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 help, find any bugs, or have ideas for improvement please stop by TBA at
telnet://tbamud.com:9091 or email rumble@tbamud.com --Rumble 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 tbaMUD 3.55
[Jan 17 2008] - Rumble [Jan 17 2008] - Rumble
Updated files for 3.55 release. 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 [Aug 17 2007] - Rumble
128 bit fixes: pfile conversion, world sector conversion, and player flags. (thanks Jamdog) 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) Added stop_fighting calls in do_flee to fix stock bug. (thanks Juras)
tbaMUD 3.53 tbaMUD 3.53
[Jul 01 2007] - Rumble [Jul 01 2007] - Rumble
Added run_autowiz to do_cheat. (thanks Fizban) Added run_autowiz to do_cheat. (thanks Fizban)
@ -151,6 +320,7 @@ tbaMUD 3.53
Fixed nogos/nowiz from flagging everyone in who. Fixed nogos/nowiz from flagging everyone in who.
Fixed numerous SYSERR's where mobs were using player only specials. Fixed numerous SYSERR's where mobs were using player only specials.
Added 128 bits patch by Niese Petersen with numerous updates and fixes. Added 128 bits patch by Niese Petersen with numerous updates and fixes.
tbaMUD 3.52 tbaMUD 3.52
[Apr 14 2007] - Rumble [Apr 14 2007] - Rumble
IP's only visible to LVL_GOD and above now for the paranoid people out there. 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. - Added buildwalk and dig.
Release history: Release history:
Version 3.56 release: January, 2008
Version 3.55 release: January, 2008
Version 3.54 release: December, 2007 Version 3.54 release: December, 2007
Version 3.53 release: July, 2007 Version 3.53 release: July, 2007
Version 3.52 release: April, 2007 Version 3.52 release: April, 2007
Version 3.51 release: February, 2007 Version 3.51 release: February, 2007
Version 3.5 release: December, 2006 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) (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 CircleMUD was developed from DikuMUD (Gamma 0.0) by Jeremy "Ras" Elson at

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

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@ -4,5 +4,4 @@
Immortals 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.) 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 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) (lib/text/motd)
Welcome to Welcome to
T B A M U D T B A M U D
"We addict players for their own enjoyment." "We addict players for their own enjoyment."
Created by Jeremy Elson Created by Jeremy Elson

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@ -4,9 +4,14 @@
NEW COMMANDS AND NEW MUD BEHAVIOR: NEW COMMANDS AND NEW MUD BEHAVIOR:
--------------------------------- ---------------------------------
** Check out the latest news and information on the tbaMUD codebase with ** Check out the latest news and information on the tbaMUD codebase at
tbaMUDs new content management system (drupal) at http://tbamud.com. @Chttp://tbamud.com@n.
Forums, blogs, etc. (thanks Mordecai)
** 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. ** 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 8 8 1
E E
T 173 T 173
T 72
#32 #32
hired muscle~ hired muscle~
the hired muscle~ the hired muscle~
@ -569,7 +570,7 @@ E
#98 #98
travelling saleswoman woman~ travelling saleswoman woman~
the travelling saleswoman~ 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 A combination of good business sense, charming personality, and good looks
has made her a success at pushing useless products on uneducated buyers. Only 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 8 8 2
E E
T 116 T 116
T 43
#110 #110
corwin postmasters~ corwin postmasters~
Corwin, the postmaster~ Corwin, the postmaster~
@ -180,15 +181,17 @@ young woman~
the young woman~ the young woman~
A young woman strolls by, smiling at you. A young woman strolls by, smiling at you.
~ ~
She is wearing a very drab white dress with some sort of flowery print on She is wearing a very drab white dress with some sort of flowery print on it.
it. She keeps smiling at you, and she's not a bad looker, but I wouldn't get She keeps smiling at you, and she's not a bad looker, but I wouldn't get your
your hopes up. 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 2120 0 0 0 0 0 0 0 1000 E
4 19 7 0d0+40 1d2+0 4 19 7 0d0+40 1d2+0
40 1600 40 1600
8 8 2 8 8 2
E E
T 64
#113 #113
old lady~ old lady~
an old lady~ an old lady~
@ -415,6 +418,7 @@ down. Various pouches hang from a red belt.
100 10000 100 10000
6 6 1 6 6 1
E E
T 76
#129 #129
thief man~ thief man~
the thief~ the thief~
@ -497,6 +501,7 @@ today. He holds himself with a dignity that astonishes even you.
300 90000 300 90000
8 8 1 8 8 1
E E
T 132
#135 #135
blue magi master~ blue magi master~
the blue Master Magi~ 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. throughout the city and is reverred almost as much as the gods.
~ ~
72 0 0 0 16 0 0 0 0 E 72 0 0 0 16 0 0 0 0 E
33 9 -9 6d6+330 5d5+5 20 14 -2 4d4+200 3d3+3
330 108900 200 40000
8 8 1 8 8 1
E E
#139 #139
@ -668,6 +673,7 @@ realize he must be a magi.
140 19600 140 19600
8 8 1 8 8 1
E E
T 65
#147 #147
logan~ logan~
Logan~ Logan~
@ -689,15 +695,15 @@ purple magi~
the purple magi~ the purple magi~
A magi in a purple robe is making a fashion statement. A magi in a purple robe is making a fashion statement.
~ ~
The robe just seems.... Loud. That color purple can't be natural. You The robe just seems.... Loud. That color purple can't be natural. You dare
dare not laugh or even smirk since you know they take offense to such things. not laugh or even smirk since you know they take offense to such things.
~ ~
72 0 0 0 16 0 0 0 -400 E 72 0 0 0 16 0 0 0 -400 E
15 15 1 3d3+150 2d2+2 15 15 1 3d3+150 2d2+2
150 22500 150 22500
8 8 1 8 8 1
E E
T 70
#149 #149
sargeant~ sargeant~
the sargeant~ the sargeant~
@ -1039,7 +1045,7 @@ E
#173 #173
magi guildguard~ magi guildguard~
the 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 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. 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 250 62500
8 8 1 8 8 1
E E
T 73
#176 #176
gunney~ gunney~
Gunney~ Gunney~
@ -1119,6 +1126,7 @@ shit.
140 19600 140 19600
8 8 1 8 8 1
E E
T 71
#179 #179
recruit~ recruit~
the recruit~ the recruit~
@ -1132,6 +1140,7 @@ This guy needs a beer, a woman, and some time off.
150 22500 150 22500
8 8 1 8 8 1
E E
T 69
#180 #180
javier~ javier~
Javier, the High Councillor~ Javier, the High Councillor~

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

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@ -12,6 +12,7 @@ He stands a good six feet tall, all skin and bones.
130 16900 130 16900
8 8 1 8 8 1
E E
T 78
#201 #201
apprentice healer~ apprentice healer~
the 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 scratching of its small feet is punctuated by a thudding. Upon closer
inspection the parrot has a wooden leg and an eye patch! 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 30 10 -8 6d6+300 5d5+5
300 90000 300 90000
8 8 1 8 8 1
E 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 8 8 0
BareHandAttack: 4 BareHandAttack: 4
E E
T 46
#25501 #25501
pirate ghost~ pirate ghost~
a 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 0 0 0 0
1 1 0 30 1 1 0 30
E E
emails listing~
HELP CONTACT
~
E
wizlist~ wizlist~
Implementors Implementors
~~~~~~~~~~~ ~~~~~~~~~~~
@ -60,6 +56,10 @@ wizlist~
Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor
Theophilus Tocamat Torpidai Treestump Tuskony Zizazat Theophilus Tocamat Torpidai Treestump Tuskony Zizazat
~ ~
E
emails listing~
HELP CONTACT
~
#5 #5
foraged berries~ foraged berries~
some 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 5 0 0 0 0 ano 0 0 0 0 0 0 0
50 10 5 7 50 10 5 7
20 1000 0 30 20 1000 0 30
T 13 T 85
#13 #13
Ferret's black book~ Ferret's black book~
the little 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 5 abdgimnoq 0 0 0 ano 0 0 0 0 0 0 0
8 10 9 3 8 10 9 3
1 1000 0 20 1 1000 0 20
T 80
E E
sword quest war's blood~ sword quest war's blood~
The blade of this beautiful weapon is inlaid with tiny wavelets. The guard 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 5 bdgmnpq 0 0 0 ano 0 0 0 0 0 0 0
10 10 9 11 10 10 9 11
1 1000 0 20 1 1000 0 20
T 84
E E
shadow stealer dagger quest~ shadow stealer dagger quest~
This long, thin dagger is made of the blackest metal you have ever seen. It 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 5 bdgjlq 0 0 0 ano 0 0 0 0 0 0 0
10 10 9 3 10 10 9 3
1 1000 0 20 1 1000 0 20
T 83
E E
axe doomslaying quest~ axe doomslaying quest~
Darkest midnight, purest evil, death embodied. This weapon is the end of all 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 9 abdgq 0 0 0 aj 0 0 0 0 0 0 0
10 0 0 0 10 0 0 0
5 1000 0 20 5 1000 0 20
T 86
E E
shield quest wyrmguard~ shield quest wyrmguard~
Torn from Balm's breast, this scale has been shaped into a shield of 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 4 a 0 0 0 ao 0 0 0 0 0 0 0
30 1 1 26 30 1 1 26
1 1000 0 0 1 1000 0 0
T 90
E E
gem sanctum~ gem sanctum~
This is one of the treasures from the hordes of the city of 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 Since this staff is completely generic there are no distinctive features
worth noticing. 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 #80
paintball gun red~ paintball gun red~
a red paintball gun~ 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 19 0 0 0 0 0 0 0 0 0 0 0 0
1 0 0 0 1 0 0 0
1 4 0 0 1 4 0 0
T 82
E E
ice cream 99 flake~ ice cream 99 flake~
Known as the 99, it is an ice cream cornet with a stick of chocolate rammed Known as the 99, it is an ice cream cornet with a stick of chocolate rammed

View file

@ -9,7 +9,7 @@ A shimmering portal leading to Midgaard has been placed here.~
T 100 T 100
#101 #101
beer bottle imported beer~ beer bottle imported beer~
a imported bottle~ an imported bottle of beer~
A bottle of imported beer has been left here.~ A bottle of imported beer has been left here.~
~ ~
17 0 0 0 0 a 0 0 0 0 0 0 0 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 0 0 0 0
#147 #147
splugen bottle beer~ splugen bottle beer~
an exotic bottle~ an exotic bottle of beer~
Some exotic beer from far away.~ Some exotic beer from far away.~
~ ~
17 0 0 0 0 a 0 0 0 0 0 0 0 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 1 1 0 0
E E
list directions sanctus~ list directions sanctus~
@n
recall Room - (type recall) recall Room - teleport Sanctus
Newbie Zones - (type newbie) Newbie Zones - teleport Newbie
Food - 1d, 3s, 1e, 1n Food - 1d, 3s, 1e, 1n
1d, 3s, 1w, 1n 1d, 3s, 1w, 1n
Water - 1d, 3n, 2e, 1s Water - 1d, 3n, 2e, 1s
@ -913,6 +913,7 @@ A yellow rubber chicken has been chewed half to death.~
0 0 0 0 0 0 0 0
1 1 0 0 1 1 0 0
T 154 T 154
T 88
E E
yellow rubber chicken~ yellow rubber chicken~
This dog toy barely even resembles its namesake. The long yellow body is 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, stained and polished to a shine. Bands of iron to wrap around the chest. But,
the lock hangs open. 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 #190
potion deep green remove curse~ potion deep green remove curse~
a potion of remove curse~ a potion of remove curse~
@ -1738,4 +1754,84 @@ E
green deep potion~ green deep potion~
A potion that will remove any curses you may have been afflicted with. 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~
A list of the staff's emails has been left here.~ 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 0 0 0 0
1 1 0 0 1 1 0 0
T 1205
E E
list email staff~ list email staff~
@RHELP CONTACT@n for the most recent listing or: @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 0 0 0 0
T 1297 T 1297
E E
firework new year piece~
This large rocket is about to go up! Strange colours will fill the sky!
~
E
bottle champagne~ bottle champagne~
The bottle is filled partially with water so it doesn't tilt over. Someone The bottle is filled partially with water so it doesn't tilt over. Someone
has obviously drunk the champagne first. has obviously drunk the champagne first.
~ ~
E
firework new year piece~
This large rocket is about to go up! Strange colours will fill the sky!
~
#1299 #1299
christmas tree~ christmas tree~
a christmas tree~ a christmas tree~

View file

@ -193,7 +193,7 @@ certificate graduation~
earned this award and is signed on the bottom by Rumble himself. earned this award and is signed on the bottom by Rumble himself.
~ ~
#1315 #1315
staff gnarled~ FREE~
a gnarled staff~ a gnarled staff~
A gnarled wooden staff beacons you.~ A gnarled wooden staff beacons you.~
~ ~
@ -208,7 +208,7 @@ surface. The top has three claws meant to hold something. It is conspicuosly
empty. empty.
~ ~
#1316 #1316
orb staff topping~ FREE~
an orb meant to top a staff~ an orb meant to top a staff~
An orb meant to top a staff must have fallen out here.~ 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. be placed on the end of a staff.
~ ~
#1317 #1317
broken staff~ FREE~
a broken staff~ a broken staff~
A broken and useless staff has been discarded here.~ 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 19 0 0 0 0 a 0 0 0 0 0 0 0
1 0 0 1 1 0 0 1
1 1 0 0 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.~ A large fountain with two statues standing protectively above it.~
~ ~
23 0 0 0 0 0 0 0 0 0 0 0 0 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 0 0 0 0
T 201 T 201
E 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~ fountain~
This is the most beautiful fountain you have ever set your eyes upon! It 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 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. look closely you can see that there is water streaming out from the mouths.
What a neat idea! 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 17 0 0 0 0 a 0 0 0 0 0 0 0
3 3 0 0 3 3 0 0
4 50 0 0 4 500 0 0
E E
clay jug~ 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 #309
waybread bread~ waybread bread~
@ -200,13 +202,13 @@ A small sword lies here.~
0 1 6 11 0 1 6 11
3 60 0 0 3 60 0 0
E E
sword small~
The small sword seems to have an inscription of some sort inscription...
~
E
inscription~ inscription~
It says: 'May this sword be a good companion. ' It says: 'May this sword be a good companion. '
~ ~
E
sword small~
The small sword seems to have an inscription of some sort inscription...
~
#322 #322
sword long~ sword long~
a long sword~ a long sword~
@ -612,13 +614,13 @@ A large, sociable bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
board~
If you can read this, the board is not working.
~
E
social bulletin~ social bulletin~
Use 'look board' to read the board. Use 'look board' to read the board.
~ ~
E
board~
If you can read this, the board is not working.
~
#397 #397
board frozen bulletin~ board frozen bulletin~
a frozen bulletin board~ a frozen bulletin board~
@ -628,13 +630,13 @@ A large bulletin board is here, carved from a block of ice.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
board~
If you can read this, the board is not working.
~
E
freeze bulletin~ freeze bulletin~
Use 'look board' to read the board. Use 'look board' to read the board.
~ ~
E
board~
If you can read this, the board is not working.
~
#398 #398
board holy bulletin~ board holy bulletin~
a holy bulletin board~ a holy bulletin board~
@ -644,13 +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
0 0 0 0 0 0 0 0
E E
board~
If you can read this, the board is not working.
~
E
holy bulletin~ holy bulletin~
Use 'look board' to read the board. Use 'look board' to read the board.
~ ~
E
board~
If you can read this, the board is not working.
~
#399 #399
board bulletin~ board bulletin~
a bulletin board~ a bulletin board~
@ -660,11 +662,11 @@ A large bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
board~
If you can read this, the board is not working.
~
E
bulletin~ bulletin~
Use 'look board' to read the board. Use 'look board' to read the board.
~ ~
E
board~
If you can read this, the board is not working.
~
$~ $~

File diff suppressed because it is too large Load diff

View file

@ -2,6 +2,7 @@
Obj Command 100 - portal to Midgaard~ Obj Command 100 - portal to Midgaard~
1 c 7 1 c 7
en~ en~
* By Rumble of The Builder Academy tbamud.com 9091
if %cmd.mudcommand% == enter && %arg% /= portal if %cmd.mudcommand% == enter && %arg% /= portal
%send% %actor% You enter the portal. %send% %actor% You enter the portal.
%echoaround% %actor% %actor.name% bravely enters the portal. %echoaround% %actor% %actor.name% bravely enters the portal.
@ -484,6 +485,7 @@ end
Room Command 365 - Jump~ Room Command 365 - Jump~
2 c 100 2 c 100
jump~ jump~
* By Rumble of The Builder Academy tbamud.com 9091
wait 1 sec wait 1 sec
%send% %actor% You jump from the window ledge to certain death. %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. %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. %echoaround% %actor% %actor.name% falls from above screaming %actor.hisher% lungs out. %actor.heshe% hits the ground with a loud thump.
%force% %actor% look %force% %actor% look
%send% %actor% You strike the ground hard but somehow manage to survive the impact. %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 #132
dg_cast by level~ dg_cast by level~
0 k 100 0 k 10
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
switch %actor.level% switch %actor.level%
case 1 case 1
case 2 case 2
case 3 case 3
dg_cast 'magic missile' %actor% dg_cast 'magic missile' %actor%
break break
case 5 case 5
@ -514,8 +519,6 @@ switch %actor.level%
dg_cast 'shocking grasp' %actor% dg_cast 'shocking grasp' %actor%
break break
case 8 case 8
dg_cast 'sleep' %actor%
break
case 9 case 9
dg_cast 'lightning bolt' %actor% dg_cast 'lightning bolt' %actor%
break break
@ -543,14 +546,15 @@ switch %actor.level%
else else
dg_cast 'dispel evil' %actor% dg_cast 'dispel evil' %actor%
end end
break break
case 17 case 17
dg_cast 'call lightning' %actor% dg_cast 'call lightning' %actor%
break break
case 18 case 18
case 19 case 19
dg_cast 'harm' %actor% dg_cast 'harm' %actor%
break break
* Level 20 and above gets fireball!
default default
dg_cast 'fireball' %actor% dg_cast 'fireball' %actor%
break break
@ -560,6 +564,8 @@ done
Warrior Guildguard - 127~ Warrior Guildguard - 127~
0 q 100 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. * Check the direction the player must go to enter the guild.
if %direction% == up if %direction% == up
* Stop them if they are not the appropriate class. * Stop them if they are not the appropriate class.
@ -950,29 +956,29 @@ emote %speech%
Angel Receives Treats - 207~ Angel Receives Treats - 207~
0 j 100 0 j 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091 * 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 * 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. * her dog treats she will follow you. Everything else she drops.
if %object.type% == FOOD if %object.type% == FOOD
wait 1 sec wait 1 sec
emote swallows %object.shortdesc% without even chewing. emote swallows %object.shortdesc% without even chewing.
%purge% %object% wait 1 sec
wait 1 sec emote looks up at %actor.name%, hoping for some more.
emote looks up at %actor.name%, hoping for some more. if %object.vnum% == 164
if %object.vnum% == 164 wait 1 sec
wait 1 sec
mfollow %actor% mfollow %actor%
end end
else %purge% %object%
wait 1 s else
set obj_name %object.name% wait 1 s
drop %obj_name% drop %object.name.car%
end end
~ ~
#153 #153
Angel Follows Masters Commands - 207~ Angel Follows Masters Commands - 207~
0 d 1 0 d 1
*~ *~
* By Rumble of The Builder Academy tbamud.com 9091
if %self.master% == %actor% if %self.master% == %actor%
wait 1 sec wait 1 sec
switch %speech.car% switch %speech.car%
@ -1064,6 +1070,7 @@ end
Angel plays with chicken - 207~ Angel plays with chicken - 207~
0 b 100 0 b 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
if %self.has_item(172)% if %self.has_item(172)%
growl chicken growl chicken
squeeze chicken squeeze chicken
@ -1499,14 +1506,15 @@ done
Prison Commissar M31~ Prison Commissar M31~
0 b 3 0 b 3
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
* Prison Commissar - M31 - T173 * Prison Commissar - M31 - T173
eval max %random.4% eval max %random.5%
set txt1 you Americans were nothing like the French, we could count on them to be reasonable. set text[1] 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 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 txt3 War has blighted this planet in all but 268 of the past 4000 years. set text[3] 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 text[4] We may not have freedom, but after 4000 years we have order, and we will settle for that.
set speech %%txt0%%% 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 %speech% eval speech %%text[%max%]%%
say %speech% say %speech%
~ ~
#174 #174
@ -1774,7 +1782,8 @@ Epictetus M29~
* Epictetus - M29 - T181 By Rumble * Epictetus - M29 - T181 By Rumble
eval max %random.26% 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[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[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[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. 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[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[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[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[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[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. 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[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[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[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 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%]%% set speech %%txt[%max%]%%
eval speech %speech% 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[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[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[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[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[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. 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 * Near Death Trap stuns actor
wait 1 sec wait 1 sec
eval stunned %actor.hitp% set stunned %actor.hitp%
%damage% %actor% %stunned% %damage% %actor% %stunned%
wait 5 sec wait 5 sec
%send% %actor% The Gods pity you enough to allow you to survive. %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 * Near Death Trap stuns actor
wait 3 sec wait 3 sec
eval stunned %actor.hitp% set stunned %actor.hitp%
%damage% %actor% %stunned% %damage% %actor% %stunned%
wait 5 sec wait 5 sec
%send% %actor% The Gods pity you enough to allow you to survive. %send% %actor% The Gods pity you enough to allow you to survive.

View file

@ -66,7 +66,7 @@ if %actor.is_pc%
end end
~ ~
#1202 #1202
Justice sword~ Object Wear or Wield Example~
1 j 100 1 j 100
~ ~
* test trigger * test trigger
@ -139,26 +139,76 @@ if %cmd.mudcommand% == enter && portal /= %arg%
end end
~ ~
#1205 #1205
(1207) Heiach's Faeries~ Object Affects Example~
0 e 0 1 n 100
entered~ ~
if %actor.name% == Heiach * By Rumble of The Builder Academy tbamud.com 9091
wait 1 sec if %self.affects(BLIND)%
say welcome back Heiach! %echo% This object is affected with blind.
wait 1 sec end
giggle if %self.affects(INVIS)%
elseif %actor.name% == Elorien %echo% This object is affected with invisibility.
wait 1 sec end
say Oh my, it's Elorien! Welcome mistress! if %self.affects(DET-ALIGN)%
bow elorien %echo% This object is affected with detect alignment.
else end
wait 1 sec if %self.affects(DET-INVIS)%
say Hey! Who are you?! %echo% This object is affected with detect invisibility.
wait 5 end
%send% %actor% You are enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light! if %self.affects(DET-MAGIC)%
%echoaround% %actor% %actor.name% is enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light and disappears. %echo% This object is affected with detect magic.
%teleport% %actor% 3001 end
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 #1206
(1207) Capturing~ (1207) Capturing~
@ -288,15 +338,95 @@ if %cmd.mudcommand% == sit && chair /= %arg%
end end
~ ~
#1210 #1210
Remove From Room~ Actor Pref Checking~
2 g 100 2 q 100
~ ~
if %actor.level% == 31 if %actor.pref(BRIEF)%
%echo% GET OUT! %send% %actor% You have BRIEF on.
%teleport% %actor% 0 end
else if %actor.pref(COMPACT)%
%echo% Welcome %actor.name%, please enjoy. %send% %actor% You have COMPACT on.
%force% %actor% look 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 end
~ ~
#1211 #1211
@ -316,7 +446,10 @@ Animal Chase Board Game - O1212~
go~ go~
* By Mordecai * By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200. * 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 return 0
if %cmd%!=gos if %cmd%!=gos
%send% %actor% Type: go < up | down | left | right > %send% %actor% Type: go < up | down | left | right >
@ -844,17 +977,10 @@ wait 1
return 0 return 0
~ ~
#1217 #1217
Argument Testing Trigger~ FREE~
2 c 100 0 f 50
target~ ~
%echo% %actor.name% is targetting %arg% IS_PC: %arg.is_pc% * No Script
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
~ ~
#1218 #1218
Multiple Command Example Trig~ Multiple Command Example Trig~

View file

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

View file

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

View file

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

View file

@ -179,6 +179,20 @@ else
return 0 return 0
end 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 #212
Phoenix Rising - 219~ Phoenix Rising - 219~
1 c 4 1 c 4

View file

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

View file

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

View file

@ -4,7 +4,7 @@ Near Death Trap Fall - 24825~
~ ~
* Near Death Trap stuns actor * Near Death Trap stuns actor
wait 3 sec wait 3 sec
eval stunned %actor.hitp% set stunned %actor.hitp%
%damage% %actor% %stunned% %damage% %actor% %stunned%
wait 3 sec wait 3 sec
%send% %actor% The Gods allow your puny existence to continue. %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. %send% %actor% You begin to lose consciousness from lack of oxygen.
wait 2 sec wait 2 sec
%send% %actor% You try to breathe in the putrid water and gag. %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% %damage% %actor% %stunned%
wait 2 sec wait 2 sec
%send% %actor% The current lessens and you float to the surface. %send% %actor% The current lessens and you float to the surface.

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -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. %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%. %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. %asound% A large explosion is heard close by.
eval stunned %arg.hitp% set stunned %arg.hitp%
%damage% %arg% %stunned% %damage% %arg% %stunned%
wait 5 sec 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. %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 2 g 100
~ ~
* Near Death Trap stuns actor * Near Death Trap stuns actor
eval stunned %actor.hitp% set stunned %actor.hitp%
%damage% %actor% %stunned% %damage% %actor% %stunned%
%send% %actor% You are on the brink of life and death. %send% %actor% You are on the brink of life and death.
%send% %actor% The Gods must favor you this day. %send% %actor% The Gods must favor you this day.

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -4,7 +4,7 @@ Near Death Trap Spiders - 6131~
~ ~
* Near Death Trap stuns actor, then poison will almost kill them. * Near Death Trap stuns actor, then poison will almost kill them.
wait 3 sec wait 3 sec
eval stunned %actor.hitp% set stunned %actor.hitp%
%damage% %actor% %stunned% %damage% %actor% %stunned%
wait 3 sec wait 3 sec
dg_affect %actor% poison on 1 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. %echoaround% %actor% Mahatma plunges a black dagger into %actor.name%'s back and takes all of %actor.hisher% equipment.
* Damage the actor to 0 hitpoints so they lay there stunned, unable to move. * Damage the actor to 0 hitpoints so they lay there stunned, unable to move.
* They will recover. * They will recover.
eval stunned %actor.hitp% set stunned %actor.hitp%
%damage% %actor% %stunned% %damage% %actor% %stunned%
* steal all their inventory. * steal all their inventory.
set i %actor.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. %send% %actor% %self.name% cackles at your stupidity for entering %self.hisher% domain.
wait 2 sec wait 2 sec
%send% %actor% %self.name% makes a slight gesture with %self.hisher% right hand. %send% %actor% %self.name% makes a slight gesture with %self.hisher% right hand.
eval stunned %actor.hitp% set stunned %actor.hitp%
%damage% %actor% %stunned% %damage% %actor% %stunned%
~ ~
$~ $~

View file

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

View file

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

View file

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

View file

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

View file

@ -73,6 +73,7 @@ Zone 1 is linked to the following zones:
2 Sanctus II at 199 (south) ---> 206 2 Sanctus II at 199 (south) ---> 206
~ ~
S S
T 56
#101 #101
The Temple of the Gods~ The Temple of the Gods~
This seems to be the highest point in the kingdom of Sanctus. It is from 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 S
T 51
#104 #104
Inner Void~ Inner Void~
This room is exempt from all normal laws of reality. It appears to have This room is exempt from all normal laws of reality. It appears to have
@ -802,6 +804,7 @@ D3
~ ~
0 0 133 0 0 133
S S
T 57
#135 #135
Healers Chambers~ Healers Chambers~
A stark white room that is glaringly white. A simple bed, desk, and chair 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. go walking through the Thieves Quarter after a few too many.
~ ~
1 8 0 0 0 0 1 8 0 0 0 0
D0
~
~
0 0 142
D2 D2
~ ~
~ ~
@ -961,6 +968,7 @@ D4
~ ~
0 0 108 0 0 108
S S
T 58
#143 #143
Letzgo Inn~ Letzgo Inn~
The only inn in Sanctus. The Letzgo Inn appeals to those who need to take a The only inn in Sanctus. The Letzgo Inn appeals to those who need to take a
@ -1415,6 +1423,7 @@ D3
~ ~
0 0 163 0 0 163
S S
T 59
#165 #165
The Thieves' Warehouse~ The Thieves' Warehouse~
You work your way through boxes and crates of supplies. Small corridors 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 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 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 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 1 0 0 0 0 0
D0 D0
@ -1582,6 +1592,7 @@ D2
~ ~
0 0 189 0 0 189
S S
T 52
#175 #175
An Extravagant Home~ An Extravagant Home~
One of the more successful thieves of the quarter must live here. Rugs 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. You are in an unfinished room.
~ ~
12 0 0 0 0 0 12 0 0 0 0 0
D0
ueotn
~
~
0 0 0
S S
#1290 #1290
The Immortal Board Hall~ The Immortal Board Hall~

View file

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

View file

@ -621,7 +621,7 @@ A Large Room~
You almost stumble as you enter this room... the sudden feeling of no 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 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, 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 0 186 9 0 0 0 0
D0 D0
@ -653,14 +653,14 @@ The room extends as far as (and farther than) you can see...
~ ~
0 -1 18638 0 -1 18638
E E
writing words~
The writing appears to say 'beware the Minotaur... '
~
E
wall~ wall~
There is a crude picture of a man with the head of a bull with some writing There is a crude picture of a man with the head of a bull with some writing
next to it. next to it.
~ ~
E
writing words~
The writing appears to say 'beware the Minotaur... '
~
S S
#18640 #18640
The Statue's Room~ The Statue's Room~
@ -679,16 +679,16 @@ The hall extends to the south where it seems to lighten somewhat.
~ ~
0 -1 18644 0 -1 18644
E 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~ plaque nameplate name~
It says: It says:
Maynard, Death Jester of the Harlequins 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 S
#18641 #18641

View file

@ -518,13 +518,18 @@ Hazel's Water Hole~
An elderly woman sits behind a short rack of various water containers. A 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 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. 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 2 8 0 0 0 0
D0 D0
~ ~
~ ~
0 0 212 0 0 212
D4
~
door~
1 0 367
S S
#226 #226
The Eastern Temple Circle~ The Eastern Temple Circle~
@ -1382,6 +1387,7 @@ D2
~ ~
0 0 285 0 0 285
S S
T 55
#273 #273
A Study~ A Study~
Bookshelves line the western wall, reaching well above your head. A small Bookshelves line the western wall, reaching well above your head. A small
@ -1518,6 +1524,11 @@ D2
~ ~
~ ~
0 0 293 0 0 293
D4
A narrow flight of steps leads up to a plain wooden door.
~
Door~
1 0 280
S S
#281 #281
The General Store~ The General Store~
@ -1722,6 +1733,7 @@ D3
~ ~
0 0 290 0 0 290
S S
T 50
#292 #292
The Southern Temple Circle Intersection~ The Southern Temple Circle Intersection~
The southern entrance to the Temple of Sanctus lies just to the north. It is The southern entrance to the Temple of Sanctus lies just to the north. It is

View file

@ -1238,9 +1238,9 @@ D3
S S
#23459 #23459
Indoor Lake~ Indoor Lake~
You sink down in the water to your chest. It is a little bit difficult move You sink down in the water to your chest. It is a little bit difficult to
here. Fighting here would be a bad mistake. The current of the water is move here. Fighting here would be a bad mistake. The current of the water is
coming from the east. coming from the east.
~ ~
234 8 0 0 0 0 234 8 0 0 0 0
D0 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 a moving cog and come to your senses just as it starts to move. You barely
escape a crunching death. escape a crunching death.
~ ~
291 8 0 0 0 0 291 12 0 0 0 0
S S
#29178 #29178
The Top of the Clock Tower~ The Top of the Clock Tower~

View file

@ -1357,21 +1357,26 @@ door~
1 0 350 1 0 350
S S
#367 #367
The Realm Of The Dead~ Hazel's Living Quarters~
You are standing on an immense, grey stone floor that stretches as far The room is cluttered with various water container and filtration canisters
as you can see in all directions. Rough winds plunging from the dark, overflowing the desks and shelves. A small cot is crowded into one corner.
starless sky tear savagely at your fragile body. 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 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 E
floor~ floor~
The stone floor is the same shade of grey as the sky and is completely plain The stone floor is the same shade of grey as the sky and is completely plain
and unscratched. It is probably too hard for anything to leave as much as a and unscratched. It is probably too hard for anything to leave as much as a
scratch on it. scratch on it.
~ ~
E
sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
S S
$~ $~

View file

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

View file

@ -1,13 +1,14 @@
#0 #0
Rumble~ Rumble~
The Builder Academy Zone~ 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) M 0 18 1 2 (Friedrich Nietzsche)
R 0 88 1228 -1 (a advertising bulletin board) R 0 88 1228 -1 (a advertising bulletin board)
O 0 1228 99 88 (a advertising bulletin board) O 0 1228 99 88 (a advertising bulletin board)
M 0 1 1 1 (Puff) M 0 1 1 1 (Puff)
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 86 -1 (a pair of shackles)
R 0 90 84 -1 (the shower drain) R 0 90 84 -1 (the shower drain)
O 0 84 1 90 (the shower drain) O 0 84 1 90 (the shower drain)

View file

@ -2,6 +2,25 @@
Rumble~ Rumble~
Sanctus~ Sanctus~
100 199 10 2 100 199 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) O 0 219 1 129 (a pile of ashes)
M 0 211 1 129 (the phoenix) M 0 211 1 129 (the phoenix)
M 0 206 1 162 (a chunky philosopher) 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) G 1 173 99 -1 (a ten sided die)
M 0 154 3 146 (the patrolman) M 0 154 3 146 (the patrolman)
M 0 163 2 195 (the hired hand) 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 4 1 127 (the healer)
M 0 197 1 143 (the carpenter) M 0 197 1 143 (the carpenter)
M 0 141 3 143 (the corporal) 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 27206 99 -1 (a glass of wine)
G 1 27186 99 -1 (a glass) G 1 27186 99 -1 (a glass)
G 1 104 99 -1 (a bottle) 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 1 139 99 -1 (a champagne glass)
G 1 138 99 -1 (a glass) G 1 138 99 -1 (a glass)
M 0 177 1 150 (the thief guildguard) 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 1 113 99 -1 (a shot)
G 1 103 99 -1 (a glass) G 1 103 99 -1 (a glass)
G 1 102 99 -1 (a stout bottle) 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) 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 0 163 2 1 (Thieves Avenue)
D 0 177 0 1 (A Small Home) D 0 177 0 1 (A Small Home)
M 0 131 1 177 (the hoodlum) 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) M 0 100 3 164 (the young man)
G 1 143 99 -1 (a pair of black leather pants) G 1 143 99 -1 (a pair of black leather pants)
D 0 165 3 1 (The Thieves' Warehouse) 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) M 0 167 2 152 (the staff sargeant)
E 1 143 99 7 (a pair of black leather pants) E 1 143 99 7 (a pair of black leather pants)
E 1 142 99 11 (a wooden shield) 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) M 0 191 3 169 (the puppy)
E 1 134 99 3 (a dog collar) E 1 134 99 3 (a dog collar)
M 0 143 1 148 (the waitress) 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 0 174 1 128 (the cleric guildguard)
M 0 173 1 132 (the magi guildguard) M 0 173 1 132 (the magi guildguard)
M 0 127 1 141 (the warrior) M 0 127 1 141 (the warrior)

View file

@ -1,41 +1,17 @@
#2 #2
Rumble~ Rumble~
Sanctus II~ Sanctus II~
200 299 30 2 200 299 10 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)
M 0 196 1 251 (the newbie guide) M 0 196 1 251 (the newbie guide)
O 0 251 1 251 (a marble fountain) O 0 251 1 251 (a marble fountain)
M 0 169 3 200 (a citizen)
M 0 33 1 266 (Homer Simpson) M 0 33 1 266 (Homer Simpson)
M 0 30 3 220 (the spy for the underground) E 1 71 99 1 (a chinese finger trap)
M 0 30 3 212 (the spy for the underground) E 1 71 99 2 (a chinese finger trap)
M 0 210 1 265 (the quest shopkeeper) O 0 193 1 291 (a thin stream or red liquid)
O 0 307 1 242 (a jar of palmatite) M 0 130 3 291 (the maid)
M 0 126 1 242 (assassin) E 1 155 99 17 (a feather duster)
R 0 225 373 -1 (a large well) D 0 280 4 2 (The Bakery)
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)
M 0 200 1 280 (the baker's assistant) M 0 200 1 280 (the baker's assistant)
M 0 187 1 280 (the baker) M 0 187 1 280 (the baker)
G 1 27132 99 -1 (a blackberry pastry) 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 1 109 99 -1 (a waybread)
G 1 27130 99 -1 (a rye bread) G 1 27130 99 -1 (a rye bread)
G 1 112 99 -1 (a crescent) 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) M 0 13 2 235 (a kind soul)
R 0 249 3099 -1 (a bulletin board) R 0 249 3099 -1 (a bulletin board)
O 0 3099 99 249 (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 3 274 (the young girl)
M 0 125 3 254 (the young girl) M 0 125 3 254 (the young girl)
M 0 164 1 254 (the drunk) 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) M 0 135 1 252 (the blue Master Magi)
E 1 107 99 12 (a blue robe) E 1 107 99 12 (a blue robe)
M 0 141 3 252 (the corporal) 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) M 0 129 3 241 (the thief)
G 1 156 99 -1 (someone else's purse) G 1 156 99 -1 (someone else's purse)
E 1 120 99 16 (a dagger) 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) M 0 195 3 273 (the kitten)
G 1 135 99 -1 (some catnip) G 1 135 99 -1 (some catnip)
M 0 195 3 285 (the kitten) M 0 195 3 285 (the kitten)

View file

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

View file

@ -1501,9 +1501,6 @@ ACMD(do_gen_ps)
break; break;
case SCMD_VERSION: case SCMD_VERSION:
send_to_char(ch, "%s\r\n", tbamud_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; break;
case SCMD_WHOAMI: case SCMD_WHOAMI:
send_to_char(ch, "%s\r\n", GET_NAME(ch)); 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. */ * in the log if stderr is redirected to a file. */
log("Loading configuration."); log("Loading configuration.");
log("%s", tbamud_version); log("%s", tbamud_version);
log("%s", oasisolc_version);
log("%s", DG_SCRIPT_VERSION);
log("%s", ascii_pfiles_version);
if (chdir(dir) < 0) { if (chdir(dir) < 0) {
perror("SYSERR: Fatal error changing to data directory"); 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 * @todo cpp_extern isn't needed here (or anywhere) as the extern reserved word
* works correctly with C compilers (at least in my Experience) * works correctly with C compilers (at least in my Experience)
* Jeremy Osborne 1/28/2008 */ * Jeremy Osborne 1/28/2008 */
cpp_extern const char *tbamud_version = "tbaMUD, version 3.55"; cpp_extern const char *tbamud_version = "tbaMUD, version 3.56";
/** 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";
/* strings corresponding to ordinals/bitvectors in structs.h */ /* strings corresponding to ordinals/bitvectors in structs.h */
/* (Note: strings for class definitions in class.c instead of here) */ /* (Note: strings for class definitions in class.c instead of here) */

View file

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

View file

@ -974,7 +974,7 @@ ACMD(do_attach)
return; return;
} }
if (!can_edit_zone(ch, world[IN_ROOM(ch)].zone)) { 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; return;
} }
/* have a valid mob, now get trigger */ /* have a valid mob, now get trigger */
@ -1012,7 +1012,7 @@ ACMD(do_attach)
} }
if (!can_edit_zone(ch, world[IN_ROOM(ch)].zone)) { 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; return;
} }
/* have a valid obj, now get trigger */ /* have a valid obj, now get trigger */
@ -1047,7 +1047,7 @@ ACMD(do_attach)
} }
if (!can_edit_zone(ch, world[rnum].zone)) { 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; return;
} }
/* have a valid room, now get trigger */ /* 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)) else if (!strn_cmp(cmd, "detach ", 7))
process_detach(go, sc, trig, type, cmd); process_detach(go, sc, trig, type, cmd);
else if (!strn_cmp(cmd, "version", 7))
mudlog(NRM, LVL_GOD, TRUE, "%s", DG_SCRIPT_VERSION);
else { else {
switch (type) { switch (type) {
case MOB_TRIGGER: case MOB_TRIGGER:

View file

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

View file

@ -19,7 +19,7 @@
* on an older version. You are supposed to compare this with the macro * on an older version. You are supposed to compare this with the macro
* TBAMUD_VERSION() in utils.h. * TBAMUD_VERSION() in utils.h.
* It is read as Major/Minor/Patchlevel - MMmmPP */ * 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 /** If you want equipment to be automatically equipped to the same place
* it was when players rented, set the define below to 1 because * it was when players rented, set the define below to 1 because