[Oct 17 2009] - Rumble

Added Ultima Zone 555 and 556. Originally by Casret, rebuilt by Parna.
  Made MEDIT column menu's consistent with other OLC menu's.
  added TEDIT access to bugs, typos, and ideas file.
[Oct 09 2009] - Rumble
  Added connected_type "Preference Edit" (thanks Maoliosa)
This commit is contained in:
Rumble 2009-10-17 04:59:28 +00:00
parent 9f5b893ec5
commit 44722575ea
31 changed files with 6848 additions and 328 deletions

View file

@ -36,6 +36,12 @@ Xlist (mlist, olist, rlist, zlist, slist, tlist, qlist)
(lots of major bugfixes too)
@
tbaMUD 3.61
[Oct 17 2009] - Rumble
Added Ultima Zone 555 and 556. Originally by Casret, rebuilt by Parna.
Made MEDIT column menu's consistent with other OLC menu's.
added TEDIT access to bugs, typos, and ideas file.
[Oct 09 2009] - Rumble
Added connected_type "Preference Edit" (thanks Maoliosa)
[Oct 08 2009] - Rumble
Fixed do_purge to allow targetting of multiple objects of the same name. i.e. 2.knife. (thanks Drefs)
[Oct 07 2009] - Rumble

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@ -7,9 +7,20 @@ A young man is here smoking a cigarette.
few men who did not sign up for military service.
~
2248 0 0 0 0 0 0 0 900 E
34 9 -10 6d6+340 5d5+5
34 9 -10 1d1+340 5d5+5
340 115600
8 8 1
Str: 18
Dex: 18
Int: 18
Wis: 18
Con: 18
Cha: 18
SavingPara: 8
SavingRod: 8
SavingPetri: 8
SavingBreath: 8
SavingSpell: 8
E
#101
Ian~

1576
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@ -0,0 +1,2 @@
$~

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@ -179,4 +179,6 @@
325.mob
326.mob
345.mob
555.mob
556.mob
$

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796
lib/world/obj/555.obj Normal file
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@ -0,0 +1,796 @@
#55500
mantra compassion mu~
Mu~
Mu, the Mantra of Compassion is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55501
lum mantra humility~
Lum~
Lum, the Mantra of Humility, is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55502
beh mantra justice~
Beh~
Beh, the Mantra of Justice, is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55503
ohm mantra spirituality~
Ohm~
Ohm, the Mantra of Spirituality, is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55504
ahm mantra honesty~
Ahm~
Ahm, the Mantra of Honesty, is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55505
cah mantra sacrifice~
Cah~
Cah, the Mantra of Sacrifice, is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55506
ra mantra valor~
Ra~
Ra, the Mantra of Valor, is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55507
summ mantra honor~
Summ~
Summ, the Mantra of Honor, is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55508
moonstone~
Moonstone~
A totally featureless Moonstone is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55509
moonstone~
Moonstone~
A totally featureless Moonstone is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55510
moonstone~
Moonstone~
A totally featureless Moonstone is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55511
moonstone~
Moonstone~
A totally featureless Moonstone is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55512
moonstone~
Moonstone~
A totally featureless Moonstone is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55513
moonstone~
Moonstone~
A totally featureless Moonstone is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55514
moonstone~
Moonstone~
A totally featureless Moonstone is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55515
moonstone~
Moonstone~
A totally featureless Moonstone is here.~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 25 0 0 0
#55516
hourglass~
the Hourglass~
You feel an aura of power emanating from the Hourglass~
~
18 b 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 50 0 0 0
A
4 2
#55517
crook~
the shepherd's crook~
The crook lies here.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 1 11 7
4 200 0 0 0
#55518
doll~
the doll~
An old rag doll is here.~
~
13 h 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
30 1 0 0 0
E
doll~
The rag doll seems to take on the weight of the child you killed.
~
#55519
sword~
Katrina's sword~
Katrina's sword gleams prettily.~
~
5 k 0 0 0 an 0 0 0 0 0 0 0
0 6 1 3
2 200 0 5 0
E
sword~
The sword has been polished and tended with much care. It glows with the
light of virtue.
~
#55520
scroll~
a wrinkled scroll~
A scroll has been rescued from the spider's web.~
~
2 0 0 0 0 a 0 0 0 0 0 0 0
5 35 -1 -1
1 500 0 5 0
#55521
dagger~
a magic dagger~
The magic dagger lies here, pulsating.~
~
5 b 0 0 0 an 0 0 0 0 0 0 0
0 9 4 11
4 500 0 8 0
A
3 2
A
18 2
#55522
robe~
a robe~
The robes of a mage lies here.~
~
9 0 0 0 0 ak 0 0 0 0 0 0 0
3 0 0 0
5 250 0 0 0
E
robe robes~
These robes are comfortable and clean.
~
#55523
horseshoes~
horseshoes~
Smithy's horseshoes are here.~
~
9 a 0 0 0 ag 0 0 0 0 0 0 0
10 0 0 0
7 200 0 20 0
A
14 50
A
19 3
#55524
instrument mandolin~
a mandolin~
The fine instrument lies here.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 5 2 6
5 250 0 5 0
#55525
cup~
a cup~
The beggar's cup is here.~
~
15 0 0 0 0 ac 0 0 0 0 0 0 0
2 0 -1 0
1 200 0 0 0
#55526
gold pieces $$50~
some gold pieces~
Gold pieces.~
~
20 0 0 0 0 a 0 0 0 0 0 0 0
50 0 0 0
1 50 0 0 0
#55527
bottle~
the bottle~
Iolo's bottle sits here.~
~
10 0 0 0 0 a 0 0 0 0 0 0 0
11 15 26 -1
1 500 0 10 0
#55528
bow~
Iolo's bow~
Iolo's bow stands against a wall.~
~
5 ab 0 0 0 an 0 0 0 0 0 0 0
0 4 4 11
4 700 0 10 0
E
bow~
Crafted by the master himself, Iolo, the bow is finely made. It's wood
gleams, and as you pluck the string the clearest note sounds.
~
A
2 1
#55529
chicken~
a chicken~
A chicken is lying on the ground.~
~
5 0 0 0 0 a 0 0 0 0 0 0 0
0 16 3 5
6 250 0 20 0
E
chicken~
As you look closer you see this isn't a real chicken, it's one of those gag
rubber chickens.
~
A
19 3
#55530
infinity bow~
the Infinity Bow~
The Infinity Bow floats here.~
~
5 a 0 0 0 an 0 0 0 0 0 0 0
0 4 12 12
3 1000 0 20 0
E
bow infinity~
The bow is immense, yet light. You see no string, but as your hands touch
the bow a string of pure energy appears and the bow vibrates with power.
~
A
2 3
A
19 5
#55531
spear~
a wooden spear~
A simple wooden spear lies here.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 5 3 14
4 200 0 10 0
#55532
club~
a stone club~
A stone club is here.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 5 3 7
10 50 0 10 0
#55533
gavel~
a gavel~
The Judge's gavel lies here.~
~
5 k 0 0 0 an 0 0 0 0 0 0 0
0 3 17 7
5 300 0 20 0
E
judge gavel~
The Gavel is made of ironwood, and seems to have some of the qualities of
Justice in it.
~
A
4 3
A
12 10
#55534
staff~
a staff~
Janna's staff lies here.~
~
5 ak 0 0 0 an 0 0 0 0 0 0 0
0 1 25 6
7 300 0 15 0
E
staff~
Jaana's staff is strangely shaped, in a double helix form. As you look at
the two snake-like pieces of wood, they seems to move.
~
A
4 1
#55535
sword~
a sword~
Geoffrey's sword gleams in the sun.~
~
5 ak 0 0 0 an 0 0 0 0 0 0 0
0 5 5 3
7 300 0 15 0
E
geoffrey sword~
Geoffrey's sword is heavy but sharp. When you touch the jeweled hilt, power
floods into your arm.
~
A
1 1
#55536
sword~
a sword~
A simple sword is here.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 3 9 3
5 300 0 10 0
#55537
sword bastard~
a bastard sword~
Simon's monstrous bastard sword lies here.~
~
5 ak 0 0 0 an 0 0 0 0 0 0 0
0 5 11 3
18 1000 0 20 0
E
sword bastard~
This is the biggest and best sword you've ever seen. Its balance is perfect
and it is sharp and sure. When you grab it, you suddenly feel incredibly
strong, and incredibly courageous.
~
A
2 2
A
19 5
A
13 -50
#55538
hammer~
a hammer~
A tinker's hammer lies here.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 6 5 7
12 300 0 15 0
#55539
sword~
a sword~
Julia's hot, glowing sword lies here.~
~
5 ak 0 0 0 an 0 0 0 0 0 0 0
0 5 7 3
8 300 0 20 0
E
glowing sword hot~
Julia was working on this sword when she was killed. Though it has been
removed from the forge for a long time, it seems to continue to glow as if
Julia's vengeful spirit has taken its place.
~
A
23 -2
A
19 3
A
18 -2
#55540
amulet~
the Amulet of Love~
A most beautiful amulet lies in a pile here.~
~
9 adkq 0 0 0 ac 0 0 0 0 0 0 0
10 0 0 0
1 500 0 15 0
A
22 -2
A
23 -2
A
24 -2
#55541
sword~
a shiny sword~
A sword lies on the ground.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 13 3 3
10 300 0 15 0
A
18 2
#55542
armor~
shiny armor~
A paladin's suit of armor lies here.~
~
9 0 0 0 0 ad 0 0 0 0 0 0 0
3 0 0 0
15 500 0 15 0
A
1 1
A
17 -5
#55543
rapier~
a rapier~
Dupre's rapier is here.~
~
5 ak 0 0 0 an 0 0 0 0 0 0 0
0 6 9 11
13 300 0 20 0
A
1 1
A
2 1
#55544
boomerang~
a boomerang~
A gargoyle's boomerang is here.~
~
5 b 0 0 0 an 0 0 0 0 0 0 0
0 32 1 6
6 300 0 20 0
E
boomerang~
Though this seems like your basic boomerang, it is much more. It hums with
an unearthly tone, waiting for its power to be unleashed.
~
A
18 5
A
17 -5
#55545
rusty sword~
a rusty sword~
A corroded, rusty sword is here.~
~
5 h 0 0 0 an 0 0 0 0 0 0 0
0 9 5 3
9 50 0 20 0
A
1 -5
#55546
rusty shield~
a rusty shield~
A spiked rusty shield lies here.~
~
9 h 0 0 0 aj 0 0 0 0 0 0 0
5 0 0 0
5 50 0 20 0
A
17 3
A
19 -3
#55547
cloak~
a magic cloak~
A magic cloak is here.~
~
9 a 0 0 0 ak 0 0 0 0 0 0 0
8 0 0 0
6 500 0 25 0
A
12 10
A
13 10
#55548
aura power~
an aura of power~
A bright light of power shoots into the air.~
~
9 a 0 0 0 ak 0 0 0 0 0 0 0
8 0 0 0
1 500 0 25 0
A
4 2
A
17 -10
#55549
red helmet face~
a big red face~
The empty shell of the Guardian head lies here.~
~
9 0 0 0 0 ae 0 0 0 0 0 0 0
6 0 0 0
10 250 0 25 0
E
face head red~
When you slew the evil Guardian, all that was left was his corporal form that
he inhabited. That of the big red head.
~
A
13 50
A
5 2
#55550
spiked mace~
a spiked mace~
Waves of corruption come off this evilly enchanted spiked mace.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 5 15 7
5 300 0 25 0
A
18 5
A
19 5
#55551
black death armor~
a completely black armor~
This completely black armor reeks of death.~
~
9 0 0 0 0 ad 0 0 0 0 0 0 0
8 0 0 0
9 500 0 25 0
A
17 5
A
14 -50
A
19 5
#55552
evil charm~
an evil charm~
You see a very oddly shaped charm... it might be worth it to look at its shape.~
~
9 0 0 0 0 ac 0 0 0 0 0 0 0
5 0 0 0
3 250 0 25 0
E
shape~
The charm looks to be a mummified part of a body. It is about 3 inches long,
and... NO it could not be....
~
A
12 50
A
3 1
#55553
evil gem~
an evil gem~
The evil gem pulsates.~
~
4 0 0 0 0 ao 0 0 0 0 0 0 0
30 1 1 27
1 200 0 25 0
A
12 50
A
3 3
#55554
helmet~
Sentri's helmet~
Sentri's helmet is here.~
~
9 k 0 0 0 ae 0 0 0 0 0 0 0
6 0 0 0
30 500 0 20 0
A
4 2
A
12 15
#55555
sleeves~
Sentri's sleeves~
Sentri's sleeves lie here.~
~
9 k 0 0 0 ai 0 0 0 0 0 0 0
6 0 0 0
40 500 0 20 0
A
1 2
A
13 15
#55556
girth~
Sentri's girth~
Sentri's girth is here.~
~
9 k 0 0 0 al 0 0 0 0 0 0 0
6 0 0 0
40 500 0 20 0
A
13 15
A
24 -2
#55557
twohanded sword~
Sentri's two-handed sword~
Sentri's two-handed sword is here.~
~
5 k 0 0 0 an 0 0 0 0 0 0 0
0 1 30 3
20 500 0 20 0
A
18 3
A
19 3
#55558
gloves~
Sentri's gloves~
Sentri's gloves are here.~
~
9 k 0 0 0 ah 0 0 0 0 0 0 0
6 0 0 0
20 500 0 20 0
A
13 15
A
18 3
#55559
boots~
Sentri's boots~
Sentri's boots are here.~
~
9 k 0 0 0 ag 0 0 0 0 0 0 0
6 0 0 0
40 500 0 20 0
A
2 1
A
13 15
#55560
leggings~
Sentri's leggings~
Sentri left his leggings here.~
~
9 k 0 0 0 af 0 0 0 0 0 0 0
6 0 0 0
40 500 0 20 0
A
2 1
A
18 3
#55561
armor~
Sentri's armor~
Sentri left his armor here.~
~
9 k 0 0 0 ad 0 0 0 0 0 0 0
6 0 0 0
30 500 0 20 0
A
13 20
A
18 3
#55562
fellowship medallion~
a Fellowship medallion~
A triangular shaped medallion is here.~
~
9 0 0 0 0 ac 0 0 0 0 0 0 0
7 0 0 0
6 200 0 25 0
A
4 -1
A
12 10
#55563
glass sword~
the Glass Sword~
The most amazingly well crafted sword lies here.~
~
5 f 0 0 0 an 0 0 0 0 0 0 0
0 6 12 3
4 1000 0 30 0
E
glass sword~
Invisible to the naked eye, this sword is the best crafted. As you look at
it, its amazing shape and size brings tears to your eyes. You know that this is
the best weapon that you will ever see.
~
A
1 1
A
18 5
#55564
crown~
British's crown~
A jewel encrusted crown is here.~
~
9 a 0 0 0 ae 0 0 0 0 0 0 0
10 0 0 0
10 1000 0 30 0
E
british crown~
Legend has it that this most perfect of crowns has within one of its jewels,
a perfect ray of sunlight. He who wears it must truly be enlightened.
~
A
3 2
A
4 2
#55565
0~
British's sceptre~
A pure gold sceptre is topped with a perfect crystal orb of power.~
~
9 a 0 0 0 a 0 0 0 0 0 0 0
10 0 0 0
10 1000 0 30 0
E
sceptre~
The second of the crown jewels, this sceptre is amazingly light, and
amazingly powerful. It is pure gold, but topped with an orb of power.
~
E
orb~
The orb of power is transparent to the point of sightlessness. It holds
within a vast store of power.
~
A
5 2
A
13 50
#55566
silver amulet~
British's amulet~
A silver amulet lies here.~
~
9 a 0 0 0 ac 0 0 0 0 0 0 0
8 0 0 0
1 500 0 30 0
E
amulet~
British's amulet is in the shape of the great earth serpent.
~
A
1 2
A
2 2
A
13 50
#55567
fountain~
a fountain~
A fountain shaped as an Ankh pours water.~
~
23 0 0 0 0 0 0 0 0 0 0 0 0
-1 1000 0 0
1000 0 0 0 0
#55568
boat~
a boat~
A boat lies here.~
~
22 0 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
20 500 0 0 0
$~

2
lib/world/obj/556.obj Normal file
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@ -0,0 +1,2 @@
$~

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@ -178,4 +178,6 @@
325.obj
326.obj
345.obj
555.obj
556.obj
$

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@ -1,3 +1,5 @@
0.qst
1.qst
555.qst
556.qst
$

2
lib/world/shp/555.shp Normal file
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@ -0,0 +1,2 @@
$~

76
lib/world/shp/556.shp Normal file
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@ -0,0 +1,76 @@
CircleMUD v3.0 Shop File~
#55603~
55522
55542
-1
1.00
1.00
9
-1
%s Sorry, I don't stock that item.~
%s You don't seem to have that.~
%s I don't trade in such items.~
%s I can't afford that!~
%s You are too poor!~
%s That'll be %d coins, thanks.~
%s I'll give you %d coins for that.~
0
0
55568
0
55603
-1
0
28
0
0
#55605~
55541
55532
55531
-1
1.00
1.00
5
-1
%s Sorry, I don't stock that item.~
%s You don't seem to have that.~
%s I don't trade in such items.~
%s I can't afford that!~
%s You are too poor!~
%s That'll be %d coins, thanks.~
%s I'll give you %d coins for that.~
0
0
55569
0
55605
-1
0
28
0
0
#55606~
55568
-1
1.00
1.00
-1
%s Sorry, I don't stock that item.~
%s You don't seem to have that.~
%s I don't trade in such items.~
%s I can't afford that!~
%s You are too poor!~
%s That'll be %d coins, thanks.~
%s I'll give you %d coins for that.~
0
0
55570
0
55606
-1
0
28
0
0
$~

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@ -160,4 +160,6 @@
325.shp
326.shp
345.shp
555.shp
556.shp
$

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@ -2004,7 +2004,7 @@ else
end
~
#70
Mob Fight Example~
Mob fight example - dg_cast missile~
0 k 100
~
* By Rumble of The Builder Academy tbamud.com 9091
@ -2013,7 +2013,7 @@ if %already_cast%
wait 30 s
unset already_cast
else
dg_cast 'magic missile' %actor%
dg_cast 'magic missile' %actor.name%
set already_cast 1
* By globalling the variable it can be accessed by other triggers or when
* this trigger fires a second time.
@ -2822,7 +2822,7 @@ set ant 4600
set zodiac 5701
set grave 7401
set zamba 7500
set gideon 7801
set gidean 7801
set glumgold 8301
set duke 8660
set oasis 9000
@ -2926,6 +2926,8 @@ set pale 32300
set army 32400
set revelry 32500
set perimeter 32600
set asylum 34501
set ultima 55685
if !%arg%
*they didnt type a location
set fail 1

340
lib/world/trg/555.trg Normal file
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@ -0,0 +1,340 @@
#55500
new trigger~
0 g 100
~
say My trigger commandlist is not complete!
~
#55513
TalkingHorse~
0 b 10
~
* Trigger Program By Rumble of The Builder Academy tbamud.com 9091
if !%self.fighting%
eval max %random.4%
set txt[1] What's my job? I eat hay.
set txt[2] The answer... It was...INFINITY!
set txt[3] Hey... You look familiar, have we met?
set txt[4] Do you want some advice? Don't talk to horses!
set speech %%txt[%max%]%%
eval speech %speech%
say %speech%
~
#55514
Leaving MrSmithy~
0 q 100
~
if %actor.is_pc%
%send% %actor% %self.name% says 'Come back and see me again, %actor.name%. Really!'
%echo% @n
end
~
#55515
BeggarGold~
0 n 100
test~
wait 2 sec
%at% 55500 put gold in cup
%at% 55500 wear cup
~
#55528
DoorClose~
2 c 100
close~
if %arg% == shelf
%echo% The shelf creaks closed.
%door% 55528 north flags b
%door% 55532 south purge
%at% 55532 %echo% The shelves gently creak as they swing back towards the wall.
else
return 0
end
~
#55529
DoorOpen~
2 c 100
open~
if %arg% /= shelf
%send% %actor% You hear a soft creak as you swing the shelf open.
%echoaround% %actor% You hear a soft creak as %actor.name% swings the shelf open.
%at% 55532 %echo% You hear a soft creak as the shelf slowly swings away from the wall.
%door% 55532 south flags a
%door% 55532 south name shelf
%door% 55532 south room 55528
%door% 55532 south description An eerie blue light glows from behind the shelf.
%door% 55528 north flags a
else
return 0
end
~
#55532
Bookshelves~
2 c 100
open~
if %arg% /= shelf
%send% %actor% You hear a soft creak as you swing the shelf open.
%echoaround% %actor% You hear a soft creak as %actor.name% swings the shelf open.
%door% 55532 south flags a
%door% 55532 south name shelf
%door% 55532 south room 55528
%door% 55532 south description An eerie blue light glows from behind the shelf.
%door% 55528 north flags a
else
return 0
end
~
#55533
CloseBookshelves~
2 df 100
test~
if %self.south%
%door% 55532 south purge
%echo% The shelf gently creaks as it swings back towards the wall.
end
~
#55534
BumpShelves~
2 c 100
s~
if %cmd.mudcommand% == south && if !%self.south%
%send% %actor.name% The shelf seems to be closed.
else
return 0
end
~
#55535
CloseShelf~
2 c 100
close~
if %arg% /= shelf
%echo% The shelf creaks closed.
%door% 55532 south purge
%door% 55528 north flags b
else
return 0
end
~
#55556
EndMoonGate~
0 q 100
~
if %direction% == up
return 0
%send% %actor% The guardian blocks your way.
%echoaround% %actor% The guardian and blocks %actor.hisher% way.
end
~
#55561
EquipSentri~
0 n 100
~
%load% obj 55554 %self% head
%load% obj 55555 %self% arms
%load% obj 55556 %self% waist
%load% obj 55558 %self% hands
%load% obj 55559 %self% feet
%load% obj 55560 %self% legs
%load% obj 55561 %self% body
~
#55562
BatlinMantras~
0 n 100
~
%load% obj 55501
%load% obj 55503
%load% obj 55507
%load% obj 55505
%load% obj 55502
%load% obj 55506
%load% obj 55500
%load% obj 55504
~
#55569
DesertMaze69~
2 g 100
~
wait 1 sec
%door% 55569 north purge
%door% 55569 south purge
%door% 55569 east purge
%door% 55569 west purge
wait 1 sec
switch %random.4%
case 1
%door% 55569 north room 55578
%door% 55569 north description You see trees.
%door% 55569 east room 55570
%door% 55569 east description You see trees.
%door% 55569 south room 55579
%door% 55569 south description You see trees.
%door% 55569 west room 55573
%door% 55569 west description You see trees.
break
case 2
%door% 55569 north room 55570
%door% 55569 north description You see trees.
%door% 55569 east room 55579
%door% 55569 east description You see trees.
%door% 55569 south room 55573
%door% 55569 south description You see trees.
%door% 55569 west room 55578
%door% 55569 west description You see trees.
break
case 3
%door% 55569 north room 55579
%door% 55569 north description You see trees.
%door% 55569 east room 55573
%door% 55569 east description You see trees.
%door% 55569 south room 55578
%door% 55569 south description You see trees.
%door% 55569 west room 55570
%door% 55569 west description You see trees.
break
case 4
%door% 55569 north room 55573
%door% 55569 north description You see trees.
%door% 55569 east room 55578
%door% 55569 east description You see trees.
%door% 55569 south room 55570
%door% 55569 south description You see trees.
%door% 55569 west room 55579
%door% 55569 west description You see trees.
break
default
%door% 55569 north room 55555
%door% 55569 north description You see trees.
%door% 55569 east room 55555
%door% 55569 east description You see trees.
%door% 55569 south room 55555
%door% 55569 south description You see trees.
%door% 55569 west room 55555
%door% 55569 west description You see trees.
break
done
~
#55571
DesertMaze71~
2 g 100
~
wait 1 sec
%door% 55571 north purge
%door% 55571 south purge
%door% 55571 east purge
%door% 55571 west purge
wait 1 sec
switch %random.4%
case 1
%door% 55571 north room 55576
%door% 55571 north description You see trees.
%door% 55571 east room 55572
%door% 55571 east description You see trees.
%door% 55571 south room 55581
%door% 55571 south description You see trees.
%door% 55571 west room 55570
%door% 55571 west description You see trees.
break
case 2
%door% 55571 north room 55572
%door% 55571 north description You see trees.
%door% 55571 east room 55581
%door% 55571 east description You see trees.
%door% 55571 south room 55570
%door% 55571 south description You see trees.
%door% 55571 west room 55576
%door% 55571 west description You see trees.
break
case 3
%door% 55571 north room 55581
%door% 55571 north description You see trees.
%door% 55571 east room 55570
%door% 55571 east description You see trees.
%door% 55571 south room 55576
%door% 55571 south description You see trees.
%door% 55571 west room 55572
%door% 55571 west description You see trees.
break
case 4
%door% 55571 north room 55570
%door% 55571 north description You see trees.
%door% 55571 east room 55576
%door% 55571 east description You see trees.
%door% 55571 south room 55572
%door% 55571 south description You see trees.
%door% 55571 west room 55581
%door% 55571 west description You see trees.
break
default
%door% 55571 north room 55555
%door% 55571 north description You see trees.
%door% 55571 east room 55555
%door% 55571 east description You see trees.
%door% 55571 south room 55555
%door% 55571 south description You see trees.
%door% 55571 west room 55555
%door% 55571 west description You see trees.
break
done
~
#55577
DesertMaze77~
2 g 100
~
wait 1 sec
%door% 55577 north purge
%door% 55577 south purge
%door% 55577 east purge
%door% 55577 west purge
wait 1 sec
switch %random.4%
case 1
%door% 55577 north room 55580
%door% 55577 north description You see trees.
%door% 55577 east room 55576
%door% 55577 east description You see trees.
%door% 55577 south room 55570
%door% 55577 south description You see trees.
%door% 55577 west room 55578
%door% 55577 west description You see trees.
break
case 2
%door% 55577 north room 55576
%door% 55577 north description You see trees.
%door% 55577 east room 55570
%door% 55577 east description You see trees.
%door% 55577 south room 55578
%door% 55577 south description You see trees.
%door% 55577 west room 55580
%door% 55577 west description You see trees.
break
case 3
%door% 55577 north room 55570
%door% 55577 north description You see trees.
%door% 55577 east room 55578
%door% 55577 east description You see trees.
%door% 55577 south room 55580
%door% 55577 south description You see trees.
%door% 55577 west room 55576
%door% 55577 west description You see trees.
break
case 4
%door% 55577 north room 55578
%door% 55577 north description You see trees.
%door% 55577 east room 55580
%door% 55577 east description You see trees.
%door% 55577 south room 55576
%door% 55577 south description You see trees.
%door% 55577 west room 55570
%door% 55577 west description You see trees.
break
default
%door% 55577 north room 55555
%door% 55577 north description You see trees.
%door% 55577 east room 55555
%door% 55577 east description You see trees.
%door% 55577 south room 55555
%door% 55577 south description You see trees.
%door% 55577 west room 55555
%door% 55577 west description You see trees.
break
done
~
$~

78
lib/world/trg/556.trg Normal file
View file

@ -0,0 +1,78 @@
#55618
WhirlpoolMaze18~
2 g 100
~
wait 2 sec
%door% 55618 north purge
%door% 55618 east purge
%door% 55618 west purge
wait 1 sec
switch %random.3%
case 1
%door% 55618 north room 55621
%door% 55618 east room 55619
%door% 55618 west room 55620
break
case 2
%door% 55618 north room 55619
%door% 55618 east room 55620
%door% 55618 west room 55621
break
case 3
%door% 55618 north room 55620
%door% 55618 east room 55621
%door% 55618 west room 55619
break
default
%door% 55618 north room 55684
%door% 55618 east room 55684
%door% 55618 west room 55684
break
done
~
#55624
WhirlpoolMaze24~
2 g 100
~
wait 2 sec
%door% 55624 south purge
%door% 55624 east purge
%door% 55624 west purge
wait 1 sec
switch %random.3%
case 1
%door% 55624 south room 55621
%door% 55624 east room 55625
%door% 55624 west room 55626
break
case 2
%door% 55624 south room 55625
%door% 55624 east room 55626
%door% 55624 west room 55621
break
case 3
%door% 55624 south room 55626
%door% 55624 east room 55621
%door% 55624 west room 55625
break
default
%door% 55624 south room 55684
%door% 55624 east room 55684
%door% 55624 west room 55684
break
done
~
#55668
BatlinMantras~
0 n 100
~
%load% obj 55501
%load% obj 55503
%load% obj 55507
%load% obj 55505
%load% obj 55502
%load% obj 55506
%load% obj 55500
%load% obj 55504
~
$~

View file

@ -179,5 +179,6 @@
325.trg
326.trg
345.trg
555.trg
556.trg
$

View file

@ -38,6 +38,8 @@ patience, and the ability to take constructive criticism.
http://tbamud.com/BuilderApplication
When you finish and submit the application tell anyone level 32 or higher
and they will advance you to begin your training.
If would like to check out the tbaMUD World as a player connect to tbamud.com 4000.
~
0 24 0 0 0 0
S
@ -477,7 +479,7 @@ Advanced Trigedit Example~
Begin by @RSTAT GATEGUARD@n and then tstat each trigger listed to see what
they do. This example is explained under @RHELP TRIGEDIT-ADVANCED-TUTORIAL@n.
Including triggers 4, 5, 7, 8.
To pay the gateguard take the pile of coins, then: @RGIVE 10 COINS GUARD@n.
To pay the gateguard: @RGIVE 10 COINS GUARD@n.
~
0 24 0 0 0 0
D0

1887
lib/world/wld/555.wld Normal file

File diff suppressed because it is too large Load diff

1446
lib/world/wld/556.wld Normal file

File diff suppressed because it is too large Load diff

View file

@ -180,4 +180,6 @@
325.wld
326.wld
345.wld
555.wld
556.wld
$

View file

@ -2,6 +2,9 @@
Rumble~
The Builder Academy Zone~
0 99 10 2
D 0 20 0 2 (Advanced Trigedit Example)
M 0 24 1 20 (the example gateguard)
G 1 46 99 -1 (the gateguard key)
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)
@ -44,11 +47,6 @@ M 0 26 1 22 (the protector of the magic eight ball)
R 0 22 47 -1 (the magic eight ball)
O 0 47 99 22 (the magic eight ball)
M 0 25 1 21 (the variable questmaster)
D 0 20 0 2 (Advanced Trigedit Example)
M 0 24 1 20 (the example gateguard)
G 1 46 99 -1 (the gateguard key)
R 0 20 45 -1 (a pile of gold coins)
O 0 45 99 20 (a pile of gold coins)
M 0 16 1 19 (a quest ogre)
M 0 14 1 18 (the tutorial questmaster)
S

108
lib/world/zon/555.zon Normal file
View file

@ -0,0 +1,108 @@
#555
Casret Parna~
Ultima~
55500 55599 30 2 0 0 0 0 1 30
D 0 55507 2 1 (Barn)
M 0 55500 5 55507 (the insects)
M 0 55502 10 55507 (the shepherd)
E 1 55517 100 16 (the shepherd's crook)
M 0 55534 1 55592 (the headless)
G 1 55512 50 -1 (Moonstone)
M 0 55533 10 55590 (the gremlin)
M 0 55532 10 55588 (the ettin)
M 0 55537 1 55588 (Lord Simon)
E 1 55537 100 16 (a bastard sword)
M 0 55536 1 55587 (Geoffrey the Fighter)
E 1 55535 100 16 (a sword)
E 1 55506 50 17 (Ra)
M 0 55535 10 55586 (the fighter)
E 1 55536 100 16 (a sword)
D 0 55584 4 2 (The Yew Moongate)
M 0 55522 10 55581 (the wisp)
M 0 55520 5 55580 (the orc)
E 1 55531 100 16 (a wooden spear)
M 0 55523 10 55578 (the forest druid)
M 0 55521 20 55573 (the troll)
E 1 55532 100 16 (a stone club)
M 0 55526 1 55570 (Jaana the Druid)
E 1 55502 50 17 (Beh)
E 1 55534 100 16 (a staff)
M 0 55528 1 55568 (the prisoner)
M 0 55527 1 55567 (the dirty prisoner)
G 1 55511 50 -1 (Moonstone)
D 0 55566 1 1 (Prison)
D 0 55565 3 1 (Prison)
D 0 55564 3 1 (The Bench)
D 0 55564 1 1 (The Bench)
M 0 55525 1 55564 (the Judge)
E 1 55533 100 16 (a gavel)
M 0 55531 1 55560 (the pub owner)
D 0 55563 0 1 (The Audience Room)
M 0 55524 10 55559 (the city druid)
D 0 55556 2 1 (In Front of the Courthouse)
M 0 55529 5 55556 (the citizen of Yew)
M 0 55512 1 55554 (the snake)
G 1 55510 50 -1 (Moonstone)
M 0 55511 10 55552 (the slime)
D 0 55550 4 2 (The Britain Moongate)
M 0 55516 1 55548 (Iolo the Bard)
E 1 55528 100 16 (Iolo's bow)
E 1 55500 50 17 (Mu)
G 1 55527 100 -1 (the bottle)
D 0 55546 4 1 (Cellar)
M 0 55519 1 55545 (Gwenno the Bard)
E 1 55530 100 16 (the Infinity Bow)
M 0 55514 5 55544 (the bard)
E 1 55524 100 16 (a mandolin)
D 0 55543 5 1 (The Southwest Corner of the Tavern)
M 0 55518 10 55539 (the townsman)
M 0 55530 1 55539 (the bartender)
M 0 55515 3 55537 (the beggar)
G 1 55526 100 -1 (some gold pieces)
G 1 55525 100 -1 (a cup)
M 0 55507 1 55535 (the giant spider)
G 1 55509 50 -1 (Moonstone)
G 1 55520 100 -1 (a wrinkled scroll)
M 0 55508 10 55530 (the mage)
E 1 55522 100 5 (a robe)
D 0 55528 0 1 (The Library Moongate)
D 0 55528 4 2 (The Library Moongate)
M 0 55506 10 55524 (the giant rat)
M 0 55509 1 55521 (Nystul the Librarian)
E 1 55521 100 16 (a magic dagger)
M 0 55510 1 55518 (Mariah the Mage)
E 1 55504 50 17 (Ahm)
M 0 55505 1 55515 (Katrina the Shepherd)
E 1 55519 100 16 (Katrina's sword)
E 1 55501 50 17 (Lum)
D 0 55514 3 1 (Entrance to the Office)
D 0 55513 0 1 (Humility Lane)
M 0 55504 10 55513 (the sheep)
M 0 55502 10 55513 (the shepherd)
E 1 55517 100 16 (the shepherd's crook)
D 0 55512 2 1 (House)
D 0 55512 4 1 (House)
M 0 55503 5 55512 (the girl)
E 1 55518 100 17 (the doll)
D 0 55511 5 1 (Attic)
M 0 55501 1 55511 (the bat)
G 1 55508 50 -1 (Moonstone)
D 0 55510 1 1 (Condemned House)
D 0 55508 0 1 (Humility Lane)
M 0 55500 5 55508 (the insects)
M 0 55504 10 55508 (the sheep)
M 0 55503 5 55508 (the girl)
E 1 55518 100 17 (the doll)
M 0 55513 1 55506 (Mr. Smithy)
E 1 55523 100 8 (horseshoes)
D 0 55505 3 1 (New Magincia Road)
D 0 55504 1 1 (New Magincia Road)
M 0 55504 10 55504 (the sheep)
D 0 55503 4 2 (The New Magincia Moongate)
M 0 55503 5 55502 (the girl)
E 1 55518 100 17 (the doll)
M 0 55502 10 55501 (the shepherd)
E 1 55517 100 16 (the shepherd's crook)
M 0 55504 10 55501 (the sheep)
S
$

145
lib/world/zon/556.zon Normal file
View file

@ -0,0 +1,145 @@
#556
Casret Parna~
Ultima II~
55600 55699 30 2 0 0 0 0 1 30
D 0 55683 4 2 (In the Warp)
M 0 55556 1 55683 (the Guardian)
E 1 55549 100 6 (a big red face)
M 0 55540 5 55608 (a tinker)
E 1 55538 100 16 (a hammer)
M 0 55542 1 55608 (the Lady of Empath Abbey)
E 1 55540 100 3 (the Amulet of Love)
D 0 55604 3 1 (Minoc's Fountain)
D 0 55604 1 1 (Minoc's Fountain)
R 0 55604 55567 -1 (a fountain)
O 1 55567 2 55604 (a fountain)
D 0 55607 2 1 (Sacrifice Street)
D 0 55607 3 1 (Sacrifice Street)
R 0 55663 55567 -1 (a fountain)
O 1 55567 2 55663 (a fountain)
D 0 55603 1 1 (The Armorer)
M 0 55568 1 55603 (the armorer)
G 1 55542 100 -1 (shiny armor)
G 1 55522 100 -1 (a robe)
D 0 55682 4 2 (In the Warp)
M 0 55557 1 55682 (Blackthorn)
E 1 55550 100 16 (a spiked mace)
D 0 55681 4 2 (The Enlightenment)
D 0 55680 4 2 (In the Warp)
M 0 55558 1 55680 (Exodus)
E 1 55551 100 5 (a completely black armor)
D 0 55679 4 2 (In the Warp)
M 0 55559 1 55679 (Minax)
E 1 55552 100 3 (an evil charm)
M 0 55560 1 55678 (Mondain)
E 1 55553 100 17 (an evil gem)
D 0 55677 4 2 (The Enlightenment)
D 0 55676 0 2 (The Altar of Humility)
D 0 55675 0 2 (The Altar of Spirituality)
D 0 55674 0 2 (The Altar of Honor)
D 0 55673 0 2 (The Altar of Sacrifice)
D 0 55672 0 2 (The Altar of Justice)
D 0 55671 0 2 (The Altar of Valor)
D 0 55670 0 2 (The Altar of Compassion)
D 0 55669 0 2 (The Altar of Honesty)
D 0 55668 2 1 (Batlin's Room)
M 0 55562 1 55668 (Batlin)
E 1 55562 100 3 (a Fellowship medallion)
D 0 55665 0 0 (Hallway)
M 0 55561 1 55665 (Sentri)
E 1 55557 100 16 (Sentri's two-handed sword)
D 0 55667 2 0 (The Throne Room)
M 0 55563 1 55667 (the Avatar)
E 1 55563 100 16 (the Glass Sword)
M 0 55564 1 55667 (Lord British)
E 1 55564 100 6 (British's crown)
E 1 55565 100 17 (British's sceptre)
E 1 55566 100 3 (British's amulet)
D 0 55666 0 1 (Hallway)
M 0 55517 1 55662 (Chuckles the Jester)
E 1 55529 100 16 (a chicken)
M 0 55554 1 55661 (Shamino the Ranger)
E 1 55503 50 17 (Ohm)
E 1 55547 100 12 (a magic cloak)
M 0 55549 5 55660 (the spirit)
M 0 55553 4 55660 (the mourner)
M 0 55547 3 55655 (the reaper)
M 0 55551 3 55655 (the skeleton)
E 1 55545 100 16 (a rusty sword)
E 1 55546 100 11 (a rusty shield)
M 0 55550 5 55653 (the ghost)
M 0 55547 3 55652 (the reaper)
M 0 55552 1 55651 (the daemon)
G 1 55515 50 -1 (Moonstone)
M 0 55547 3 55650 (the reaper)
D 0 55649 4 2 (The Shrine of Spirituality)
M 0 55555 1 55649 (the Timelord)
E 1 55516 50 17 (the Hourglass)
E 1 55548 100 5 (an aura of power)
M 0 55544 1 55648 (the dragon)
G 1 55514 50 -1 (Moonstone)
D 0 55647 4 2 (The Desert Moongate)
D 0 55644 4 2 (The Desert Moongate)
D 0 55643 4 2 (The Desert Moongate)
M 0 55543 10 55641 (the sandtrap)
D 0 55639 3 1 (A Small Tent)
M 0 55545 6 55639 (the paladin)
E 1 55541 100 16 (a shiny sword)
E 1 55542 100 5 (shiny armor)
D 0 55638 1 1 (Desert Entrance)
D 0 55638 3 1 (Desert Entrance)
M 0 55545 6 55638 (the paladin)
E 1 55541 100 16 (a shiny sword)
E 1 55542 100 5 (shiny armor)
D 0 55637 1 1 (A Small Tent)
M 0 55545 6 55637 (the paladin)
E 1 55541 100 16 (a shiny sword)
E 1 55542 100 5 (shiny armor)
M 0 55546 1 55636 (Dupre the Paladin)
E 1 55507 50 17 (Summ)
E 1 55543 100 16 (a rapier)
D 0 55634 0 1 (The Grand Tent)
M 0 55548 1 55634 (Draxthanum the Gargoyle)
E 1 55544 100 16 (a boomerang)
M 0 55545 6 55633 (the paladin)
E 1 55541 100 16 (a shiny sword)
E 1 55542 100 5 (shiny armor)
D 0 55631 3 1 (A Small Tent)
M 0 55545 6 55631 (the paladin)
E 1 55541 100 16 (a shiny sword)
E 1 55542 100 5 (shiny armor)
D 0 55630 1 1 (In Front of the Grand Tent)
D 0 55630 2 1 (In Front of the Grand Tent)
M 0 55545 6 55629 (the paladin)
E 1 55541 100 16 (a shiny sword)
E 1 55542 100 5 (shiny armor)
D 0 55628 2 1 (A Campfire)
D 0 55627 4 2 (The Minoc Moongate)
M 0 55567 1 55623 (the squid)
G 1 55513 50 -1 (Moonstone)
M 0 55565 5 55622 (the shark)
M 0 55566 5 55621 (the seahorse)
M 0 55538 2 55617 (the mimic)
M 0 55538 2 55616 (the mimic)
M 0 55539 2 55615 (the gazer)
M 0 55539 2 55614 (the gazer)
D 0 55612 0 1 (Residence)
M 0 55540 5 55611 (a tinker)
E 1 55538 100 16 (a hammer)
D 0 55610 3 1 (Forge)
M 0 55541 1 55610 (Julia the Tinker)
E 1 55505 50 17 (Cah)
E 1 55539 100 16 (a sword)
D 0 55609 2 1 (Sacrifice Street)
D 0 55609 1 1 (Sacrifice Street)
D 0 55606 1 1 (The Boatseller)
M 0 55570 1 55606 (the boatseller)
G 1 55568 100 -1 (a boat)
D 0 55605 3 1 (The Weaponsmith)
M 0 55569 1 55605 (the weaponseller)
G 1 55541 100 -1 (a shiny sword)
G 1 55531 100 -1 (a wooden spear)
G 1 55532 100 -1 (a stone club)
D 0 55601 4 2 (The Dungeon Moongate)
S
$

View file

@ -180,4 +180,6 @@
325.zon
326.zon
345.zon
555.zon
556.zon
$

View file

@ -295,6 +295,7 @@ const char *connected_types[] = {
"Trigger edit",
"Help edit",
"Quest edit",
"Preference edit",
"\n"
};

View file

@ -90,17 +90,20 @@ room_rnum r_frozen_start_room; /* rnum of frozen start room */
char *credits = NULL; /* game credits */
char *news = NULL; /* mud news */
char *motd = NULL; /* message of the day - mortals */
char *imotd = NULL; /* message of the day - immorts */
char *GREETINGS = NULL; /* opening credits screen */
char *motd = NULL; /* message of the day - mortals */
char *imotd = NULL; /* message of the day - immorts */
char *GREETINGS = NULL; /* opening credits screen */
char *help = NULL; /* help screen */
char *ihelp = NULL; /* help screen (immortals) */
char *ihelp = NULL; /* help screen (immortals) */
char *info = NULL; /* info page */
char *wizlist = NULL; /* list of higher gods */
char *immlist = NULL; /* list of peon gods */
char *background = NULL; /* background story */
char *handbook = NULL; /* handbook for new immortals */
char *policies = NULL; /* policies page */
char *bugs = NULL; /* bugs file */
char *typos = NULL; /* typos file */
char *ideas = NULL; /* ideas file */
int top_of_helpt = 0;
struct help_index_element *help_table = NULL;
@ -307,7 +310,7 @@ void free_text_files(void)
{
char **textfiles[] = {
&wizlist, &immlist, &news, &credits, &motd, &imotd, &help, &ihelp, &info,
&policies, &handbook, &background, &GREETINGS, NULL
&policies, &handbook, &background, &GREETINGS, &bugs, &typos, &ideas, NULL
};
int rf;
@ -354,6 +357,12 @@ ACMD(do_reboot)
send_to_char(ch, "Cannot read handbook\r\n");
if (file_to_string_alloc(BACKGROUND_FILE, &background) < 0)
send_to_char(ch, "Cannot read background\r\n");
if (file_to_string_alloc(BUG_FILE, &background) < 0)
send_to_char(ch, "Cannot read bugs file\r\n");
if (file_to_string_alloc(TYPO_FILE, &background) < 0)
send_to_char(ch, "Cannot read typos file\r\n");
if (file_to_string_alloc(IDEA_FILE, &background) < 0)
send_to_char(ch, "Cannot read ideas file\r\n");
if (help_table) {
free_help_table();
index_boot(DB_BOOT_HLP);
@ -394,6 +403,15 @@ ACMD(do_reboot)
} else if (!str_cmp(arg, "background")) {
if (file_to_string_alloc(BACKGROUND_FILE, &background) < 0)
send_to_char(ch, "Cannot read background\r\n");
} else if (!str_cmp(arg, "bugs")) {
if (file_to_string_alloc(BUG_FILE, &bugs) < 0)
send_to_char(ch, "Cannot read bugs\r\n");
} else if (!str_cmp(arg, "typos")) {
if (file_to_string_alloc(TYPO_FILE, &typos) < 0)
send_to_char(ch, "Cannot read typos\r\n");
} else if (!str_cmp(arg, "ideas")) {
if (file_to_string_alloc(IDEA_FILE, &ideas) < 0)
send_to_char(ch, "Cannot read ideas\r\n");
} else if (!str_cmp(arg, "greetings")) {
if (file_to_string_alloc(GREETINGS_FILE, &GREETINGS) == 0)
prune_crlf(GREETINGS);
@ -648,6 +666,9 @@ void boot_db(void)
file_to_string_alloc(POLICIES_FILE, &policies);
file_to_string_alloc(HANDBOOK_FILE, &handbook);
file_to_string_alloc(BACKGROUND_FILE, &background);
file_to_string_alloc(BUG_FILE, &bugs);
file_to_string_alloc(TYPO_FILE, &typos);
file_to_string_alloc(IDEA_FILE, &ideas);
if (file_to_string_alloc(GREETINGS_FILE, &GREETINGS) == 0)
prune_crlf(GREETINGS);

View file

@ -334,6 +334,9 @@ extern char *immlist;
extern char *background;
extern char *handbook;
extern char *policies;
extern char *bugs;
extern char *typos;
extern char *ideas;
/* The ingame helpfile */
extern int top_of_helpt;

View file

@ -341,32 +341,34 @@ static void medit_disp_attack_types(struct descriptor_data *d)
/* Display mob-flags menu. */
static void medit_disp_mob_flags(struct descriptor_data *d)
{
char buf[MAX_STRING_LENGTH];
int i, columns = 0;
char flags[MAX_STRING_LENGTH];
get_char_colors(d->character);
clear_screen(d);
column_list(d->character, 2, action_bits, NUM_MOB_FLAGS, TRUE);
sprintbitarray(MOB_FLAGS(OLC_MOB(d)), action_bits, AF_ARRAY_MAX, buf);
write_to_output(d, "\r\nCurrent flags : %s%s%s\r\nEnter mob flags (0 to quit) : ",
cyn, buf, nrm);
for (i = 0; i < NUM_MOB_FLAGS; i++) {
write_to_output(d, "%s%2d%s) %-20.20s %s", grn, i + 1, nrm, action_bits[i],
!(++columns % 2) ? "\r\n" : "");
}
sprintbitarray(MOB_FLAGS(OLC_MOB(d)), action_bits, AF_ARRAY_MAX, flags);
write_to_output(d, "\r\nCurrent flags : %s%s%s\r\nEnter mob flags (0 to quit) : ", cyn, flags, nrm);
}
/* Display affection flags menu. */
static void medit_disp_aff_flags(struct descriptor_data *d)
{
char buf[MAX_STRING_LENGTH];
int i, columns = 0;
char flags[MAX_STRING_LENGTH];
get_char_colors(d->character);
clear_screen(d);
/* +1 since AFF_FLAGS don't start at 0. */
column_list(d->character, 2, affected_bits + 1, NUM_AFF_FLAGS, TRUE);
sprintbitarray(AFF_FLAGS(OLC_MOB(d)), affected_bits, AF_ARRAY_MAX, buf);
for (i = 0; i < NUM_AFF_FLAGS; i++) {
write_to_output(d, "%s%2d%s) %-20.20s %s", grn, i + 1, nrm, affected_bits[i+1],
!(++columns % 2) ? "\r\n" : "");
}
sprintbitarray(AFF_FLAGS(OLC_MOB(d)), affected_bits, AF_ARRAY_MAX, flags);
write_to_output(d, "\r\nCurrent flags : %s%s%s\r\nEnter aff flags (0 to quit) : ",
cyn, buf, nrm);
cyn, flags, nrm);
}
/* Display main menu. */

View file

@ -241,8 +241,8 @@ static void list_rooms(struct char_data *ch, zone_rnum rnum, room_vnum vmin, roo
}
send_to_char (ch,
"Index VNum Room Name Exits\r\n"
"----- ------- ---------------------------------------- -----\r\n");
"Index VNum Room Name Exits\r\n"
"----- ------- -------------------------------------------- -----\r\n");
if (!top_of_world)
return;
@ -294,8 +294,8 @@ static void list_mobiles(struct char_data *ch, zone_rnum rnum, mob_vnum vmin, mo
}
send_to_char(ch,
"Index VNum Mobile Name Level\r\n"
"----- ------- --------------------------------------------- -----\r\n");
"Index VNum Mobile Name Level\r\n"
"----- ------- -------------------------------------------- -----\r\n");
if (!top_of_mobt)
return;
@ -545,7 +545,7 @@ static void list_triggers(struct char_data *ch, zone_rnum rnum, trig_vnum vmin,
/* Store the header for the room listing. */
send_to_char (ch,
"Index VNum Trigger Name Type\r\n"
"----- ------- -------------------------------------------------------\r\n");
"----- ------- --------------------------------------------- ---------\r\n");
/* Loop through the world and find each room. */
for (i = 0; i < top_of_trigt; i++) {

View file

@ -87,6 +87,9 @@ ACMD(do_tedit)
{ "policies", LVL_IMPL, &policies, 8192, POLICIES_FILE},
{ "wizlist", LVL_IMPL, &wizlist, 2400, WIZLIST_FILE},
{ "immlist", LVL_GRGOD, &immlist, 2400, IMMLIST_FILE},
{ "bugs", LVL_GRGOD, &bugs, 8192, BUG_FILE},
{ "typos", LVL_GRGOD, &typos, 8192, TYPO_FILE},
{ "ideas", LVL_GRGOD, &ideas, 8192, IDEA_FILE},
{ "\n", 0, NULL, 0, NULL }
};