says 'Thrice I have repaid my debt.' n
|
||||
wait 1 s
|
||||
%send% %actor% @RYour doll says 'And still I await my freedom.'@n
|
||||
%send% %actor% RYour doll says 'And still I await my freedom.' n
|
||||
wait 1 s
|
||||
%send% %actor% @RThe doll suddenly transforms into a little girl and runs away.'@n
|
||||
%send% %actor% RThe doll suddenly transforms into a little girl and runs away.' n
|
||||
rdelete Zn27_offereddoll %actor.id%
|
||||
%purge% %self%
|
||||
elseif (%actor.varexists(zn27_once)%)
|
||||
|
@ -583,7 +583,7 @@ end
|
|||
0 f 100
|
||||
~
|
||||
%load% obj 2724
|
||||
%echo% @yAs the wrm collapses in death, one of its spines breaks off.@n
|
||||
%echo% yAs the wrm collapses in death, one of its spines breaks off. n
|
||||
~
|
||||
#2732
|
||||
(2726) shard changes colour~
|
||||
|
@ -591,32 +591,32 @@ end
|
|||
~
|
||||
wait 1 s
|
||||
if (%actor.class% == Cleric)
|
||||
%echoaround% %actor% @BThe shard suddenly glows blue in %actor.name%'s hand.@n
|
||||
%send% %actor% @BThe shard suddenly glows blue in your hand, causing you to drop it.@n
|
||||
%echoaround% %actor% BThe shard suddenly glows blue in %actor.name%'s hand. n
|
||||
%send% %actor% BThe shard suddenly glows blue in your hand, causing you to drop it. n
|
||||
wait 2 s
|
||||
%load% obj 2727
|
||||
%echo% @BThe shard whispers: Healer... heal thyself.@n
|
||||
%echo% BThe shard whispers: Healer... heal thyself. n
|
||||
%purge% %self%
|
||||
elseif (%actor.class% == Magic User)
|
||||
%echoaround% %actor% @MThe shard suddenly glows purple in %actor.name%'s hand.@n
|
||||
%send% %actor% @MThe shard suddenly glows purple in your hand, causing you to drop it.@n
|
||||
%echoaround% %actor% MThe shard suddenly glows purple in %actor.name%'s hand. n
|
||||
%send% %actor% MThe shard suddenly glows purple in your hand, causing you to drop it. n
|
||||
wait 2 s
|
||||
%load% obj 2730
|
||||
%echo% @MThe shard whispers: Seeker... seek thyself.@n
|
||||
%echo% MThe shard whispers: Seeker... seek thyself. n
|
||||
%purge% %self%
|
||||
elseif (%actor.class% == Thief)
|
||||
%echoaround% %actor% @GThe shard suddenly glows green in %actor.name%'s hand.@n
|
||||
%send% %actor% @GThe shard suddenly glows green in your hand, causing you to drop it.@n
|
||||
%echoaround% %actor% GThe shard suddenly glows green in %actor.name%'s hand. n
|
||||
%send% %actor% GThe shard suddenly glows green in your hand, causing you to drop it. n
|
||||
wait 2 s
|
||||
%load% obj 2729
|
||||
%echo% @GThe shard whispers: Deceiver... know thyself.@n
|
||||
%echo% GThe shard whispers: Deceiver... know thyself. n
|
||||
%purge% %self%
|
||||
elseif (%actor.class% == Warrior)
|
||||
%echoaround% %actor% @RThe shard suddenly glows red in %actor.name%'s hand.@n
|
||||
%send% %actor% @RThe shard suddenly glows red in your hand, causing you to drop it.@n
|
||||
%echoaround% %actor% RThe shard suddenly glows red in %actor.name%'s hand. n
|
||||
%send% %actor% RThe shard suddenly glows red in your hand, causing you to drop it. n
|
||||
wait 2 s
|
||||
%load% obj 2728
|
||||
%echo% @RThe shard whispers: Conqueror... conquer thyself.@n
|
||||
%echo% RThe shard whispers: Conqueror... conquer thyself. n
|
||||
%purge% %self%
|
||||
end
|
||||
~
|
||||
|
@ -664,7 +664,7 @@ eval person %self.people%
|
|||
if (%person% > 0)
|
||||
%teleport% %actor% 2700
|
||||
%force% %actor% look
|
||||
%send% %actor% @RIf you weren't immortal you'd have just splatted.@n
|
||||
%send% %actor% RIf you weren't immortal you'd have just splatted. n
|
||||
end
|
||||
~
|
||||
#2736
|
||||
|
@ -731,13 +731,13 @@ end
|
|||
1 j 100
|
||||
~
|
||||
if (%actor.class% == Magic User)
|
||||
%send% %actor% @MThe shard whispers: I am not for you, Seeker.@n
|
||||
%send% %actor% MThe shard whispers: I am not for you, Seeker. n
|
||||
return 0
|
||||
elseif (%actor.class% == Thief)
|
||||
%send% %actor% @GThe shard whispers: I am not for you, Deceiver.@n
|
||||
%send% %actor% GThe shard whispers: I am not for you, Deceiver. n
|
||||
return 0
|
||||
elseif (%actor.class% == Warrior)
|
||||
%send% %actor% @RThe shard whispers: I am not for you, Conqueror.@n
|
||||
%send% %actor% RThe shard whispers: I am not for you, Conqueror. n
|
||||
return 0
|
||||
end
|
||||
~
|
||||
|
@ -746,13 +746,13 @@ end
|
|||
1 j 100
|
||||
~
|
||||
if (%actor.class% == Magic User)
|
||||
%send% %actor% @MThe shard whispers: I am not for you, Seeker.@n
|
||||
%send% %actor% MThe shard whispers: I am not for you, Seeker. n
|
||||
return 0
|
||||
elseif (%actor.class% == Cleric)
|
||||
%send% %actor% @BThe shard whispers: I am not for you, Healer.@n
|
||||
%send% %actor% BThe shard whispers: I am not for you, Healer. n
|
||||
return 0
|
||||
elseif (%actor.class% == Thief)
|
||||
%send% %actor% @GThe shard whispers: I am not for you, Deceiver.@n
|
||||
%send% %actor% GThe shard whispers: I am not for you, Deceiver. n
|
||||
return 0
|
||||
end
|
||||
~
|
||||
|
@ -761,13 +761,13 @@ end
|
|||
1 j 100
|
||||
~
|
||||
if (%actor.class% == Magic User)
|
||||
%send% %actor% @MThe shard whispers: I am not for you, Seeker.@n
|
||||
%send% %actor% MThe shard whispers: I am not for you, Seeker. n
|
||||
return 0
|
||||
elseif (%actor.class% == Cleric)
|
||||
%send% %actor% @BThe shard whispers: I am not for you, Healer.@n
|
||||
%send% %actor% BThe shard whispers: I am not for you, Healer. n
|
||||
return 0
|
||||
elseif (%actor.class% == Warrior)
|
||||
%send% %actor% @RThe shard whispers: I am not for you, Conqueror.@n
|
||||
%send% %actor% RThe shard whispers: I am not for you, Conqueror. n
|
||||
return 0
|
||||
end
|
||||
~
|
||||
|
@ -776,13 +776,13 @@ end
|
|||
1 j 100
|
||||
~
|
||||
if (%actor.class% == Cleric)
|
||||
%send% %actor% @BThe shard whispers: I am not for you, Healer.@n
|
||||
%send% %actor% BThe shard whispers: I am not for you, Healer. n
|
||||
return 0
|
||||
elseif (%actor.class% == Thief)
|
||||
%send% %actor% @GThe shard whispers: I am not for you, Deceiver.@n
|
||||
%send% %actor% GThe shard whispers: I am not for you, Deceiver. n
|
||||
return 0
|
||||
elseif (%actor.class% == Warrior)
|
||||
%send% %actor% @RThe shard whispers: I am not for you, Conqueror.@n
|
||||
%send% %actor% RThe shard whispers: I am not for you, Conqueror. n
|
||||
return 0
|
||||
end
|
||||
~
|
||||
|
@ -792,7 +792,7 @@ end
|
|||
~
|
||||
if !(%actor.varexists(wrm)%)
|
||||
wait 1 s
|
||||
%echo% A @Rfire wrm@n enters the room, squealing as the ice suddenly singes its skin.
|
||||
%echo% A Rfire wrm n enters the room, squealing as the ice suddenly singes its skin.
|
||||
%load% mob 2709
|
||||
%damage% wrm 1000
|
||||
set wrm 1
|
||||
|
@ -1488,17 +1488,17 @@ end
|
|||
1 c 1
|
||||
use~
|
||||
if %arg% == ring
|
||||
%send% %actor% @C You attempt to draw on the power of %self.shortdesc%. @n
|
||||
%echoaround% %actor% @C %actor.name% attempts to draw on the power of %self.shortdesc%. @n
|
||||
%send% %actor% C You attempt to draw on the power of %self.shortdesc%. n
|
||||
%echoaround% %actor% C %actor.name% attempts to draw on the power of %self.shortdesc%. n
|
||||
wait 1 s
|
||||
if %self.timer% == 0
|
||||
eval give %actor.maxmana% * 2
|
||||
dg_affect %actor% maxmana %give% 10
|
||||
%send% %actor% @C You glow with energy as %self.shortdesc% infuses you with magical potential. @n
|
||||
%echoaround% %actor% @C %actor.name% glows with energy as %self.shortdesc% infuses %actor.himher% with magical potential. @n
|
||||
%send% %actor% C You glow with energy as %self.shortdesc% infuses you with magical potential. n
|
||||
%echoaround% %actor% C %actor.name% glows with energy as %self.shortdesc% infuses %actor.himher% with magical potential. n
|
||||
otimer 20
|
||||
else
|
||||
%echo% @c Alas, the power of %self.shortdesc% has not yet recovered. @n
|
||||
%echo% c Alas, the power of %self.shortdesc% has not yet recovered. n
|
||||
end
|
||||
end
|
||||
return 0
|
||||
|
@ -1515,8 +1515,8 @@ otimer 1
|
|||
1 f 100
|
||||
~
|
||||
eval actor %self.worn_by%
|
||||
%send% %actor% @C Your icy mana ring glows faintly blue, renewed with magical force. @n @n @n @n
|
||||
%echoaround% %actor% @C %actor.name%'s icy mana ring glows faintly blue, renewed with magical force. @n
|
||||
%send% %actor% C Your icy mana ring glows faintly blue, renewed with magical force. n n n n
|
||||
%echoaround% %actor% C %actor.name%'s icy mana ring glows faintly blue, renewed with magical force. n
|
||||
~
|
||||
#2784
|
||||
test corpse purge (use with 2785)~
|
||||
|
@ -1640,9 +1640,9 @@ end
|
|||
(2729) sorceress stops orb~
|
||||
0 c 100
|
||||
xxorbxx~
|
||||
%echo% @RA fire elemental shrieks in terror at the sudden blast, but the Sorceress quickly raises a magical wall of fire.@n
|
||||
%echo% RA fire elemental shrieks in terror at the sudden blast, but the Sorceress quickly raises a magical wall of fire. n
|
||||
wait 2 s
|
||||
%echo% @RThe fire absorbs the blue light from the orb.@n
|
||||
%echo% RThe fire absorbs the blue light from the orb. n
|
||||
wait 1 s
|
||||
emote snarls: Where did you get that?!
|
||||
~
|
||||
|
@ -1650,14 +1650,14 @@ emote snarls: Where did you get that?!
|
|||
(2779) orb destroys staff~
|
||||
1 c 100
|
||||
xxorbxx~
|
||||
%echo% @CA fire elemental shrieks and sizzles as a blue wave of light hits it.@n
|
||||
%echo% CA fire elemental shrieks and sizzles as a blue wave of light hits it. n
|
||||
wait 2 s
|
||||
%echo% The death cry of the Sorceress can be heard as her form materializes and slumps to the ground, dissolving into smoke.
|
||||
%load% obj 2773
|
||||
%load% obj 2776
|
||||
%load% obj 2772
|
||||
wait 2 s
|
||||
%echo% @CA fire elemental finally withers, shrivelling into a tiny black skeleton.@n
|
||||
%echo% CA fire elemental finally withers, shrivelling into a tiny black skeleton. n
|
||||
%purge% %self%
|
||||
~
|
||||
#2797
|
||||
|
|
|
@ -406,14 +406,27 @@ end
|
|||
%echoaround% %actor% %actor.name% steps out of space and time.
|
||||
~
|
||||
#3015
|
||||
Teleporter Recall~
|
||||
Teleporter Recall and Return~
|
||||
1 c 7
|
||||
recall~
|
||||
re~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
if %cmd% == recall
|
||||
eval teleporter_return_room %actor.room.vnum%
|
||||
remote teleporter_return_room %actor.id%
|
||||
%send% %actor% You recall to safety.
|
||||
%echoaround% %actor% %actor.name% recalls.
|
||||
%teleport% %actor% 3001
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% appears in the room.
|
||||
elseif %cmd% == return
|
||||
%send% %actor% You return to your previous location.
|
||||
%echoaround% %actor% %actor.name% teleports out of the room.
|
||||
%teleport% %actor% %actor.teleporter_return_room%
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% appears in the room.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#3016
|
||||
Kind Soul Gives Newbie Equipment~
|
||||
|
@ -571,4 +584,10 @@ end
|
|||
wait 3 sec
|
||||
%zoneecho% 3001 A booming voice announces, 'Welcome %actor.name% to the realm!'
|
||||
~
|
||||
#3099
|
||||
Test~
|
||||
2 b 1
|
||||
~
|
||||
%zoneecho% 3001 You hear a loud --=BOOM=--,
|
||||
~
|
||||
$~
|
||||
|
|
|
@ -35,7 +35,7 @@ mobs, shops, and triggers with which players will interact.
|
|||
right place. Be warned, building is not easy and will require hard work,
|
||||
patience, and the ability to take constructive criticism.
|
||||
Your first task is to apply for builder status at:
|
||||
http://tbamud.com/BuilderApplication
|
||||
http://tbamud.com/
|
||||
When you finish and submit the application tell anyone level 32 or higher
|
||||
and they will advance you to begin your training.
|
||||
|
||||
|
@ -547,34 +547,60 @@ D2
|
|||
S
|
||||
#33
|
||||
Rumble's Room~
|
||||
Our lives begin to end the day we become silent about things that matter.
|
||||
\t(HELP CLASS\t) <--- would create a basic MXP link
|
||||
\t[F500]BRIGHT RED\tn
|
||||
\t[F411]PINK\tn
|
||||
\tPPINK\tn
|
||||
\t[B005]BLUE BACKGROUND\tn
|
||||
\t[U9814/Rook] <-- Create a rook icon, or display the word Rook if the player's client doesn't have that functionality
|
||||
\t<SOUND FName="ouch.wav" V=50 L=2 P=80 T="combat" U="www.yourMUD.com/sounds/"> <-- Would play ouch.wav on an MXP/MSP capable client.
|
||||
\t<send "command1|command2|command3" hint="click to see menu|Item 1|Item 2|Item 2">this is a menu link\t</SEND> <--- Will send an expandable pop-up menu, complete with mouse-over tool tip on an MXP capable client.
|
||||
@(HELP CLASS@) = A basic MXP link for HELP CLASS
|
||||
@[U9814/Rook] = Creates a rook icon, or display the word Rook
|
||||
@<SOUND FName="ouch.wav" V=50 L=2 P=80 T="combat" U="www.yourMUD.com/sounds/">
|
||||
@<send "command1|command2|command3" hint="click to see menu|Item 1|Item 2|Item 2">this is a menu link@</SEND>
|
||||
~
|
||||
0 8 0 0 0 0
|
||||
E
|
||||
undefined~
|
||||
test
|
||||
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
|
||||
Catcher Rye~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
oath~
|
||||
I do solemnly swear that I will support and defend the Constitution of the
|
||||
United States against all enemies, foreign and domestic, and to bear true faith
|
||||
and allegiance to the same that I take this obligation freely, without any
|
||||
mental reservation or purpose of evasion, and that I will well and faithfully
|
||||
discharge the duties of the office upon which I am about to enter.
|
||||
~
|
||||
E
|
||||
builder~
|
||||
|
||||
There is one timeless way of building.
|
||||
|
||||
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
|
||||
~
|
||||
E
|
||||
old glory flag~
|
||||
|
@ -607,53 +633,22 @@ or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
|
|||
may I wave.
|
||||
~
|
||||
E
|
||||
war~
|
||||
War is an ugly thing, but not the ugliest of things. The decayed and
|
||||
degraded state of moral and patriotic feeling which thinks that nothing is
|
||||
worth war is much worse. The person who has nothing for which he is willing to
|
||||
fight, nothing which is more important than his own personal safety, is a
|
||||
miserable creature and has no chance of being free unless made and kept so by
|
||||
the exertions of better men than himself.
|
||||
John Stuart Mill
|
||||
Catcher Rye~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
~
|
||||
E
|
||||
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!
|
||||
undefined~
|
||||
test
|
||||
~
|
||||
S
|
||||
#34
|
||||
|
@ -669,6 +664,24 @@ just one moment ... As you see your future in the depths ...
|
|||
~
|
||||
0 520 0 0 0 0
|
||||
S
|
||||
#35
|
||||
@[f511]Elora's@[f412] Den@[f313] of @[f214]Dreams@n~
|
||||
Shadows form and dissipate, creating fluid, illogical images, which seem to
|
||||
come to life one minute, only to disappear as wisps of smoke the next. Around
|
||||
them, sharp brush strokes of iridescence twist into crooked, ever-changing
|
||||
patterns. The warble of a songbird becomes the maniacal laughter of a dancing
|
||||
clown, which in turn dissolves into a prancing pony. The only constant here
|
||||
appears to be a faint scent of jasmine.
|
||||
~
|
||||
0 24 0 0 0 0
|
||||
S
|
||||
#71
|
||||
The Vault Of The Programancer~
|
||||
The walls, furniture and other decor that animate Vatiken's vault are
|
||||
comprised of nothing more then floating ones and zeros.
|
||||
~
|
||||
0 1024 0 0 0 9
|
||||
S
|
||||
#88
|
||||
Advertising Room~
|
||||
Feel free to use this board to advertise for your own MUD. DO NOT advertise
|
||||
|
@ -843,14 +856,14 @@ 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
|
||||
$~
|
||||
|
|
|
@ -76,11 +76,11 @@ T 56
|
|||
#101
|
||||
The Temple of the Gods~
|
||||
This seems to be the highest point in the kingdom of Sanctus. It is from
|
||||
here that the worshippers of the gods come to pay tribute to those who have
|
||||
saved them from the chaos and destruction beyond the sanctuary of the city
|
||||
walls. Large windows reach from the floor to the ceiling, giving an excellent
|
||||
view of the city and countryside beyond. An altar stands in the middle of the
|
||||
room with a statue on each side.
|
||||
here that the worshipers of the gods come to pay tribute to those who have saved
|
||||
them from the chaos and destruction beyond the sanctuary of the city walls.
|
||||
Large windows reach from the floor to the ceiling, giving an excellent view of
|
||||
the city and countryside beyond. An altar stands in the middle of the room with
|
||||
a statue on each side.
|
||||
~
|
||||
1 16 0 0 0 0
|
||||
D2
|
||||
|
@ -165,7 +165,7 @@ void~
|
|||
~
|
||||
S
|
||||
#105
|
||||
Meeting Room of the Magi~
|
||||
Rean's Zone Description Room~
|
||||
Those who have achieved the power and fame to be considered a Magi rule the
|
||||
Mages Quarter of Sanctus. They are responsible for the upkeep of the magical
|
||||
barrier that protects the city from the chaos of the outside world. They may
|
||||
|
|
|
@ -344,9 +344,7 @@ E
|
|||
ceiling porthole stairwell~
|
||||
There is a small porthole covering the ascent of the stairwell.
|
||||
There is an inscription written on the porthole:
|
||||
"I am the end of every life,
|
||||
and the beggining of every end.
|
||||
What am I?"
|
||||
I am the end of every life, and the beginning of every end. What am I?
|
||||
~
|
||||
S
|
||||
T 17502
|
||||
|
@ -395,12 +393,6 @@ You, my friend, cannot come through."
|
|||
porthole~
|
||||
0 0 17517
|
||||
E
|
||||
look porthole~
|
||||
The inscription on the porthole reads:
|
||||
"This way is now barred to you,
|
||||
You, my friend, cannot come through."
|
||||
~
|
||||
E
|
||||
rock stone poetry~
|
||||
"_____ smother light,
|
||||
Black bleak land,
|
||||
|
@ -418,6 +410,12 @@ I call it back!"
|
|||
|
||||
- Trickster
|
||||
~
|
||||
E
|
||||
look porthole~
|
||||
The inscription on the porthole reads:
|
||||
"This way is now barred to you,
|
||||
You, my friend, cannot come through."
|
||||
~
|
||||
S
|
||||
T 17506
|
||||
T 17503
|
||||
|
@ -440,6 +438,11 @@ And you will find they be of like kind."
|
|||
grate~
|
||||
0 0 17521
|
||||
E
|
||||
anvil~
|
||||
Upon close inspection you find the following is engraved into the metal:
|
||||
"abcdefghijklmnopqrstuvwkyz."
|
||||
~
|
||||
E
|
||||
grate door plaque poetry~
|
||||
The grate is huge, thick and immovable. There is writing here:
|
||||
"If this riddle you wish to solve,
|
||||
|
@ -447,11 +450,6 @@ Five keys you need to find,
|
|||
Look for them all in your forge's anvil,
|
||||
And you will find they be of like kind."
|
||||
~
|
||||
E
|
||||
anvil~
|
||||
Upon close inspection you find the following is engraved into the metal:
|
||||
"abcdefghijklmnopqrstuvwkyz."
|
||||
~
|
||||
S
|
||||
T 17508
|
||||
#17521
|
||||
|
|
|
@ -78,7 +78,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
Looking north nothing but fog can be seen
|
||||
~
|
||||
|
@ -104,7 +104,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
Nothing but fog can be seen to the north.
|
||||
~
|
||||
|
@ -135,7 +135,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
Nothing but fog and mist can be seen in the distance.
|
||||
~
|
||||
|
@ -197,7 +197,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
Fog and mist can be seen in the distance.
|
||||
~
|
||||
|
@ -228,7 +228,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
Fog and mist are the only things to be seen in the distance.
|
||||
~
|
||||
|
@ -258,7 +258,7 @@ even see where you come from on the shore side of the lake. It may be too late
|
|||
to turn back. Sand covers the ground here with a small patch of square shaped
|
||||
grass in the center of the small island.
|
||||
~
|
||||
238 4 0 0 0 0
|
||||
238 32772 0 0 0 0
|
||||
D0
|
||||
As you look north you see nothing but nasty water.
|
||||
~
|
||||
|
@ -285,7 +285,7 @@ algae floats towards the top of the lake making it hard to see up from the
|
|||
bottom of the lake. A thick fog covers this area making it hard to see
|
||||
anything in the distance.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -316,7 +316,7 @@ algae floats towards the top of the lake making it hard to see up from the
|
|||
bottom of the lake. A thick fog covers this area making it hard to see
|
||||
anything in the distance.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -349,7 +349,7 @@ algae floats towards the top of the lake making it hard to see up from the
|
|||
bottom of the lake. A thick fog covers this area making it hard to see
|
||||
anything in the distance.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -382,7 +382,7 @@ algae floats towards the top of the lake making it hard to see up from the
|
|||
bottom of the lake. A thick fog covers this area making it hard to see
|
||||
anything in the distance.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -415,7 +415,7 @@ algae floats towards the top of the lake making it hard to see up from the
|
|||
bottom of the lake. A thick fog covers this area making it hard to see
|
||||
anything in the distance.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -448,7 +448,7 @@ algae floats towards the top of the lake making it hard to see up from the
|
|||
bottom of the lake. A thick fog covers this area making it hard to see
|
||||
anything in the distance.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -481,7 +481,7 @@ algae floats towards the top of the lake making it hard to see up from the
|
|||
bottom of the lake. A thick fog covers this area making it hard to see
|
||||
anything in the distance.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -513,7 +513,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -542,7 +542,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -570,7 +570,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -602,7 +602,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -634,7 +634,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -666,7 +666,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -698,7 +698,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -730,7 +730,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -762,7 +762,7 @@ busted up crystal making it imposable to walk on the bottom of the lake. Also
|
|||
algae floats towards the top of the lake making it hard to see up from the
|
||||
bottom of the lake.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -788,7 +788,7 @@ There is thick grey fog around everything leaving you wandering where you are
|
|||
and where to go. This must be some kind of magic because the fog seems to not
|
||||
be moving any and it has a strange glow to it.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
|
@ -805,7 +805,7 @@ There is thick grey fog around everything leaving you wandering where you are
|
|||
and where to go. This must be some kind of magic because the fog seems to not
|
||||
be moving any and it has a strange glow to it.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
|
@ -826,7 +826,7 @@ There is thick grey fog around everything leaving you wandering where you are
|
|||
and where to go. This must be some kind of magic because the fog seems to not
|
||||
be moving any and it has a strange glow to it.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
|
@ -847,7 +847,7 @@ There is thick grey fog around everything leaving you wandering where you are
|
|||
and where to go. This must be some kind of magic because the fog seems to not
|
||||
be moving any and it has a strange glow to it.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
|
@ -868,7 +868,7 @@ There is thick grey fog around everything leaving you wandering where you are
|
|||
and where to go. This must be some kind of magic because the fog seems to not
|
||||
be moving any and it has a strange glow to it.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
|
@ -889,7 +889,7 @@ There is thick grey fog around everything leaving you wandering where you are
|
|||
and where to go. This must be some kind of magic because the fog seems to not
|
||||
be moving any and it has a strange glow to it.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
|
@ -910,7 +910,7 @@ There is thick grey fog around everything leaving you wandering where you are
|
|||
and where to go. This must be some kind of magic because the fog seems to not
|
||||
be moving any and it has a strange glow to it.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
|
@ -932,7 +932,7 @@ crystals poking out from the sides of the castle making it impossable to scale
|
|||
the wall. There is a large gate leading into the castle directly to the north.
|
||||
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
|
@ -949,7 +949,7 @@ a fowl stench that has completely closed you in. Many nasty bugs crawl around
|
|||
looking for a crumb of food here . There is a small tunnel leading off into the
|
||||
north leading you into darkness.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
Looking north there is a small tunnel leading north
|
||||
~
|
||||
|
@ -973,7 +973,7 @@ escape route or maybe for someone to sneak in or out. There are many carvings
|
|||
in the wall nothing special but just notches. Also there are still spide webs
|
||||
linning the walls.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -992,7 +992,7 @@ escape route or maybe for someone to sneak in or out. There are many carvings
|
|||
in the wall nothing special but just notches. Also there are still spide webs
|
||||
linning the walls.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -1011,7 +1011,7 @@ in the wall nothing special but just notches. Also there are still spider webs
|
|||
linning the walls. There seems to be the remains of someones skull lying here
|
||||
on the ground.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -1029,7 +1029,7 @@ escape route or maybe for someone to sneak in or out. There are many carvings
|
|||
in the wall nothing special but just notches. Also there are still spide webs
|
||||
linning the walls.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -1047,7 +1047,7 @@ escape route or maybe for someone to sneak in or out. There are many carvings
|
|||
in the wall nothing special but just notches. Also there are still spide webs
|
||||
linning the walls.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
@ -1065,7 +1065,7 @@ escape route or maybe for someone to sneak in or out. There are many carvings
|
|||
in the wall nothing special but just notches. Also there are still spider webs
|
||||
linning the walls.
|
||||
~
|
||||
238 0 0 0 0 0
|
||||
238 32768 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
|
@ -1176,13 +1176,13 @@ The entrance to the castle appears to be this way.
|
|||
trapdoor~
|
||||
1 0 23841
|
||||
E
|
||||
pillar~
|
||||
These pillars appear to be made of pure crystal and are about 10 feet tall.
|
||||
~
|
||||
E
|
||||
pottery~
|
||||
These pots are very old and fragile but very valuable.
|
||||
~
|
||||
E
|
||||
pillar~
|
||||
These pillars appear to be made of pure crystal and are about 10 feet tall.
|
||||
~
|
||||
S
|
||||
#23846
|
||||
Outside the castle~
|
||||
|
@ -1270,13 +1270,13 @@ Looking east appears to take you to the western hallway.
|
|||
~
|
||||
0 0 23848
|
||||
E
|
||||
scratch~
|
||||
There are many scratches forming a small circle in the middle of the tiles.
|
||||
~
|
||||
E
|
||||
statue~
|
||||
Looking at the statue you notice that it is a large statue of a wyvern.
|
||||
~
|
||||
E
|
||||
scratch~
|
||||
There are many scratches forming a small circle in the middle of the tiles.
|
||||
~
|
||||
S
|
||||
#23850
|
||||
Eastern hallway~
|
||||
|
@ -1403,14 +1403,14 @@ Looking south seems to lead you toward the beginning of the hidden hallway.
|
|||
~
|
||||
0 0 23856
|
||||
E
|
||||
look sky~
|
||||
This really looks like the real sky except it is sturdy and can hold you up.
|
||||
~
|
||||
E
|
||||
look mountain~
|
||||
The mountain looks as if it may fall any second probably because this is not
|
||||
the way you usually see them.
|
||||
~
|
||||
E
|
||||
look sky~
|
||||
This really looks like the real sky except it is sturdy and can hold you up.
|
||||
~
|
||||
S
|
||||
#23858
|
||||
Walking through the sky~
|
||||
|
@ -1507,7 +1507,7 @@ inside of the big portal.
|
|||
~
|
||||
S
|
||||
#23863
|
||||
Throught the red portal~
|
||||
Through the red portal~
|
||||
This appears to be some kind of swirling vortex that you can freely travel
|
||||
through. There are small spots that line the walls here. Many particles float
|
||||
about bumping into you at times making a spark. There is no floor, roof, or
|
||||
|
|
|
@ -14,13 +14,6 @@ You can see the corner of the motherboard.
|
|||
~
|
||||
0 -1 28001
|
||||
E
|
||||
portal~
|
||||
This portal has been fashioned from some sort of metal. The portal itself
|
||||
looks very futuristic, lights flash all about the portal, and things beep.
|
||||
This portal is probably the work of some ancient Technomancer(computer
|
||||
geek/wizard).
|
||||
~
|
||||
E
|
||||
credits info~
|
||||
Living Motherboard by Ryan Kelley(Kinesthesia of BlueMageMUD) rkelley@@exis.net
|
||||
******************************************************************************
|
||||
|
@ -32,6 +25,13 @@ This is my first zone I have released publicaly, and I hope you all enjoy
|
|||
it. E-mail me with any comments or suggestions. All that said, enjoy!
|
||||
Links: 00 portal
|
||||
~
|
||||
E
|
||||
portal~
|
||||
This portal has been fashioned from some sort of metal. The portal itself
|
||||
looks very futuristic, lights flash all about the portal, and things beep.
|
||||
This portal is probably the work of some ancient Technomancer(computer
|
||||
geek/wizard).
|
||||
~
|
||||
S
|
||||
#28001
|
||||
The corner of the motherboard.~
|
||||
|
@ -202,7 +202,7 @@ You can sense a massive amount of power to the east.
|
|||
~
|
||||
0 -1 28014
|
||||
D2
|
||||
More $%#@! microchips.
|
||||
More $%# ! microchips.
|
||||
~
|
||||
~
|
||||
0 -1 28008
|
||||
|
@ -337,7 +337,7 @@ you feel a tingling sensation, then it grows into a massive shock, as thousands
|
|||
of volts of electricity course through your body, causing your nerves to go
|
||||
into overload.
|
||||
~
|
||||
280 8 0 0 0 0
|
||||
280 12 0 0 0 0
|
||||
S
|
||||
#28014
|
||||
A power outlet.~
|
||||
|
|
|
@ -1372,14 +1372,39 @@ D5
|
|||
door~
|
||||
1 0 225
|
||||
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
|
||||
#399
|
||||
Welcome to the Builder Academy~
|
||||
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
|
||||
writing style can be a builder as well as a player. As a Builder, your job is
|
||||
to create the virtual world in which players can roam around, solve puzzles,
|
||||
find treasures, and gain experience. A Builder creates the rooms, objects,
|
||||
mobs, shops, and triggers with which players will interact.
|
||||
If this is something you are interested in doing then you have come to the
|
||||
right place. Be warned, building is not easy and will require hard work,
|
||||
patience, and the ability to take constructive criticism.
|
||||
Your first task is to apply for builder status at:
|
||||
http://tbamud.com/
|
||||
When you finish and submit the application tell anyone level 32 or higher
|
||||
and they will advance you to begin your training.
|
||||
|
||||
If would like to check out the tbaMUD World as a player connect to tbamud.com 4000.
|
||||
~
|
||||
3 24 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 3
|
||||
S
|
||||
T 199
|
||||
$~
|
||||
|
|
|
@ -197,11 +197,6 @@ You see the exit to the entrance hall.
|
|||
~
|
||||
0 -1 3006
|
||||
E
|
||||
writing carving carvings symbols symbol~
|
||||
Although it is very hard to understand, you think it looks a lot like beer,
|
||||
poems about beer, and small beer-mugs.
|
||||
~
|
||||
E
|
||||
sign~
|
||||
The sign reads:
|
||||
Free instructions provided by the Grunting Boar Inn.
|
||||
|
@ -209,6 +204,11 @@ Free instructions provided by the Grunting Boar Inn.
|
|||
List - The bartender will show you all the different drinks and
|
||||
specialties, and tell the price of each.
|
||||
~
|
||||
E
|
||||
writing carving carvings symbols symbol~
|
||||
Although it is very hard to understand, you think it looks a lot like beer,
|
||||
poems about beer, and small beer-mugs.
|
||||
~
|
||||
S
|
||||
#3008
|
||||
The Reception~
|
||||
|
@ -255,13 +255,6 @@ You see the main street.
|
|||
~
|
||||
0 -1 3013
|
||||
E
|
||||
sign~
|
||||
Free instructions provided by the store:
|
||||
Buy - Will buy you some bread or pastry.
|
||||
List - The baker will kindly tell you the price and sort of the bread in
|
||||
his bakery.
|
||||
~
|
||||
E
|
||||
danish pastry~
|
||||
You see that this is truly delicious pastry. Must be made by a Dane from
|
||||
Denmark (which surely is not the capital of Sweden! ). Former ruler of
|
||||
|
@ -269,6 +262,13 @@ Scandinavia, England, Northern Germany, Northern France, Russia, Greenland,
|
|||
Iceland, Estonia etc. Etc. The sight of those large, wholesome chokoladeboller
|
||||
makes your mouth water and your soul sing.
|
||||
~
|
||||
E
|
||||
sign~
|
||||
Free instructions provided by the store:
|
||||
Buy - Will buy you some bread or pastry.
|
||||
List - The baker will kindly tell you the price and sort of the bread in
|
||||
his bakery.
|
||||
~
|
||||
S
|
||||
#3010
|
||||
The General Store~
|
||||
|
@ -813,14 +813,9 @@ The city gate is to the west.
|
|||
gate~
|
||||
1 3112 3052
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
~
|
||||
E
|
||||
gate~
|
||||
|
@ -829,9 +824,14 @@ reinforced with large iron bands to make them even more sturdy. One of the
|
|||
doors is equipped with a very big lock.
|
||||
~
|
||||
E
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
S
|
||||
#3041
|
||||
|
@ -857,14 +857,9 @@ You see Main Street.
|
|||
~
|
||||
0 -1 3016
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
~
|
||||
E
|
||||
gate~
|
||||
|
@ -873,9 +868,14 @@ reinforced with large iron bands to make them even more sturdy. One of the
|
|||
doors is equipped with a very big lock.
|
||||
~
|
||||
E
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
S
|
||||
#3042
|
||||
|
@ -923,14 +923,14 @@ The road continues further south.
|
|||
~
|
||||
0 -1 3047
|
||||
E
|
||||
wall writing letters~
|
||||
It says 'Who watches the watchmen? '
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
wall writing letters~
|
||||
It says 'Who watches the watchmen? '
|
||||
~
|
||||
S
|
||||
#3044
|
||||
Poor Alley~
|
||||
|
@ -1070,18 +1070,18 @@ You see the Concourse.
|
|||
~
|
||||
0 -1 3100
|
||||
E
|
||||
wall~
|
||||
bridge~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
some kind of mortar, just like the wall.
|
||||
~
|
||||
E
|
||||
opening~
|
||||
You cannot really see it from here as it is somewhere beneath your feet.
|
||||
~
|
||||
E
|
||||
bridge~
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar, just like the wall.
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
S
|
||||
#3052
|
||||
|
@ -1102,14 +1102,9 @@ The forest edge is to the west.
|
|||
~
|
||||
0 -1 6092
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
~
|
||||
E
|
||||
gate~
|
||||
|
@ -1118,9 +1113,14 @@ reinforced with large iron bands to make them even more sturdy. One of the
|
|||
doors is equipped with a very big lock.
|
||||
~
|
||||
E
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
S
|
||||
#3053
|
||||
|
@ -1141,14 +1141,9 @@ You see the city gate.
|
|||
gate~
|
||||
1 3112 3041
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
~
|
||||
E
|
||||
gate~
|
||||
|
@ -1157,9 +1152,14 @@ reinforced with large iron bands to make them even more sturdy. One of the
|
|||
doors is equipped with a very big lock.
|
||||
~
|
||||
E
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
S
|
||||
#3054
|
||||
|
@ -1182,17 +1182,17 @@ You see the southern end of the temple.
|
|||
~
|
||||
0 -1 3001
|
||||
E
|
||||
altar~
|
||||
Even though the altar is more than ten feet long it appears to be made from a
|
||||
single block of white virgin marble.
|
||||
~
|
||||
E
|
||||
statue odin king god~
|
||||
The statue represents the one-eyed Odin sitting on a his throne. He has
|
||||
long, grey hair and beard and a strict look on his face. On top of the throne,
|
||||
just above his shoulders, his two ravens Hugin and Munin are sitting and at his
|
||||
feet are his wolves Gere and Freke.
|
||||
~
|
||||
E
|
||||
altar~
|
||||
Even though the altar is more than ten feet long it appears to be made from a
|
||||
single block of white virgin marble.
|
||||
~
|
||||
S
|
||||
#3058
|
||||
Ye Olde Water Shoppe~
|
||||
|
@ -1301,29 +1301,6 @@ You see the entrance to the Grunting Boar Inn and Tavern.
|
|||
~
|
||||
0 -1 3006
|
||||
E
|
||||
WANTED posters poster wall~
|
||||
Faces of various known Killers and Thieves can barely be seen behind the
|
||||
crates on the west wall. Some of them look quite familar, sorta like that guy
|
||||
who you saw in the Reception a minute ago... But then again, they are rather
|
||||
hard to see past the crates.
|
||||
~
|
||||
E
|
||||
crates opened large~
|
||||
As you know, it is illegal to send contraband items through the Midgaard
|
||||
Mail. The customs agents use this as a great excuse to seize liquor, rare
|
||||
spices, and just about anything they might find useful or profitable.
|
||||
~
|
||||
E
|
||||
cobwebs~
|
||||
They seem to cover everything here, even the Postmaster himself.
|
||||
~
|
||||
E
|
||||
letters envelopes assorted~
|
||||
Envelopes of all sizes are heaped into hugh piles around the room. As you
|
||||
look closer, you see a letter that you had posted a full week ago, laying
|
||||
unnoticed and slightly rat-chewed towards the bottom of the pile.
|
||||
~
|
||||
E
|
||||
sign~
|
||||
**********************************************************
|
||||
* *
|
||||
|
@ -1342,6 +1319,29 @@ sign~
|
|||
* Type 'HELP MAIL' for more info *
|
||||
**********************************************************
|
||||
~
|
||||
E
|
||||
letters envelopes assorted~
|
||||
Envelopes of all sizes are heaped into hugh piles around the room. As you
|
||||
look closer, you see a letter that you had posted a full week ago, laying
|
||||
unnoticed and slightly rat-chewed towards the bottom of the pile.
|
||||
~
|
||||
E
|
||||
cobwebs~
|
||||
They seem to cover everything here, even the Postmaster himself.
|
||||
~
|
||||
E
|
||||
crates opened large~
|
||||
As you know, it is illegal to send contraband items through the Midgaard
|
||||
Mail. The customs agents use this as a great excuse to seize liquor, rare
|
||||
spices, and just about anything they might find useful or profitable.
|
||||
~
|
||||
E
|
||||
WANTED posters poster wall~
|
||||
Faces of various known Killers and Thieves can barely be seen behind the
|
||||
crates on the west wall. Some of them look quite familar, sorta like that guy
|
||||
who you saw in the Reception a minute ago... But then again, they are rather
|
||||
hard to see past the crates.
|
||||
~
|
||||
S
|
||||
#3063
|
||||
The Midgaard Donation Room~
|
||||
|
|
|
@ -2,6 +2,8 @@
|
|||
Rumble~
|
||||
Sanctus~
|
||||
100 199 10 2 d 0 0 0 1 34
|
||||
R 0 100 251 -1 (a marble fountain)
|
||||
O 0 251 1 100 (a marble fountain)
|
||||
M 0 98 1 100 (the travelling saleswoman)
|
||||
G 1 82 99 -1 (the teleporter)
|
||||
M 0 156 1 100 (the speaker of the land)
|
||||
|
|
|
@ -2,7 +2,8 @@
|
|||
Rumble~
|
||||
Sanctus II~
|
||||
200 299 10 2
|
||||
M 0 213 1 208 (the quest guru)
|
||||
M 0 196 1 251 (the newbie guide)
|
||||
M 0 213 1 208 (Santa Claus)
|
||||
E 1 43 99 7 (Guards of the Eternal Flame)
|
||||
E 1 37 99 9 (Gloves of the Kindred)
|
||||
E 1 36 99 4 (the cloak of the elven court)
|
||||
|
@ -29,8 +30,6 @@ M 0 125 3 254 (the young girl)
|
|||
M 0 164 1 254 (the drunk)
|
||||
G 1 101 99 -1 (an imported bottle of beer)
|
||||
G 1 197 99 -1 (a "kick me" sign)
|
||||
M 0 196 1 251 (the newbie guide)
|
||||
O 0 251 1 251 (a marble fountain)
|
||||
M 0 33 1 266 (Homer Simpson)
|
||||
E 1 71 99 1 (a chinese finger trap)
|
||||
E 1 71 99 2 (a chinese finger trap)
|
||||
|
@ -130,7 +129,7 @@ G 1 31621 99 -1 (a potion of cure blindness)
|
|||
G 1 31620 99 -1 (a bright green potion)
|
||||
G 1 351 99 -1 (a yellow potion of see invisible)
|
||||
G 1 26738 99 -1 (a purple potion of giant strength)
|
||||
G 1 190 99 -1 (a potion of remove curse)
|
||||
G 1 190 99 -1 (a scroll of remove curse)
|
||||
M 0 112 1 294 (the young woman)
|
||||
M 0 118 3 236 (the woman)
|
||||
M 0 118 3 295 (the woman)
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#22
|
||||
Rumble~
|
||||
Tower of the Undead~
|
||||
2200 2299 10 2 d 0 0 0 30 35
|
||||
2200 2299 10 2 d 0 0 0 14 18
|
||||
M 0 2203 15 2207 (a zombie maid)
|
||||
M 0 2202 10 2207 (a zombie servant)
|
||||
M 0 2201 10 2207 (a zombie knight)
|
||||
|
|
|
@ -2,6 +2,9 @@
|
|||
Polar Higgins~
|
||||
Crystal Castle~
|
||||
23800 23899 30 2 d 0 0 0 22 26
|
||||
O 0 23870 1 23870 (a pile of dark plate)
|
||||
O 0 23837 1 23837 (a small skull)
|
||||
P 1 23838 99 23837 (a light potion)
|
||||
M 0 23874 1 23874 (the queen plegia)
|
||||
G 1 23800 1 -1 (a map of the crystal castle)
|
||||
E 1 23874 100 0 (queens scepter)
|
||||
|
@ -45,9 +48,6 @@ E 1 23847 100 14 (a small crystal wristband)
|
|||
E 1 23848 100 7 (some crystal leggings)
|
||||
E 1 23849 100 13 (a crystal girth)
|
||||
M 0 23842 6 23842 (the small rat)
|
||||
O 0 23837 1 23837 (a small skull)
|
||||
P 0 23838 100 23837 (a light potion)
|
||||
O 0 23870 5 23870 (a pile of dark plate)
|
||||
O 0 23862 1 23866 (a red portal)
|
||||
O 0 23861 1 23865 (a blue portal)
|
||||
M 0 23860 1 23860 (the large troll)
|
||||
|
|
|
@ -2,8 +2,6 @@
|
|||
G.Threepwood~
|
||||
Jedi Clan House~
|
||||
24900 24999 30 2 d 0 0 0 28 30
|
||||
R 0 24904 3034 -1 (an automatic teller machine)
|
||||
O 0 3034 99 24904 (an automatic teller machine)
|
||||
M 0 24901 1 24914 (natasha shopkeeper woman keeper)
|
||||
G 1 3009 100 -1 (a waybread)
|
||||
G 1 3010 100 -1 (a bread)
|
||||
|
@ -17,7 +15,10 @@ G 1 3001 100 -1 (a bottle)
|
|||
G 1 3002 100 -1 (a bottle)
|
||||
G 1 3003 100 -1 (a bottle)
|
||||
G 1 3004 100 -1 (a bottle)
|
||||
E 1 3022 100 16 (a long sword)
|
||||
E 1 24902 99 16 (a golden dagger)
|
||||
E 1 24901 99 17 (the Lightsabre)
|
||||
R 0 24904 3034 -1 (an automatic teller machine)
|
||||
O 0 3034 99 24904 (an automatic teller machine)
|
||||
D 0 24907 0 1 (The Upper Floor)
|
||||
D 0 24912 0 1 (The Tablinum)
|
||||
S
|
||||
|
|
|
@ -24,7 +24,7 @@
|
|||
* @todo cpp_extern isn't needed here (or anywhere) as the extern reserved word
|
||||
* works correctly with C compilers (at least in my Experience)
|
||||
* Jeremy Osborne 1/28/2008 */
|
||||
cpp_extern const char *tbamud_version = "tbaMUD 3.63";
|
||||
cpp_extern const char *tbamud_version = "tbaMUD 3.64RC";
|
||||
|
||||
/* strings corresponding to ordinals/bitvectors in structs.h */
|
||||
/* (Note: strings for class definitions in class.c instead of here) */
|
||||
|
|
|
@ -22,7 +22,7 @@
|
|||
* on an older version. You are supposed to compare this with the macro
|
||||
* TBAMUD_VERSION() in utils.h.
|
||||
* It is read as Major/Minor/Patchlevel - MMmmPP */
|
||||
#define _TBAMUD 0x030630
|
||||
#define _TBAMUD 0x030640
|
||||
|
||||
/** If you want equipment to be automatically equipped to the same place
|
||||
* it was when players rented, set the define below to 1 because
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue