Updated World and files for 3.56 release. --Rumble

This commit is contained in:
Rumble 2008-04-13 15:55:11 +00:00
parent ebc985f010
commit 40b1677066
81 changed files with 18819 additions and 17702 deletions

174
changelog
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@ -2,6 +2,174 @@ TbaMUD is currently being developed by The Builder Academy. If you need any
help, find any bugs, or have ideas for improvement please stop by TBA at
telnet://tbamud.com:9091 or email rumble@tbamud.com --Rumble
tbaMUD 3.56
[Apr 07 2008] - Rumble
Fixed typos in lib/misc/messages and socials.new
[Apr 04 2008] - jeremyosborne
Minor Bugfix: All game configuration settings now reference the world config
structure, not the individual config variables found in config.c.
[Mar 22 2008] - Rumble
Added lib/world/qst/ directory, index, index.mini, and 0.qst.
[Mar 08 2008] - jeremyosborne
Bugfix: the include directory (for .h files) is now referenced correctly in
the depend statement.
Deletion: listrent.c removed as a separate utility.
[Mar 07 2008] - jeremyosborne
Enhancement: utils/ Makefile will now use a depends file, and looks for
dependencies in the ../ directory (shrinks the necessary information to make
each utility).
[Mar 06 2008] - Rumble
Made TBA specific changes. do_cheat, removed help level checking, and
advance to level 32 (these will be removed for releases).
[Mar 05 2008] - jeremyosborne
Minor Update: Changed header of Makefile.in to read 'tbaMUD' and also added
in attribution for the changes. (Thanks seqwith.)
[Mar 05 2008] - jeremyosborne
Changed Makefile.in to use glob expressions when building the objects. This
translates into no longer a need to update Makefile.in whenever a new .c file
is added to the mud code. Other Makefile.* have not yet been changed (and
need review, anyway).
All CXREF cruft left in Makefile.in has been removed. tbaMUD is now using
Doxygen. Technically, CXREF provides a bit more auto-documentation than Doxygen
does, however the tbaMUD (and legacy circle code) has never been marked-up with
the special CXREF codes required to effectively use the program. Since Doxygen
is easier to use, and provides almost as much functionality as CXREF, CXREF
support has been dropped.
Bug Fix: asciiflag_conv* functions now can handle a negative numeric value.
Bug fix/enhancement: Charmed mobs (specifically charmed mobs with a ->master)
will no longer attempt to wander off.
Based on the compiler warning about mag_materials being an unused function,
and the clone spell being unused.
Bug fix: Clone can now be cast. It is an 'ignore' target spell.
Fix and Modification: Clone, being an effectively unused spell that is only
used by mortal Magic Users at level 30, is now implemented as very simple
example of how to use mag_materials(). The item required by mag_materials is
vnum 161, which in stock tbaMUD is some sacrificial entrails.
Bug Fix for "Did you mean:" including DG commands.
Bug Fix: do_simple_move slightly rewritten to handle Leave triggers that
purge a door.
Documentation: do_simple_move documented.
[Mar 01 2008] - Laoris
Trial run of columnizer function on commands list to see how people like it.
[Feb 26 2008] - jeremyosborne
asciimap, an in game automap, along with a couple of minor bug fixes to do
with the automap, patched in (Thanks Jamdog).
[Feb 22 2008] - jeremyosborne
Minor update: Relocate local variable declaration to the top of ACMD(do_help)
Checked in the following placeholders for do_gen_tog:
#define SCMD_AUTOLOOT 24
#define SCMD_AUTOGOLD 25
#define SCMD_AUTOSPLIT 26
#define SCMD_AUTOSAC 27
#define SCMD_AUTOASSIST 28
The Autoquest patch, along with a couple of minor bug fixes, has been
integrated into tbaMUD. (Thanks Jamdog, Kenneth Ray and Morgaelin.)
[Feb 22 2008] - jeremyosborne
Casted NOWHERE, NOTHING, NOBODY and NOFLAG as IDXTYPE for the signed short
int index types.
[Feb 18 2008] - jeremyosborne
Added a new atoidx() conversion function for dealing with string to IDXTYPE
conversions (in utils.c, prototype exported through utils.h).
Added IDXTYPE_MIN and IDXTYPE_MAX defines (in structs.h).
Replaced atoi references with atoidx in do_oasis_zedit (in zedit.c).
Since general olc editing are automatically saved to disk, 'shutdown reboot'
has been changed to not-autosave by default. (Small change made to do_shutdown
in act.wizard.c).
struct attack_hit_type moved to fight.h
attack_hit_text exported through fight.h
[Feb 17 2008] - jeremyosborne
do_file heads or tails files correctly and has also been enhanced to return
file info (act.wizard.c).
Defines made for common log files created by autorun, and those used by
do_file (db.h).
utility functions added: file_head(), file_tail(), file_sizeof(), and
file_numlines() (defined utils.c and exported through utils.h).
[Feb 16 2008] - Rumble
Fixed export command. (thanks Kyle)
[Feb 15 2008] - jeremyosborne
Files are now tagged as executable. Should be able to be checked out from
subversion and executed without running chmod.
[Feb 14 2008] - Rumble
Fixed strcat() writing out of bounds in cedit.c since strdup() only malloc()
strlen(str)+1 bytes. (thanks Buggo) and moved attack_hit_text back.
Fixed direction mapping to give readable directions instead of sub commands.
[Feb 13 2008] - jeremyosborne
Event queue function definitions, global variables and defines doxygenated.
[Feb 12 2008] - Rumble
Updated levels command to use an arg/range and added color parsing to
greetings. (thanks Jamdog)
[Feb 11 2008] - jeremyosborne
Doxygen comments completed for weather.c
[Feb 10 2008] - Rumble
Corrected several 64-bit warnings. (thanks Buggo)
Added get_flag_by_name allowing for new trigedit variable checks like
%actor.pref(FLAG)% checks. (thanks Jamdog)
[Feb 09 2008] - jeremyosborne
COMPLETE: tbaMUD code re-org of global and local scope function and variable
declarations. There may be a few things that I did not catch (some non extern
keyword declarations of function prototypes within other functions, for
example).
BUG FIX: Unused functions encrypt_hex() and decrypt_hex() removed from mail.c
[Feb 05 2008] - jeremyosborne
Continued clean-up of 'extern' references to functions and variables.
BUG UNCOVERED: set_title() in class.c incorrectly handles the const nature of
the char * returned from title_female and title_male.
More work on mud clean-up.
New file: spec_procs.h created to house the legacy special procedures
(spec_procs.c and castle.c) and special feature assignment in general.
Minor Bugfix: Fixed parse error in mobact.c
Minor Bugfix: act.h is now included in all of the act functions. Forgot to do
that the first time :(
Additions: ban.h has been added as the external entry point into the ban.c
globals and functions. Files needing ban.h have been updated.
[Feb 04 2008] - jeremyosborne
All act*.c functions, defines and globals have been prototyped/declared in
act.h. The file act.h does not contain every ACMD, only those ACMDs and
utility functions available within the act*.c files.
Changed the 'struct queue' to 'struct dg_queue' to avoid namespace conflicts.
[Feb 04 2008] - Rumble
Fixed the last few flags missed for the 128 bit conversion.
Fixed run_autowiz which ran twice on advancement.
[Feb 04 2008] - Laoris
Adding a column formatter for lists. Accepts printf-like arguments.
Only used by medit right now.
[Feb 03 2008] - jeremyosborne
act.h created and added. This header will be the external entry point for the
functions, function subcommands and variables within the act*.c files. It is
not designed to be the entry point for all ACMD functions.
[Feb 02 2008] - jeremyosborne
Marking all file scope functions as 'static'
Reorganization of the global variables and functions.
[Jan 31 2008] - jeremyosborne
Protected the conf.h.* system config files from multiple calls.
Removed extraneous references to TRUE / FALSE and YES / NO defines.
BUGFIX: NUM_POSITIONS set to 8 (was incorrectly set to 15 before)
Migrated NUM_* settings from oasis.h to more appropriate locations near where
they are defined. (For Example: NUM_POSITIONS moved to structs.h next to the
POSITION_* defines.)
Added Appendix A - Coder Support. Right now, it simply speaks to the fact that
we have included doxygen config files, are working to document the source code,
and provides a rudimentary "do this" guide to create the doxygen cross
references.
[Jan 30 2008] - jeremyosborne
All .h files now have doxygen recognized headers, and the format is slightly
altered to ease editing of headers.
Protected all .h files from multiple calls. (Standard format is #ifndef _HEADE
R_H_ #define _HEADER_H_ .... #endif)
[Jan 29 2008] - jeremyosborne
constants.h, structs.h and utils.h now protected from multiple includes. This
is sometimes overkill, but good practice overall.
Updated documentation for constants.c and constants.h.
The standard Doxygen configuration doxyfiles (config files) for tbaMUD. One
is to be used with the Graphviz DOT (dox_withGraphs), one is designed to be
used if Graphviz is not available.
Minor document correction in struct dex_app_tpe.
[Jan 28 2008] - jeremyosborne
*bugfix* do_drink command: When a container is empty, the correct, "It is
empty." message is now displayed.
Merging changes to trunk for: utils.h, utils.c and structs.h doxygen comments
Adding file dox_withGraphs.doxyfile
tbaMUD 3.55
[Jan 17 2008] - Rumble
Updated files for 3.55 release.
@ -110,6 +278,7 @@ Increased the size of a mail message from 4k to 8k.
[Aug 17 2007] - Rumble
128 bit fixes: pfile conversion, world sector conversion, and player flags. (thanks Jamdog)
Added stop_fighting calls in do_flee to fix stock bug. (thanks Juras)
tbaMUD 3.53
[Jul 01 2007] - Rumble
Added run_autowiz to do_cheat. (thanks Fizban)
@ -151,6 +320,7 @@ tbaMUD 3.53
Fixed nogos/nowiz from flagging everyone in who.
Fixed numerous SYSERR's where mobs were using player only specials.
Added 128 bits patch by Niese Petersen with numerous updates and fixes.
tbaMUD 3.52
[Apr 14 2007] - Rumble
IP's only visible to LVL_GOD and above now for the paranoid people out there.
@ -469,9 +639,11 @@ CircleMUD 3.5
- Added buildwalk and dig.
Release history:
Version 3.56 release: January, 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
See releases.txt
See releases.txt for a full release history.

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@ -1,6 +1,6 @@
(lib/text/credits)
C I R C L E M U D 3 . 5
C I R C L E M U D
CircleMUD was developed from DikuMUD (Gamma 0.0) by Jeremy "Ras" Elson at

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@ -1,9 +1,9 @@
(lib/text/handbook)
This is the immortal handbook and should contain guidelines for immortals.
Right now it doesn't say anything particularly useful -- bug the higher-ups
to write their policies here.
The Builder Academy tutorial zone begins in room 3. @RGOTO 3@n to begin your
training.
(lib/text/handbook)
This is the immortal handbook and should contain guidelines for immortals.
Right now it doesn't say anything particularly useful -- bug the higher-ups
to write their policies here.
The Builder Academy tutorial zone begins in room 3. @RGOTO 3@n to begin your
training.

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@ -4,5 +4,4 @@
Immortals
~~~~~~~~~
Testdet

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@ -7,5 +7,5 @@ log in to the game. You should change it to something more interesting
when you get a chance (as well as most of the other files in lib/text.)
If you need help, find a bug, or wish to contribute please stop by
The Builder Academy at: builderacademy.net 9091
The Builder Academy at: builderacademy.net 9091 or @Chttp://tbamud.com@n.

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@ -1,8 +1,8 @@
(lib/text/motd)
Welcome to
T B A M U D
"We addict players for their own enjoyment."
Created by Jeremy Elson
(lib/text/motd)
Welcome to
T B A M U D
"We addict players for their own enjoyment."
Created by Jeremy Elson

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@ -4,9 +4,14 @@
NEW COMMANDS AND NEW MUD BEHAVIOR:
---------------------------------
** Check out the latest news and information on the tbaMUD codebase with
tbaMUDs new content management system (drupal) at http://tbamud.com.
Forums, blogs, etc. (thanks Mordecai)
** Check out the latest news and information on the tbaMUD codebase at
@Chttp://tbamud.com@n.
** New automap shows a small ascii map to the right of room descriptions.
Toggle automap on to enable. There is also a new map command that can
show a larger map area.
** New Quest Editor means more quests for players.
** Doors are now visible in the exits menu. i.e. Exits: n (e) w s.

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@ -507,6 +507,7 @@ responsible for all interrogation and the propaganda it produces.
8 8 1
E
T 173
T 72
#32
hired muscle~
the hired muscle~
@ -569,7 +570,7 @@ E
#98
travelling saleswoman woman~
the travelling saleswoman~
This saleswoman is laden with gagdets and gizmos that are outrageously priced.
This saleswoman is laden with gadgets and gizmos that are outrageously priced.
~
A combination of good business sense, charming personality, and good looks
has made her a success at pushing useless products on uneducated buyers. Only

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@ -144,6 +144,7 @@ looks competent in her work and enjoys it immensely.
8 8 2
E
T 116
T 43
#110
corwin postmasters~
Corwin, the postmaster~
@ -180,15 +181,17 @@ young woman~
the young woman~
A young woman strolls by, smiling at you.
~
She is wearing a very drab white dress with some sort of flowery print on
it. She keeps smiling at you, and she's not a bad looker, but I wouldn't get
your hopes up.
She is wearing a very drab white dress with some sort of flowery print on it.
She keeps smiling at you, and she's not a bad looker, but I wouldn't get your
hopes up. She looks at you with a sideways glance and puckers her lips as if
she wants to be kissed.
~
2120 0 0 0 0 0 0 0 1000 E
4 19 7 0d0+40 1d2+0
40 1600
8 8 2
E
T 64
#113
old lady~
an old lady~
@ -415,6 +418,7 @@ down. Various pouches hang from a red belt.
100 10000
6 6 1
E
T 76
#129
thief man~
the thief~
@ -497,6 +501,7 @@ today. He holds himself with a dignity that astonishes even you.
300 90000
8 8 1
E
T 132
#135
blue magi master~
the blue Master Magi~
@ -549,8 +554,8 @@ A Master Magi in a yellow robe strolls by.
throughout the city and is reverred almost as much as the gods.
~
72 0 0 0 16 0 0 0 0 E
33 9 -9 6d6+330 5d5+5
330 108900
20 14 -2 4d4+200 3d3+3
200 40000
8 8 1
E
#139
@ -668,6 +673,7 @@ realize he must be a magi.
140 19600
8 8 1
E
T 65
#147
logan~
Logan~
@ -689,15 +695,15 @@ purple magi~
the purple magi~
A magi in a purple robe is making a fashion statement.
~
The robe just seems.... Loud. That color purple can't be natural. You
dare not laugh or even smirk since you know they take offense to such things.
The robe just seems.... Loud. That color purple can't be natural. You dare
not laugh or even smirk since you know they take offense to such things.
~
72 0 0 0 16 0 0 0 -400 E
15 15 1 3d3+150 2d2+2
150 22500
8 8 1
E
T 70
#149
sargeant~
the sargeant~
@ -1039,7 +1045,7 @@ E
#173
magi guildguard~
the magi guildguard~
The magi stands infront of a set of stairs with his arms crossed.
A magi stands in front of a set of stairs with his arms crossed.
~
He doesn't seem to be happy just standing there, he seems to be protecting
or standing watch over something, but you can't tell what.
@ -1076,6 +1082,7 @@ competent and will warn of any attack upon the city.
250 62500
8 8 1
E
T 73
#176
gunney~
Gunney~
@ -1119,6 +1126,7 @@ shit.
140 19600
8 8 1
E
T 71
#179
recruit~
the recruit~
@ -1132,6 +1140,7 @@ This guy needs a beer, a woman, and some time off.
150 22500
8 8 1
E
T 69
#180
javier~
Javier, the High Councillor~

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@ -108,7 +108,6 @@ holy sanctuary.
30 900
8 8 0
E
T 1205
#1209
Julia~
Julia~

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@ -12,6 +12,7 @@ He stands a good six feet tall, all skin and bones.
130 16900
8 8 1
E
T 78
#201
apprentice healer~
the apprentice healer~
@ -183,10 +184,71 @@ This parrot seems to have lost his pirate. He squawks incessantly.
scratching of its small feet is punctuated by a thudding. Upon closer
inspection the parrot has a wooden leg and an eye patch!
~
10 0 0 0 0 0 0 0 0 E
8 0 0 0 0 0 0 0 0 E
5 19 7 1d1+50 1d2+0
50 2500
8 8 1
E
T 204
#213
quest guru old man~
the quest guru~
An old man known across the realms as the 'quest guru' has seen and done it all.
~
This aged man still has a spring to his step. He is fully equipped with
assorted items he has collected over his years of exploring and adventuring.
~
253960 0 0 0 0 0 0 0 0 E
30 10 -8 6d6+300 5d5+5
300 90000
8 8 1
E
T 204
T 44
#214
old magi guard~
the magi guard~
An old magi has been guarding the orb for decades, his sanity seems questionable.
~
After over 50 years of guard duty this magi seems to have lost touch with
reality. He stares blankly around the room and doesn't seem to even notice you.
He wears a plain grey robe and is a member of the magi guards. A once elite
group of magi dedicated to protecting the Orb of Sanctum.
~
10 0 0 0 0 0 0 0 0 E
5 19 7 1d1+50 1d2+0
50 2500
8 8 1
E
T 61
#215
magi guard young~
the magi guard~
A young member of the magi guard watches over the Orb of Sanctum.
~
This elite member of the magi guard has dedicated her life to protecting the
orb and maintaining the precarious balance within the protected walls of
Sanctus. The magi guards numbers have dwindled over the years to only a select
few who have the necessary skills to protect this most valuable of treasures.
~
10 0 0 0 0 0 0 0 0 E
30 10 -8 6d6+300 5d5+5
300 90000
8 8 2
E
T 62
#216
Yoda~
Yoda~
Jedi Master Yoda.
~
A tiny green alien, dressed in grey and white robes. He carries around a
small cane, and speaks oddly.
~
8 0 0 0 0 0 0 0 1000 E
12 16 2 2d2+120 2d2+2
120 14400
8 8 1
BareHandAttack: 10
E
T 208
$

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@ -11,6 +11,7 @@ A ghost parrot suddenly appears before you in a flurry of motion.
8 8 0
BareHandAttack: 4
E
T 46
#25501
pirate ghost~
a pirate ghost~

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@ -40,10 +40,6 @@ The email listing of the gods is pinned against the wall.~
0 0 0 0
1 1 0 30
E
emails listing~
HELP CONTACT
~
E
wizlist~
Implementors
~~~~~~~~~~~
@ -60,6 +56,10 @@ 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~
@ -159,7 +159,7 @@ The Staff of Sanctum stands here waiting to be taken up by those who are worthy.
5 0 0 0 0 ano 0 0 0 0 0 0 0
50 10 5 7
20 1000 0 30
T 13
T 85
#13
Ferret's black book~
the little black book~
@ -249,6 +249,7 @@ The sword of kings awaits a hero to wield it.~
5 abdgimnoq 0 0 0 ano 0 0 0 0 0 0 0
8 10 9 3
1 1000 0 20
T 80
E
sword quest war's blood~
The blade of this beautiful weapon is inlaid with tiny wavelets. The guard
@ -273,6 +274,7 @@ A piece of deepest midnight calls to you here.~
5 bdgmnpq 0 0 0 ano 0 0 0 0 0 0 0
10 10 9 11
1 1000 0 20
T 84
E
shadow stealer dagger quest~
This long, thin dagger is made of the blackest metal you have ever seen. It
@ -394,6 +396,7 @@ The axe meant to end all that is good in the realms floats here seeking a head t
5 bdgjlq 0 0 0 ano 0 0 0 0 0 0 0
10 10 9 3
1 1000 0 20
T 83
E
axe doomslaying quest~
Darkest midnight, purest evil, death embodied. This weapon is the end of all
@ -495,6 +498,7 @@ The protection of dragon-kind seeks the next hero of the wryms.~
9 abdgq 0 0 0 aj 0 0 0 0 0 0 0
10 0 0 0
5 1000 0 20
T 86
E
shield quest wyrmguard~
Torn from Balm's breast, this scale has been shaped into a shield of
@ -664,6 +668,7 @@ One of the lost treasures of Sanctum is here.~
4 a 0 0 0 ao 0 0 0 0 0 0 0
30 1 1 26
1 1000 0 0
T 90
E
gem sanctum~
This is one of the treasures from the hordes of the city of Sanctum.
@ -1051,6 +1056,62 @@ generic staff~
Since this staff is completely generic there are no distinctive features
worth noticing.
~
#68
commissars key~
the Commissar's key~
A large key painted red and hanging on a metal ring was left here.~
~
18 0 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 10 0 0
E
commissars key~
This old fashioned skeleton key has been painted a bright red and is all
alone on an over-sized metal key ring.
~
#69
wooden signopened~
a wooden sign~
A simple wooden sign hanging from a shop to the North states, "OPEN."~
~
12 0 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
E
wooden sign~
The wooden sign says OPEN in big bright letters.
~
#70
wooden signclosed~
a wooden sign~
A simple wooden sign hanging from a shop to the North states, "CLOSED."~
~
12 0 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
E
wooden sign~
The wooden sign says CLOSED in big bright letters.
~
#71
chinese finger trap fingertrap cardboard tube~
a chinese finger trap~
A strange and colorful tube was left here. It is made from cardboard intricately weaved together.~
~
11 g 0 0 0 ab 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
T 87
E
chinese finger trap fingertrap cardboard tube~
It consists of at least a dozen different colors of cardboard weaved together
into a tube. The holes on each end are just about the right size to stick a
finger in.
~
A
2 -6
A
1 6
#80
paintball gun red~
a red paintball gun~
@ -1202,6 +1263,7 @@ An ice cream has been dropped here.~
19 0 0 0 0 0 0 0 0 0 0 0 0
1 0 0 0
1 4 0 0
T 82
E
ice cream 99 flake~
Known as the 99, it is an ice cream cornet with a stick of chocolate rammed

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@ -9,7 +9,7 @@ A shimmering portal leading to Midgaard has been placed here.~
T 100
#101
beer bottle imported beer~
a imported bottle~
an imported bottle of beer~
A bottle of imported beer has been left here.~
~
17 0 0 0 0 a 0 0 0 0 0 0 0
@ -558,7 +558,7 @@ A pool of blood from a recent kill has collected here.~
0 0 0 0
#147
splugen bottle beer~
an exotic bottle~
an exotic bottle of beer~
Some exotic beer from far away.~
~
17 0 0 0 0 a 0 0 0 0 0 0 0
@ -736,9 +736,9 @@ A list of directions to important areas within Sanctus lies here.~
1 1 0 0
E
list directions sanctus~
@n
recall Room - (type recall)
Newbie Zones - (type newbie)
recall Room - teleport Sanctus
Newbie Zones - teleport Newbie
Food - 1d, 3s, 1e, 1n
1d, 3s, 1w, 1n
Water - 1d, 3n, 2e, 1s
@ -913,6 +913,7 @@ A yellow rubber chicken has been chewed half to death.~
0 0 0 0
1 1 0 0
T 154
T 88
E
yellow rubber chicken~
This dog toy barely even resembles its namesake. The long yellow body is
@ -1726,6 +1727,21 @@ iron bound wooden chest~
stained and polished to a shine. Bands of iron to wrap around the chest. But,
the lock hangs open.
~
#189
staff gnarled~
a gnarled staff~
A gnarled wooden staff beacons you.~
~
5 0 0 0 0 ano 0 0 0 0 0 0 0
0 0 0 0
1 10 0 0
T 48
E
gnarled wooden staff~
The staff appears to have been twisted into a strange spiral up along its
surface. The top has three claws meant to hold something. It is conspicuosly
empty.
~
#190
potion deep green remove curse~
a potion of remove curse~
@ -1738,4 +1754,84 @@ E
green deep potion~
A potion that will remove any curses you may have been afflicted with.
~
#191
orb topping~
an orb meant to top a staff~
An orb meant to top a staff must have fallen out here.~
~
12 0 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0
E
orb staff topping~
The orb is about the size of a small fist. It appears to have been meant to
be placed on the end of a staff.
~
#192
broken staff~
a broken staff~
A broken and useless staff has been discarded here.~
~
12 0 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0
E
broken staff~
It appears to have once been a very nice staff that someone ruined by putting
it together wrong. Someone must have not been able to "join" it properly.
~
#193
blood trickle stream thin liquid red blood~
a thin stream or red liquid~
A small trickle or red liquid flows from the shop to the north to a drain to the south.~
~
23 0 0 0 0 0 0 0 0 0 0 0 0
0 0 13 0
0 0 0 0
T 79
E
blood trickle stream thin liquid red blood~
The liquid has a heavy metallic scent to it and is mixed with dirt and a few
other questionable liquids.
~
#194
closet~
a closet~
A closet is built into the south wall of the room.~
~
15 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
T 81
E
closet~
The closet door is made of faded wood and it has rusty hinges.
~
#195
rotten mistletoe~
some rotten mistletoe~
This mistletoe reeks of mold and decay.~
~
19 0 0 0 0 a 0 0 0 0 0 0 0
1 0 0 1
1 1 0 0
#196
mistletoe plant~
some mistletoe~
A soft woody plant with green leaves and white berries is hanging over your head.~
~
19 0 0 0 0 ao 0 0 0 0 0 0 0
1 0 0 0
1 1 0 0
E
plant mistletoe~
The tradition of kissing under the mistletoe originated from the Druids
who considered the mistletoe sacred. They believed that it held magical virtue
and was a remedy for evil. The priests would cut pieces of the oak tree on
which the mistletoe grew and offer them along with two white bulls as a
sacrifice to pagan gods. Twigs with berries were hung above doors to indicate
that past grievance and hatreds were forgiven and it was used in amulets,
bracelets and rings to ward off evil and protect against witchcraft and
poisoning. Mistletoe symbolizes peace and love.
~
$~

View file

@ -3,9 +3,10 @@ email list staff~
a list of the staff's emails~
A list of the staff's emails has been left here.~
~
14 0 0 0 0 ao 0 0 0 0 0 0 0
14 0 0 0 0 ao 0 0 0 bcdefghijklmnopqrstuv 0 0 0
0 0 0 0
1 1 0 0
T 1205
E
list email staff~
@RHELP CONTACT@n for the most recent listing or:
@ -295,14 +296,14 @@ A piece of fireworks is planted in a champagne bottle.~
0 0 0 0
T 1297
E
firework new year piece~
This large rocket is about to go up! Strange colours will fill the sky!
~
E
bottle champagne~
The bottle is filled partially with water so it doesn't tilt over. Someone
has obviously drunk the champagne first.
~
E
firework new year piece~
This large rocket is about to go up! Strange colours will fill the sky!
~
#1299
christmas tree~
a christmas tree~

View file

@ -193,7 +193,7 @@ certificate graduation~
earned this award and is signed on the bottom by Rumble himself.
~
#1315
staff gnarled~
FREE~
a gnarled staff~
A gnarled wooden staff beacons you.~
~
@ -208,7 +208,7 @@ surface. The top has three claws meant to hold something. It is conspicuosly
empty.
~
#1316
orb staff topping~
FREE~
an orb meant to top a staff~
An orb meant to top a staff must have fallen out here.~
~
@ -221,7 +221,7 @@ orb staff topping~
be placed on the end of a staff.
~
#1317
broken staff~
FREE~
a broken staff~
A broken and useless staff has been discarded here.~
~
@ -820,23 +820,4 @@ This mistletoe reeks of mold and decay.~
19 0 0 0 0 a 0 0 0 0 0 0 0
1 0 0 1
1 1 0 0
#1399
mistletoe plant~
some mistletoe~
A soft woody plant with green leaves and white berries is hanging over your head.~
~
19 0 0 0 0 ao 0 0 0 0 0 0 0
1 0 0 0
1 1 0 0
E
plant mistletoe~
The tradition of kissing under the mistletoe originated from the Druids
who considered the mistletoe sacred. They believed that it held magical virtue
and was a remedy for evil. The priests would cut pieces of the oak tree on
which the mistletoe grew and offer them along with two white bulls as a
sacrifice to pagan gods. Twigs with berries were hung above doors to indicate
that past grievance and hatreds were forgiven and it was used in amulets,
bracelets and rings to ward off evil and protect against witchcraft and
poisoning. Mistletoe symbolizes peace and love.
~
$~

View file

@ -260,23 +260,10 @@ a marble fountain~
A large fountain with two statues standing protectively above it.~
~
23 0 0 0 0 0 0 0 0 0 0 0 0
100 -1 0 0
-1 1 0 0
0 0 0 0
T 201
E
rumble names ferret~
To bring peace where there was only war. To bring justice where there was
only inequity. To bring freedom where there was only coercion. To bring
balance where there was only chaos. To bring Sanctum to the world.
DO NOTE ENTER FOUNTAIN!
~
E
statues figures~
Below each statue is engraved a name. Rumble and Ferret. More is written
below the names but you must look more closely to read it.
~
E
fountain~
This is the most beautiful fountain you have ever set your eyes upon! It
has a marble bottom, which is clean enough to eat off from. In the center of
@ -284,4 +271,17 @@ the fountain, you see some stone FIGURES. They have their mouths open. As you
look closely you can see that there is water streaming out from the mouths.
What a neat idea!
~
E
statues figures~
Below each statue is engraved a name. Rumble and Ferret. More is written
below the names but you must look more closely to read it.
~
E
rumble names ferret~
To bring peace where there was only war. To bring justice where there was
only inequity. To bring freedom where there was only coercion. To bring
balance where there was only chaos. To bring Sanctum to the world.
DO NOTE ENTER FOUNTAIN!
~
$~

View file

@ -77,10 +77,12 @@ A clay jug was left here.~
~
17 0 0 0 0 a 0 0 0 0 0 0 0
3 3 0 0
4 50 0 0
4 500 0 0
E
clay jug~
A plain jug made of clay that fits nicely into the palm of your hand.
A plain jug made of clay that fits nicely into the palm of your hand. An
extremely well mad clay jug that fits nicely into the palm of your hand. The
perfect size and weight to throw.
~
#309
waybread bread~
@ -200,13 +202,13 @@ A small sword lies here.~
0 1 6 11
3 60 0 0
E
sword small~
The small sword seems to have an inscription of some sort inscription...
~
E
inscription~
It says: 'May this sword be a good companion. '
~
E
sword small~
The small sword seems to have an inscription of some sort inscription...
~
#322
sword long~
a long sword~
@ -612,13 +614,13 @@ A large, sociable bulletin board is mounted on a wall here.~
0 0 0 0
0 0 0 0
E
board~
If you can read this, the board is not working.
~
E
social bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
#397
board frozen bulletin~
a frozen bulletin board~
@ -628,13 +630,13 @@ A large bulletin board is here, carved from a block of ice.~
0 0 0 0
0 0 0 0
E
board~
If you can read this, the board is not working.
~
E
freeze bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
#398
board holy bulletin~
a holy bulletin board~
@ -644,13 +646,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
0 0 0 0
0 0 0 0
E
board~
If you can read this, the board is not working.
~
E
holy bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
#399
board bulletin~
a bulletin board~
@ -660,11 +662,11 @@ A large bulletin board is mounted on a wall here.~
0 0 0 0
0 0 0 0
E
board~
If you can read this, the board is not working.
~
E
bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
$~

File diff suppressed because it is too large Load diff

View file

@ -2,6 +2,7 @@
Obj Command 100 - portal to Midgaard~
1 c 7
en~
* By Rumble of The Builder Academy tbamud.com 9091
if %cmd.mudcommand% == enter && %arg% /= portal
%send% %actor% You enter the portal.
%echoaround% %actor% %actor.name% bravely enters the portal.
@ -484,6 +485,7 @@ end
Room Command 365 - Jump~
2 c 100
jump~
* By Rumble of The Builder Academy tbamud.com 9091
wait 1 sec
%send% %actor% You jump from the window ledge to certain death.
%echoaround% %actor% %actor.name% decides to test fate and takes a dive out the window.
@ -492,16 +494,19 @@ wait 1 sec
%echoaround% %actor% %actor.name% falls from above screaming %actor.hisher% lungs out. %actor.heshe% hits the ground with a loud thump.
%force% %actor% look
%send% %actor% You strike the ground hard but somehow manage to survive the impact.
%damage% %actor% 1
* Damage the player all of their hitpoints. They will recover.
set stunned %actor.hitp%
%damage% %actor% %stunned%
~
#132
dg_cast by level~
0 k 100
0 k 10
~
* By Rumble of The Builder Academy tbamud.com 9091
switch %actor.level%
case 1
case 2
case 3
case 2
case 3
dg_cast 'magic missile' %actor%
break
case 5
@ -514,8 +519,6 @@ switch %actor.level%
dg_cast 'shocking grasp' %actor%
break
case 8
dg_cast 'sleep' %actor%
break
case 9
dg_cast 'lightning bolt' %actor%
break
@ -543,14 +546,15 @@ switch %actor.level%
else
dg_cast 'dispel evil' %actor%
end
break
break
case 17
dg_cast 'call lightning' %actor%
break
case 18
case 19
case 19
dg_cast 'harm' %actor%
break
* Level 20 and above gets fireball!
default
dg_cast 'fireball' %actor%
break
@ -560,6 +564,8 @@ done
Warrior Guildguard - 127~
0 q 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* Replaces the guildguard special procedure.
* Check the direction the player must go to enter the guild.
if %direction% == up
* Stop them if they are not the appropriate class.
@ -950,29 +956,29 @@ emote %speech%
Angel Receives Treats - 207~
0 j 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* A simple receive trig if you give the dog food she will eat it. If you give
* her dog treats she will follow you. Everything else she drops.
if %object.type% == FOOD
wait 1 sec
emote swallows %object.shortdesc% without even chewing.
%purge% %object%
wait 1 sec
emote looks up at %actor.name%, hoping for some more.
if %object.vnum% == 164
wait 1 sec
* By Rumble of The Builder Academy tbamud.com 9091
* A simple receive trig if you give the dog food she will eat it. If you give
* her dog treats she will follow you. Everything else she drops.
if %object.type% == FOOD
wait 1 sec
emote swallows %object.shortdesc% without even chewing.
wait 1 sec
emote looks up at %actor.name%, hoping for some more.
if %object.vnum% == 164
wait 1 sec
mfollow %actor%
end
else
wait 1 s
set obj_name %object.name%
drop %obj_name%
end
end
%purge% %object%
else
wait 1 s
drop %object.name.car%
end
~
#153
Angel Follows Masters Commands - 207~
0 d 1
*~
* By Rumble of The Builder Academy tbamud.com 9091
if %self.master% == %actor%
wait 1 sec
switch %speech.car%
@ -1064,6 +1070,7 @@ end
Angel plays with chicken - 207~
0 b 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %self.has_item(172)%
growl chicken
squeeze chicken
@ -1499,14 +1506,15 @@ done
Prison Commissar M31~
0 b 3
~
* By Rumble of The Builder Academy tbamud.com 9091
* Prison Commissar - M31 - T173
eval max %random.4%
set txt1 you Americans were nothing like the French, we could count on them to be reasonable.
set txt2 you Americans think you are so smart. We have figured out your fourth signal. Four beats or waves or taps or whatever you come up with means "wait."
set txt3 War has blighted this planet in all but 268 of the past 4000 years.
set txt4 We may not have freedom, but after 4000 years we have order, and we will settle for that.
set speech %%txt0%%%
eval speech %speech%
eval max %random.5%
set text[1] you Americans were nothing like the French, we could count on them to be reasonable.
set text[2] you Americans think you are so smart. We have figured out your fourth signal. Four beats or waves or taps or whatever you come up with means "wait."
set text[3] War has blighted this planet in all but 268 of the past 4000 years.
set text[4] We may not have freedom, but after 4000 years we have order, and we will settle for that.
set text[5] I do not get paid enough for such a despicable job. I don't suppose you would give me a little something in exchange for my help?
eval speech %%text[%max%]%%
say %speech%
~
#174
@ -1774,7 +1782,8 @@ Epictetus M29~
* Epictetus - M29 - T181 By Rumble
eval max %random.26%
set txt[1] the judge will do some things to you which are thought to be terrifying, but how can he stop you from taking the punishment he threatened?
set txt[2] what are the benefits of a stoic life? It is an ancient and honorable package of advice on how to stay out of the clutches of those who are trying to get you on the hook, trying to give you a feeling of obligation, trying to get moral leverage.set txt[3] There can be no such thing as being the "victim" of another. You can only be a "victim" of yourself.
set txt[2] what are the benefits of a stoic life? It is an ancient and honorable package of advice on how to stay out of the clutches of those who are trying to get you on the hook, trying to give you a feeling of obligation, trying to get moral leverage.
set txt[3] There can be no such thing as being the "victim" of another. You can only be a "victim" of yourself.
set txt[4] Show me a man who though sick is happy, who though in danger is happy, who though in prison is happy, and I'll show you a Stoic.
set txt[5] remember you are an actor in a drama of such sort as the Author chooses - if short, then in a short one. If long, then in a long one. If it be his pleasure that you should enact a poor man, or a cripple, or a ruler, see that you act it well.
set txt[6] Things that are not within our own power, not without our Will, can by no means be either good or evil.
@ -1785,7 +1794,8 @@ set txt[10] Fear was not something that came out of the shadows of the night and
set txt[11] For it is within you, that both your destruction and deliverance lie.
set txt[12] Tranquility, fearlessness, and freedom. You can have these only if you are honest and take responsibility for your own actions. You've got to get it straight! You are in charge of you.
set txt[13] nobody can harm you without your permission. There can be no such thing as a victim, you can only be a victim of yourself.
set txt[14] Where, then, does the great evil and the great good lie in man? In the attitude of his will, and if that element stands firm and neither his self respect, nor his faithfulness, nor his intelligence be destroyed, then the man is also preserved.set txt[15] When a man who has set his will neither on dying nor upon living at any cost, comes into the presence of the tyrant, what is there to prevent him from being without fear? Nothing.
set txt[14] Where, then, does the great evil and the great good lie in man? In the attitude of his will, and if that element stands firm and neither his self respect, nor his faithfulness, nor his intelligence be destroyed, then the man is also preserved.
set txt[15] When a man who has set his will neither on dying nor upon living at any cost, comes into the presence of the tyrant, what is there to prevent him from being without fear? Nothing.
set txt[16] it is better that man not deserve anything he does not control. Otherwise, he will go after what is not his, and this is the start of crime, wars, you name it.
set txt[17] every man bears the exclusive responsibility for his own good and evil. This makes it impossible for one person to do the wrong and make another, the innocent, suffer.
set txt[18] No one comes to his fall because of another's deed. No one is evil without loss or damage. No man can do wrong with impunity.
@ -1794,7 +1804,8 @@ set txt[20] A man's master is he who is able to confer or remove what that man s
set txt[21] You must acquire a constancy of character that will make it impossible for another to do you wrong.
set txt[22] Who is the invincible man? He who cannot be dismayed by any happening beyond his control.
set txt[23] To have your heart set on something you do not control is to invite slavery, for he who does control it, knowing of your hunger for it, can make you perform like a monkey on a string.
set txt[24] Men are disturbed not by things, but by the view that they take of them. Do not be concerned with things which are beyond your power. Demand not that events should happen as you wish, but wish them to happen as they do happen and you will get set txt[25] Lameness is an impediment to the body but not to the will.
set txt[24] Men are disturbed not by things, but by the view that they take of them. Do not be concerned with things which are beyond your power. Demand not that events should happen as you wish, but wish them to happen as they do happen and you will get on well.
set txt[25] Lameness is an impediment to the body but not to the will.
set txt[26] We have devised a series of operating signals. The third means "repeat," just make three taps, waves, or whatever you can do.
set speech %%txt[%max%]%%
eval speech %speech%
@ -1986,7 +1997,7 @@ set txt[23] Dostoyevsky was a wise man, "You see, gentlemen, reason is an excell
set txt[24] I once read from Nichmachean Ethics: "There are some instances in which such actions elicit forgiveness rather than praise, for example, when a man acts improperly under a strain greater than human nature can bear, and which no one could endure. Yet there are, perhaps, also acts which no man can possibly be compelled to do, but rather than do them he should accept the most terrible sufferings and death."
set txt[25] Wittgenstein is know for, "If it comes easy, it ain't worth a damn."
set txt[26] Fr. Marius recalls someone remarking, "the important thing is not what they've made of you, but what you made of what they've made of you."
set txt[27] It was only when I lay there on the rotting prison straw that I sensed within myself the first stirrings of good. Gradually it was disclosed to me that the line separating good and evil passes not between states nor between classes nor between political parties, but right through every human heart, through all human hearts. And that is why I turn back to the years of my improsonment and say, "Bless you, prison, for having been a part of my life."
set txt[27] It was only when I lay there on the rotting prison straw that I sensed within myself the first stirrings of good. Gradually it was disclosed to me that the line separating good and evil passes not between states nor between classes nor between political parties, but right through every human heart, through all human hearts. And that is why I turn back to the years of my imprisonment and say, "Bless you, prison, for having been a part of my life."
set txt[28] my rules are: BACK US: Don't Bow in public, stay off the Air, admit no Crimes, never Kiss them goodbye, Unity over Self. Never negotiate for yourself but only for us all. Not less than significant pain should cause you to submit.
set txt[29] The lecture-room of the philosopher is a hospital, students ought not to walk out of it in pleasure, but in pain.
set txt[30] I knew I could contain material - so long as they didn't know I knew it.

View file

@ -18,7 +18,7 @@ Near Death Trap - 10650~
~
* Near Death Trap stuns actor
wait 1 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 5 sec
%send% %actor% The Gods pity you enough to allow you to survive.

View file

@ -20,7 +20,7 @@ Near Death Trap Sink Hole - 10773~
~
* Near Death Trap stuns actor
wait 3 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 5 sec
%send% %actor% The Gods pity you enough to allow you to survive.

View file

@ -66,7 +66,7 @@ if %actor.is_pc%
end
~
#1202
Justice sword~
Object Wear or Wield Example~
1 j 100
~
* test trigger
@ -139,26 +139,76 @@ if %cmd.mudcommand% == enter && portal /= %arg%
end
~
#1205
(1207) Heiach's Faeries~
0 e 0
entered~
if %actor.name% == Heiach
wait 1 sec
say welcome back Heiach!
wait 1 sec
giggle
elseif %actor.name% == Elorien
wait 1 sec
say Oh my, it's Elorien! Welcome mistress!
bow elorien
else
wait 1 sec
say Hey! Who are you?!
wait 5
%send% %actor% You are enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light!
%echoaround% %actor% %actor.name% is enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light and disappears.
%teleport% %actor% 3001
end
Object Affects Example~
1 n 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %self.affects(BLIND)%
%echo% This object is affected with blind.
end
if %self.affects(INVIS)%
%echo% This object is affected with invisibility.
end
if %self.affects(DET-ALIGN)%
%echo% This object is affected with detect alignment.
end
if %self.affects(DET-INVIS)%
%echo% This object is affected with detect invisibility.
end
if %self.affects(DET-MAGIC)%
%echo% This object is affected with detect magic.
end
if %self.affects(SENSE-LIFE)%
%echo% This object is affected with sense life.
end
if %self.affects(WATWALK)%
%echo% This object is affected with water walk.
end
if %self.affects(SANCT)%
%echo% This object is affected with sanctuary.
end
if %self.affects(GROUP)%
%echo% This object is affected with group.
end
if %self.affects(CURSE)%
%echo% This object is affected with curse.
end
if %self.affects(INFRA)%
%echo% This object is affected with infravision.
end
if %self.affects(POISON)%
%echo% This object is affected with poison.
end
if %self.affects(PROT-EVIL)%
%echo% This object is affected with protection from evil.
end
if %self.affects(PROT-GOOD)%
%echo% This object is affected with protection from good.
end
if %self.affects(SLEEP)%
%echo% This object is affected with sleep.
end
if %self.affects(NO_TRACK)%
%echo% This object is affected with no track.
end
if %self.affects(FLYING)%
%echo% This object is affected with flying.
end
if %self.affects(SCUBA)%
%echo% This object is affected with scuba.
end
if %self.affects(SNEAK)%
%echo% This object is affected with sneak.
end
if %self.affects(HIDE)%
%echo% This object is affected with hide.
end
if %self.affects(UNUSED)%
%echo% This object is affected with unused.
end
if %self.affects(INFRA)%
%echo% This object is affected with charm.
end
~
#1206
(1207) Capturing~
@ -288,15 +338,95 @@ if %cmd.mudcommand% == sit && chair /= %arg%
end
~
#1210
Remove From Room~
2 g 100
Actor Pref Checking~
2 q 100
~
if %actor.level% == 31
%echo% GET OUT!
%teleport% %actor% 0
else
%echo% Welcome %actor.name%, please enjoy.
%force% %actor% look
if %actor.pref(BRIEF)%
%send% %actor% You have BRIEF on.
end
if %actor.pref(COMPACT)%
%send% %actor% You have COMPACT on.
end
if %actor.pref(NO_SHOUT)%
%send% %actor% You have NO_SHOUT on.
end
if %actor.pref(NO_TELL)%
%send% %actor% You have NO_TELL on.
end
if %actor.pref(D_HP)%
%send% %actor% You have D_HP on.
end
if %actor.pref(D_MANA)%
%send% %actor% You have D_MANA on.
end
if %actor.pref(D_MOVE)%
%send% %actor% You have D_MOVE on.
end
if %actor.pref(AUTOEX)%
%send% %actor% You have AUTOEX on.
end
if %actor.pref(NO_HASS)%
%send% %actor% You have NO_HASS on.
end
if %actor.pref(QUEST)%
%send% %actor% You have QUEST on.
end
if %actor.pref(SUMN)%
%send% %actor% You have SUMN on.
end
if %actor.pref(NO_REP)%
%send% %actor% You have NO_REP on.
end
if %actor.pref(LIGHT)%
%send% %actor% You have LIGHT on.
end
if %actor.pref(C1)%
%send% %actor% You have C1 on.
end
if %actor.pref(NO_WIZ)%
%send% %actor% You have NO_WIZ on.
end
if %actor.pref(L1)%
%send% %actor% You have L1 on.
end
if %actor.pref(L2)%
%send% %actor% You have L2 on.
end
if %actor.pref(NO_AUC)%
%send% %actor% You have NO_AUC on.
end
if %actor.pref(NO_GOS)%
%send% %actor% You have NO_GOS on.
end
if %actor.pref(RMFLG)%
%send% %actor% You have RMFLG on.
end
if %actor.pref(D_AUTO)%
%send% %actor% You have D_AUTO on.
end
if %actor.pref(CLS)%
%send% %actor% You have CLS on.
end
if %actor.pref(BLDWLK)%
%send% %actor% You have BLDWLK on.
end
if %actor.pref(AFK)%
%send% %actor% You have AFK on.
end
if %actor.pref(AUTOLOOT)%
%send% %actor% You have AUTOLOOT on.
end
if %actor.pref(AUTOGOLD)%
%send% %actor% You have AUTOGOLD on.
end
if %actor.pref(AUTOSPLIT)%
%send% %actor% You have AUTOSPLIT on.
end
if %actor.pref(AUTOSAC)%
%send% %actor% You have AUTOSAC on.
end
if %actor.pref(AUTOASSIST)%
%send% %actor% You have AUTOASSIST on.
end
~
#1211
@ -316,7 +446,10 @@ Animal Chase Board Game - O1212~
go~
* By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg%==stay)
* By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg
%==stay)
return 0
if %cmd%!=gos
%send% %actor% Type: go < up | down | left | right >
@ -844,17 +977,10 @@ wait 1
return 0
~
#1217
Argument Testing Trigger~
2 c 100
target~
%echo% %actor.name% is targetting %arg% IS_PC: %arg.is_pc%
if %arg.is_pc% == 1
%echo% It is a player.
elseif %arg.is_pc% == 0
%echo% It is a mob.
else
%echo It is an object.
end
FREE~
0 f 50
~
* No Script
~
#1218
Multiple Command Example Trig~

View file

@ -4,7 +4,7 @@ Near Death Trap Lions - 12017~
~
* Near Death Trap stuns actor
wait 1 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 5 sec
%send% %actor% The lions grow bored once you stop struggling and leave you to die.

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@ -94,10 +94,11 @@ end
Trial Vnum Assigner - 1332~
1 c 2
tbalim~
* By Rumble of The Builder Academy tbamud.com 9091
* Trial vnum assigner. For STAFF only! Make sure player has nohassle off.
* Make sure name matches a player, purge mobs or use 0.name if you have
* troubles. Socrates should have given them an assigner.
* Usage: tbalim <player> <vnum | purge>
* troubles. They are given an assigner in the mortal start room.
* Usage: tbalim player vnum | purge
if !%actor.is_pc% || %actor.level% < 32
%send% %actor% Only human staff can use this limiter.
else
@ -114,7 +115,7 @@ else
%send% %actor% %arg.car%'s trial vnum set to %arg.cdr%.
end
else
%send% %actor% Make sure they have nohassle off. Don't use it on mobs. Use 0.<name>!
%send% %actor% Make sure they have nohassle off. Don't use it on mobs. Use 0.name!
return 0
end
end
@ -1809,8 +1810,10 @@ end
Trial Vnum Assigner - 1332~
1 c 2
*~
* Player must have nohassle off! To junk assigner use tbalim purge <player>.
* By Rumble of The Builder Academy tbamud.com 9091
* Player must have nohassle off! To junk assigner use tbalim purge player.
if %actor.varexists(TBA_trial_vnum)% && %actor.level% == 31
* We set completed trial vnums to -#. So if negative abort.
if %actor.TBA_trial_vnum% < 0
return 0
end
@ -1826,10 +1829,12 @@ if %actor.varexists(TBA_trial_vnum)% && %actor.level% == 31
%send% %actor% GOTO %actor.TBA_trial_vnum% to purge your room.
elseif %cmd.mudcommand% == nohassle || (%cmd.mudcommand% == toggle && nohassle /= %arg.car%)
%send% %actor% You cannot enable nohassle until you finish your trial vnum.
elseif %cmd.mudcommand% == sedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == buildwalk || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete
%send% %actor% Sedit, Trigedit, Buildwalk, Dig, Rclone, Attach, Detach, and Vdelete are not required for your trial vnum.
elseif %cmd.mudcommand% == buildwalk || (%cmd.mudcommand% == toggle && buildwalk /= %arg.car%)
%send% %actor% You cannot enable buildwalk until you finish your trial vnum.
elseif %cmd.mudcommand% == sedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete
%send% %actor% Sedit, Trigedit, Dig, Rclone, Attach, Detach, and Vdelete are not required for your trial vnum.
elseif %cmd.mudcommand% == zpurge
%send% %actor% Zpurge is not required for your trial vnum.
%send% %actor% Zpurge is not required for your trial vnum. Use 'purge' or 'purge item.'
else
return 0
end
@ -1841,7 +1846,8 @@ end
!DROP Assigner - 1332~
1 his 100
~
if %actor.level% == 31
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.level% < 32
%send% %actor% You can't get rid of %self.shortdesc%.
return 0
end
@ -2685,7 +2691,7 @@ Detach 1388 %self.id%
%echo% detached
~
#1389
Obj Command Assemble~
FREE~
1 c 7
join~
eval currentroom %self.room%

View file

@ -1284,7 +1284,7 @@ test while~
~
%at% 1900 %load% obj 1901
%send% %actor% You are not worthy!!
eval stunned %actor.hitp% - 1
set stunned %actor.hitp% - 1
%damage% %actor% %stunned%
eval num %random.99% + 1900
%teleport% %actor.name% %num%
@ -1510,4 +1510,10 @@ rdelete zn118_thinwrite %actor.id%
set zn118_thindone 1
remote zn118_thindone %actor.id%
~
#1996
test~
2 c 100
test~
* No Script
~
$~

View file

@ -179,6 +179,20 @@ else
return 0
end
~
#208
Yoda Using Extract to Warp Speech~
0 d 1
*~
* By Rumble of The Builder Academy tbamud.com 9091
wait 2 sec
extract word1 1 %speech%
extract word2 2 %speech%
extract word3 3 %speech%
extract word4 4 %speech%
extract word5 5 %speech%
extract word6 6 %speech%
say %word6% %word5% %word4% %word3% %word2% %word1%?
~
#212
Phoenix Rising - 219~
1 c 4

View file

@ -518,7 +518,7 @@ Near Death Trap Fall - 12684~
~
* Near Death Trap stuns actor
wait 5 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 5 sec
%send% %actor% The Gods allow your puny existence to continue.

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@ -4,7 +4,7 @@ Near Death Trap Fall - 24391~
~
* Near Death Trap stuns actor
wait 5 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 5 sec
%send% %actor% The Gods pity your puny existence and allow you to live.

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@ -4,7 +4,7 @@ Near Death Trap - 24411, 13, 41, 48, 51-54~
~
* Near Death Trap stuns actor
wait 3 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 3 sec
%send% %actor% The Gods allow your puny existence to continue.

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@ -4,7 +4,7 @@ Near Death Trap Fall - 24825~
~
* Near Death Trap stuns actor
wait 3 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 3 sec
%send% %actor% The Gods allow your puny existence to continue.

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@ -7,7 +7,7 @@ wait 10 sec
%send% %actor% You begin to lose consciousness from lack of oxygen.
wait 2 sec
%send% %actor% You try to breathe in the putrid water and gag.
eval stunned %actor.hitp% + 2
set stunned %actor.hitp% + 2
%damage% %actor% %stunned%
wait 2 sec
%send% %actor% The current lessens and you float to the surface.

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@ -4,7 +4,7 @@ Near Death Trap Acid - 25042~
~
* Near Death Trap stuns actor
wait 3 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 3 sec
%send% %actor% The Gods allow your puny existence to continue.

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@ -90,7 +90,7 @@ Near Death Trap - 26744~
~
* Near Death Trap stuns actor
wait 3 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 3 sec
%send% %actor% The Gods allow your puny existence to continue.

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@ -4,7 +4,7 @@ Near Death Trap Iron Maiden - 26801~
~
* Near Death Trap stuns actor
wait 3 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
~
$~

View file

@ -166,44 +166,44 @@ end
(2718) Slip in Room after delay~
2 g 100
~
wait 5 s
if %actor.is_pc%
eval room %actor.room%
if %room.vnum% == 2718
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
%damage% %actor% 10
if %actor.is_pc%
wait 5 s
eval room %actor.room%
if %room.vnum% == 2718
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
%damage% %actor% 10
wait 5 s
if %actor.is_pc%
eval room %actor.room%
if %room.vnum% == 2718
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
%damage% %actor% 10
wait 5 s
if %actor.is_pc%
eval room %actor.room%
if (%room.vnum% == 2718)
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
%damage% %actor% 10
wait 5 s
eval room %actor.room%
if (%room.vnum% == 2718)
%send% %actor% You slip even harder, landing flat on your back and skidding down the tunnel. That really HURT!
%damage% %actor% 70
%force% %actor% n
end
end
end
end
end
end
end
end
wait 5 sec
eval room %actor.room%
if %room.vnum% == 2718
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
%damage% %actor% 10
if %actor.is_pc%
wait 5 s
eval room %actor.room%
if %room.vnum% == 2718
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
%damage% %actor% 10
wait 5 s
if %actor.is_pc%
eval room %actor.room%
if %room.vnum% == 2718
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
%damage% %actor% 10
wait 5 s
if %actor.is_pc%
eval room %actor.room%
if (%room.vnum% == 2718)
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
%damage% %actor% 10
wait 5 s
eval room %actor.room%
if (%room.vnum% == 2718)
%send% %actor% You slip even harder, landing flat on your back and skidding down the tunnel. That really HURT!
%damage% %actor% 70
%force% %actor% n
end
end
end
end
end
end
end
end
end
~
#2712

View file

@ -4,7 +4,7 @@ Near Death Trap Spikes - 28499~
~
* Near Death Trap stuns actor
wait 3 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
~
$~

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@ -4,7 +4,7 @@ Near Death Trap - 29132~
~
* Near Death Trap stuns actor
wait 3 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
~
$~

View file

@ -46,7 +46,7 @@ Near Death Trigger - 29267~
~
* Near Death Trap stuns actor
wait 3 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
~
$~

View file

@ -4,7 +4,7 @@ Near Death Trap - 29954~
~
* Near Death Trap stuns actor
wait 3 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
~
$~

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@ -454,7 +454,7 @@ if napalm /= %cmd%
%send% %actor% You throw the napalm at %arg.name%, it strikes %arg.himher% and shatters, exploding into a ball of fire consuming %arg.himher% completely.
%echoaround% %actor% %actor.name% throws the napalm at %arg.name%. It shatters and explodes into a ball of fire consuming %arg.himher%.
%asound% A large explosion is heard close by.
eval stunned %arg.hitp%
set stunned %arg.hitp%
%damage% %arg% %stunned%
wait 5 sec
%echoaround% %arg% %arg.name% collapses to the ground as the flames die down. %arg.heshe% seems to still be alive, but barely.

View file

@ -163,7 +163,7 @@ Death Trap~
2 g 100
~
* Near Death Trap stuns actor
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
%send% %actor% You are on the brink of life and death.
%send% %actor% The Gods must favor you this day.

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@ -4,7 +4,7 @@ Near Death Trap - 30305~
~
* Near Death Trap stuns actor
wait 1 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
~
$~

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@ -4,7 +4,7 @@ Death Trap Pit - 3372~
~
* Near Death Trap stuns actor, then poison will almost kill them.
wait 3 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
dg_affect %actor% poison on 1
~

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@ -80,7 +80,7 @@ Near Death Trap on the Rocks - 3975~
~
* Near Death Trap stuns actor
wait 6 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 2 sec
%send% %actor% You lay among the jagged rocks.

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@ -4,7 +4,7 @@ Near Death Trap Rickety Rope Bridge - 5062~
~
* Near Death Trap stuns actor
wait 4 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 2 sec
%send% %actor% You somehow survive the fall and lay among the rocks.

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@ -4,7 +4,7 @@ Near Death Trap Sacrificial Pit - 5143~
~
* Near Death Trap stuns actor
wait 4 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 2 sec
%send% %actor% The spiders bring you to the brink of death.

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@ -4,7 +4,7 @@ Near Death Trap Fall - 5249~
~
* Near Death Trap stuns actor
wait 2 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 2 sec
%send% %actor% You somehow survive the fall.

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@ -4,7 +4,7 @@ Near Death Trap Fall - 5307~
~
* Near Death Trap stuns actor
wait 2 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 2 sec
%send% %actor% You somehow survive the fall.

View file

@ -62,7 +62,7 @@ Near Death Trap Fall - 5707~
~
* Near Death Trap stuns actor
wait 2 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 2 sec
%send% %actor% You continue to fall... and fall... and fall.

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@ -4,7 +4,7 @@ Near Death Trap Spiders - 6131~
~
* Near Death Trap stuns actor, then poison will almost kill them.
wait 3 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 3 sec
dg_affect %actor% poison on 1

View file

@ -11,7 +11,7 @@ wait 2 sec
%echoaround% %actor% Mahatma plunges a black dagger into %actor.name%'s back and takes all of %actor.hisher% equipment.
* Damage the actor to 0 hitpoints so they lay there stunned, unable to move.
* They will recover.
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
* steal all their inventory.
set i %actor.inventory%

View file

@ -7,7 +7,7 @@ wait 5 sec
%send% %actor% %self.name% cackles at your stupidity for entering %self.hisher% domain.
wait 2 sec
%send% %actor% %self.name% makes a slight gesture with %self.hisher% right hand.
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
~
$~

View file

@ -4,7 +4,7 @@ Near Death Trap Mid-Air - 7114, 7190~
~
* Near Death Trap stuns actor
wait 1 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 5 sec
%send% %actor% Watch your step next time.

View file

@ -4,7 +4,7 @@ Near Death Trap Fall- 7920~
~
* Near Death Trap stuns actor
wait 1 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 5 sec
%send% %actor% Watch your step next time.

View file

@ -252,7 +252,7 @@ Near Death Trap Davy Jones' Locker - 8386~
~
* Near Death Trap stuns actor
wait 1 sec
eval stunned %actor.hitp%
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 5 sec
%send% %actor% The Gods pity you enough to allow you to survive.

View file

@ -1,139 +1,139 @@
#9600
Windblow - 1, 4-8, 10-22~
2 ab 23
~
%echo% A light breeze picks up, causing the leaves to rustle quietly.
wait 200
%echo% Nearby, a bird chirps its greetings to the world.
wait 200
%echo% A rabbit hops across the path, pursued by a wily red fox.
~
#9603
Wizard - 9603~
0 g 100
~
if %actor.is_pc%
emote sighs deeply.
say I suppose...that you're...here to seek the....treasure also?
wait 1 s
%echo% The wizard's face brightens considerably.
say Or...Are you here to shop? I have a nice variety of potions...
end
~
#9604
Wizard tell - 9603~
0 d 1
treasure~
say Fool! But...it is...your...death!
emote hums a word of arcane power, and your vision blurs momentarily.
%teleport% all 9633
close door
~
#9609
Swamp Eat - 9609~
2 g 30
~
wait 1
%echo% A rabbit emerges from the underbrush, chased by a fox.
wait 1 s
%echo% When the rabbit reaches the swampy mess, he slows to a stop, and starts sinking.
wait 1 s
%echo% The fox waits for a moment at the edge of the pit, then disappears back into the forest.
~
#9623
Walking Squelch - 9623~
2 g 100
~
wait 10
%echo% *squelch, squelch, squelch* Grrrrrrr...
~
#9647
Knight Death - 9647~
0 f 100
~
%load% obj 9666
drop head
~
#9648
Fish Key - 9653~
2 d 1
fish~
%echo% A childish voice booms, "Well done! Here's the key..."
%load% obj 9652
~
#9649
Choose Brain Riddle - 9653~
2 d 1
brain brains~
%echo% A childish voice booms, "Riddle me this, riddle me that...
%echo% Alive without breath
%echo% Cold as death
%echo% Never thirsty, ever drinking
%echo% All in mail, never clinking."
~
#9650
Key Load - 9651~
0 n 100
~
%load% obj 9652
~
#9651
Choose Brawn - 9653~
2 d 1
Brawn~
%echo% A voice booms, "So, you have chosen brawn! Good luck, for my minions aren't easily bested!"
%load% mob 9651
wait 1
%echo% A gremlin appears.
~
#9652
King Challenge - 9653~
2 g 100
~
if %actor.is_pc%
wait 1 s
%echo% A voice booms, "Welcome traveller! You have come far to seek my Sword.
%echo% I admire your perseverance.
%echo% However, you must prove yourself one more time.
%echo% You have proven your brawn, now show me your wit!
%echo% Unless you are all brawn, in that case you may fight again.
%echo% So, which shall it be? Brains or brawn?"
end
~
#9654
King Quest - 9654~
0 g 100
~
if %actor.is_pc%
wait 1 s
say Welcome, I have waited long for one to claim my sword.
say But, although you've proven yourself many times before, I must ask you to complete one more test.
%load% obj 9646
give key %actor.name%
wait 2 sec
say Use this key to get into a holding room downstairs. They're directly across from the stairways.
say Bring me back proof of your victory there and I shall give you my sword.
wait 1 s
say Now go!
end
~
#9666
Head Give - 9654~
0 j 100
~
if %object.vnum% != 9666
say What is this? I don't want this filth!
else
wait 1 s
say Good work. Here's my sword.
%load% obj 9602
give sword %actor.name%
say Goodbye...My work is done.
emote begins aging rapidly, and is soon nothing but a pile of ash.
%purge% head
%purge% king
%echo% You find yourself at the entrance of Domiae.
%teleport% all 9619
end
~
$~
#9600
Windblow - 1, 4-8, 10-22~
2 b 23
~
%echo% A light breeze picks up, causing the leaves to rustle quietly.
wait 200
%echo% Nearby, a bird chirps its greetings to the world.
wait 200
%echo% A rabbit hops across the path, pursued by a wily red fox.
~
#9603
Wizard - 9603~
0 g 100
~
if %actor.is_pc%
emote sighs deeply.
say I suppose...that you're...here to seek the....treasure also?
wait 1 s
%echo% The wizard's face brightens considerably.
say Or...Are you here to shop? I have a nice variety of potions...
end
~
#9604
Wizard tell - 9603~
0 d 1
treasure~
say Fool! But...it is...your...death!
emote hums a word of arcane power, and your vision blurs momentarily.
%teleport% all 9633
close door
~
#9609
Swamp Eat - 9609~
2 g 30
~
wait 1
%echo% A rabbit emerges from the underbrush, chased by a fox.
wait 1 s
%echo% When the rabbit reaches the swampy mess, he slows to a stop, and starts sinking.
wait 1 s
%echo% The fox waits for a moment at the edge of the pit, then disappears back into the forest.
~
#9623
Walking Squelch - 9623~
2 g 100
~
wait 10
%echo% *squelch, squelch, squelch* Grrrrrrr...
~
#9647
Knight Death - 9647~
0 f 100
~
%load% obj 9666
drop head
~
#9648
Fish Key - 9653~
2 d 1
fish~
%echo% A childish voice booms, "Well done! Here's the key..."
%load% obj 9652
~
#9649
Choose Brain Riddle - 9653~
2 d 1
brain brains~
%echo% A childish voice booms, "Riddle me this, riddle me that...
%echo% Alive without breath
%echo% Cold as death
%echo% Never thirsty, ever drinking
%echo% All in mail, never clinking."
~
#9650
Key Load - 9651~
0 n 100
~
%load% obj 9652
~
#9651
Choose Brawn - 9653~
2 d 1
Brawn~
%echo% A voice booms, "So, you have chosen brawn! Good luck, for my minions aren't easily bested!"
%load% mob 9651
wait 1
%echo% A gremlin appears.
~
#9652
King Challenge - 9653~
2 g 100
~
if %actor.is_pc%
wait 1 s
%echo% A voice booms, "Welcome traveller! You have come far to seek my Sword.
%echo% I admire your perseverance.
%echo% However, you must prove yourself one more time.
%echo% You have proven your brawn, now show me your wit!
%echo% Unless you are all brawn, in that case you may fight again.
%echo% So, which shall it be? Brains or brawn?"
end
~
#9654
King Quest - 9654~
0 g 100
~
if %actor.is_pc%
wait 1 s
say Welcome, I have waited long for one to claim my sword.
say But, although you've proven yourself many times before, I must ask you to complete one more test.
%load% obj 9646
give key %actor.name%
wait 2 sec
say Use this key to get into a holding room downstairs. They're directly across from the stairways.
say Bring me back proof of your victory there and I shall give you my sword.
wait 1 s
say Now go!
end
~
#9666
Head Give - 9654~
0 j 100
~
if %object.vnum% != 9666
say What is this? I don't want this filth!
else
wait 1 s
say Good work. Here's my sword.
%load% obj 9602
give sword %actor.name%
say Goodbye...My work is done.
emote begins aging rapidly, and is soon nothing but a pile of ash.
%purge% head
%purge% king
%echo% You find yourself at the entrance of Domiae.
%teleport% all 9619
end
~
$~

View file

@ -352,7 +352,7 @@ with this zone, and the help of others, you can do this.
@RHELP DICTIONARY@n
@RHELP WORK@n
@RHELP PLANNING@n
@RHELP MAPPING@n
@RHELP CARTOGRAPHY@n
@RHELP LOCATION@n
@RHELP THEME@n
@RHELP PLOT@n
@ -559,14 +559,6 @@ while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
~
0 8 0 0 0 0
D0
~
~
0 0 33
D2
~
~
0 0 33
E
.test~
can you see this with look around?
@ -698,7 +690,7 @@ The Prison Cell Corridor~
Along the Northern wall are steel doors spaced a few feet apart while the
southern wall is of cinder block construction.
~
0 0 0 0 0 0
0 8 0 0 0 0
D1
~
~
@ -710,7 +702,7 @@ D3
D4
~
trapdoor~
1 0 130
1 68 130
S
#90
Epictetus' Prison Cell~

View file

@ -73,6 +73,7 @@ Zone 1 is linked to the following zones:
2 Sanctus II at 199 (south) ---> 206
~
S
T 56
#101
The Temple of the Gods~
This seems to be the highest point in the kingdom of Sanctus. It is from
@ -144,6 +145,7 @@ head chair, which is garnished in silver, is only used by the High Councilman.
~
S
T 51
#104
Inner Void~
This room is exempt from all normal laws of reality. It appears to have
@ -802,6 +804,7 @@ D3
~
0 0 133
S
T 57
#135
Healers Chambers~
A stark white room that is glaringly white. A simple bed, desk, and chair
@ -952,6 +955,10 @@ but the occasional drink never hurt anyone. Unless they were stupid enough to
go walking through the Thieves Quarter after a few too many.
~
1 8 0 0 0 0
D0
~
~
0 0 142
D2
~
~
@ -961,6 +968,7 @@ D4
~
0 0 108
S
T 58
#143
Letzgo Inn~
The only inn in Sanctus. The Letzgo Inn appeals to those who need to take a
@ -1415,6 +1423,7 @@ D3
~
0 0 163
S
T 59
#165
The Thieves' Warehouse~
You work your way through boxes and crates of supplies. Small corridors
@ -1570,7 +1579,8 @@ The Northern Road~
This road passes between houses occupied by the local citizens. The wide
Northern Road is packed solid from years of traffic from people, wagons, and
horses. A small amount of dust is kicked up by every footstep. Directly to the
south one can see the Temple.
south one can see the Temple. A small stone bridge arches over a small stream
to the north. There is something unusual about the bridge.
~
1 0 0 0 0 0
D0
@ -1582,6 +1592,7 @@ D2
~
0 0 189
S
T 52
#175
An Extravagant Home~
One of the more successful thieves of the quarter must live here. Rugs

View file

@ -121,11 +121,6 @@ An unfinished room~
You are in an unfinished room.
~
12 0 0 0 0 0
D0
ueotn
~
~
0 0 0
S
#1290
The Immortal Board Hall~

View file

@ -803,7 +803,7 @@ S
Resistance Force Headquarters~
Computers line the walls and technicians are punching away at
keyboards. They seem to be trying to decipher something on their
screens. To the north you hear people argueing.
screens. To the north you hear people arguing.
~
18 0 0 0 0 0
D0

View file

@ -621,7 +621,7 @@ A Large Room~
You almost stumble as you enter this room... the sudden feeling of no
walls on either side of you makes you a bit nervous. Suddenly you are
vulnerable on all sides. You can't even tell how big a room this is,
because it extends to the east farther than you light will reach...
because it extends to the east farther than your light will reach...
~
186 9 0 0 0 0
D0
@ -653,14 +653,14 @@ The room extends as far as (and farther than) you can see...
~
0 -1 18638
E
writing words~
The writing appears to say 'beware the Minotaur... '
~
E
wall~
There is a crude picture of a man with the head of a bull with some writing
next to it.
~
E
writing words~
The writing appears to say 'beware the Minotaur... '
~
S
#18640
The Statue's Room~
@ -679,16 +679,16 @@ The hall extends to the south where it seems to lighten somewhat.
~
0 -1 18644
E
statue~
Upon closer inspection you see that the statue has a small plaque affixed to
it. The face looks remarkably familiar also.
~
E
plaque nameplate name~
It says:
Maynard, Death Jester of the Harlequins
~
E
statue~
Upon closer inspection you see that the statue has a small plaque affixed to
it. The face looks remarkably familiar also.
~
S
#18641

View file

@ -518,13 +518,18 @@ Hazel's Water Hole~
An elderly woman sits behind a short rack of various water containers. A
large water pump behind her drips slowly into a bucket set below to catch the
water. The DRIP, DRIP, DRIP would drive a normal person crazy, but not Hazel.
She loves her water.
She loves her water. A set of stairs behind the counter leads to what appears
to be Hazel's living quarters.
~
2 8 0 0 0 0
D0
~
~
0 0 212
D4
~
door~
1 0 367
S
#226
The Eastern Temple Circle~
@ -1382,6 +1387,7 @@ D2
~
0 0 285
S
T 55
#273
A Study~
Bookshelves line the western wall, reaching well above your head. A small
@ -1518,6 +1524,11 @@ D2
~
~
0 0 293
D4
A narrow flight of steps leads up to a plain wooden door.
~
Door~
1 0 280
S
#281
The General Store~
@ -1722,6 +1733,7 @@ D3
~
0 0 290
S
T 50
#292
The Southern Temple Circle Intersection~
The southern entrance to the Temple of Sanctus lies just to the north. It is

View file

@ -1238,9 +1238,9 @@ D3
S
#23459
Indoor Lake~
You sink down in the water to your chest. It is a little bit difficult move
here. Fighting here would be a bad mistake. The current of the water is
coming from the east.
You sink down in the water to your chest. It is a little bit difficult to
move here. Fighting here would be a bad mistake. The current of the water is
coming from the east.
~
234 8 0 0 0 0
D0

View file

@ -1430,7 +1430,7 @@ warning the gear shudders to life and you fall. You land between the teeth of
a moving cog and come to your senses just as it starts to move. You barely
escape a crunching death.
~
291 8 0 0 0 0
291 12 0 0 0 0
S
#29178
The Top of the Clock Tower~

View file

@ -1357,21 +1357,26 @@ door~
1 0 350
S
#367
The Realm Of The Dead~
You are standing on an immense, grey stone floor that stretches as far
as you can see in all directions. Rough winds plunging from the dark,
starless sky tear savagely at your fragile body.
Hazel's Living Quarters~
The room is cluttered with various water container and filtration canisters
overflowing the desks and shelves. A small cot is crowded into one corner.
Though there is very little room to move around the room is surprisingly clean
and well kept. A single door leads down to the shop below.
~
3 520 0 0 0 0
D5
~
door~
2 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
$~

View file

@ -590,7 +590,6 @@ goats come over and take a taste.
E
sap~
Sticky, yucky sap dribbles down the tree trunk giving of a beautiful smell.
~
S
#5732

View file

@ -1,13 +1,14 @@
#0
Rumble~
The Builder Academy Zone~
0 99 10 2
0 99 1 2
D 0 89 4 2 (The Prison Cell Corridor)
M 0 31 1 89 (the Commissar)
G 1 68 99 -1 (the Commissar's key)
M 0 18 1 2 (Friedrich Nietzsche)
R 0 88 1228 -1 (a advertising bulletin board)
O 0 1228 99 88 (a advertising bulletin board)
M 0 1 1 1 (Puff)
D 0 89 4 1 (The Prison Cell Corridor)
M 0 31 1 89 (the Commissar)
R 0 90 86 -1 (a pair of shackles)
R 0 90 84 -1 (the shower drain)
O 0 84 1 90 (the shower drain)

View file

@ -2,6 +2,25 @@
Rumble~
Sanctus~
100 199 10 2
M 0 216 1 189 (Yoda)
O 0 194 1 178 (a closet)
D 0 178 0 1 (A Clean House)
M 0 152 1 178 (the newborn baby)
M 0 151 1 178 (the midwife)
M 0 215 1 134 (the magi guard)
M 0 214 1 133 (the magi guard)
R 0 133 192 -1 (a broken staff)
O 1 192 99 133 (a broken staff)
M 0 138 1 133 (the yellow Master Magi)
G 1 191 99 -1 (an orb meant to top a staff)
E 1 119 99 12 (a yellow robe)
M 0 137 1 131 (the Master Magi)
G 1 189 99 -1 (a gnarled staff)
E 1 129 99 12 (a black robe)
R 0 105 96 -1 (the mages board)
O 1 96 99 105 (the mages board)
M 0 134 1 105 (the Red Master Magi)
E 1 106 99 12 (a red robe)
O 0 219 1 129 (a pile of ashes)
M 0 211 1 129 (the phoenix)
M 0 206 1 162 (a chunky philosopher)
@ -17,10 +36,6 @@ M 0 153 1 190 (the pickpocket)
G 1 173 99 -1 (a ten sided die)
M 0 154 3 146 (the patrolman)
M 0 163 2 195 (the hired hand)
R 0 105 96 -1 (the mages board)
O 1 96 99 105 (the mages board)
M 0 134 1 105 (the Red Master Magi)
E 1 106 99 12 (a red robe)
M 0 4 1 127 (the healer)
M 0 197 1 143 (the carpenter)
M 0 141 3 143 (the corporal)
@ -33,7 +48,7 @@ G 1 31562 99 -1 (a glass)
G 1 27206 99 -1 (a glass of wine)
G 1 27186 99 -1 (a glass)
G 1 104 99 -1 (a bottle)
G 1 101 99 -1 (a imported bottle)
G 1 101 99 -1 (an imported bottle of beer)
G 1 139 99 -1 (a champagne glass)
G 1 138 99 -1 (a glass)
M 0 177 1 150 (the thief guildguard)
@ -79,11 +94,8 @@ E 1 128 99 17 (a cigarette)
G 1 113 99 -1 (a shot)
G 1 103 99 -1 (a glass)
G 1 102 99 -1 (a stout bottle)
G 1 147 99 -1 (an exotic bottle)
G 1 147 99 -1 (an exotic bottle of beer)
G 1 137 99 -1 (a dirty glass)
D 0 178 0 1 (A Clean House)
M 0 152 1 178 (the newborn baby)
M 0 151 1 178 (the midwife)
D 0 163 2 1 (Thieves Avenue)
D 0 177 0 1 (A Small Home)
M 0 131 1 177 (the hoodlum)
@ -120,10 +132,6 @@ D 0 164 1 1 (Thieves Quarter)
M 0 100 3 164 (the young man)
G 1 143 99 -1 (a pair of black leather pants)
D 0 165 3 1 (The Thieves' Warehouse)
M 0 138 1 133 (the yellow Master Magi)
E 1 119 99 12 (a yellow robe)
M 0 137 1 131 (the Master Magi)
E 1 129 99 12 (a black robe)
M 0 167 2 152 (the staff sargeant)
E 1 143 99 7 (a pair of black leather pants)
E 1 142 99 11 (a wooden shield)
@ -150,7 +158,7 @@ G 1 135 99 -1 (some catnip)
M 0 191 3 169 (the puppy)
E 1 134 99 3 (a dog collar)
M 0 143 1 148 (the waitress)
G 1 101 99 -1 (a imported bottle)
G 1 101 99 -1 (an imported bottle of beer)
M 0 174 1 128 (the cleric guildguard)
M 0 173 1 132 (the magi guildguard)
M 0 127 1 141 (the warrior)

View file

@ -1,41 +1,17 @@
#2
Rumble~
Sanctus II~
200 299 30 2
O 0 188 1 230 (an iron bound chest)
P 1 306 5 188 (a jar of naphthalene)
M 0 189 1 230 (the commander)
E 1 145 99 5 (a scale mail jacket)
M 0 209 1 210 (Bob, the achondroplastic dwarf)
E 1 171 99 17 (a short gilded staff of oak)
M 0 212 1 251 (a parrot with an eye patch)
200 299 10 2
M 0 196 1 251 (the newbie guide)
O 0 251 1 251 (a marble fountain)
M 0 169 3 200 (a citizen)
M 0 33 1 266 (Homer Simpson)
M 0 30 3 220 (the spy for the underground)
M 0 30 3 212 (the spy for the underground)
M 0 210 1 265 (the quest shopkeeper)
O 0 307 1 242 (a jar of palmatite)
M 0 126 1 242 (assassin)
R 0 225 373 -1 (a large well)
O 0 373 99 225 (a large well)
M 0 109 1 225 (Hazel, the wellmaster)
G 1 308 99 -1 (a clay jug)
G 1 30821 99 -1 (a large barrel)
G 1 30820 99 -1 (a small barrel)
G 1 28324 99 -1 (a bottle)
G 1 27168 99 -1 (a waterskin)
G 1 26300 99 -1 (a pail)
G 1 179 99 -1 (a canteen)
G 1 165 99 -1 (a cup)
M 0 113 1 219 (an old lady)
G 1 186 99 -1 (an irish poem)
M 0 170 3 233 (the townsman)
G 1 176 99 -1 (a cancer stick)
R 0 288 172 -1 (a rubber chicken)
O 0 172 99 288 (a rubber chicken)
M 0 208 1 208 (the haruspex)
G 1 161 99 -1 (some sacrificial entrails)
E 1 71 99 1 (a chinese finger trap)
E 1 71 99 2 (a chinese finger trap)
O 0 193 1 291 (a thin stream or red liquid)
M 0 130 3 291 (the maid)
E 1 155 99 17 (a feather duster)
D 0 280 4 2 (The Bakery)
M 0 200 1 280 (the baker's assistant)
M 0 187 1 280 (the baker)
G 1 27132 99 -1 (a blackberry pastry)
@ -44,7 +20,50 @@ G 1 27520 99 -1 (a doughnut)
G 1 109 99 -1 (a waybread)
G 1 27130 99 -1 (a rye bread)
G 1 112 99 -1 (a crescent)
M 0 169 3 200 (a citizen)
M 0 212 1 292 (a parrot with an eye patch)
M 0 213 1 208 (the quest guru)
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)
E 1 34 99 8 (the boots of the strider)
E 1 33 99 3 (Scholar's Guide)
E 1 32 99 12 (HeartGuard)
E 1 31 99 11 (WyrmGuard)
E 1 30 99 0 (the star of man)
E 1 29 99 10 (the armbands of the land of the midnight sun)
E 1 28 99 6 (the cap of quickling)
E 1 23 99 17 (the staff of spellfire)
E 1 21 99 16 (War's Blood)
M 0 208 1 208 (the haruspex)
G 1 161 99 -1 (some sacrificial entrails)
D 0 225 4 2 (Hazel's Water Hole)
R 0 225 373 -1 (a large well)
O 0 373 99 225 (a large well)
M 0 109 1 225 (Hazel, the wellmaster)
G 1 30821 99 -1 (a large barrel)
G 1 30820 99 -1 (a small barrel)
G 1 28324 99 -1 (a bottle)
G 1 27168 99 -1 (a waterskin)
G 1 26300 99 -1 (a pail)
G 1 179 99 -1 (a canteen)
G 1 165 99 -1 (a cup)
O 0 188 1 230 (an iron bound chest)
P 1 306 5 188 (a jar of naphthalene)
M 0 189 1 230 (the commander)
E 1 145 99 5 (a scale mail jacket)
M 0 209 1 210 (Bob, the achondroplastic dwarf)
E 1 171 99 17 (a short gilded staff of oak)
M 0 30 3 220 (the spy for the underground)
M 0 30 3 212 (the spy for the underground)
M 0 210 1 265 (the quest shopkeeper)
O 0 307 1 242 (a jar of palmatite)
M 0 126 1 242 (assassin)
M 0 113 1 219 (an old lady)
G 1 186 99 -1 (an irish poem)
M 0 170 3 233 (the townsman)
G 1 176 99 -1 (a cancer stick)
R 0 288 172 -1 (a rubber chicken)
O 0 172 99 288 (a rubber chicken)
M 0 13 2 235 (a kind soul)
R 0 249 3099 -1 (a bulletin board)
O 0 3099 99 249 (a bulletin board)
@ -109,7 +128,7 @@ M 0 118 3 295 (the woman)
M 0 125 3 274 (the young girl)
M 0 125 3 254 (the young girl)
M 0 164 1 254 (the drunk)
G 1 101 99 -1 (a imported bottle)
G 1 101 99 -1 (an imported bottle of beer)
M 0 135 1 252 (the blue Master Magi)
E 1 107 99 12 (a blue robe)
M 0 141 3 252 (the corporal)
@ -167,8 +186,6 @@ G 1 156 99 -1 (someone else's purse)
M 0 129 3 241 (the thief)
G 1 156 99 -1 (someone else's purse)
E 1 120 99 16 (a dagger)
M 0 130 3 291 (the maid)
E 1 155 99 17 (a feather duster)
M 0 195 3 273 (the kitten)
G 1 135 99 -1 (some catnip)
M 0 195 3 285 (the kitten)

View file

@ -2,10 +2,10 @@
Rumble~
Sanctus III~
300 399 30 2
R 0 367 308 -1 (a clay jug)
O 0 308 99 367 (a clay jug)
O 0 335 1 334 (the large fountain)
M 0 30 3 343 (the spy for the underground)
M 0 99 1 367 (Death)
E 1 99 1 16 (the Scythe of Death)
D 0 366 3 1 (The Lab)
O 0 316 1 366 (a cauldron)
M 0 300 1 366 (Camille the chemist)
@ -48,8 +48,8 @@ G 1 14037 99 -1 (a potion of healing)
G 1 29105 99 -1 (a green herb)
G 1 29105 99 -1 (a green herb)
D 0 351 0 1 (The Healer's Shop)
D 0 348 2 1 (The Magis Quarter)
D 0 348 1 1 (The Magis Quarter)
D 0 348 2 1 (The Magi Quarters)
D 0 348 1 1 (The Magi Quarters)
M 0 192 3 348 (the german shephard)
D 0 349 3 1 (The Magi Mansion)
M 0 115 1 356 (the fisherman)

View file

@ -1501,9 +1501,6 @@ ACMD(do_gen_ps)
break;
case SCMD_VERSION:
send_to_char(ch, "%s\r\n", tbamud_version);
send_to_char(ch, "%s\r\n", oasisolc_version);
send_to_char(ch, "%s\r\n", DG_SCRIPT_VERSION);
send_to_char(ch, "%s\r\n", ascii_pfiles_version);
break;
case SCMD_WHOAMI:
send_to_char(ch, "%s\r\n", GET_NAME(ch));

View file

@ -331,9 +331,6 @@ int main(int argc, char **argv)
* in the log if stderr is redirected to a file. */
log("Loading configuration.");
log("%s", tbamud_version);
log("%s", oasisolc_version);
log("%s", DG_SCRIPT_VERSION);
log("%s", ascii_pfiles_version);
if (chdir(dir) < 0) {
perror("SYSERR: Fatal error changing to data directory");

View file

@ -24,11 +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, version 3.55";
/** Current Oasis Online Creation version. */
cpp_extern const char *oasisolc_version = "OasisOLC 2.0.6";
/** Current ASCII player files version. */
cpp_extern const char *ascii_pfiles_version = "ASCII Player Files 3.0.1";
cpp_extern const char *tbamud_version = "tbaMUD, version 3.56";
/* strings corresponding to ordinals/bitvectors in structs.h */
/* (Note: strings for class definitions in class.c instead of here) */

View file

@ -13,8 +13,6 @@
#define _CONSTANTS_H_
extern const char *tbamud_version;
extern const char *oasisolc_version;
extern const char *ascii_pfiles_version;
extern const char *dirs[];
extern const char *room_bits[];
extern const char *exit_bits[];

View file

@ -974,7 +974,7 @@ ACMD(do_attach)
return;
}
if (!can_edit_zone(ch, world[IN_ROOM(ch)].zone)) {
send_to_char(ch, "You can only attach triggers in your own zone\r\n");
send_to_char(ch, "You can only attach triggers in your own zone.\r\n");
return;
}
/* have a valid mob, now get trigger */
@ -1012,7 +1012,7 @@ ACMD(do_attach)
}
if (!can_edit_zone(ch, world[IN_ROOM(ch)].zone)) {
send_to_char(ch, "You can only attach triggers in your own zone\r\n");
send_to_char(ch, "You can only attach triggers in your own zone.\r\n");
return;
}
/* have a valid obj, now get trigger */
@ -1047,7 +1047,7 @@ ACMD(do_attach)
}
if (!can_edit_zone(ch, world[rnum].zone)) {
send_to_char(ch, "You can only attach triggers in your own zone\r\n");
send_to_char(ch, "You can only attach triggers in your own zone.\r\n");
return;
}
/* have a valid room, now get trigger */
@ -2651,9 +2651,6 @@ int script_driver(void *go_adress, trig_data *trig, int type, int mode)
else if (!strn_cmp(cmd, "detach ", 7))
process_detach(go, sc, trig, type, cmd);
else if (!strn_cmp(cmd, "version", 7))
mudlog(NRM, LVL_GOD, TRUE, "%s", DG_SCRIPT_VERSION);
else {
switch (type) {
case MOB_TRIGGER:

View file

@ -17,8 +17,6 @@
#include "utils.h" /* To make sure ACMD is defined */
#define DG_SCRIPT_VERSION "DG Scripts 1.0.14"
#define MOB_TRIGGER 0
#define OBJ_TRIGGER 1
#define WLD_TRIGGER 2

View file

@ -19,7 +19,7 @@
* 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 0x030550
#define _TBAMUD 0x030560
/** If you want equipment to be automatically equipped to the same place
* it was when players rented, set the define below to 1 because