mirror of
https://github.com/tbamud/tbamud.git
synced 2025-12-29 21:48:49 +01:00
Added Parna's zone 211 Tarot, updated help files.
This commit is contained in:
parent
88549e0728
commit
5986794156
17 changed files with 653 additions and 597 deletions
|
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@ -1,23 +1,6 @@
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! ^ !
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||||
|
||||
Use ! to repeat the last command typed at the keyboard.
|
||||
|
||||
Use ^ to replace a string from the last command with a new string. The
|
||||
syntax is the same as in csh: "^old-string^replacement"
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||||
|
||||
Examples:
|
||||
|
||||
> tell rasmusse Hi there, how are you?
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||||
No-one by that name here.
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||||
|
||||
> ^rasmusse^Rumble
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||||
You tell Rumble, 'Hi there, how are you?'
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||||
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||||
> ^you^you doing^
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||||
You tell Rumble, 'Hi there, how are you doing?'
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||||
|
||||
See also: \t(HELP ALIAS\t)
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||||
#0
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||||
Use ! to repeat the last command typed #0
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%ASOUND% OASOUND MASOUND WASOUND ASOUND
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||||
|
||||
%asound% <message>
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||||
|
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@ -276,6 +259,8 @@ about being a newbie here.
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|||
The @ character is used as a colorcode. If you see it, try toggling color to
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complete. If this still does not work you must not be able to view colors.
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||||
|
||||
To print a single @* follow it with the * (asterisk).
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||||
|
||||
Many people have asked why use the @ as colorcodes while others use &.
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||||
Welcor of TBA changed this because of trigedit. A builder who enters:
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if %actor.is_pc% && %arg% would only see: if %actor.is_pc% & %arg%. No
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@ -633,14 +618,13 @@ AREAS
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Usage: areas [level-range]
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Lists all zones with the GRID flag set and shows the level restrictions for
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each zone. Players can also restrict the level range.
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Lists all active zones. Any argument will filter the results by level.
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areas lists all areas.
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areas 24 list all areas where level 24 is in it's level range.
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areas list all areas
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areas 24 list all areas where level 24 is in the level range
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areas -10 list areas in the level range 0 to 10
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areas 15- lists all areas with a level range higher than 15
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areas 5-12 lists areas in the level range 5 to 12
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areas 15- list all areas with a level range higher than 15
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areas 5-12 list areas in the level range 5 to 12
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Any areas that 'overlap' the specified range are shown in red.
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@ -858,7 +842,7 @@ AUTOQUESTS QUESTS QUESTMASTERS QUESTPOINTS QUEST-POINTS QUEST-MOBS QUESTMOBS
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An autoquest is a quest that can be automatically started and completed by
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players on the MUD without the intervention of an immortal. Players simply
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visit a questmaster where they join an available quest, and get rewarded on
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completion.
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it’s completion.
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See Also: QEDIT, QUEST-FLAG
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#31
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@ -866,7 +850,7 @@ AUTOQUESTS QUESTS QUESTMASTERS QUEST-MOBS QUESTMOBS
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An autoquest is a quest that can be automatically started and completed
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without the intervention of an immortal. Simply visit a questmaster and join
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an available quest, and get rewarded on completion. Keep an eye out for
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an available quest, and get rewarded on it’s completion. Keep an eye out for
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autoquests scattered throughout the World.
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See Also: QUEST-FLAG, QUESTPOINTS
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@ -1566,7 +1550,7 @@ Usage: changelog <text>
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submitter name. To view the changelog use the file command with argument
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changelog.
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Changelog: http://tbamud.com/websvn/filedetails.php?repname=tbaMUD&path=%2Fchangelog
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Changelog: https://github.com/welcor/tbamud/blob/master/changelog
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See Also: FILE, CHANGES
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#31
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@ -1857,31 +1841,17 @@ actual code will be @*<letter>. @** = single @*. All use of colorcodes @RMUST@n
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be terminated with @*n to restore normal color to prevent color bleeding.
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ANSI colors:
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n - normal
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@dd - black@n @DD - gray@n
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@bb - blue@n @BB - bright blue@n
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@gg - green@n @GG - bright green@n
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@cc - cyan@n @CC - bright cyan@n
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@rr - red@n @RR - bright red@n
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@mm - magenta@n @MM - bright magenta@n
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@yy - yellow@n @YY - bright yellow@n
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@ww - white@n @WW - bright white@n
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256 Colors:
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@pp - pink@n @PP - bright pink@n
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@oo - orange@n @OO - bright orange@n
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@*n - normal @** - @* Other Codes
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@*d - @dblack@n @*D - @Dgray@n @*@11@n, @*@22@n, @*@33@n MUD primary colors
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@*b - @bblue@n @*B - @Bbright blue@n @*- - @-blink@n @*+ - @+bold@n
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@*g - @ggreen@n @*G - @Gbright green@n @*_ - @_underline@n @*= - @=reverse video@n
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@*c - @ccyan@n @*C - @Cbright cyan@n
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@*r - @rred@n @*R - @Rbright red@n 256 Colors:
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@*m - @mmagenta@n @*M - @Mbright magenta@n @*p - @ppink@n @*P - @Pbright pink@n
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@*y - @yyellow@n @*Y - @Ybright yellow@n @*o - @oorange@n @*O - @Obright orange@n
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@*w - @wwhite@n @*W - @Wbright white@n @*[F###] - @RSHOW COLOUR@n to list all codes.
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Other Color Codes:
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@*1, @*2, @*3 are MUD primary colors
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@*- - blink@n @*+ - bold@n
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@*_ - underline@n @*? - reverse video@n
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Other codes:
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@-- - blink@n @++ - bold@n
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@__ - underline@n @== - reverse video@n
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@11 - Mud Color 1@n @33 - Mud Color 3@n * Can be redefined in protocol.c
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@22 - Mud Color 2@n * - The '@*' Symbol@n
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See also: @*, OLC-COLOR, ANSI, PROMPT, TOGGLE, SHOW-COLOUR
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See also: @*, OLC-COLOR, MXP, ANSI, PROMPT, TOGGLE, SHOW-COLOUR
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#1
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COLORSPRAY COLOR-SPRAY
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@ -2729,6 +2699,8 @@ See also: SOCIALS, GEMOTE
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#0
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Empty
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#31
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Empty
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#0
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ENCHANT-WEAPON ENCHANT-ARMOR
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Usage : cast 'enchant weapon' <weapon>
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@ -2866,7 +2838,7 @@ that is not used.
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See also: TRIG-ERRORS, ZEDIT-MISTAKES, SEDIT-MISTAKES
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#31
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EVALUATE TRIG-EVALS EVALS
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EVAL EVALUATE TRIG-EVALS EVALS
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||||
Usage: eval <variable> <expression>
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@ -2883,7 +2855,7 @@ is not evaluated until the variable is accessed.
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Example: @RTSTAT 49@n
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See also: TRIG-SET, EVAL-EXAMPLES
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See Also: SET-EXAMPLES
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#31
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EVERYTHING ANYTHING
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@ -3463,6 +3435,12 @@ Examples:
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See also: DROP, PUT, AUTOLOOT, AUTOGOLD
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#0
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GITHUB SVN SUBVERSION
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Get started: https://help.github.com/articles/set-up-git
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||||
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tbamud repository: https://github.com/welcor/tbamud
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#0
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GIVE PAY BRIBE
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||||
Usage: give <object> [target]
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@ -3597,6 +3575,35 @@ Usage: group
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GROUP with no arguments shows the status of your group. GROUP list will show
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you a listing of all groups within the game, as well as their zone location and
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whether or not they are seeking new members.
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If you are a group member, then you will share experience points for killing
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monsters equally among the group. Experience points will only be shared among
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||||
group members that are in the same location, at the time of the killing
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blow. Sharing is regardless of whether the group members have been
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||||
participating in the fight.
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||||
To join a group, you must target a member of an "open" group (as in accepting
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new members) and use GROUP join <player name>.
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||||
|
||||
Example:
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||||
Rumble wishes to join Vatiken's group, so assuming Vatiken has set his group
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||||
to open. Rumble then types:
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> group join Vatiken
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||||
|
||||
To make a group, the wannabe "leader" will use the GROUP new command:
|
||||
> group new
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||||
|
||||
To leave a group, simple use GROUP leave:
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> group leave
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||||
|
||||
If the leader leaves the group and one or more members still exists, a new
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leader will be chosen at random, otherwise the group will be disbanded.
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||||
Group Leaders:
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|
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To edit the options in a group, use the GROUP option <option> commands.
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> group option anonymous : Group information will be hidden/revealed
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> group option open : Group will be open/closed to new members
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To kick someone from the group, use GROUP kick <player name>
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> group kick rumble
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See also: FOLLOW, EXPERIENCE, UNGROUP, GSAY, ASSIST, GROUPS, REPORT
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#0
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@ -3866,8 +3873,8 @@ Builder Academy Homepage:
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|||
@C http://www.tbamud.com@n
|
||||
|
||||
The address (or IP and port) to TBA:
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||||
TBA : tbamud.com 9091 IP: 195.234.11.64
|
||||
Player Port : tbamud.com 4000 IP: 195.234.11.64
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||||
TBA : tbamud.com 9091 IP: 206.41.252.202
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||||
Player Port : tbamud.com 4000 IP: 206.41.252.202
|
||||
|
||||
Internet protocol (IP) is what identifies each computer individually on the internet. The
|
||||
Gods can see your IP and report abuse to your provider so behave.
|
||||
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@ -5454,7 +5461,19 @@ See also: MANA, HITPOINTS
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#0
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MXP PROTOCOLS
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||||
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||||
http://www.zuggsoft.com/zmud/mxp.htm#Introduction
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@*<send "look self">look@*</send> = @<send "look self">look@</send> - clickable link to send hidden command
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||||
@*<send "help trial" hint="Click here">How to build your trial@*</send> = @<send "help trial" hint="Click here">How to build your trial@</send>
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||||
@*(HELP CLASS@*) = @(HELP CLASS@) - A clickable link
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||||
|
||||
@*[U9814/Rook] = @[U9814/Rook] - Creates a rook icon (requires UTF-8 support), or display the word Rook
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||||
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||||
@*<SOUND FName="ouch.wav" V=50 L=2 P=80 T="combat" U="www.yourMUD.com/sounds/"> =
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||||
@<SOUND FName="ouch.wav" V=50 L=2 P=80 T="combat" U="www.yourMUD.com/sounds/">
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||||
|
||||
@*<send "command1|command2|command3" hint="click to see menu|Item 1|Item 2|Item 2">this is a menu link@</SEND> =
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||||
@<send "command1|command2|command3" hint="click to see menu|Item 1|Item 2|Item 2">this is a menu link@</SEND> =
|
||||
|
||||
See Also: http://www.zuggsoft.com/zmud/mxp.htm#Introduction
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||||
#0
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NESTED-IFS
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@ -5627,7 +5646,7 @@ since 4d5 would give damage between 4-20.
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See also: STANDARDS, %DAMAGE%
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#31
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NUMERIC-ARGUMENTS NUMARG NARG TRIGEDIT-NUMERIC-ARGUMENTS TRIGEDIT-ARGUMENTS %NUMERIC% TRIGEDIT-NUMARG NUMERICARGUMENT NUMERIC-ARGUMENT
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||||
NUMERIC-ARGUMENTS NUMARG NARG TRIGEDIT-NUMERIC-ARGUMENTS %NUMERIC% TRIGEDIT-NUMARG NUMERICARGUMENT NUMERIC-ARGUMENT
|
||||
|
||||
4) Numeric Arg : @y100@n
|
||||
|
||||
|
|
@ -5664,7 +5683,7 @@ OBJ-FORMATS OBJECT-FORMATS OBJ-FILES
|
|||
<short description>~
|
||||
<long description>~
|
||||
<action description>~
|
||||
<type flag> <extra (effects) bitvector> <wear bitvector>
|
||||
<type flag> <extra (effects) bitvector> <wear bitvector> <perm affects>
|
||||
<value 0> <value 1> <value 2> <value 3>
|
||||
<weight> <cost> <rent per day>
|
||||
{Zero or more Extra Descriptions and/or Affect Fields}
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||||
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@ -7127,7 +7146,7 @@ prefer to add the quest in the zone where quest completion takes place.
|
|||
Quests use vnums in exactly the same way as mobiles, object and rooms. Each
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zone will normally have 100 vnums available (#00 to #99, where # is the zone
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||||
number). Usually, when creating the first quest in a zone, #00 is used,
|
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then #01, etc.
|
||||
then #01, etc…
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||||
|
||||
When you qedit <vnum> to create a new quest (or edit an existing one), you will
|
||||
see the menu in @RHELP QEDIT-MENU@n
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@ -7138,12 +7157,12 @@ QEDIT-ACCEPT
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|||
|
||||
This is the text that is sent to the player when they start the quest. It
|
||||
should describe in detail exactly what is required to complete the quest. The
|
||||
text is simply output on the player's screen, so be creative here. An example
|
||||
text is simply output on the player’s screen, so be creative here. An example
|
||||
of an accept message text could be something like:
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||||
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The questmaster rummages in a large pile of papers.
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||||
The questmaster says 'Ah, here it is'
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||||
The questmaster says 'Bob, the local butcher has offered this quest'
|
||||
The questmaster says ‘Ah, here it is’
|
||||
The questmaster says ‘Bob, the local butcher has offered this quest’
|
||||
The questmaster shows you a hastily scrawled note, that reads:
|
||||
|
||||
I am willing to offer any plucky adventurer 10 quest points if they bring me a
|
||||
|
|
@ -7153,7 +7172,7 @@ order to fill. I need these within 24 hours
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|||
|
||||
Thanks, Bob the Butcher, Midgaard
|
||||
The questmaster sighs.
|
||||
The questmaster says 'A tricky quest, but it'll cost you 5qp to back out now'
|
||||
The questmaster says ‘A tricky quest, but it’ll cost you 5qp to back out now’
|
||||
#31
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QEDIT-COMPLETED QEDIT-ABANDONED
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||||
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@ -7167,7 +7186,7 @@ all timed quests.
|
|||
QEDIT-COMPLETION
|
||||
|
||||
Just like the accept message, this is simply text that is output on the
|
||||
player's screen when they successfully complete the quest. Prizes (quest
|
||||
player’s screen when they successfully complete the quest. Prizes (quest
|
||||
points, gold coins, experience points or an object) are automatically
|
||||
announced after this text is shown, so this text does not need to have that
|
||||
information in it.
|
||||
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@ -7193,7 +7212,7 @@ Quest flags: @cNOBITS@n
|
|||
Enter quest flags, 0 to quit :
|
||||
|
||||
Currently, only one flag is available, the REPEATABLE flag. When you have
|
||||
finished turning this on or off, select 0 (zero) to return to the main menu.
|
||||
finished turning this on or off, select ‘0’ (zero) to return to the main menu.
|
||||
#31
|
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QEDIT-LEVELS
|
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|
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|
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@ -7247,12 +7266,12 @@ QEDIT-NEXT
|
|||
|
||||
This is the quest vnum of next quest in a chain. When a player completes
|
||||
the current quest, the next quest will automatically be joined. This allows
|
||||
for long quests with a number of steps.
|
||||
for long quests with a number of ‘steps’.
|
||||
#31
|
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QEDIT-PREREQUISITE
|
||||
|
||||
This is the object vnum for a prerequisite object. The prerequisite object
|
||||
should be in the player's inventory in order for them to be able to join the
|
||||
should be in the player’s inventory in order for them to be able to join the
|
||||
quest. It is not taken from the player when the quest starts.
|
||||
#31
|
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QEDIT-PREVIOUS
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||||
|
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@ -7263,15 +7282,15 @@ completed by the player in order to join this quest.
|
|||
QEDIT-QUANTITY
|
||||
|
||||
This is the number of times the player needs to repeat the quest. For
|
||||
example, it could be the number of items the player needs to find in an object
|
||||
quest of the number of mobs the player should kill in a kill mob quest. This
|
||||
should be used with caution, however. In an object quest picking up the same
|
||||
example, it could be the number of items the player needs to find in a ‘object’
|
||||
quest of the number of mobs the player should kill in a ‘kill mob’ quest. This
|
||||
should be used with caution, however. In an object quest ‘picking up’ the same
|
||||
object 20 times will also complete the quest.
|
||||
#31
|
||||
QEDIT-QUIT QEDIT-MESSAGE
|
||||
|
||||
The quit message is sent to the player when they type quest leave. Players
|
||||
can lose quest points for abandoning a quest (see Abandoned on the next
|
||||
can lose quest points for abandoning a quest (see “Abandoned” on the next
|
||||
page), so if they lose quest points, this text really should inform them of
|
||||
that.
|
||||
#31
|
||||
|
|
@ -7300,14 +7319,14 @@ Room, Clear Room - Room VNUM
|
|||
#31
|
||||
QEDIT-TIME
|
||||
|
||||
This is the number of ticks or game hours that the player has to complete
|
||||
This is the number of ‘ticks’ or game hours that the player has to complete
|
||||
the quest. If this is set, then the builder should really try to do the quest
|
||||
themselves, and time how long it takes (typing time before and after the
|
||||
attempt), and then giving at least one extra tick for players to complete it.
|
||||
themselves, and time how long it takes (typing ‘time’ before and after the
|
||||
attempt), and then giving at least one extra ‘tick’ for players to complete it.
|
||||
#31
|
||||
QEDIT-TYPE
|
||||
|
||||
There are a few different quest types. When you select option 7 from the
|
||||
There are a few different quest types. When you select option ‘7’ from the
|
||||
main menu, you will be shown a list to choose from:
|
||||
|
||||
0) Object - Player needs to find a particular object.
|
||||
|
|
@ -7382,7 +7401,7 @@ Usage: quest [list | join <#> | progress | leave | history]
|
|||
|
||||
quest - Show usage information for the quest command.
|
||||
quest list - Used at the questmaster to see which quests are available.
|
||||
quest join # - Used to the questmaster to join the quest listed as number nn on quest list.
|
||||
quest join # - Used to the questmaster to join the quest listed as number ‘nn’ on quest list.
|
||||
quest progress - Shows the player which quest they are doing, and their quest progress.
|
||||
quest leave - Allows the player to abandon the current quest, taking the quest point penalty.
|
||||
quest history - Shows all previously completed non-repeatable quests.
|
||||
|
|
@ -8615,13 +8634,16 @@ See also: TRIG-SET, CLASS, STAT
|
|||
#31
|
||||
SET-EXAMPLES EVAL-EXAMPLES
|
||||
|
||||
GOOD:
|
||||
@Gset maxlength 0
|
||||
@n
|
||||
|
||||
BAD:
|
||||
@Reval maxlength 0 * This doesn't need to be evaluated, just set it.
|
||||
@n
|
||||
Good: set num %random.3%
|
||||
Bad: eval num %random.3%
|
||||
Good: set numcheck %findmob.5000(%mobvnum%)%
|
||||
Bad: eval numcheck %findmob.5000(%mobvnum%)%
|
||||
Good: eval numcheck %%findmob.%self.vnum%(%mobvnum%)%%
|
||||
Bad: set numcheck %%findmob.%self.vnum%(%mobvnum%)%%
|
||||
Good: eval product 3 * 4
|
||||
Bad: set product 3 * 4
|
||||
Good: set maxlength 0
|
||||
Bad: eval maxlength 0 * This doesn't need to be evaluated, just set it.
|
||||
|
||||
See Also: TRIG-SET, EVAL
|
||||
#31
|
||||
|
|
@ -8699,7 +8721,7 @@ information, such as a player name.
|
|||
zones Shows all the zones in the game and their current reset status.
|
||||
An age of -1 means it is in the 'to be reset next' queue.
|
||||
Show Zone # will list specific information about that zone.
|
||||
Show Zone <name> will list all zones by <name>.
|
||||
Show Zone <author> will list all zones by <author>.
|
||||
death Shows all death traps in the game.
|
||||
player Shows player summary information, simply provide a player name.
|
||||
godrooms Shows the rooms in the 'god zone'.
|
||||
|
|
@ -9372,7 +9394,7 @@ and simply bearing artistic merit. Second, by ensuring that they are absolutely
|
|||
necessary to achieve the goals of the game! If your game is made for experience
|
||||
and equipment gathering, and failure to read descriptions directly impedes this
|
||||
goal, then players will learn to read everything. If your game is made for
|
||||
exploring or role-play, most of your players probably already read them
|
||||
exploring or role-play, most of your players probably already read them Â-
|
||||
because knowing their environment is a basic requirement of play. In any case,
|
||||
builders exist to ensure that the goals of play are supported by game
|
||||
descriptions.
|
||||
|
|
@ -9384,7 +9406,7 @@ meaning behind descriptions, areas to find, special items, unique nooks and
|
|||
crannies to spend time socializing, and hints that point to these things
|
||||
elsewhere outside of your own zone is an excellent idea. In fact, if you
|
||||
don't wish to be building descriptions no one will read, you should employ
|
||||
special secret, most especially on games where knowing one's environment
|
||||
special secrets Â- most especially on games where knowing one's environment
|
||||
does deeply affect a character's development. No matter what kind of zone you
|
||||
are building, keep it interesting throughout!
|
||||
|
||||
|
|
@ -9407,7 +9429,7 @@ road.
|
|||
shouldn't be the sole builder of your zone. Instead, seek the assistance of
|
||||
someone who adds creative merit to your descriptions. You can do practically
|
||||
everything from plot to secrets to minutiae, even write the zone in full and
|
||||
just ask someone you know who writes well to 'say it better' and rewrite
|
||||
just ask someone you know who writes well to Â'say it better' and rewrite
|
||||
what you intended to have there all along. Novels have editors, and so
|
||||
should any zone.
|
||||
|
||||
|
|
@ -9652,15 +9674,6 @@ road.
|
|||
provide a link or help-keyword to it for those who wish to see the
|
||||
original. Thanks!@n
|
||||
#31
|
||||
SUBVERSION SVN
|
||||
|
||||
To checkout the latest version:
|
||||
svn checkout http://tbamud.com/svn/circlemud tbamud
|
||||
|
||||
Full details: http://tbamud.com/forum/2-general/21-subversion-basics-svn
|
||||
|
||||
SVN Redbook: http://svnbook.red-bean.com/en/1.6/svn-book.html
|
||||
#0
|
||||
SUGGESTIONS
|
||||
|
||||
I have been MUDding for many years, I then became a builder, then an
|
||||
|
|
@ -9842,30 +9855,45 @@ TBA-ADVERTISING
|
|||
Mud Created: 2000
|
||||
The Builder Academy
|
||||
Code Base: [tbaMUD] the latest version
|
||||
Site: tbamud.com 9091 [195.234.11.64]
|
||||
Site: tbamud.com 9091 [206.41.252.202]
|
||||
Admin Email: rumble@tbamud.com
|
||||
Theme: Teaching Builders and tbaMUD Codebase Development
|
||||
http://www.tbamud.com/
|
||||
telnet://tbamud.com:9091
|
||||
|
||||
The Builder Acamady (TBA) was created in October of 2000 on the MUD Cruel World. It began with a combination of my own MUDding experience and the work of numerous others from the MUDding community into an extensive tutorial zone, help files, and examples
|
||||
The Builder Acamady (TBA) was created in October of 2000 on the MUD Cruel World. It began
|
||||
with a combination of my own MUDding experience and the work of numerous others from the
|
||||
MUDding community into an extensive tutorial zone, help files, and examples
|
||||
|
||||
|
||||
TBA now has two main missions. It originally was meant to be a training MUD open to anyone willing to learn or teach how to create your own text-based World. 1,000's of builder's have gone through our training and many MUDs require new builders to comple
|
||||
e training at TBA before they can apply to their MUD. TBA's other mission is the development of the codebase formerly known as CircleMUD. Due to CircleMUD's stagnation TBA staff decided to release our codebase under the name tbaMUD and we have been updat
|
||||
ng it tirelessly for over 10 years.
|
||||
TBA now has two main missions. It originally was meant to be a training MUD open to anyone
|
||||
willing to learn or teach how to create your own text-based World. 1,000's of builder's
|
||||
have gone through our training and many MUDs require new builders to complete training at
|
||||
TBA before they can apply to their MUD. TBA's other mission is the development of the
|
||||
codebase formerly known as CircleMUD. Due to CircleMUD's stagnation TBA staff decided to
|
||||
release our codebase under the name tbaMUD and we have been updating it tirelessly for
|
||||
over 10 years.
|
||||
|
||||
TBA is a low stress, no deadline, training environment where anyone with motivation can work at their own pace to learn as much or as little as they wish. Numerous people are available to answer questions and give advice.
|
||||
TBA is a low stress, no deadline, training environment where anyone with motivation can
|
||||
work at their own pace to learn as much or as little as they wish. Numerous people are
|
||||
available to answer questions and give advice.
|
||||
|
||||
1000's of builders served and counting.
|
||||
|
||||
The most challenging aspect of running a MUD is finding good builders. You will hear this from the admin of every MUD that has ever been. In the past it has always been up to each individual MUD to find and usually train their own builders. This works, b
|
||||
t I think the MUDing community can come up with something better. That is why we created The Builder's Academy. No pressure, no deadline, just come and learn or help teach. Give something back to the community we have all taken so much from. TBA is a MUD
|
||||
ng community resource, please submit any lessons learned or building tips and tricks so we can improve our codebase and training.
|
||||
The most challenging aspect of running a MUD is finding good builders. You will hear this
|
||||
from the admin of every MUD that has ever been. In the past it has always been up to each
|
||||
individual MUD to find and usually train their own builders. This works, but I think the
|
||||
MUDing community can come up with something better. That is why we created The Builder's
|
||||
Academy. No pressure, no deadline, just come and learn or help teach. Give something back
|
||||
to the community we have all taken so much from. TBA is a MUDing community resource,
|
||||
please submit any lessons learned or building tips and tricks so we can improve our
|
||||
codebase and training.
|
||||
|
||||
TBA can also be used by other MUDs as a builder's port. Just send us your newbie builders. We will teach them and then you can have them back with the zones they built.
|
||||
TBA can also be used by other MUDs as a builder's port. Just send us your newbie builders.
|
||||
We will teach them and then you can have them back with the zones they built.
|
||||
|
||||
We are always open to anyone willing to learn or help teach so we can continue to improve the tbaMUD codebase.
|
||||
We are always open to anyone willing to learn or help teach so we can continue to improve
|
||||
the tbaMUD codebase.
|
||||
|
||||
- Rumble
|
||||
The Builder Academy
|
||||
|
|
@ -9946,33 +9974,23 @@ Uncapitalized zones are linked through a capitalized zone.
|
|||
|
||||
See also: ZONES
|
||||
#0
|
||||
TELNET CLIENTS ZMUD GMUD TINYFUGUE TINTIN PUEBLO MUDMASTER MUSH PARSING TERMINALS CMUD
|
||||
|
||||
TELNET CLIENTS ZMUD GMUD TINTIN MUSH PARSING TERMINALS CMUD MUDLET
|
||||
|
||||
Below is a list of specialty telnet programs for connecting to MUDs.
|
||||
|
||||
Mudlet (all) - http://www.mudlet.org/download/
|
||||
CMUD $ (Win) - http://www.zuggsoft.com/cmud/
|
||||
ZMud $ (Win) - http://forums.zuggsoft.com/index.php?page=4&action=file&file_id=65
|
||||
ZMud Free (Win) - http://forums.zuggsoft.com/index.php?page=4&action=file&file_id=18
|
||||
Portal (Win) - http://gameaxle.com/
|
||||
TinTin (all) - http://tintin.sourceforge.net/
|
||||
Mushclient (Win) - http://www.gammon.com.au/mushclient/mushclient.htm
|
||||
PuTTY (Win) - http://www.chiark.greenend.org.uk/
|
||||
Atlantis (Mac) - http://riverdark.net/atlantis/
|
||||
|
||||
ZMud (PC) - @Chttp://www.zuggsoft.com/zmud/down.asp#zMUD@n
|
||||
ZMud Free (PC) - http://forums.zuggsoft.com/index.php?page=4&action=file&file_id=18
|
||||
CMUD (PC) - http://www.zuggsoft.com/cmud/
|
||||
Portal (PC) - http://gameaxle.com/
|
||||
GMud (PC) - http://sourceforge.net/projects/gmud/ (fits on a floppy).
|
||||
TinTin++ - http://tintin.sourceforge.net/
|
||||
Mushclient - http://www.gammon.com.au/mushclient/mushclient.htm
|
||||
Atlantis (Mac) - http://riverdark.net/atlantis/
|
||||
Pueblo - http://pueblo.sf.net/
|
||||
Fireclient (PC) - http://www.firebolt.com/download.php
|
||||
Tinyfugue (Many platforms) - http://tinyfugue.sourceforge.net/
|
||||
MCL (Linux) - http://www.andreasen.org/mcl/
|
||||
MudMaster (DOS) - http://www.mud-master.com/index.html
|
||||
CRT (PC) - http://www.vandyke.com
|
||||
BetterTelnet (Mac) - http://www.cstone.net/~rbraun/mac/telnet/
|
||||
PuTTY (PC) - http://www.chiark.greenend.org.uk/~sgtatham/putty/
|
||||
Cantrip (Mac OS 10) - http://code.google.com/p/cantrip/
|
||||
Savitar (Mac OS 10) - http://www.heynow.com/Savitar/
|
||||
RoAClient - http://rware.ncmp.net/roaclient/
|
||||
|
||||
Warning: Some clients will give you problems since they use special characters
|
||||
like the / character (Avplay, Mush, and SimpleMU) if you are getting weird
|
||||
behavior disable all triggers and parsing.
|
||||
$ = not free
|
||||
Warning: Some clients will give you problems since they use special characters.
|
||||
If you are getting weird behavior disable all triggers and parsing.
|
||||
#0
|
||||
TESTS
|
||||
|
||||
|
|
@ -10204,8 +10222,8 @@ Usage: tlist <range of vnums or zone number>
|
|||
|
||||
Tlist gives you a list of the triggers numbered within the parameters.
|
||||
Be warned that all the triggers on TBA may not work since anyone could
|
||||
have made them. Ask around for the best examples. Zone 13, 40, 41 is a
|
||||
good start.
|
||||
have made them. Examples of zones with good triggers include:
|
||||
Zones: 0, 1, 2, 3, 11, 12, 13, 19, 27, 118 to name a few.
|
||||
|
||||
tlist 13 - lists all triggers defined in zone 13
|
||||
tlist 4000 4099 - lists all existing triggers from vnum 4000 to 4099
|
||||
|
|
@ -10324,26 +10342,31 @@ mortal greet room.
|
|||
|
||||
This is what I do to setup a new builder:
|
||||
|
||||
set <player> olc <zone #>
|
||||
set <player> title has trial vnum #
|
||||
set <player> loadroom 3
|
||||
set <player> gold 1000000
|
||||
restore <player>
|
||||
redit #
|
||||
1
|
||||
<player>'s Trial Vnum
|
||||
q
|
||||
y
|
||||
nohassle
|
||||
load obj 1332
|
||||
mortal
|
||||
tbalim <player> #
|
||||
return
|
||||
nohassle
|
||||
send("advance " .. matches[3] .. " 31")
|
||||
send("set " .. matches[3] .. " nohassle off")
|
||||
send("set " .. matches[3] .. " olc 611")
|
||||
send("set file " .. matches[3] .. " olc 611")
|
||||
send("set " .. matches[3] .. " title has trial vnum " .. matches[2])
|
||||
send("set file " .. matches[3] .. " title has trial vnum " .. matches[2])
|
||||
send("set " .. matches[3] .. " loadroom 3")
|
||||
send("set file " .. matches[3] .. " loadroom 3")
|
||||
send("set " .. matches[3] .. " gold 1000000")
|
||||
send("restore " .. matches[3])
|
||||
send("redit " .. matches[2])
|
||||
send("1")
|
||||
send(matches[3] .. "'s Trial Vnum")
|
||||
send("q")
|
||||
send("y")
|
||||
send("toggle nohassle off")
|
||||
send("load obj 1332")
|
||||
send("set self level 32")
|
||||
send("tbalim " .. matches[3] .. " " .. matches[2])
|
||||
send("return")
|
||||
send("toggle nohassle on")
|
||||
|
||||
@RTSTAT 1306, 1365, 1366@n
|
||||
|
||||
See also: TRIAL
|
||||
See Also: TRIAL
|
||||
#31
|
||||
TRIG-AFFECTS TRIGEDIT-AFFECTS %ACTOR.AFFECT%
|
||||
|
||||
|
|
@ -10399,43 +10422,6 @@ Examples: @RTSTAT 94, 9116@n
|
|||
|
||||
See also: TRIG-INV, %PURGE%, %LOAD%, POSITIONS, CHAR-VAR
|
||||
#31
|
||||
TRIG-ERRORS TRIGEDIT-ERRORS TRIGEDIT-MISTAKES
|
||||
|
||||
Make sure nohassle is off.
|
||||
Test with a mortal. Command triggers (and some other functionality) will not work for God and above.
|
||||
For mob triggers make sure the mob can see the actor, set INFRA, DET-INVIS and switch into the mob and fire the trigger to see if the mob gets an error message.
|
||||
For mobs AFF_CHARM prevents triggers from firing.
|
||||
A second trigger of the same type will not fire unless the first has a return 0 in it.
|
||||
|
||||
As a general rule always use an ID (%actor%) not a name (%actor.name%) unless
|
||||
you actually need to display the actors name.
|
||||
|
||||
GOOD: %send% %actor% Hi there, %actor.name%!
|
||||
GOOD: %teleport% %actor% 0
|
||||
GOOD: %force% %actor% kneel %self.name%
|
||||
GOOD: mkill %actor%
|
||||
|
||||
BAD: %send% %actor.name% Hi there, %actor.name%!
|
||||
BAD: %teleport% %actor.name% 0
|
||||
BAD: %force% %actor.name% kneel
|
||||
BAD: mkill %actor.name%
|
||||
|
||||
Another common mistake is the mis-use of set and eval.
|
||||
|
||||
GOOD: set fruit apple
|
||||
GOOD: set num %random.5%
|
||||
GOOD: eval num 4 * %random.3%
|
||||
GOOD: eval text %%txt[%num%]%%
|
||||
GOOD: set num 5
|
||||
GOOD: set command %cmd% %arg%
|
||||
|
||||
BAD: eval num 5
|
||||
BAD: eval num %random.4%
|
||||
BAD: eval fruit apple
|
||||
BAD: eval command %cmd% %arg%
|
||||
|
||||
See Also: ZEDIT-MISTAKES, SEDIT-MISTAKES
|
||||
#31
|
||||
TRIG-EXAMPLES ASSEMBLIES ASSEMBLE ASSEMBLY VEHICLES MAKE BAKE BREW CRAFT FLETCH KNIT MIX THATCH WEAVE ASSEDIT FORGE SMOKE SMOKING CIGARS CIGARETTES PIPES SHOTGUN TRIGEDIT-EXAMPLES
|
||||
|
||||
The above list of skills are not implemented since the same thing can be done with trigedit.
|
||||
|
|
@ -10443,7 +10429,7 @@ TRIG-EXAMPLES ASSEMBLIES ASSEMBLE ASSEMBLY VEHICLES MAKE BAKE BREW CRAFT FLETCH
|
|||
Assemblies: @RTSTAT 38, 48, 335@n
|
||||
Smokables: @RTSTAT 159@n
|
||||
Furniture: @RTSTAT 1399@n
|
||||
Weapons: @RTSTAT 1361, 9000, 11840, 13005@n
|
||||
Weapons: @RTSTAT 45, 9000, 11840, 13005@n
|
||||
|
||||
See Also: TSTAT, TRIG-QUESTS, TRIG-GAMES
|
||||
#31
|
||||
|
|
@ -10545,10 +10531,6 @@ Done is used to terminate a while or switch block.
|
|||
|
||||
Example: @RTSTAT 35, 18, 6, 153, 132@n
|
||||
#31
|
||||
TRIG.HLP
|
||||
#31
|
||||
TRIG.HLP END
|
||||
#31
|
||||
TRIGEDIT TRIGS TRIGEDITOR TRIGGEREDIT TRIGGER-EDIT TRIGGERS DG-SCRIPTS TRIG-HELP SCRIPTS MOBPROGS MPROGS PROGS SCRIPTING TRIGMENU
|
||||
|
||||
Builders working on their trial vnum do not need to learn this command, yet.
|
||||
|
|
@ -11182,9 +11164,9 @@ this example, we have three steps:
|
|||
4. Find corresponding trigger types.
|
||||
Having split the quest up it makes it easy to decide which triggers to use
|
||||
from @RHELP TRIG-TYPE@n:
|
||||
mob GREET trigger (attached to questmaster) @RHELP TRIGEDIT-MOB-GREET@N
|
||||
mob DEATH trigger (attached to ogre) @RHELP TRIGEDIT-MOB-DEATH@N
|
||||
mob RECEIVE trigger (attached to questmaster) @RHELP TRIGEDIT-MOB-RECEIVE@N
|
||||
mob GREET trigger (attached to questmaster) @RHELP TRIGEDIT-MOB-GREET@n
|
||||
mob DEATH trigger (attached to ogre) @RHELP TRIGEDIT-MOB-DEATH@n
|
||||
mob RECEIVE trigger (attached to questmaster) @RHELP TRIGEDIT-MOB-RECEIVE@n
|
||||
|
||||
5. Write the triggers.
|
||||
Up to this point trigedit should not have been used. Most people struggle
|
||||
|
|
@ -11314,8 +11296,7 @@ Gameplay issues:
|
|||
The above list is just a few examples. All of them could be implemented, but
|
||||
it is beyond the scope of this tutorial.
|
||||
|
||||
12DEC01 - original mob tutorial by Welcor
|
||||
02FEB06 - last updated/modified by Rumble
|
||||
Original mob tutorial by Welcor
|
||||
#31
|
||||
TRIGEDIT-NAMES TRIG-NAMES TRIGGER-NAMES
|
||||
|
||||
|
|
@ -11999,6 +11980,51 @@ TRIGGER-FORMATS TRG-FILES TRIG-FILES TRIG-FORMATS TRG-FORMATS
|
|||
|
||||
See Also: TRIGEDIT
|
||||
#31
|
||||
TRIGGER-TESTING TRIGEDIT-TESTING
|
||||
|
||||
There are numerous reasons a trigger may not fire.
|
||||
|
||||
1. Nohassle - Ensure you have nohassle off. Simply toggle it by typing "nohassle"
|
||||
or stat self to see if the PRF flag NO_HASS is set (enabled).
|
||||
|
||||
2. %echo% - Make sure the trigger is doing what you expect. Add an "%echo% firing"
|
||||
in the first line to make sure it is working. Also echo any variables you are
|
||||
using in the trigger to make sure they contain what you expect.
|
||||
|
||||
3. Mobs - If a mob can not see the player a trigger may not fire. Be wary of blind
|
||||
mobs, dark rooms, invis/sneaking players. Also switch into the mob to test the
|
||||
trigger and you will see the mob try to execute the trigger commands to help you
|
||||
troubleshoot. If you see a "Huh?" or a "that person is not here" it can help fix
|
||||
your problem.
|
||||
|
||||
4. Command Triggers - Arguments: * means all commands. This is an easy way to
|
||||
freeze yourself (all commands you enter are captured by the trigger). To protect
|
||||
against this and other possibly malicious uses of triggers level 32 and above may
|
||||
not be able to fully test some triggers (specifically damage and command come to
|
||||
mind). So either create a mortal character or set your level to 31 to fully test
|
||||
all triggers. The return command can be setup to allow you to restore your level
|
||||
back to original, ask your coder to add your ID.
|
||||
|
||||
See Also: TRIGEDIT-ADVANCED
|
||||
#0
|
||||
TRIGGER-TESTING
|
||||
|
||||
There are numerous reasons a trigger would not fire.
|
||||
|
||||
1. Nohassle - Ensure you have nohassle off. Simply toggle it by typing "nohassle" or stat self to see if the PRF flag NO_HASS is set (enabled).
|
||||
|
||||
2. %echo% - Make sure the trigger is doing what you expect. Add an "%echo% firing" in the first line to make sure it is working. Also echo any variables you are using in the trigger to make sure they contain what you expect.
|
||||
|
||||
3. Mobs - If a mob can not see the player a trigger may not fire. Be wary of blind mobs, dark rooms, invis/sneaking players. Also switch into the mob to test the trigger and you will see the mob try to execute the trigger commands to help you troubleshoo
|
||||
. If you see a "Huh?" or a "that person is not here" it can help you fix your problem.
|
||||
|
||||
4. Command Triggers - Arguments: * means all commands. This is an easy way to freeze yourself (all commands you enter are captured by the trigger). To protect against this and other possibly malicious uses of triggers level 32 and above may not be able t
|
||||
fully test some triggers (specifically damage and command come to mind). So either create a mortal character or set your level to 31 to fully test all triggers. The return command can be setup to allow you to restore your level back to original, ask you
|
||||
|
||||
|
||||
|
||||
See also: TRIGEDIT-MOB-TUTORIAL, TRIGEDIT-ADVANCED-TUTORIAL
|
||||
#0
|
||||
TSTAT EXAMPLES TRIGSTAT TRIGGERSTAT
|
||||
|
||||
Usage: tstat <trigger vnum>
|
||||
|
|
@ -13176,12 +13202,13 @@ rumble@tbamud.com
|
|||
4 JADE Forest -- Unknown 10-25
|
||||
5 NEWBIE Farm -- Unknown 1-10
|
||||
6 SEA of Souls -- Unknown 10-25
|
||||
7 CAMELOT -- Lok Parna 20-30
|
||||
7 CAMELOT -- Lok 20-30
|
||||
9 River Island Of Minos -- Mahatma 4-25
|
||||
11 Frozen Castle -- Detta 25-30
|
||||
12 God Simplex -- CircleMUD all
|
||||
15 Straight Path -- Steppin 13-30
|
||||
16 CAMELOT II -- Lok Parna 20-30
|
||||
17 CAMELOT III -- Lok Parna 20-30
|
||||
16 CAMELOT II -- Lok 20-30
|
||||
17 CAMELOT III -- Lok 20-30
|
||||
18 NUCLEAR Wasteland -- Rumble 35-40
|
||||
19 SPIDER Swamp -- Detta 15-20
|
||||
20 ARENA -- Rumble 10-20
|
||||
|
|
@ -13252,6 +13279,7 @@ rumble@tbamud.com
|
|||
187 CIRCUS -- Wolfgaar Arina 2- 4
|
||||
200 WESTERN Highway -- Talandra 3- 7
|
||||
201 SAPPHIRE Islands -- Elixias all
|
||||
211 TAROT -- Parnassus 1-30
|
||||
220 The Enchanted KITCHEN -- Exa 10-20
|
||||
232 TERRINGHAM -- Ferret 21-24
|
||||
233 DRAGON Plains -- Unknown 15-17
|
||||
|
|
@ -13348,8 +13376,8 @@ rumble@tbamud.com
|
|||
325 REVELRY -- Kaan 6-30
|
||||
326 Army PERIMETER -- Kaan 8-30
|
||||
345 ASYLUM for the Insane -- Duluth 6-10
|
||||
555 ULTIMA -- Unknown Parna 1-30
|
||||
556 Ultima II -- Unknown Parna 1-30
|
||||
555 ULTIMA -- Casret 1-30
|
||||
556 Ultima II -- Casret 1-30
|
||||
|
||||
Zone names CAPITALIZED are accessed by teleporter. i.e. "teleport sanctus"
|
||||
Uncapitalized zones are linked through a capitalized zone.
|
||||
|
|
|
|||
|
|
@ -49,7 +49,7 @@ The questmaster is waiting for a brave adventurer to step forth.
|
|||
Many adventurers come here to seek glory by attempting to solve the quests
|
||||
given to them by this old man. The quests are not easy, sometimes nearly
|
||||
impossible. But they will always be a challenge. The questmaster looks at you
|
||||
and says, 'help autoquest should show you all you need to know'.
|
||||
and says, 'Help autoquest should show you all you need to know'.
|
||||
~
|
||||
188426 0 0 0 0 0 0 0 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
|
|
@ -99,7 +99,7 @@ John Russell seems to have lost his dog.
|
|||
John Russell maintained his strain of fox terriers bred strictly for working,
|
||||
and the terrier we know of today as the Jack Russell is much the same as the
|
||||
pre-1900's fox terrier. The Jack Russell has survived the changes that have
|
||||
occured in the modern-day Fox Terrier because it has been preserved by working
|
||||
occurred in the modern-day Fox Terrier because it has been preserved by working
|
||||
terrier enthusiasts in England for more than 100 years.
|
||||
~
|
||||
10 0 0 0 0 0 0 0 0 E
|
||||
|
|
@ -112,13 +112,13 @@ jack russell terrier~
|
|||
the Jack Russell terrier~
|
||||
A Jack Russell terrier is following a scent.
|
||||
~
|
||||
Jack Russell Terriers are a type, or strain, of working terrier they are not
|
||||
purebred in the sense that they have a broad genetic make-up, a broad standard,
|
||||
and do not breed true to type. You will see different "types" of JRTs, from
|
||||
long-bodied, short, crooked legs to a more proportioned length of body and
|
||||
longer legs. This is a result of having been bred strictly for hunting since
|
||||
their beginning in the early 1800's, and their preservation as a working breed
|
||||
since.
|
||||
Jack Russell Terriers are a type, or strain, of working terrier. They are
|
||||
not purebred in the sense that they have a broad genetic make-up, a broad
|
||||
standard, and do not breed true to type. You will see different "types" of
|
||||
JRTs, from long-bodied, short, crooked legs to a more proportioned length of
|
||||
body and longer legs. This is a result of having been bred strictly for hunting
|
||||
since their beginning in the early 1800's, and their preservation as a working
|
||||
breed since.
|
||||
~
|
||||
10 0 0 0 0 0 0 0 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
|
|
@ -146,7 +146,7 @@ sick looking dog~
|
|||
a sick looking dog~
|
||||
A sick looking dog gags on something in its mouth.
|
||||
~
|
||||
The dog is unkept and unhealthy. It does not look like it has been eating
|
||||
The dog is unkempt and unhealthy. It does not look like it has been eating
|
||||
very well.
|
||||
~
|
||||
10 0 0 0 0 0 0 0 0 E
|
||||
|
|
@ -175,7 +175,7 @@ A strange humanoid is here. How odd, its flesh seems to be falling off!
|
|||
This strange humanoid is moving rather slowly, and appears to be a corpse, a
|
||||
walking corpse! It must be a zombie or something of the sort.
|
||||
~
|
||||
450570 0 0 0 0 0 0 0 0 E
|
||||
188426 0 0 0 0 0 0 0 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
10 100
|
||||
8 8 0
|
||||
|
|
@ -220,7 +220,7 @@ A questmaster is waiting for a brave adventurer to step forth.
|
|||
Many adventurers come here to seek glory by attempting to solve the quests
|
||||
given to them by this old woman. The quests are not easy, sometimes nearly
|
||||
impossible. But they will always be a challenge. The questmaster looks at you
|
||||
and says, 'are you up for a challenge? '
|
||||
and says, 'Are you up for a challenge? '
|
||||
~
|
||||
253962 0 0 0 0 0 0 0 0 E
|
||||
30 10 -8 6d6+300 5d5+5
|
||||
|
|
@ -234,7 +234,7 @@ quest mobile~
|
|||
a quest mob~
|
||||
A quest mob wanders around aimlessly waiting to be slaughtered.
|
||||
~
|
||||
This mobiles sole purpose is to be hunted down and killed.
|
||||
This mobile's sole purpose is to be hunted down and killed.
|
||||
~
|
||||
10 0 0 0 0 0 0 0 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
|
|
@ -245,12 +245,12 @@ T 144
|
|||
#16
|
||||
ogre questogre~
|
||||
a quest ogre~
|
||||
A huge quest ogre has a pair of wings attached to its back as if he could fly.
|
||||
A huge quest ogre has a pair of wings attached to his back as if he could fly.
|
||||
~
|
||||
Though large and intimidating this ogre does not seem to realize that he
|
||||
would strike fear into the hearts of most mortals. Instead everything seems to
|
||||
scare it to death. It is as if he has seen the future and he knows he is going
|
||||
to die. A crude pair of small wings are attached to its back and it seems to be
|
||||
Though large and intimidating, this ogre does not seem to realize that he
|
||||
would strike fear into the hearts of most mortals. Instead everything seems to
|
||||
scare him to death. It is as if he has seen the future and he knows he is going
|
||||
to die. A crude pair of small wings are attached to his back and he seems to be
|
||||
trying to fly away.
|
||||
~
|
||||
253962 0 0 0 0 0 0 0 0 E
|
||||
|
|
@ -391,7 +391,7 @@ variable questmaster master~
|
|||
the variable questmaster~
|
||||
The variable questmaster is waiting to set you.
|
||||
~
|
||||
This questmaster will save a variable to your player file to remember wether
|
||||
This questmaster will save a variable to your player file to remember whether
|
||||
or not you have done his quest. This way you can only do this quest once.
|
||||
~
|
||||
253962 0 0 0 0 0 0 0 0 E
|
||||
|
|
@ -422,18 +422,18 @@ man james bond stockdale admiral~
|
|||
James Stockdale~
|
||||
A man beaten to the brink of his life stares up at you with powerful eyes.
|
||||
~
|
||||
James Stockdale was shotdown by anti-aircraft fire during Vietnam. He was
|
||||
held as a POW for seven years. He spent over half of this time in solitary
|
||||
confinement in leg irons. Even being incapacitated he was still able to lead
|
||||
the POW underground resistance successfully. For this he was routinely tortured
|
||||
and beaten resulting in permament disablement from a repeatedly broken leg,
|
||||
broken back, and shoulders being wrenched from their sockets. When his captors
|
||||
attempted to use him as televised propaganda he slit his scalp with a razor.
|
||||
James Stockdale was shot down by anti-aircraft fire during Vietnam. He was
|
||||
held as a POW for seven years. He spent over half of this time in solitary
|
||||
confinement in leg irons. Even being incapacitated he was still able to lead
|
||||
the POW underground resistance successfully. For this he was routinely tortured
|
||||
and beaten resulting in permanent disablement from a repeatedly broken leg,
|
||||
broken back, and shoulders being wrenched from their sockets. When his captors
|
||||
attempted to use him as televised propaganda, he slit his scalp with a razor.
|
||||
When they covered the cut with a hat he beat himself with a stool until his face
|
||||
was swollen beyond recognition. As a final attempt he slit his wrists rather
|
||||
than allow himself to be used or let down his fellow POW's. His captors found
|
||||
him unconscious and near death. The torture stopped after that and they no
|
||||
longer attempted to use him. He received the Medal of Honor for his actions.
|
||||
was swollen beyond recognition. As a final attempt he slit his wrists rather
|
||||
than allow himself to be used or let down his fellow POWs. His captors found
|
||||
him unconscious and near death. The torture stopped after that and they no
|
||||
longer attempted to use him. He received the Medal of Honor for his actions.
|
||||
~
|
||||
262154 0 0 0 0 0 0 0 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
|
|
@ -446,10 +446,10 @@ carl von clausewitz~
|
|||
Carl Von Clausewitz~
|
||||
Carl Von Clausewitz is hunkered down in a corner of the cell plotting an escape plan.
|
||||
~
|
||||
Carl von Clausewitz was born in Burg bei Magdeburg, Prussia in 1780.
|
||||
Clausewitz's father was an officer in the Prussian Army Carl entered the
|
||||
Carl von Clausewitz was born in Burg bei Magdeburg, Prussia, in 1780.
|
||||
Clausewitz's father was an officer in the Prussian Army. Carl entered the
|
||||
Prussian military service at the age of twelve years, eventually attaining the
|
||||
rank of Major General. He is most famous for his military treatise Vom Kriege,
|
||||
rank of Major General. He is most famous for his military treatise, Vom Kriege,
|
||||
translated into English as On War.
|
||||
~
|
||||
262154 0 0 0 0 0 0 0 0 E
|
||||
|
|
@ -482,7 +482,7 @@ the spy for the underground~
|
|||
A spy from the underground resistance is discreetly looking for some new recruits.
|
||||
~
|
||||
The underground resistance has been blamed for most of the crime in the city
|
||||
and it has been rumoured that many new recruits often end up missing. The few
|
||||
and it has been rumored that many new recruits often end up missing. The few
|
||||
that do manage to come back are often damaged both physically and mentally.
|
||||
~
|
||||
8 0 0 0 0 0 0 0 0 E
|
||||
|
|
|
|||
|
|
@ -210,7 +210,7 @@ man~
|
|||
the man~
|
||||
A man pushes past you in a rush to get somewhere.
|
||||
~
|
||||
The man gives a little smirk as you look at him. He acknowlegdes you with a
|
||||
The man gives a little smirk as you look at him. He acknowledges you with a
|
||||
simple nod and then moves on.
|
||||
~
|
||||
2120 0 0 0 0 0 0 0 1000 E
|
||||
|
|
@ -1250,19 +1250,19 @@ right up.
|
|||
E
|
||||
T 125
|
||||
#187
|
||||
the baker~
|
||||
baker~
|
||||
the baker~
|
||||
A baker, covered in flour, pounds relentlessly on some tough dough.
|
||||
~
|
||||
She looks very rugged. Years of baking has given her arms like a smithy.
|
||||
Very scary, especially considering she is bigger than most smithy's you've
|
||||
seen. She smiles kindly and tells you to let her know when you see something
|
||||
you'd like.
|
||||
Very scary, especially considering she is bigger than most smithies you've seen.
|
||||
She smiles kindly and tells you to let her know when you see something you'd
|
||||
like.
|
||||
~
|
||||
24586 0 0 0 0 0 0 0 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 0
|
||||
8 8 2
|
||||
E
|
||||
T 120
|
||||
#188
|
||||
|
|
|
|||
|
|
@ -83,6 +83,7 @@
|
|||
187.mob
|
||||
200.mob
|
||||
201.mob
|
||||
211.mob
|
||||
220.mob
|
||||
232.mob
|
||||
233.mob
|
||||
|
|
|
|||
|
|
@ -247,7 +247,7 @@ sword quest war's blood~
|
|||
extends far out from the basket hilt, guarding the wielder from all attacks.
|
||||
Engraved across the blade are these words. "Seek not death. Seek not triumph.
|
||||
Seek wisdom, honor, and truth. For I wield the spirit of my wielder, and blood
|
||||
of heroes never dies. " These words are written in golden runes across the
|
||||
of heroes never dies." These words are written in golden runes across the
|
||||
polished steel of the blade. War's blood is given only to those warriors meant
|
||||
for greatness. Remember, the sword wields the spirit of its master.
|
||||
~
|
||||
|
|
@ -271,9 +271,9 @@ shadow stealer dagger quest~
|
|||
This long, thin dagger is made of the blackest metal you have ever seen. It
|
||||
seems to devour all the light in its vicinity, making it appear as if it were a
|
||||
part of the very night. As you look at the blade and hilt, you can make out an
|
||||
inscription which travels from the point of the weapon, to its ornately engraved
|
||||
pommel. "Who so ever would let blood for love, who so ever would make war upon
|
||||
death, who so ever would give their life to love, make war with my darkness. "
|
||||
inscription which travels from the point of the weapon to its ornately engraved
|
||||
pommel. "Whosoever would let blood for love, whosoever would make war upon
|
||||
death, whosoever would give their life to love, make war with my darkness."
|
||||
Wield this fabled blade of lost love, and become one with the shadows.
|
||||
~
|
||||
A
|
||||
|
|
@ -298,7 +298,7 @@ flame that gives it substance flickers and flares as you watch, threatening to
|
|||
break its magical wards and devour its surroundings. As you hold this weapon,
|
||||
these words are burned into your mind. "From the flash to the flame, my light
|
||||
shall guide the wizardry with wisdom. From the beginning to the end, there
|
||||
will I be; to weave the one force eternal. "
|
||||
will I be; to weave the one force eternal."
|
||||
~
|
||||
A
|
||||
4 3
|
||||
|
|
@ -320,7 +320,7 @@ mace quest divine blessing~
|
|||
with thousands of tiny runes of all the deities that have ever been and ever
|
||||
will be. Written across the flanges of the head are these words, "Let faith be
|
||||
the beginning. Let the body be its instrument. Let divinity flow through the
|
||||
wielder of my force. Believe and be blessed. "
|
||||
wielder of my force. Believe and be blessed."
|
||||
~
|
||||
A
|
||||
4 3
|
||||
|
|
@ -343,9 +343,9 @@ goodness. The bow itself is a shaft of pure silver, inscribed with sunbursts
|
|||
and lightning bolts. Its string is a thread of purest white light that shimmers
|
||||
as you look at it. No arrow is needed for this mighty weapon. Its wielder need
|
||||
never carry a quiver. If you listen closely, you can hear the weapon humming
|
||||
with its own energy. If you listen long enough you might here these words in
|
||||
with its own energy. If you listen long enough you might hear these words in
|
||||
its song. "Let light banish darkness. Let Hope banish fear. I am the herald
|
||||
of the end. Where I strike, only light remains. "
|
||||
of the end. Where I strike, only light remains."
|
||||
~
|
||||
A
|
||||
12 50
|
||||
|
|
@ -371,7 +371,7 @@ head of the spear is a huge dragon's fang, rumored to be from the mouth of the
|
|||
god Balm himself. Etched in runes across the head of the spear are these words.
|
||||
"Find gray where only black and white were before. Seek truth where others seek
|
||||
good and evil. Bring justice through the scales of balance. Then may you wield
|
||||
the truth that is my gift. "
|
||||
the truth that is my gift."
|
||||
~
|
||||
A
|
||||
12 50
|
||||
|
|
@ -398,8 +398,7 @@ No light seems to reach it, no living thing seeks its touch. Tendrils of sickly
|
|||
smoke rise from the blade tainting your thoughts and the very air around you.
|
||||
It calls you, it draws you. "Wield me, worship me, watch me take the blood of
|
||||
the pure. Become one with my taint. Feel the foulness fermenting your soul.
|
||||
Accept evil, accept the shadow. Wield me and become death. Become immortal.
|
||||
"
|
||||
Accept evil, accept the shadow. Wield me and become death. Become immortal."
|
||||
~
|
||||
A
|
||||
18 5
|
||||
|
|
@ -417,15 +416,15 @@ A small cap of the faerie folk seeks the grasp of a true quickling.~
|
|||
1 1000 0 20 0
|
||||
E
|
||||
cap quickling quest~
|
||||
This small green cap is made of a fine velvet lined with silk. It's material
|
||||
This small green cap is made of a fine velvet lined with silk. Its material
|
||||
seems to conform to your touch, as if trying to accommodate itself to your
|
||||
grasp. Its only distinctive feature is a emerald studded silver stickpin
|
||||
jutting jauntily out of the front of the cap. A peace of silk ribbon forms a
|
||||
band around the inside of the brim. These words have been embroidered into the
|
||||
cap's material. "The world is a wonder. A wonder to wander. To wander the
|
||||
wonderful world. That is the life of a sprite. Come my brothers, for much is
|
||||
lost that we may find. Come my sisters, for many are lost that we may love.
|
||||
Happiness is a laugh away. Live and laugh and love; that is joy. "
|
||||
wonderful world. That is the life of a sprite. Come, my brothers, for much is
|
||||
lost that we may find. Come, my sisters, for many are lost that we may love.
|
||||
Happiness is a laugh away. Live and laugh and love; that is joy."
|
||||
~
|
||||
A
|
||||
14 50
|
||||
|
|
@ -448,8 +447,7 @@ and blood. Crude markings cover their surface, chronicling the history of the
|
|||
trollish race in gory detail. Marked in magical runes on the inside of each
|
||||
band are these words. "Breaking bones, bringing blood, battering battle, bless
|
||||
me brothers, My eyes see red, my claws drip scarlet, and my soul is crimsoned
|
||||
with the blood of the hunt. We will triumph, for there is no cure for death.
|
||||
"
|
||||
with the blood of the hunt. We will triumph, for there is no cure for death."
|
||||
~
|
||||
A
|
||||
1 3
|
||||
|
|
@ -470,7 +468,7 @@ star man quest~
|
|||
This beautiful gem was mined from the center of the mountain from which the
|
||||
stone of Sanctus's walls is constructed. It pulses with the glow of true magic.
|
||||
Carved by the finest craftsman, enchanted by the most powerful wielders of the
|
||||
magical arts, This stone was made for the greatest of the human race. Look into
|
||||
magical arts, this stone was made for the greatest of the human race. Look into
|
||||
its depths, and see all the souls of mortal man. It has no peer, no equal, and
|
||||
has yet to be classified by dwarven miners or gnomish scholars. The human who
|
||||
holds it holds the light of all humanity in their grasp.
|
||||
|
|
@ -492,14 +490,14 @@ The protection of dragon-kind seeks the next hero of the wryms.~
|
|||
T 86
|
||||
E
|
||||
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
|
||||
unrivaled strength and beauty. Its diamond shape expands and shapes itself to
|
||||
protect any dragon who bears it, from the youngest of hatchlings, to the most
|
||||
ancient of wyrms. The shield shimmers and wavers with all the colors of the
|
||||
rainbow. In its shimmering depths can be seen all the colors of every dragon
|
||||
that has ever come to pass. Magical runes circle the shield's rim. "Come wind,
|
||||
come fire. Come Thunder come rain. My bearer need never fear. Come giants to
|
||||
dual. My roar of triumph will be the last you ever hear."
|
||||
come fire. Come Thunder, come rain. My bearer need never fear. Come giants to
|
||||
duel. My roar of triumph will be the last you ever hear."
|
||||
~
|
||||
A
|
||||
17 -10
|
||||
|
|
@ -524,7 +522,7 @@ its making. The most hallowed dwarven priests have gifted this armor with their
|
|||
blessing. It has no peer, no equal. Inscribed on the armor's breastplate are
|
||||
these words: "To march to the clang of the hammer. To be cooled by the
|
||||
whistling wind of the whirling axe. Come foe, come fool; Break yourself on the
|
||||
rock of the dwarf. Eternal wealth awaits, and we will not be denied. "
|
||||
rock of the dwarf. Eternal wealth awaits, and we will not be denied."
|
||||
~
|
||||
A
|
||||
18 5
|
||||
|
|
@ -545,11 +543,11 @@ scholar's guide jeweler's loop quest~
|
|||
You are looking at what could quite possibly be one of the most beautiful
|
||||
peaces of artistry ever made. This finely crafted jeweler's loop is suspended
|
||||
from a chain of golden links. The loop itself is a perfectly made combination
|
||||
of grounned glass, perfectly crafted silver, and precision gnomish workmanship.
|
||||
of ground glass, perfectly crafted silver, and precision gnomish workmanship.
|
||||
It is so simple as to be elegant. A tiny plaque hangs from the chain that
|
||||
suspends the loop. "To you who would sacrifice for life, join me. To you who
|
||||
would become a slave to wonder, hold me. To you who seek riches through
|
||||
learning, I am yours. "
|
||||
learning, I am yours."
|
||||
~
|
||||
A
|
||||
3 3
|
||||
|
|
@ -568,11 +566,11 @@ The companions to the wanderlust sit here waiting for travel.~
|
|||
E
|
||||
boots strider quest~
|
||||
These fine boots have been made from the hides of monsters and beasts the
|
||||
world over. They are unadorned, black suede leather, with a thick soul and
|
||||
world over. They are unadorned black suede leather, with a thick sole and
|
||||
steel toe. The stitching that holds them together is so fine as to be
|
||||
invisible. As you look at them words enter your mind. "Trip over mountain.
|
||||
invisible. As you look at them, words enter your mind. "Trip over mountain.
|
||||
Stride over sea. Travel across desert. Run between the forest trees. Be bold,
|
||||
be brave. Be unfettered. Let us run the world over. You and me. "
|
||||
be brave. Be unfettered. Let us run the world over. You and me."
|
||||
~
|
||||
A
|
||||
14 50
|
||||
|
|
@ -593,12 +591,12 @@ battleaxe dragonbane quest~
|
|||
There is no greater weapon in mortal hands. This is an instrument of death.
|
||||
The two-headed axe was meant for the hands of a giant. The shaft and hilt of
|
||||
this mighty blade are formed from a gray stone that can never be chipped or
|
||||
broken. The head of the weapon is formed from two massive pieces of obsidian
|
||||
Shaped like diamonds side by side. However this vicious object has but one
|
||||
broken. The head of the weapon is formed from two massive pieces of obsidian,
|
||||
shaped like diamonds, side by side. However this vicious object has but one
|
||||
purpose. Etched into the two heads of the axe are these words. "Slash, slice,
|
||||
swerve and swipe. Dodge, duck, down and up. I draw the blood of the week.
|
||||
swerve and swipe. Dodge, duck, down and up. I draw the blood of the weak.
|
||||
Thunder marks my strike. Lightning shines when I am drawn. I am the storm to
|
||||
end all. I am the dragonbane. "
|
||||
end all. I am the dragonbane."
|
||||
~
|
||||
A
|
||||
13 50
|
||||
|
|
@ -609,20 +607,20 @@ A
|
|||
#36
|
||||
cloak Elven court quest~
|
||||
the cloak of the elven court~
|
||||
A heavy cloak of brown and green is hear for the next elven king.~
|
||||
A heavy cloak of brown and green is here for the next elven king.~
|
||||
~
|
||||
9 dgq 0 0 0 ack 0 0 0 0 0 0 0
|
||||
10 0 0 0
|
||||
4 1000 0 20 0
|
||||
E
|
||||
cloak elven court quest~
|
||||
A heavy, richly embroidered cloak of green and brown. It's color changes as
|
||||
A heavy, richly embroidered, cloak of green and brown. Its color changes as
|
||||
you move, blending in with the world around you. A simple wooden clasp holds it
|
||||
together at the neck. It would be like any other nobleman's traveling cloak
|
||||
were it not for one thing. Laced with thread so fine it almost isn't there, the
|
||||
symbol of the Elvin court is sewn over the breast of the cloak. This is the
|
||||
garment of the Elvin court. Its bearers are the pride of their race. Only 6
|
||||
heroes have ever been worthy to wear such a mark of honor.
|
||||
symbol of the Elven court is sewn over the breast of the cloak. This is the
|
||||
garment of the Elven court. Its bearers are the pride of their race. Only 6
|
||||
heroes have ever been worthy to wear such a mark of honor.
|
||||
~
|
||||
A
|
||||
2 3
|
||||
|
|
@ -662,7 +660,7 @@ One of the lost treasures of Sanctum is here.~
|
|||
T 90
|
||||
E
|
||||
gem sanctum~
|
||||
This is one of the treasures from the hordes of the city of Sanctum.
|
||||
This is one of the treasures from the hoards of the city of Sanctum.
|
||||
~
|
||||
#39
|
||||
staff curative~
|
||||
|
|
@ -734,7 +732,7 @@ could vanish at any turn. Looking deep into the fire that is their strength you
|
|||
see these words in yellow and red flame. "Drawn from the depths. Delivered
|
||||
from death. Directed by Divinity. I am the truth. The light. The guardian of
|
||||
hope and the future. Find comfort in my flames. Find strength in my touch.
|
||||
For with me, Lies all that is to come. "
|
||||
For with me lies all that is to come."
|
||||
~
|
||||
A
|
||||
6 3
|
||||
|
|
@ -782,7 +780,7 @@ A comfy bed is begging you to take a nap.~
|
|||
1 1 0 0 0
|
||||
E
|
||||
comfy bed~
|
||||
This bed is beckoning you to lay down and get some much needed sleep.
|
||||
This bed is beckoning you to lie down and get some much needed sleep.
|
||||
Just "sleep bed"
|
||||
~
|
||||
#49
|
||||
|
|
@ -1073,7 +1071,7 @@ wooden sign~
|
|||
#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.~
|
||||
A strange and colorful tube was left here. It is made from cardboard intricately woven together.~
|
||||
~
|
||||
11 g 0 0 0 ab 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
|
|
@ -1081,7 +1079,7 @@ A strange and colorful tube was left here. It is made from cardboard intricately
|
|||
T 87
|
||||
E
|
||||
chinese finger trap fingertrap cardboard tube~
|
||||
It consists of at least a dozen different colors of cardboard weaved together
|
||||
It consists of at least a dozen different colors of cardboard woven together
|
||||
into a tube. The holes on each end are just about the right size to stick a
|
||||
finger in.
|
||||
~
|
||||
|
|
|
|||
|
|
@ -257,7 +257,7 @@ sword~
|
|||
The basic sword of the Sanctus army. Nothing spectacular about it.
|
||||
~
|
||||
#122
|
||||
a grey robe~
|
||||
grey robe~
|
||||
a grey robe~
|
||||
An exquisite grey robe is rumpled in a corner.~
|
||||
~
|
||||
|
|
@ -736,7 +736,7 @@ A list of directions to important areas within Sanctus lies here.~
|
|||
1 1 0 0 0
|
||||
E
|
||||
list directions sanctus~
|
||||
@n
|
||||
n
|
||||
recall Room - teleport Sanctus
|
||||
Newbie Zones - teleport Newbie
|
||||
Food - 1d, 3s, 1e, 1n
|
||||
|
|
@ -933,7 +933,7 @@ T 157
|
|||
E
|
||||
ten sided dice die~
|
||||
The die has been carefully carved out of bone with black spots painted on
|
||||
each of its 10 sides accordingly. @RROLL DIE@n
|
||||
each of its 10 sides accordingly. RROLL DIE n
|
||||
~
|
||||
#174
|
||||
hairball~
|
||||
|
|
@ -1064,6 +1064,168 @@ visible.
|
|||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
may~
|
||||
. 8888 8888888
|
||||
888888888888888888888888
|
||||
8888:::8888888888888888888888888
|
||||
8888::::::8888888888888888888888888888
|
||||
88::::::::888:::8888888888888888888888888
|
||||
88888888::::8:::::::::::88888888888888888888
|
||||
888 8::888888::::::::::::::::::88888888888 888
|
||||
88::::88888888::::m::::::::::88888888888 8
|
||||
888888888888888888:M:::::::::::8888888888888
|
||||
88888888888888888888::::::::::::M88888888888888
|
||||
8888888888888888888888:::::::::M8888888888888888
|
||||
8888888888888888888888:::::::M888888888888888888
|
||||
8888888888888888::88888::::::M88888888888888888888
|
||||
88888888888888888:::88888:::::M888888888888888 8888
|
||||
88888888888888888:::88888::::M::;o*M*o;888888888 88
|
||||
88888888888888888:::8888:::::M:::::::::::88888888 8
|
||||
88888888888888888::::88::::::M:;:::::::::::888888888
|
||||
8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
|
||||
88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
|
||||
88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
|
||||
8 8888888888888:::::::::::M::"@@@@@@ "::::8w8888888888888888
|
||||
88888888888:888::::::::::M:::::" a ":::::M8i888888888888888
|
||||
8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
|
||||
8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
|
||||
888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
|
||||
888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
|
||||
8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
|
||||
888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
|
||||
888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
|
||||
88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
|
||||
88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
|
||||
8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
|
||||
8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
|
||||
88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
|
||||
~
|
||||
E
|
||||
april~
|
||||
. :AMMMMMMMMMMMMA:
|
||||
:AMMMMMMMMMHHHHHMMMMMMMMA:
|
||||
:AMHMMMMHHMHIHHIMMMHMMMMHHA:
|
||||
:AM'MMMMMMHHIHHHIMMMMMIMMHHHH:
|
||||
AM:IMMMMMHHIHIHHHIMMHHHHHHHHHH
|
||||
AMIIHMMMMMHIHHHIHHIHHHHHHHHHHHH:
|
||||
MMIHHMMMMMHHIHHHIHHHHHHHHHHHHHHH
|
||||
AMMMMMHHHHHHI;;;;;;;IHHHI;;IHHHHH
|
||||
MMMMHIIII;":AMMMMA ,[[, HH
|
||||
MMMMHII; AW"'''' :: HH
|
||||
IHHIHIII;:'' ,GFMF[ [MM[: IH
|
||||
AHHIHII;::': ";[P,[ ;; :::: IH
|
||||
IHHHIHII;;:: :[;: ;H
|
||||
AHHHHHII;;;:: : : [ : ;H
|
||||
IHHIIHI:[;;;:: ; ; ; , , IH
|
||||
IHHIIHH:[;;;: ; ;: ':"::" '; IH
|
||||
IHHIIHI:[;;: ::: ; ,,,, ' HH
|
||||
:IHHHIHHMMA;::: [;;""""""[; AMI
|
||||
;IHHHHIIHMM;: : : ;;[,,,,[; HHI
|
||||
IIHHMMHHIHHM;:: '"""' AMHI
|
||||
IIHHMMHMHHIIIM;:: AMMHI
|
||||
IHHHMMHMHMHHHIHI;:: :AMMMHI
|
||||
IHHHMMMMHMMHHHII;;;;:: :,;; MMMHHI
|
||||
IHHHMMHHHHMMHHHI;:";;;;;;" MMMIH'
|
||||
;IHHMMHMMMMHF"HHII MMMHH
|
||||
IHHMMHV;;:: HHII;: : MMHHI
|
||||
IHHMV;;::: HHII;: : : MMHI;
|
||||
IHMV;;:: : "HII;: :: MMI;
|
||||
:IHV;:: : 'HI: :: MM;
|
||||
IV;:: : : "II;: ;
|
||||
IH;;::: : ;;;I: ;
|
||||
;M;;:::: : ';;;HI: '
|
||||
MH;;:::: : ';;HI: ;
|
||||
IM;;;::: : :[; ';I"I: ;
|
||||
M;;;::: : : [;;,: ' : '
|
||||
;;:::: : ::'' : ':
|
||||
;;::: : : ': :
|
||||
:;;:: : :: ':'
|
||||
~
|
||||
E
|
||||
march~
|
||||
. ,.--..
|
||||
,::.'.. . . "VI:I:".':-.,.
|
||||
,I::. .. . 'VHMHII:.::;:.:,..
|
||||
:I:I:.. . . MHMHIHI:MHHI:I:'.:.
|
||||
A:I::. ... . .MMHHIIHIHI:IHHII:.:,
|
||||
.M:I::... .. . AMMMMMHI::IHII::II.::.
|
||||
IMA"::.:.. . .MMMMMHHII:IMHIHIA:::"'
|
||||
'MV.:.:.. . AMMMMHMHI:I:HIHHIIIA;.
|
||||
P.:.:.. . . .MMMMMMMHHIIMHHHIIHIIH.
|
||||
:..:.. . . AMMMMMMMHHI:AMIVHI:HIII:
|
||||
,:.:.. . . MMMMMMMMMH:IHHI:HHI:HIIH.
|
||||
:..:... . .MMMHP:""''':HHIH:HHH:HIII
|
||||
;.:..:.. . AMH:". ' ' ''":HII:HHH:HII:
|
||||
::..:.. . . .H:'.. . '".:VA:I:H::HI:
|
||||
;.:.:... .. A:.'... . ':HA:IHI::I:
|
||||
,::..:. . . .M::. . . ':HA:HH:II:.
|
||||
;.::... .. AML;,' . .:VHI:HI:I:;
|
||||
,:.:.:. . . .H. "PA, .:IHH:HHII::.
|
||||
,:.::... .. A:I:::";, . . ,ILIIIH:HI:I:I;
|
||||
,;:.:.:.. . . .H:TP"VB').. .,;T;,,::I:HI:I:::
|
||||
,::.:.:.. . . AI:.":IAAT:. .(':BB');V::IH:I:I;
|
||||
,::.:.:.. . . .H:. ' . . .. .":;AITP;I:IIH:I::;,
|
||||
,::.::.:. . . . A::. . ..:. . . ..:AI:IHII:I::;.
|
||||
;:.::.:.. . . AM:I:. ..:. .: . .::HIIIHIIHII::.
|
||||
,:::.:.:.. . .MM:I:.. .:, .:. .::HHIIIHIHII::'
|
||||
,::.:..:.. . . AMM:I:. . .'"-""''. ..::HIHI:HI:III:
|
||||
;:.::..:.. . . AMMM::. . ,,,, '.. '.::IMHIHIHIIHI::;
|
||||
,:::.:..:. . . MMMM:I:. ':::;;;::;' .::AMHIHIHHIHHI:"
|
||||
;::.:.:.. . . .:VMMV:A:. . ':;,,." .::AMMMIHIHHIHHII
|
||||
;::.:.:.. .. . .::VM:IHA:. .'' ' . ..:AMMMMHIHHHIHHII:
|
||||
;:::.:.. . .. . .::P::IHHAA.. . .. .:AMMMMMMMIIHHIHHI::
|
||||
;::.:.. . . . ..:.:VIHHHIHHA::,,,,,:AMMMMMMMMMHIIHHHHII;
|
||||
;.::.. . . . ..:.:VHHIHI:IHIHHIHI:MMMMMMMMMMHIHHIHHII:
|
||||
::.:.. . .. ...:.::VHI:IIVIHIHII:MMMMMMMMMMMIHHIHHII:,
|
||||
;:..:. . .. . ..:.::::VAII:IIIIII:MMMMMMMMMMMIHHIIHIIHI
|
||||
';:.. . . .. ..:...:.VII::III:.VMMMMMMMMMHIHHHIHI::I,
|
||||
;:. . . ' . .. ... . .::.::V::II:..VMMMMMMMMHIHHHIHI::I;
|
||||
;:.. . . . .. ..:.. .::...:VIITPL:VMMMMMMMVIHHHIH:. :;
|
||||
;:. . . . .. ... . ..:.:.. .:IIIA:.MMMMMVI:HIHIH:. .:
|
||||
I:. . . . .. . .. . . . . ..:.. ..::IIA.VMMMVIHIIHIV:. .'
|
||||
I:.. . . .. .... . . . .. ... .:.:IA:.VMVIMHIHIH:..:
|
||||
I.. . . . ..... . . . .. . .. .:IIAV:HIMHHIHII:.'
|
||||
~
|
||||
E
|
||||
february~
|
||||
. nHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHn.
|
||||
.MS?MMMMMMMMMMMMMMMMMM?MM-MMMMMMMMMSHMMMMMMM
|
||||
MMMMMH?MMMMMMMX*MM?MMX%MM/MMMMMM"HMMMMMMMMMMMM
|
||||
MMMMMMMMMMMMMMMMMX*MX*MMMX?MMMMM(M!XMMMMMMMMMMMM
|
||||
XMC)?MMMMMMMMMMMMMMMhX?!?MMMMX#MM!MXMMMMMMMMMMMML
|
||||
MMMMMMMMMMMMMMMMMMMMMMMM!-`````-`-!?MMMM)MMMMMMMMx
|
||||
MMM)MMMMMMMMMMMMMMMHhHH!- `#MM(MMMMMMMMMM>
|
||||
HM!HMMMMMMMMMMMMMMMM?)? "MMMMMMMMMX
|
||||
XM!MMMMMMMMMMMMMMMMMMM?- 'MMMMMMMM
|
||||
M!MMMMMMMMMMMMMMMMMXH! MMMMXMMP
|
||||
\!MMMMMMMSMHHHMM?XMM?- -:::xx.. M?XMM?"
|
||||
MXMMMMMMMMMM!XHMMMM": ... `"%x XHHHMMM
|
||||
\!MMMMMMMM?XMMMMMMX!'-L '%%%+:. ` ..MMMMM"
|
||||
'HMMMMMM?HMMMMM*XM! h -\).^\- .%""`MM?"
|
||||
'MMMMMMMMMMMMMXMMM! -X +%%!.MMMXk
|
||||
?MMMMMMMMMMMXMMMMM `. - `""'XMMMMX
|
||||
!MMMMMMMMMMMMMMMMMX. ' XMkMMX>
|
||||
XMMMMMMMMMMMMMMM?MXXXx.-` XXMMM!
|
||||
MMMMMMMMMMMMMMMMXMXXXXXXx. -- MMMMM
|
||||
XMMMMMMMMMMMM?MMXXXXXXXXX!` '+^ .MMM!P
|
||||
'MMM!MMMMMMMMMi?M!"` `-%HHHHxx. xMMMM"
|
||||
:MMMMMMMMMMMMMMM" `\XMM .MMMMM
|
||||
XMMMMMMMMMX?MM! `( HMMMMM
|
||||
XMMMM)MMM" \- 'MMMMM*
|
||||
'MMMMfMMM" \- XMMM*
|
||||
.MMMMMXMM" ^ `MMM
|
||||
XMMMM!MM" MM>
|
||||
HMMMMXM- MM>
|
||||
?MMMMM- Xf%
|
||||
MMMMf %% \
|
||||
4MMM %
|
||||
`M %
|
||||
% %
|
||||
% %
|
||||
% ! %
|
||||
% ! %
|
||||
~
|
||||
E
|
||||
january~
|
||||
. .:IIIIHIHHIHHHII::I:.
|
||||
:IIIIHIHHHHHHMMHHIHHIIHHIII:.
|
||||
|
|
@ -1115,168 +1277,6 @@ IHHHHMHMMMMMMMHHHHHI:IT:TI:..:HI:.. ..:. . :IHII
|
|||
:: .:. . . . ..:IHHMMMHMIHIH:IIHHHMHH::..:HHHHI:HHHHHHI:I:IIIHII;
|
||||
:. ... . . . ..::HHHMMHMHHII:HIIHHMMHH:..:HHHMHHIHHHI:: . :IHII:I
|
||||
~
|
||||
E
|
||||
february~
|
||||
. nHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHn.
|
||||
.MS?MMMMMMMMMMMMMMMMMM?MM-MMMMMMMMMSHMMMMMMM
|
||||
MMMMMH?MMMMMMMX*MM?MMX%MM/MMMMMM"HMMMMMMMMMMMM
|
||||
MMMMMMMMMMMMMMMMMX*MX*MMMX?MMMMM(M!XMMMMMMMMMMMM
|
||||
XMC)?MMMMMMMMMMMMMMMhX?!?MMMMX#MM!MXMMMMMMMMMMMML
|
||||
MMMMMMMMMMMMMMMMMMMMMMMM!-`````-`-!?MMMM)MMMMMMMMx
|
||||
MMM)MMMMMMMMMMMMMMMHhHH!- `#MM(MMMMMMMMMM>
|
||||
HM!HMMMMMMMMMMMMMMMM?)? "MMMMMMMMMX
|
||||
XM!MMMMMMMMMMMMMMMMMMM?- 'MMMMMMMM
|
||||
M!MMMMMMMMMMMMMMMMMXH! MMMMXMMP
|
||||
\!MMMMMMMSMHHHMM?XMM?- -:::xx.. M?XMM?"
|
||||
MXMMMMMMMMMM!XHMMMM": ... `"%x XHHHMMM
|
||||
\!MMMMMMMM?XMMMMMMX!'-L '%%%+:. ` ..MMMMM"
|
||||
'HMMMMMM?HMMMMM*XM! h -\).^\- .%""`MM?"
|
||||
'MMMMMMMMMMMMMXMMM! -X +%%!.MMMXk
|
||||
?MMMMMMMMMMMXMMMMM `. - `""'XMMMMX
|
||||
!MMMMMMMMMMMMMMMMMX. ' XMkMMX>
|
||||
XMMMMMMMMMMMMMMM?MXXXx.-` XXMMM!
|
||||
MMMMMMMMMMMMMMMMXMXXXXXXx. -- MMMMM
|
||||
XMMMMMMMMMMMM?MMXXXXXXXXX!` '+^ .MMM!P
|
||||
'MMM!MMMMMMMMMi?M!"` `-%HHHHxx. xMMMM"
|
||||
:MMMMMMMMMMMMMMM" `\XMM .MMMMM
|
||||
XMMMMMMMMMX?MM! `( HMMMMM
|
||||
XMMMM)MMM" \- 'MMMMM*
|
||||
'MMMMfMMM" \- XMMM*
|
||||
.MMMMMXMM" ^ `MMM
|
||||
XMMMM!MM" MM>
|
||||
HMMMMXM- MM>
|
||||
?MMMMM- Xf%
|
||||
MMMMf %% \
|
||||
4MMM %
|
||||
`M %
|
||||
% %
|
||||
% %
|
||||
% ! %
|
||||
% ! %
|
||||
~
|
||||
E
|
||||
march~
|
||||
. ,.--..
|
||||
,::.'.. . . "VI:I:".':-.,.
|
||||
,I::. .. . 'VHMHII:.::;:.:,..
|
||||
:I:I:.. . . MHMHIHI:MHHI:I:'.:.
|
||||
A:I::. ... . .MMHHIIHIHI:IHHII:.:,
|
||||
.M:I::... .. . AMMMMMHI::IHII::II.::.
|
||||
IMA"::.:.. . .MMMMMHHII:IMHIHIA:::"'
|
||||
'MV.:.:.. . AMMMMHMHI:I:HIHHIIIA;.
|
||||
P.:.:.. . . .MMMMMMMHHIIMHHHIIHIIH.
|
||||
:..:.. . . AMMMMMMMHHI:AMIVHI:HIII:
|
||||
,:.:.. . . MMMMMMMMMH:IHHI:HHI:HIIH.
|
||||
:..:... . .MMMHP:""''':HHIH:HHH:HIII
|
||||
;.:..:.. . AMH:". ' ' ''":HII:HHH:HII:
|
||||
::..:.. . . .H:'.. . '".:VA:I:H::HI:
|
||||
;.:.:... .. A:.'... . ':HA:IHI::I:
|
||||
,::..:. . . .M::. . . ':HA:HH:II:.
|
||||
;.::... .. AML;,' . .:VHI:HI:I:;
|
||||
,:.:.:. . . .H. "PA, .:IHH:HHII::.
|
||||
,:.::... .. A:I:::";, . . ,ILIIIH:HI:I:I;
|
||||
,;:.:.:.. . . .H:TP"VB').. .,;T;,,::I:HI:I:::
|
||||
,::.:.:.. . . AI:.":IAAT:. .(':BB');V::IH:I:I;
|
||||
,::.:.:.. . . .H:. ' . . .. .":;AITP;I:IIH:I::;,
|
||||
,::.::.:. . . . A::. . ..:. . . ..:AI:IHII:I::;.
|
||||
;:.::.:.. . . AM:I:. ..:. .: . .::HIIIHIIHII::.
|
||||
,:::.:.:.. . .MM:I:.. .:, .:. .::HHIIIHIHII::'
|
||||
,::.:..:.. . . AMM:I:. . .'"-""''. ..::HIHI:HI:III:
|
||||
;:.::..:.. . . AMMM::. . ,,,, '.. '.::IMHIHIHIIHI::;
|
||||
,:::.:..:. . . MMMM:I:. ':::;;;::;' .::AMHIHIHHIHHI:"
|
||||
;::.:.:.. . . .:VMMV:A:. . ':;,,." .::AMMMIHIHHIHHII
|
||||
;::.:.:.. .. . .::VM:IHA:. .'' ' . ..:AMMMMHIHHHIHHII:
|
||||
;:::.:.. . .. . .::P::IHHAA.. . .. .:AMMMMMMMIIHHIHHI::
|
||||
;::.:.. . . . ..:.:VIHHHIHHA::,,,,,:AMMMMMMMMMHIIHHHHII;
|
||||
;.::.. . . . ..:.:VHHIHI:IHIHHIHI:MMMMMMMMMMHIHHIHHII:
|
||||
::.:.. . .. ...:.::VHI:IIVIHIHII:MMMMMMMMMMMIHHIHHII:,
|
||||
;:..:. . .. . ..:.::::VAII:IIIIII:MMMMMMMMMMMIHHIIHIIHI
|
||||
';:.. . . .. ..:...:.VII::III:.VMMMMMMMMMHIHHHIHI::I,
|
||||
;:. . . ' . .. ... . .::.::V::II:..VMMMMMMMMHIHHHIHI::I;
|
||||
;:.. . . . .. ..:.. .::...:VIITPL:VMMMMMMMVIHHHIH:. :;
|
||||
;:. . . . .. ... . ..:.:.. .:IIIA:.MMMMMVI:HIHIH:. .:
|
||||
I:. . . . .. . .. . . . . ..:.. ..::IIA.VMMMVIHIIHIV:. .'
|
||||
I:.. . . .. .... . . . .. ... .:.:IA:.VMVIMHIHIH:..:
|
||||
I.. . . . ..... . . . .. . .. .:IIAV:HIMHHIHII:.'
|
||||
~
|
||||
E
|
||||
april~
|
||||
. :AMMMMMMMMMMMMA:
|
||||
:AMMMMMMMMMHHHHHMMMMMMMMA:
|
||||
:AMHMMMMHHMHIHHIMMMHMMMMHHA:
|
||||
:AM'MMMMMMHHIHHHIMMMMMIMMHHHH:
|
||||
AM:IMMMMMHHIHIHHHIMMHHHHHHHHHH
|
||||
AMIIHMMMMMHIHHHIHHIHHHHHHHHHHHH:
|
||||
MMIHHMMMMMHHIHHHIHHHHHHHHHHHHHHH
|
||||
AMMMMMHHHHHHI;;;;;;;IHHHI;;IHHHHH
|
||||
MMMMHIIII;":AMMMMA ,[[, HH
|
||||
MMMMHII; AW"'''' :: HH
|
||||
IHHIHIII;:'' ,GFMF[ [MM[: IH
|
||||
AHHIHII;::': ";[P,[ ;; :::: IH
|
||||
IHHHIHII;;:: :[;: ;H
|
||||
AHHHHHII;;;:: : : [ : ;H
|
||||
IHHIIHI:[;;;:: ; ; ; , , IH
|
||||
IHHIIHH:[;;;: ; ;: ':"::" '; IH
|
||||
IHHIIHI:[;;: ::: ; ,,,, ' HH
|
||||
:IHHHIHHMMA;::: [;;""""""[; AMI
|
||||
;IHHHHIIHMM;: : : ;;[,,,,[; HHI
|
||||
IIHHMMHHIHHM;:: '"""' AMHI
|
||||
IIHHMMHMHHIIIM;:: AMMHI
|
||||
IHHHMMHMHMHHHIHI;:: :AMMMHI
|
||||
IHHHMMMMHMMHHHII;;;;:: :,;; MMMHHI
|
||||
IHHHMMHHHHMMHHHI;:";;;;;;" MMMIH'
|
||||
;IHHMMHMMMMHF"HHII MMMHH
|
||||
IHHMMHV;;:: HHII;: : MMHHI
|
||||
IHHMV;;::: HHII;: : : MMHI;
|
||||
IHMV;;:: : "HII;: :: MMI;
|
||||
:IHV;:: : 'HI: :: MM;
|
||||
IV;:: : : "II;: ;
|
||||
IH;;::: : ;;;I: ;
|
||||
;M;;:::: : ';;;HI: '
|
||||
MH;;:::: : ';;HI: ;
|
||||
IM;;;::: : :[; ';I"I: ;
|
||||
M;;;::: : : [;;,: ' : '
|
||||
;;:::: : ::'' : ':
|
||||
;;::: : : ': :
|
||||
:;;:: : :: ':'
|
||||
~
|
||||
E
|
||||
may~
|
||||
. 8888 8888888
|
||||
888888888888888888888888
|
||||
8888:::8888888888888888888888888
|
||||
8888::::::8888888888888888888888888888
|
||||
88::::::::888:::8888888888888888888888888
|
||||
88888888::::8:::::::::::88888888888888888888
|
||||
888 8::888888::::::::::::::::::88888888888 888
|
||||
88::::88888888::::m::::::::::88888888888 8
|
||||
888888888888888888:M:::::::::::8888888888888
|
||||
88888888888888888888::::::::::::M88888888888888
|
||||
8888888888888888888888:::::::::M8888888888888888
|
||||
8888888888888888888888:::::::M888888888888888888
|
||||
8888888888888888::88888::::::M88888888888888888888
|
||||
88888888888888888:::88888:::::M888888888888888 8888
|
||||
88888888888888888:::88888::::M::;o*M*o;888888888 88
|
||||
88888888888888888:::8888:::::M:::::::::::88888888 8
|
||||
88888888888888888::::88::::::M:;:::::::::::888888888
|
||||
8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
|
||||
88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
|
||||
88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
|
||||
8 8888888888888:::::::::::M::"@@@@@@@"::::8w8888888888888888
|
||||
88888888888:888::::::::::M:::::"@a@":::::M8i888888888888888
|
||||
8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
|
||||
8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
|
||||
888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
|
||||
888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
|
||||
8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
|
||||
888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
|
||||
888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
|
||||
88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
|
||||
88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
|
||||
8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
|
||||
8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
|
||||
88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
|
||||
~
|
||||
#186
|
||||
scroll poem irish~
|
||||
an irish poem~
|
||||
|
|
|
|||
|
|
@ -155,13 +155,13 @@ A small sword lies here.~
|
|||
0 1 6 11
|
||||
3 60 10 0 0
|
||||
E
|
||||
inscription~
|
||||
It says: 'May this sword be a good companion. '
|
||||
~
|
||||
E
|
||||
sword small~
|
||||
The small sword seems to have an inscription of some sort.
|
||||
~
|
||||
E
|
||||
inscription~
|
||||
It says: 'May this sword be a good companion. '
|
||||
~
|
||||
#3022
|
||||
sword long~
|
||||
a long sword~
|
||||
|
|
@ -637,13 +637,13 @@ A large, sociable bulletin board is mounted on a wall here.~
|
|||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
social bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
social bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
#3097
|
||||
boards frozen bulletin gen_boards~
|
||||
a frozen bulletin board~
|
||||
|
|
@ -653,13 +653,13 @@ A large bulletin board is here, carved from a block of ice.~
|
|||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
freeze bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
freeze bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
#3098
|
||||
boards holy bulletin gen_boards~
|
||||
a holy bulletin board~
|
||||
|
|
@ -669,13 +669,13 @@ 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
|
||||
E
|
||||
holy bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
holy bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
#3099
|
||||
boards bulletin gen_boards~
|
||||
a bulletin board~
|
||||
|
|
@ -685,11 +685,11 @@ A large bulletin board is mounted on a wall here.~
|
|||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -82,6 +82,7 @@
|
|||
187.obj
|
||||
200.obj
|
||||
201.obj
|
||||
211.obj
|
||||
220.obj
|
||||
232.obj
|
||||
233.obj
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
0.qst
|
||||
1.qst
|
||||
211.qst
|
||||
555.qst
|
||||
556.qst
|
||||
$
|
||||
|
|
|
|||
|
|
@ -64,6 +64,7 @@
|
|||
187.shp
|
||||
200.shp
|
||||
201.shp
|
||||
211.shp
|
||||
220.shp
|
||||
232.shp
|
||||
233.shp
|
||||
|
|
|
|||
|
|
@ -114,7 +114,8 @@ shake~
|
|||
* mostly positive, three are mostly negative, and five are abstentions.
|
||||
*
|
||||
* Check arguments if they match. /= checks abbreviations.
|
||||
if ball /= %arg% || eightball /= %arg%
|
||||
set argcheck 'ball 'eightball
|
||||
if %argcheck.contains('%arg%)%
|
||||
* Echo text to everyone else in the room and the actor.
|
||||
%echoaround% %actor% %actor.name% shakes %self.shortdesc% vigorously.
|
||||
%send% %actor% You shake %self.shortdesc% vigorously.
|
||||
|
|
@ -296,7 +297,8 @@ wait 1 sec
|
|||
Restorative Comfy Bed 1401 - Sleep~
|
||||
1 c 4
|
||||
sl~
|
||||
if %mud.mudcommand% == sleep && %arg% == bed
|
||||
set argcheck 'bed
|
||||
if %cmd.mudcommand% == sleep && %argcheck.contains('%arg%)%
|
||||
%force% %actor% sleep
|
||||
set laying_in_comfy_bed_14 1
|
||||
remote laying_in_comfy_bed_14 %actor.id%
|
||||
|
|
@ -1604,7 +1606,8 @@ Room Command Example~
|
|||
2 c 100
|
||||
l~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
if %cmd.mudcommand% == look && bridge /= %arg%
|
||||
set bridge 'bridge
|
||||
if %cmd.mudcommand% == look && %bridge.contains('%arg%)%
|
||||
%send% %actor% As you look at the bridge a small form staggers out from underneath it.
|
||||
%echoaround% %actor% As %actor.name% peers under the bridge a small form emerges.
|
||||
%load% mob 207
|
||||
|
|
@ -1754,15 +1757,15 @@ Mob Random Example~
|
|||
0 b 2
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* don't let him cast while incapacitated.
|
||||
* With random triggers ACTOR is NOT defined. So set it.
|
||||
set actor %random.char%
|
||||
wait 1 sec
|
||||
say Hey! You don't belong here!
|
||||
emote mumbles, 'Now what was that spell...'
|
||||
wait 1 sec
|
||||
* Senile old guard casts random spells on intruders.
|
||||
* Don't cast if incapacitated
|
||||
if %self.hitp% > 0
|
||||
* With random triggers ACTOR is NOT defined. So set it.
|
||||
set actor %random.char%
|
||||
wait 1 sec
|
||||
say Hey! You don't belong here!
|
||||
emote mumbles, 'Now what was that spell...'
|
||||
wait 1 sec
|
||||
* Senile old guard casts random spells on intruders.
|
||||
switch %random.17%
|
||||
case 1
|
||||
dg_cast 'cure light' %actor%
|
||||
|
|
@ -1830,11 +1833,13 @@ Mob Command Example~
|
|||
0 c 100
|
||||
l~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Make sure the command is look, check for any abbrev of window
|
||||
if %cmd.mudcommand% == look && %arg% /= orb
|
||||
* does not work for level 32 and above.
|
||||
* Make sure the command is look, check for any abbrev of orb
|
||||
if %cmd.mudcommand% == look && orb /= %arg%
|
||||
%send% %actor% As you look at the orb a feeling of peace and serenity comes over you.
|
||||
%echoround% %actor% %actor.name% stares at the orb.
|
||||
else
|
||||
* If it doesn't match let the command continue.
|
||||
return 0
|
||||
end
|
||||
~
|
||||
|
|
@ -2801,12 +2806,12 @@ end
|
|||
Obj Command 82 - Teleporter~
|
||||
1 c 3
|
||||
teleport~
|
||||
* By Rumble w/help from Jamie Nelson on http://groups.yahoo.com/group/dg_scripts/
|
||||
* By Rumble and Jamie Nelson of The Builder Academy tbamud.com 9091
|
||||
%send% %actor% You attempt to manipulate space and time.
|
||||
%echoaround% %actor% %actor.name% attempts to manipulate space and time.
|
||||
wait 1 sec
|
||||
set sanctus 100
|
||||
set jade 499
|
||||
set jade 400
|
||||
set newbie 500
|
||||
set sea 600
|
||||
set camelot 775
|
||||
|
|
@ -2933,6 +2938,7 @@ set revelry 32500
|
|||
set perimeter 32600
|
||||
set asylum 34501
|
||||
set ultima 55685
|
||||
set tarot 21101
|
||||
if !%arg%
|
||||
*they didnt type a location
|
||||
set fail 1
|
||||
|
|
|
|||
|
|
@ -253,12 +253,12 @@ eval inroom %self.room%
|
|||
Teleporter~
|
||||
1 c 3
|
||||
teleport~
|
||||
* By Rumble w/help from Jamie Nelson on http://groups.yahoo.com/group/dg_scripts/
|
||||
* By Rumble and Jamie Nelson of The Builder Academy tbamud.com 9091
|
||||
%send% %actor% You attempt to manipulate space and time.
|
||||
%echoaround% %actor% %actor.name% attempts to manipulate space and time.
|
||||
wait 1 sec
|
||||
set sanctus 100
|
||||
set jade 499
|
||||
set jade 400
|
||||
set newbie 500
|
||||
set sea 600
|
||||
set camelot 775
|
||||
|
|
@ -383,6 +383,9 @@ set pale 32300
|
|||
set army 32400
|
||||
set revelry 32500
|
||||
set perimeter 32600
|
||||
set asylum 34501
|
||||
set ultima 55685
|
||||
set tarot 21101
|
||||
if !%arg%
|
||||
*they didnt type a location
|
||||
set fail 1
|
||||
|
|
|
|||
|
|
@ -83,6 +83,7 @@
|
|||
187.trg
|
||||
200.trg
|
||||
201.trg
|
||||
211.trg
|
||||
220.trg
|
||||
232.trg
|
||||
233.trg
|
||||
|
|
@ -181,5 +182,4 @@
|
|||
345.trg
|
||||
555.trg
|
||||
556.trg
|
||||
|
||||
$
|
||||
|
|
|
|||
|
|
@ -35,7 +35,7 @@ mobs, shops, and triggers with which players will interact.
|
|||
right place. Be warned, building is not easy and will require hard work,
|
||||
patience, and the ability to take constructive criticism.
|
||||
Your first task is to apply for builder status at:
|
||||
http://tbamud.com/
|
||||
@Cwww.tbamud.com@n
|
||||
When you finish and submit the application tell anyone level 32 or higher
|
||||
and they will advance you to begin your training.
|
||||
|
||||
|
|
@ -547,60 +547,30 @@ D2
|
|||
S
|
||||
#33
|
||||
Rumble's Room~
|
||||
@(HELP CLASS@) = A basic MXP link for HELP CLASS
|
||||
@[U9814/Rook] = Creates a rook icon, or display the word Rook
|
||||
@<SOUND FName="ouch.wav" V=50 L=2 P=80 T="combat" U="www.yourMUD.com/sounds/">
|
||||
@<send "command1|command2|command3" hint="click to see menu|Item 1|Item 2|Item 2">this is a menu link@</SEND>
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
@(HELP QUOTE@)
|
||||
~
|
||||
0 8 0 0 0 0
|
||||
E
|
||||
july4~
|
||||
On July 4, 1776, we claimed our independence from England and Democracy was
|
||||
born. Every day thousands leave their homeland to come to the "land of the
|
||||
free and the home of the brave" so they can begin their American Dream. The
|
||||
United States is truly a diverse nation made up of dynamic people. Each year
|
||||
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
|
||||
picnics, and family ga-therings. Through the Internet we are learning about
|
||||
and communicat-ing with people of different nations, with different languages
|
||||
and different races throughout the world. Bringing the world closer with
|
||||
understanding and knowledge can only benefit all nations. We invite all
|
||||
nations to celebrate with Americans online this Fourth of July. Happy
|
||||
Birthday, America!
|
||||
~
|
||||
E
|
||||
oath~
|
||||
I do solemnly swear that I will support and defend the Constitution of the
|
||||
United States against all enemies, foreign and domestic, and to bear true faith
|
||||
and allegiance to the same that I take this obligation freely, without any
|
||||
mental reservation or purpose of evasion, and that I will well and faithfully
|
||||
discharge the duties of the office upon which I am about to enter.
|
||||
~
|
||||
E
|
||||
builder~
|
||||
|
||||
There is one timeless way of building.
|
||||
|
||||
It is thousands of years old, and the same today as it has always been.
|
||||
|
||||
The great traditional buildings of the past, the villages and tents and
|
||||
temples in which man feels at home, have always been made by people who were
|
||||
very close to the center of this way. It is not possible to make great
|
||||
buildings, or great towns, beautiful places, places where you feel yourself,
|
||||
places where you feel alive, except by following this way. And, as you will
|
||||
see, this way will lead anyone who looks for it to buildings which are
|
||||
themselves as ancient in their form, as the trees and hills, and as our faces
|
||||
are.
|
||||
--The Timeless Way of Building
|
||||
~
|
||||
E
|
||||
war~
|
||||
War is an ugly thing, but not the ugliest of things. The decayed and
|
||||
degraded state of moral and patriotic feeling which thinks that nothing is
|
||||
worth war is much worse. The person who has nothing for which he is willing to
|
||||
fight, nothing which is more important than his own personal safety, is a
|
||||
miserable creature and has no chance of being free unless made and kept so by
|
||||
the exertions of better men than himself.
|
||||
John Stuart Mill
|
||||
Catcher Rye~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
~
|
||||
E
|
||||
old glory flag~
|
||||
|
|
@ -633,22 +603,53 @@ or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
|
|||
may I wave.
|
||||
~
|
||||
E
|
||||
Catcher Rye~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
war~
|
||||
War is an ugly thing, but not the ugliest of things. The decayed and
|
||||
degraded state of moral and patriotic feeling which thinks that nothing is
|
||||
worth war is much worse. The person who has nothing for which he is willing to
|
||||
fight, nothing which is more important than his own personal safety, is a
|
||||
miserable creature and has no chance of being free unless made and kept so by
|
||||
the exertions of better men than himself.
|
||||
John Stuart Mill
|
||||
~
|
||||
E
|
||||
undefined~
|
||||
test
|
||||
builder~
|
||||
|
||||
There is one timeless way of building.
|
||||
|
||||
It is thousands of years old, and the same today as it has always been.
|
||||
|
||||
The great traditional buildings of the past, the villages and tents and
|
||||
temples in which man feels at home, have always been made by people who were
|
||||
very close to the center of this way. It is not possible to make great
|
||||
buildings, or great towns, beautiful places, places where you feel yourself,
|
||||
places where you feel alive, except by following this way. And, as you will
|
||||
see, this way will lead anyone who looks for it to buildings which are
|
||||
themselves as ancient in their form, as the trees and hills, and as our faces
|
||||
are.
|
||||
--The Timeless Way of Building
|
||||
~
|
||||
E
|
||||
oath~
|
||||
I do solemnly swear that I will support and defend the Constitution of the
|
||||
United States against all enemies, foreign and domestic, and to bear true faith
|
||||
and allegiance to the same that I take this obligation freely, without any
|
||||
mental reservation or purpose of evasion, and that I will well and faithfully
|
||||
discharge the duties of the office upon which I am about to enter.
|
||||
~
|
||||
E
|
||||
july4~
|
||||
On July 4, 1776, we claimed our independence from England and Democracy was
|
||||
born. Every day thousands leave their homeland to come to the "land of the
|
||||
free and the home of the brave" so they can begin their American Dream. The
|
||||
United States is truly a diverse nation made up of dynamic people. Each year
|
||||
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
|
||||
picnics, and family ga-therings. Through the Internet we are learning about
|
||||
and communicat-ing with people of different nations, with different languages
|
||||
and different races throughout the world. Bringing the world closer with
|
||||
understanding and knowledge can only benefit all nations. We invite all
|
||||
nations to celebrate with Americans online this Fourth of July. Happy
|
||||
Birthday, America!
|
||||
~
|
||||
S
|
||||
#34
|
||||
|
|
@ -675,6 +676,20 @@ appears to be a faint scent of jasmine.
|
|||
~
|
||||
0 24 0 0 0 0
|
||||
S
|
||||
#44
|
||||
Rhade's Room~
|
||||
You are in an unfinished room.
|
||||
~
|
||||
0 8 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 1204
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 33
|
||||
S
|
||||
#71
|
||||
The Vault Of The Programancer~
|
||||
The walls, furniture and other decor that animate Vatiken's vault are
|
||||
|
|
@ -716,9 +731,9 @@ trapdoor~
|
|||
S
|
||||
#90
|
||||
Epictetus' Prison Cell~
|
||||
This shower stall remodeled into a prison cell is not yet completed. While
|
||||
This shower stall remodeled into a prison cell is not yet completed. While
|
||||
the shower head has been removed and cemented a drain still exists in the floor.
|
||||
Unintelligle voices can be heard whispering through the piping in the drain
|
||||
Unintelligible voices can be heard whispering through the piping in the drain
|
||||
below.
|
||||
~
|
||||
0 8 0 0 0 0
|
||||
|
|
@ -856,14 +871,14 @@ D2
|
|||
~
|
||||
0 0 98
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
E
|
||||
floor~
|
||||
The stone floor is the same shade of grey as the sky and is completely plain
|
||||
and unscratched. It is probably too hard for anything to leave as much as a
|
||||
scratch on it.
|
||||
~
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -92,19 +92,19 @@ D5
|
|||
~
|
||||
0 0 100
|
||||
E
|
||||
altar~
|
||||
The altar is made from black granite and has been carved into a small basin
|
||||
with a high back. Almost as if it was meant to be some sort of seat.
|
||||
Inscriptions in some foreign tongue are written on every square inch of the
|
||||
altar. You wonder what they must say and who could have written it.
|
||||
~
|
||||
E
|
||||
statue~
|
||||
As you examine the statues more closely you realize they must resemble the
|
||||
two gods responsible for the creation and ongoing protection of Sanctus, Ferret
|
||||
and Rumble. They both radiate a strength and power that resembles the solid
|
||||
white marble they were crafted from.
|
||||
~
|
||||
E
|
||||
altar~
|
||||
The altar is made from black granite and has been carved into a small basin
|
||||
with a high back. Almost as if it was meant to be some sort of seat.
|
||||
Inscriptions in some foreign tongue are written on every square inch of the
|
||||
altar. You wonder what they must say and who could have written it.
|
||||
~
|
||||
S
|
||||
T 158
|
||||
T 163
|
||||
|
|
@ -170,7 +170,7 @@ Rean's Zone Description Room~
|
|||
Mages Quarter of Sanctus. They are responsible for the upkeep of the magical
|
||||
barrier that protects the city from the chaos of the outside world. They may
|
||||
also be called upon to protect the city in case of an attack. The Magi are the
|
||||
most reverred of all the classes as they are the most powerful. But that power
|
||||
most revered of all the classes as they are the most powerful. But that power
|
||||
has a price. Only five Magi have survived. Five decorative cushions are
|
||||
placed in a circle in the middle of the room.
|
||||
~
|
||||
|
|
@ -240,17 +240,17 @@ D5
|
|||
~
|
||||
0 0 142
|
||||
E
|
||||
table~
|
||||
The table is made out of cherry. It is worn from years of use. The glass
|
||||
top allows for an excellent view of the map protected within.
|
||||
~
|
||||
E
|
||||
map~
|
||||
The map is a geographic representation of Sanctus. Not even really a map,
|
||||
more of a scaled model. The walls and buildings of the city are raised higher
|
||||
than the rest of the map to give it a third dimension. Small soldiers are
|
||||
scattered around the top of the table to help the War Master place his men.
|
||||
~
|
||||
E
|
||||
table~
|
||||
The table is made out of cherry. It is worn from years of use. The glass
|
||||
top allows for an excellent view of the map protected within.
|
||||
~
|
||||
S
|
||||
#109
|
||||
Thieves Retreat~
|
||||
|
|
@ -383,18 +383,18 @@ D1
|
|||
~
|
||||
0 0 100
|
||||
E
|
||||
hole~
|
||||
You can look out over the inner wall to the western side of Sanctus. The
|
||||
smell of charred human remains and smoldering plaster makes your eyes water so
|
||||
it is difficult to see much else through the tiny hole.
|
||||
~
|
||||
E
|
||||
man silhouette~
|
||||
The distinct outline of a human body that must have taken the brunt of the
|
||||
blast when the portal imploded. You wonder what or who it might have been.
|
||||
You can still see pieces of cloth and bone buried deeply into the wall inside
|
||||
the shadow of the unlucky man.
|
||||
~
|
||||
E
|
||||
hole~
|
||||
You can look out over the inner wall to the western side of Sanctus. The
|
||||
smell of charred human remains and smoldering plaster makes your eyes water so
|
||||
it is difficult to see much else through the tiny hole.
|
||||
~
|
||||
S
|
||||
#117
|
||||
Travelling Room~
|
||||
|
|
@ -530,19 +530,19 @@ D2
|
|||
~
|
||||
0 0 129
|
||||
E
|
||||
shrine~
|
||||
A beutiful shrine. It has two white marble figures facing each other with a
|
||||
painting of the city below them. The two figures seem to be looking down at
|
||||
the city with looks of worry and hopelessness. An unlit candle and mirror lay
|
||||
on the floor beside the small shrine.
|
||||
~
|
||||
E
|
||||
table desk chair~
|
||||
The table, desk, and chair are made from solid oak of the highest quality.
|
||||
A thin goose down mattress and pillow are the only comfortable looking items in
|
||||
the room. The desk is bare and all the drawers are empty. It is as if no one
|
||||
even lives here.
|
||||
~
|
||||
E
|
||||
shrine~
|
||||
A beutiful shrine. It has two white marble figures facing each other with a
|
||||
painting of the city below them. The two figures seem to be looking down at
|
||||
the city with looks of worry and hopelessness. An unlit candle and mirror lay
|
||||
on the floor beside the small shrine.
|
||||
~
|
||||
S
|
||||
#125
|
||||
Plane of the Magi~
|
||||
|
|
@ -816,10 +816,14 @@ D0
|
|||
~
|
||||
0 0 128
|
||||
E
|
||||
bed~
|
||||
The bed is made of a sturdy pine. A thin mattress covered in a white sheet
|
||||
with a down pillow overlaying it. The mattress is too thin to hold anything of
|
||||
value.
|
||||
window~
|
||||
Overlooking the western gate you can see the shimmering protective dome.
|
||||
You hope it lasts, peace and tranquility is a good thing.
|
||||
~
|
||||
E
|
||||
chair~
|
||||
It's just your standard wooden chair. Uncomfortable and only real
|
||||
usefulness would be as firewood.
|
||||
~
|
||||
E
|
||||
desk~
|
||||
|
|
@ -829,14 +833,10 @@ centered on the top of the desk. The desk has three drawers. All of them are
|
|||
empty.
|
||||
~
|
||||
E
|
||||
chair~
|
||||
It's just your standard wooden chair. Uncomfortable and only real
|
||||
usefulness would be as firewood.
|
||||
~
|
||||
E
|
||||
window~
|
||||
Overlooking the western gate you can see the shimmering protective dome.
|
||||
You hope it lasts, peace and tranquility is a good thing.
|
||||
bed~
|
||||
The bed is made of a sturdy pine. A thin mattress covered in a white sheet
|
||||
with a down pillow overlaying it. The mattress is too thin to hold anything of
|
||||
value.
|
||||
~
|
||||
S
|
||||
#136
|
||||
|
|
|
|||
|
|
@ -84,6 +84,7 @@
|
|||
187.wld
|
||||
200.wld
|
||||
201.wld
|
||||
211.wld
|
||||
220.wld
|
||||
232.wld
|
||||
233.wld
|
||||
|
|
|
|||
|
|
@ -84,6 +84,7 @@
|
|||
187.zon
|
||||
200.zon
|
||||
201.zon
|
||||
211.zon
|
||||
220.zon
|
||||
232.zon
|
||||
233.zon
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue