Updated for 2019 release

This commit is contained in:
Rumble 2019-01-19 23:25:38 +00:00
parent 7c5e92d4c7
commit 674fbfddf1
17 changed files with 485 additions and 431 deletions

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@ -1173,6 +1173,8 @@ Xlist (mlist, olist, rlist, zlist, slist, tlist, qlist)
(lots of major bugfixes too)
tbaMUD Release history:
tbaMUD 2019, January 2019
tbaMUD 2018, January 2018
Version 3.68 release: February, 2017
Version 3.67 release: January, 2016
Version 3.66 release: January, 2015

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@ -10,6 +10,7 @@ to rec.games.mud.diku which originally announced CircleMUD as a publicly
available MUD source code.
tbaMUD Release history:
Version 2019 release: January, 2019
Version 2018 release: January, 2018
Version 3.68 release: February, 2017
Version 3.67 release: January, 2016

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@ -6508,6 +6508,21 @@ $n teases your $t.
You tease $p.
$n teases $p.
~testsocial testsocial 0 8 8 2
This action is unfinished.
This action is unfinished.
#
#
#
#
#
#
#
#
#
#
#
~thanks thank 0 5 0 0
Thank you too.
$n thanks everyone.
@ -7244,7 +7259,7 @@ You fall to your knees and worship $p.
$n falls to $s knees and worships $p.
~wrong wrong 0 8 8 0
You couldn't find the right if your life depended on it.
You couldn't find the right social if your life depended on it.
$n couldn't find the right social if $s life depended on it.
#
#

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@ -1,5 +1,5 @@
T B A M U D
2 0 1 8
2 0 1 9
Based on CircleMUD by Jeremy Elson and DikuMUD by Hans-Henrik Staerfeldt,
Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer

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@ -34,7 +34,7 @@ trigger you must define actor.
%damage% %actor% 20 - cause 20 points damage
%damage% %actor% %random.20% - cause 1-20 points damage randomly
eval stunned %actor.hitp% - evaluate all hitpoints and then damage
set stunned %actor.hitp% - evaluate all hitpoints and then damage
%damage% %actor% %stunned% - leaving the player stunned, but will recover
eval random_up_to_stunned %%random.%stunned%%%
@ -143,6 +143,22 @@ Mob Example: @RTSTAT 81@n
See also: POSITIONS, CHAR-VAR
#31
%LOG% WLOG MLOG OLOG
%log% <message>
This command sends a message to the syslog so all immmortals can see it. It can
be useful for debugging, or for tracking the frequency of things that shouldn't occur
very often.
%log% %actor.name%, a level %actor.level% %actor.class% just typed %cmd% %arg%
will generate a message that looks like:
[ Room 57700 :: Fizban, a level 34 Magic-User just typed log example ]
The part before the :: shows what the script that logged the message was attached to.
#0
%MOVE% MOVE-OBJECT MOVE-ALL
In an object trigger, moves the object to which the trig is attached to the
@ -841,7 +857,7 @@ AUTOQUESTS QUESTS QUESTMASTERS QUESTPOINTS QUEST-POINTS QUEST-MOBS QUESTMOBS
An autoquest is a quest that can be automatically started and completed by
players on the MUD without the intervention of an immortal. Players simply
visit a questmaster where they join an available quest, and get rewarded on
its completion.
its completion.
See Also: QEDIT, QUEST-FLAG
#31
@ -859,7 +875,7 @@ AUTOSACRIFICE SACRIFICE
Usage: toggle autosac
Enables you to automatically sacrifice any mob you kill. If you do not have
autoloot and autoloot enabled the objects and gold will also be sacrificed.
autoloot enabled the objects and gold will also be sacrificed.
See Also: TOGGLE
#0
@ -1862,6 +1878,11 @@ ANSI colors:
@*y - @yyellow@n @*Y - @Ybright yellow@n @*o - @oorange@n @*O - @Obright orange@n
@*w - @wwhite@n @*W - @Wbright white@n @*[F###] - @RSHOW COLOUR@n to list all codes.
It should be noted that in editors typing /t toggles whether color codes are shown
or are interpreted as color codes. This can be useful for copying and pasting
strings that contain color without having to re-insert all the color codes
manually.
See also: @*, OLC-COLOR, MXP, ANSI, PROMPT, TOGGLE, SHOW-COLOUR
#1
COLORSPRAY COLOR-SPRAY
@ -6295,8 +6316,12 @@ Usage: olist <range of vnums or zone number>
Olist gives you a list of the objects numbered within the parameters.
olist 12 - lists all objects defined in zone 12
olist 3001 3022 - lists all existing objects from vnum 3001 to 3022
olist 12 - lists all objects defined in zone 12
olist 3001 3022 - lists all existing objects from vnum 3001 to 3022
olist affect <num> - Displays top 100 objects, in order, with the selected affect.
Type olist affect to see all available fields.
olist type <num> - Displays objects of the selected type.
Type olist type to see all available fields.
See also: OEDIT, OLC
#31
@ -7080,7 +7105,7 @@ Level 32 (God) An experienced builder that has proven their knowledge and is
willing to teach others. Level 2 and above is considered staff.
Level 33 (Greater God) An experienced builder that has contributed
significantly to TBA.
Level 34 (Implementor) Welcor and I (Rumble). Welcor hosts and I administrate.
Level 34 (Implementor) Current developers: Welcor, Wyld, and Opie.
Do not bother asking to be advanced, and if that is why you are here, you
are wasting your time. Note, this does not mean you are not a quality builder,
@ -7092,6 +7117,7 @@ necessary skills to do so, you will be advanced and given further privileges
to help teach others. Generally, if you have to ask for a promotion you will be
less likely to receive it. Performance is everything here.
q
#0
PROPOSALS GUIDELINES ZONE-PROPOSALS PROPOSITIONS PROPOSE REQUESTS CRITERIA
@ -7797,6 +7823,11 @@ The following terrains may be selected (only one):
10) Underwater Underwater requires AFF_SCUBA. 5
#31
RELEASES
The complete release history of tbaMUD is available at:
https://github.com/tbamud/tbamud/blob/master/doc/releases.txt
#0
RELOAD
Usage: reload < '*' | all | file >
@ -10128,11 +10159,6 @@ MOB: 1322
^^^//\\_^^//\\_^ ^(\_\_\_\)
^^^ ^^ ^^^ ^^
#31
RELEASES
The complete release history of tbaMUD is available at:
https://github.com/tbamud/tbamud/blob/master/doc/releases.txt
#0
THE-MUD-CONNECTOR TMC MUD-CONNECTOR MUDCONNECTOR
Most of our traffic comes through word of mouth or TMC reviews. If you are so
@ -10919,7 +10945,7 @@ Example: @RTSTAT 76@n
TRIGEDIT-MOB-COMMAND TRIG-MOB-COMMAND
Activates when commands are performed in the same room as the mobile.
Does not work for God and above.
Does not work for Greater God and above.
Numeric Arg : not used.
Argument : text which must be part of the command typed to filter out
@ -11387,7 +11413,7 @@ Example: @RTSTAT 90@n
TRIGEDIT-OBJ-COMMANDS TRIGEDIT-OBJECT-COMMAND TRIG-OBJ-COMMAND TRIG-OBJ-COMMANDS
Activates when a command is performed near this object.
Command triggers do not work for God and above.
Command triggers do not work for Greater God and above.
Numeric Arg : a bitfield to indicate where the object must be in order to cause
the trigger to activate.
@ -11605,7 +11631,7 @@ Example: @RTSTAT 57@n
TRIGEDIT-ROOM-COMMANDS TRIG-ROOM-COMMANDS CLIMBING
Activates when commands are performed in the room.
Does not work for God and above.
Does not work for Greater God and above.
Numeric Arg : not used.
Argument : text which must be part of the command typed to filter out
@ -12008,6 +12034,7 @@ mudcommand - Returns the mud command the string is shorthand for. Used to make
charat - set new variable %text/var.charat(index)% i.e. set phrase testing,
set var1 %phrase.charat(2)% now %var1% == e
toupper - Returns the string with the first letter of it capitalized.
Example: @RTSTAT 30@n
#31
TRIGGER-EDITORS

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@ -31,10 +31,6 @@ The email listing of the gods is pinned against the wall.~
0 0 0 0
1 1 0 30 0
E
emails listing~
HELP CONTACT
~
E
wizlist~
Implementors
~~~~~~~~~~~
@ -51,6 +47,10 @@ wizlist~
Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor
Theophilus Tocamat Torpidai Treestump Tuskony Zizazat
~
E
emails listing~
HELP CONTACT
~
#5
foraged berries~
some foraged berries~
@ -1238,7 +1238,6 @@ An ice cream has been dropped here.~
19 0 0 0 0 ao 0 0 0 0 0 0 0
1 0 0 0
1 4 0 0 1
T 82
E
ice cream 99 flake~
Known as the 99, it is an ice cream cornet with a stick of chocolate rammed

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@ -307,12 +307,12 @@ A large fountain with two statues standing protectively above it.~
0 0 0 0 0
T 201
E
fountain~
This is the most beautiful fountain you have ever set your eyes upon! It
has a marble bottom, which is clean enough to eat off from. In the center of
the fountain, you see some stone FIGURES. They have their mouths open. As you
look closely you can see that there is water streaming out from the mouths.
What a neat idea!
rumble names ferret~
To bring peace where there was only war. To bring justice where there was
only inequity. To bring freedom where there was only coercion. To bring
balance where there was only chaos. To bring Sanctum to the world.
DO NOT ENTER FOUNTAIN!
~
E
statues figures~
@ -320,11 +320,11 @@ statues figures~
below the names but you must look more closely to read it.
~
E
rumble names ferret~
To bring peace where there was only war. To bring justice where there was
only inequity. To bring freedom where there was only coercion. To bring
balance where there was only chaos. To bring Sanctum to the world.
DO NOTE ENTER FOUNTAIN!
fountain~
This is the most beautiful fountain you have ever set your eyes upon! It
has a marble bottom, which is clean enough to eat off from. In the center of
the fountain, you see some stone FIGURES. They have their mouths open. As you
look closely you can see that there is water streaming out from the mouths.
What a neat idea!
~
$~

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@ -54,7 +54,7 @@ A weather-beaten sign solemnly stands here.~
0 0 0 0 0
E
sign words word~
@n
n
North: Forbidden Forest
West: An Abandoned Lighthouse
South: Konolua Beach
@ -136,7 +136,7 @@ E
harp~
This harp is made of a metal that shifts and changes its colours every now
and then. Carved into the column of it are strange elvish designs, while the
neck of the harp is a simple S-shape. @Rplay harp@n to produce sensational
neck of the harp is a simple S-shape. Rplay harp n to produce sensational
music.
~
#20110
@ -173,12 +173,12 @@ The blade itself is made of a bluish metal, yet it cannot be determined for the
tones of blue are always changing. You may say the blade itself is made of a
solid type of flowing liquid, while the hilt has been creatively designed to
form the shape of Leviathan, the legendary dragon that sleeps beneath the ocean.
@W@uTo Use this blade:@n At the expense of 50 mana points, this blade will
W uTo Use this blade: n At the expense of 50 mana points, this blade will
constantly heal you for 10 hp every 2-3 seconds. To use this command, type
@BEXECUTE FUSION@n. For 100 of your own hp you can damage the opponent for 1000
BEXECUTE FUSION n. For 100 of your own hp you can damage the opponent for 1000
in return, provided that it is not a player character. A drawback to this
ability is the time taken to fully execute the damage, it takes time to recharge
before striking down the opponent. To use this type @BPERFORM AURORAFALL@n.
before striking down the opponent. To use this type BPERFORM AURORAFALL n.
~
#20112
chest~
@ -262,7 +262,7 @@ T 20146
T 20147
E
cushion~
The @Rred@n cushion is big, nice, and exceptionally nice to cuddle or sit on.
The Rred n cushion is big, nice, and exceptionally nice to cuddle or sit on.
~
#20118
@ -277,7 +277,7 @@ T 20146
T 20147
E
cushion~
The @Bblue@n cushion is big, nice, and exceptionally nice to cuddle or sit
The Bblue n cushion is big, nice, and exceptionally nice to cuddle or sit
on.
~
#20119
@ -292,7 +292,7 @@ T 20146
T 20147
E
cushion~
The @Yyellow@n cushion is big, nice, and exceptionally nice to cuddle or sit
The Yyellow n cushion is big, nice, and exceptionally nice to cuddle or sit
on.
~
#20120
@ -305,7 +305,7 @@ A glittering anklet sparkles silently here.~
6 2500 500 0 0
E
anklet~
This @MP@Wr@Mi@ms@Wm @MA@Wn@Mk@ml@We@mt@n is made from prism, a rare mineral
This MP Wr Mi ms Wm MA Wn Mk ml We mt n is made from prism, a rare mineral
that is created after being buried under the sand for many years. The white
powdery substance it is made from makes it glitters, enhancing the beauty of
this wonderful object.
@ -320,7 +320,7 @@ A nearly transparent dress lies here, sparkling silently.~
8 7500 1000 0 0
E
dress~
This @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n is made from prism, a rare mineral
This MP Wr Mi ms Wm MD Wr Me ms Ws n is made from prism, a rare mineral
that is created after being buried under the sand for many years. The white
powdery substance it is made from makes it glitters, enhancing the beauty of
this wonderful object.
@ -335,7 +335,7 @@ A glittering collar sparkles alone.~
5 2500 500 0 0
E
collar~
This @MP@Wr@Mi@ms@Wm @MC@Wo@Ml@ml@Wa@Mr@n is made from prism, a rare mineral
This MP Wr Mi ms Wm MC Wo Ml ml Wa Mr n is made from prism, a rare mineral
that is created after being buried under the sand for many years. The white
powdery substance it is made from makes it glitters, enhancing the beauty of
this wonderful object.
@ -350,7 +350,7 @@ A wooden sign has been planted here.~
0 0 0 0 0
E
sign~
The sign says: When you wish to go home, just @CJUMP@n into the water.
The sign says: When you wish to go home, just CJUMP n into the water.
~
#20124
book manual guide~
@ -361,30 +361,22 @@ A simple guidebook of @WSapphire Islands@g lies here.~
0 0 0 0
1 10 0 0 0
E
book guide~
This book has been made for immortals to give them a rough idea of this area.
A simple, plain hardcover book, the pages contains many useful information and
secrets of the Sapphire Islands. Type look index to look at it.
~
E
index~
INDEX:
1)Overview
2)Notes by the Author
3)Features
4)Secrets
Type look <number> to read the different entries.
~
E
1~
OVERVIEW type @Rgoto 20100@n and look ;)
~
E
2~
WORDS BY THE BUILDER
Thanks everyone who has helped me in the making of this zone. It took me 7
days to finish it, followed by a few more days of editing.
There may be a lot more hidden errors, so mail me if you see any ;)
4~
n
SECRETS
There are a list of things that will not appear anywhere on this zone. They
are for immortals only ;) Type olist to bring out a list of them. Items
classified under this will be those with VNUM 20170+. Load them and enjoy.
QUESTS
A power sword can be obtained by braving the deep waters (move far away from
the island) and wait. Then go north, and SEARCH around. Finally say the words
'liquiddreams' and receive this magnificent blade!
The Old Fool in the old hut may seem to be talking rubbish, but they are
actually clues to the words liquiddreams ;)
Special commands like dive and dig can be performed at the places where they
say you can do so.
~
E
3~
@ -402,22 +394,30 @@ voices can stun you!
Deep waters should also be avoided, if you don't want to drown.
~
E
4~
@n
SECRETS
There are a list of things that will not appear anywhere on this zone. They
are for immortals only ;) Type olist to bring out a list of them. Items
classified under this will be those with VNUM 20170+. Load them and enjoy.
QUESTS
A power sword can be obtained by braving the deep waters (move far away from
the island) and wait. Then go north, and SEARCH around. Finally say the words
'liquiddreams' and receive this magnificent blade!
The Old Fool in the old hut may seem to be talking rubbish, but they are
actually clues to the words liquiddreams ;)
Special commands like dive and dig can be performed at the places where they
say you can do so.
2~
WORDS BY THE BUILDER
Thanks everyone who has helped me in the making of this zone. It took me 7
days to finish it, followed by a few more days of editing.
There may be a lot more hidden errors, so mail me if you see any ;)
~
E
1~
OVERVIEW type Rgoto 20100 n and look ;)
~
E
index~
INDEX:
1)Overview
2)Notes by the Author
3)Features
4)Secrets
Type look <number> to read the different entries.
~
E
book guide~
This book has been made for immortals to give them a rough idea of this area.
A simple, plain hardcover book, the pages contains many useful information and
secrets of the Sapphire Islands. Type look index to look at it.
~
#20190
sword nirvana~
@ -432,7 +432,7 @@ E
sword nirvana~
Deathly Nirvana is a blade made of pure runestone. Its edge is razor-sharp
and dangerously thin - a characteristic that enables it to slice through any
material with utmost ease. @RSlash@n releases its hidden power.
material with utmost ease. RSlash n releases its hidden power.
~
#20191
icecream ice cone~
@ -484,8 +484,8 @@ Someone has dropped a pair of glasses here.~
1 500 0 0 0
E
glasses specs spectacle spectacles~
The glass of this pair of spectacle is heavily tinted in @Cblue@n! Looking
through it will probably make everything look @Cblue@n as well.
The glass of this pair of spectacle is heavily tinted in Cblue n! Looking
through it will probably make everything look Cblue n as well.
~
#20195
shorts short~
@ -539,16 +539,16 @@ A neatly folded, @Cocean blue@g T-shirt lies here.~
0 0 0 0
1 300 0 0 0
E
label~
The label reads: I-wear - We specialize in making clothes for happy
immortals.
~
E
tshirt shirt t-shirt~
This Hawiian t-shirt is made from a brilliant blue fabric, carefully and
specially designed to fit any immortal. A label hangs by the collar of the
shirt.
~
E
label~
The label reads: I-wear - We specialize in making clothes for happy
immortals.
~
#20199
key~
a rusty, old key~
@ -558,9 +558,8 @@ A key that is covered in a reddish-material lies forgotten here.~
0 0 0 0
1 1 1 0 0
E
material rust~
The reddish-material is rust, which the key seems to be collecting after many
many years.
engraving engravings~
The rust makes it difficult to read.
~
E
key~
@ -568,7 +567,8 @@ key~
engravings can be found on the key, the rust makes it difficult to see.
~
E
engraving engravings~
The rust makes it difficult to read.
material rust~
The reddish-material is rust, which the key seems to be collecting after many
many years.
~
$~

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@ -466,9 +466,9 @@ Rumble's Spy~
* By Rumble of The Builder Academy tbamud.com 9091
* Arguments: * means all speech will trigger this.
* This will echo all speech to Rumble.
%at% rumble say %actor.name% says, '%speech%'
%at% rumble say %actor.name% says, '%speech%' 1
* doesn't work:
%at% rumble %echo% %actor.name% says, '%speech%'
%at% rumble mecho %actor.name% says, '%speech%' 2
~
#21
Transform Example~

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@ -146,8 +146,8 @@ wait 3 sec
Finding the Armor~
1 g 100
~
%echoaround% %actor% As %actor.name% picks up the armor, the room is filled with a mystical @Wwhite@n light.
%send% %actor% You pick up the armor and you are engulfed in a @Wwhite@n light.
%echoaround% %actor% As %actor.name% picks up the armor, the room is filled with a mystical Wwhite n light.
%send% %actor% You pick up the armor and you are engulfed in a Wwhite n light.
%teleport% %actor% 10413
%echoaround% %actor% As the light fades, you notice %actor.name% is no longer there.
%echoaround% %actor% Nor is the armor.
@ -262,12 +262,12 @@ if %actor.is_pc%
wait 2s
%send% %actor% You begin to feel your self lose sight of the room.
%echoaround% %actor% %actor.name%'s eyes shut and %actor.heshe% slumps over.
%actor.pos(Sleeping)%
nop %actor.pos(sleeping)%
wait 3s
%echoaround% %actor% Strange words can be heard comeing from somewhere, and %actor.name%'s body floats into the air and vanishes.
%echoaround% %actor% Strange words can be heard coming from somewhere, and %actor.name%'s body floats into the air and vanishes.
wait 1s
%teleport% %actor% 10424
%lag% %actor.name% 200
nop %actor.wait(200)%
end
~
#10499

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@ -1821,9 +1821,19 @@ if %actor.level% > 30 && %actor.varexists(TBA_trial_vnum)%
* We set completed trial vnums to -#. So if negative abort.
if %actor.TBA_trial_vnum% < 0
return 0
halt
end
if (%cmd.mudcommand% == redit && ((%arg% && %arg% != %actor.TBA_trial_vnum%) || (%actor.room.vnum% != %actor.TBA_trial_vnum%)))
%send% %actor% GOTO %actor.TBA_trial_vnum% to edit your room.
if %cmd.mudcommand% == redit
if %arg% == %actor.TBA_trial_vnum%
return 0
if %actor.room.vnum% != %actor.TBA_trial_vnum%
%send% %actor% You can type GOTO %actor.TBA_trial_vnum% to go to your trial vnum.
end
elseif %actor.room.vnum% == %actor.TBA_trial_vnum% && !%arg%
return 0
else
%send% %actor% You can only edit vnum %actor.TBA_trial_vnum%, eiter type GOTO %actor.TBA_trial_vnum% and then type redit, or type redit %actor.TBA_trial_vnum%.
end
elseif %cmd.mudcommand% == oedit && %arg% != %actor.TBA_trial_vnum%
%send% %actor% Use OEDIT %actor.TBA_trial_vnum% to modify your object.
elseif %cmd.mudcommand% == medit && %arg% != %actor.TBA_trial_vnum%

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@ -71,7 +71,7 @@ if %actor.level% < 3
else
nop %actor.gold(%value%)%
end
return 0
%purge% %object%
~
#3005
Stock Thief~

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@ -34,71 +34,126 @@ D5
~
0 0 11899
E
17~
Once you are returned to the antique shop, a young woman will approach you
with an interest in the journal. If you give it to her she will exchange it for
a fiery bloodstone amulet. This amulet has the power to move you to a safe
place whenever you use it. This can however, only be used about once every 20
minutes, as the amulet needs to recharge itself.
14~
In room 11859 you can find the angry girl. She will attack you instantly
when you walk in and the key to completing this quest is to let her tire herself
out attacking you while keeping both her and yourself alive. Once you let her
wear herself out she will apologize and ask for a hug, give it to her and she
will suddenly be a lot more receptive to writing in the journal.
~
E
16~
The ghostly girl can be found in room 11848 and is the last mob that must be
approached. If you approach her before completing every one of the other quests
she will remind you of this. If they are already completed and you give her the
journal she will make the request that you kill her and bury the corpse in the
room. Once you do this, her invisible spirit will complete the last entry in
the journal for you, and you will be returned to the antique shop where the
entire quest started.
12~
In room 11844 is the emaciated girl, mumbling away absent-mindedly to
herself. To trigger this quest, as with almost all the others; just give her
the journal. She will give a little speech about sacrifice before asking you to
make the ultimate one, and handing you a hotdog. Now, not being any ordinary
hotdog, eating it will take a huge chunk out of your hps. If it doesn't kill
you she will hand you another one, reminding you that the sacrifice is death.
Once you have eaten enough of them to render you incapacitated, she will heal
you and explain that it was your willingness to make the sacrifice that she
wanted. Giving her the journal at any time after this point will cause her to
write in it for you.
~
E
15~
The scarred child hangs out in room 11872 (Inside the Gazebo), giving her the
journal will launch her into a speech about her own lost story. Choked by the
pines she says it is, and the only way to get it back is to burn them down and
recover the pages from the ashes. With this task set, she gives you a
flickering candle and asks you to return all the pages to her. There are five
pines throughout the zone and all must be burned down to retrieve the right
amount of pages. In rooms (11850, 11849, 11848, 11820, 11837) is where they can
all be found. As long as you have the candle somewhere on your person, typing
BURN PINES will set the trees on fire. They will burn for about three minutes
before leaving nothing but a black page. Return all five pages to the girl and
she will offer to write in the journal. Once this is done, she will also give
you the completed book and ask you to return it to the house somewhere, just as
a favour to her.
11~
If you enter room 11870 (The Bunkbed Room) you will hear a child's voice
telling you to "crawl in here". The command crawl will cause you to crawl under
the bed and enter room 11871 where the hiding girl is. Giving her the journal
will make her ask you for three things... Three corpses in particular.
The corpse of a fish (the red trout - mobvnum: 11830, objvnum: 11856)
The corpse of a bird (the taildove - mobvnum: 11831, objvnum: 11857)
The corpse of a toad (the vile toad - mobvnum: 11832, objvnum: 11858)
Once you have brought her all three of those things she will apologize and ask
for one further thing... a secret that Ridley guards.
If you go to Ridley and ask her a question with the word secret in it she will
consent to give it to you.
Once you have this item, just return to the hiding girl, give it to her and
she will offer to write in the journal for you... give it to her and the job
is done.
~
E
13~
The silent girl can be found in room 11852, and is silent for one major
reason - her lips have been stitched together. She will indicate this when you
give her the journal, hopefully providing the hint that she wants something done
about it. Examining her will offer the idea that you have to cut them, and with
no ordinary sword. The sword you need is the sword of words (obj 11835), which
Ridley gives you upon completion of her quest. If you have it, just type cut,
and the stitching will weaken enough to allow her to speak, and agree to write
in the journal.
09~
The weeping girl is found in room 11864. As with all of the quests, giving
her the journal is what triggers it. She will explain that she is upset because
she can no longer spend time in her garden because of the monster there. The
quest then is to find is search out the garden west of the porch (room 11846)
until you see a hideous looking creature. Kill it, return to the weeping girl
and give her the journal, and she will write in it for you. As a side note,
examining the mirror in the room with her will give you some dynamic information
on your character ;)
~
E
10~
The fidgety girl hangs out in room 11863 and is a pretty unstable character.
Once you give her the journal she'll ask you to play a game with her... If you
win three times she'll write in the book for you. The bad part? Every time you
lose she slashes her arm with frustration, if she does that three times without
healing she'll die. Its a simple cup and ball game though, so hopefully not too
difficult.. She just puts the ball under a random cup, and then randomly mixes
them around. If you pick the right cup you win. She keeps track of your score
and once you have won three times (it does not have to be concurrently), just
give her the journal again.
08~
The blind girl can be found in room 11854. Giving her the journal triggers
her giving you a pair of eyes and telling you to examine the walls. All you
have to do is wear the eyes, examine the walls as she says, and say aloud the
word you see written there. If its correct she'll agree to write in the
journal.
~
E
6~
The tunnel-man can be found in room 11831, once you give him the journal he
asks you to enter the tunnel and destroy some of the secrets there. Typing
ENTER will put you through the vortex and into another area where secrets are
roaming wildly in the form of dark figures. Once you've killed fifteen of them,
the tunnel-man will accept the journal and write in it. He'll also tell you of
how many you've killed if you hand the journal to him before you've killed all
fifteen.
07~
The running girl can be found running up and down inside the tunnel in room
11831. She moves fast, so the only way to really interact with her is to follow
her.. Which will take you on a bit of a spammy ride. As soon as you give her
the journal however, she will come to a halt and tell you that all she wants is
to be taken out of there. She agrees to write in it if you will show her the
way out and agrees to do whatever you say. The key here is that she does just
that, whatever you speak she does... So if you say north, she moves north etc.
All you have to do is lead her with speech to the vortex and through it. Once
on the other side she will happily write in the journal when you give it to her.
~
E
05~
Ridley can be found playing with alphabet blocks in room 11836. If you give
her the journal she'll launch into a little speech and finally decide to write
in it if you bring her three things. She'll give you a black box and ask for a
fruit, a flower, and a flying thing, and for you to return them in the box.
The fruit is obj 11828 and loads in room 11837.
The flower is obj 11832 and loads in room 11831.
And the flying thing is a little mob (11821) that basically wanders all over.
The trick to giving her this thing is to type CAPTURE INSECT in the same room as
it. This will then let you put it in the box with the rest of the things.
Once all three things are in the box, just give it to her, and she'll write in
the journal as well as giving you a sword that you'll need for later. ;)
Oh, the insect will escape from you after a while, so make sure to put it in the box if you don't want to lose it.
~
E
04~
The colouring child is super easy to deal with, she is in room 11809 and just
wants a red crayon. Give her the journal as always to trigger the quest, then
find the red crayon in room 11812 (where the playing child is). Once you give
her the crayon she'll accept the journal and write in it.
~
E
03~
The playing child can be found in room 11812 (Their Room), once you give her
the journal she will hand it back and tell you she wants you to release the bird
kept in the house. She'll also give you a key (referred to as Pin) so that you
can unlock the cage. You'll find the bird inside a cage in room 11818, just
unlock the cage and take the bird out to release it. Then the playing child
will write in the journal when you give it to her. Additionally, the key she
gave you will open the door that The Way to the Middle leads to from The
Crossroads.
~
E
02~
Okay, this is basically the main point of the zone. When you are teleported
by the dollshouse you find yourself in a room with a girl who gives you an eye.
If you OPEN EYE you will continue with the quest, CLOSE EYE to hightail it out
of there. For those who continue on, they will be teleported to a crossroads
and given a journal. The basic idea behind the journal is that its empty when
you start off, the only way to get it filled is to give it to the various mobs
you find, and complete their mini quests to get them to write in it. The goal
is to find all those mobs, get them all to write in it, and complete the
journal. :)
~
E
01~
Once you enter the Antique shop, the saleswoman should greet you. The main
item to look out for here is of course the dollshouse ;). Looking at it or
examining it should trigger some prompts from the saleswoman as to the doll that
came with it. Removing the doll from the dollshouse will cause you to be
teleported, essentially triggering your quest within the zone.
~
E
spoilers~
@ -125,126 +180,71 @@ at each one (look 1 for example).
17: The Fiery Bloodstone Amulet
~
E
01~
Once you enter the Antique shop, the saleswoman should greet you. The main
item to look out for here is of course the dollshouse ;). Looking at it or
examining it should trigger some prompts from the saleswoman as to the doll that
came with it. Removing the doll from the dollshouse will cause you to be
teleported, essentially triggering your quest within the zone.
6~
The tunnel-man can be found in room 11831, once you give him the journal he
asks you to enter the tunnel and destroy some of the secrets there. Typing
ENTER will put you through the vortex and into another area where secrets are
roaming wildly in the form of dark figures. Once you've killed fifteen of them,
the tunnel-man will accept the journal and write in it. He'll also tell you of
how many you've killed if you hand the journal to him before you've killed all
fifteen.
~
E
02~
Okay, this is basically the main point of the zone. When you are teleported
by the dollshouse you find yourself in a room with a girl who gives you an eye.
If you OPEN EYE you will continue with the quest, CLOSE EYE to hightail it out
of there. For those who continue on, they will be teleported to a crossroads
and given a journal. The basic idea behind the journal is that its empty when
you start off, the only way to get it filled is to give it to the various mobs
you find, and complete their mini quests to get them to write in it. The goal
is to find all those mobs, get them all to write in it, and complete the
journal. :)
10~
The fidgety girl hangs out in room 11863 and is a pretty unstable character.
Once you give her the journal she'll ask you to play a game with her... If you
win three times she'll write in the book for you. The bad part? Every time you
lose she slashes her arm with frustration, if she does that three times without
healing she'll die. Its a simple cup and ball game though, so hopefully not too
difficult.. She just puts the ball under a random cup, and then randomly mixes
them around. If you pick the right cup you win. She keeps track of your score
and once you have won three times (it does not have to be concurrently), just
give her the journal again.
~
E
03~
The playing child can be found in room 11812 (Their Room), once you give her
the journal she will hand it back and tell you she wants you to release the bird
kept in the house. She'll also give you a key (referred to as Pin) so that you
can unlock the cage. You'll find the bird inside a cage in room 11818, just
unlock the cage and take the bird out to release it. Then the playing child
will write in the journal when you give it to her. Additionally, the key she
gave you will open the door that The Way to the Middle leads to from The
Crossroads.
13~
The silent girl can be found in room 11852, and is silent for one major
reason - her lips have been stitched together. She will indicate this when you
give her the journal, hopefully providing the hint that she wants something done
about it. Examining her will offer the idea that you have to cut them, and with
no ordinary sword. The sword you need is the sword of words (obj 11835), which
Ridley gives you upon completion of her quest. If you have it, just type cut,
and the stitching will weaken enough to allow her to speak, and agree to write
in the journal.
~
E
04~
The colouring child is super easy to deal with, she is in room 11809 and just
wants a red crayon. Give her the journal as always to trigger the quest, then
find the red crayon in room 11812 (where the playing child is). Once you give
her the crayon she'll accept the journal and write in it.
15~
The scarred child hangs out in room 11872 (Inside the Gazebo), giving her the
journal will launch her into a speech about her own lost story. Choked by the
pines she says it is, and the only way to get it back is to burn them down and
recover the pages from the ashes. With this task set, she gives you a
flickering candle and asks you to return all the pages to her. There are five
pines throughout the zone and all must be burned down to retrieve the right
amount of pages. In rooms (11850, 11849, 11848, 11820, 11837) is where they can
all be found. As long as you have the candle somewhere on your person, typing
BURN PINES will set the trees on fire. They will burn for about three minutes
before leaving nothing but a black page. Return all five pages to the girl and
she will offer to write in the journal. Once this is done, she will also give
you the completed book and ask you to return it to the house somewhere, just as
a favour to her.
~
E
05~
Ridley can be found playing with alphabet blocks in room 11836. If you give
her the journal she'll launch into a little speech and finally decide to write
in it if you bring her three things. She'll give you a black box and ask for a
fruit, a flower, and a flying thing, and for you to return them in the box.
The fruit is obj 11828 and loads in room 11837.
The flower is obj 11832 and loads in room 11831.
And the flying thing is a little mob (11821) that basically wanders all over.
The trick to giving her this thing is to type CAPTURE INSECT in the same room as
it. This will then let you put it in the box with the rest of the things.
Once all three things are in the box, just give it to her, and she'll write in
the journal as well as giving you a sword that you'll need for later. ;)
Oh, the insect will escape from you after a while, so make sure to put it in the box if you don't want to lose it.
16~
The ghostly girl can be found in room 11848 and is the last mob that must be
approached. If you approach her before completing every one of the other quests
she will remind you of this. If they are already completed and you give her the
journal she will make the request that you kill her and bury the corpse in the
room. Once you do this, her invisible spirit will complete the last entry in
the journal for you, and you will be returned to the antique shop where the
entire quest started.
~
E
07~
The running girl can be found running up and down inside the tunnel in room
11831. She moves fast, so the only way to really interact with her is to follow
her.. Which will take you on a bit of a spammy ride. As soon as you give her
the journal however, she will come to a halt and tell you that all she wants is
to be taken out of there. She agrees to write in it if you will show her the
way out and agrees to do whatever you say. The key here is that she does just
that, whatever you speak she does... So if you say north, she moves north etc.
All you have to do is lead her with speech to the vortex and through it. Once
on the other side she will happily write in the journal when you give it to her.
~
E
08~
The blind girl can be found in room 11854. Giving her the journal triggers
her giving you a pair of eyes and telling you to examine the walls. All you
have to do is wear the eyes, examine the walls as she says, and say aloud the
word you see written there. If its correct she'll agree to write in the
journal.
~
E
09~
The weeping girl is found in room 11864. As with all of the quests, giving
her the journal is what triggers it. She will explain that she is upset because
she can no longer spend time in her garden because of the monster there. The
quest then is to find is search out the garden west of the porch (room 11846)
until you see a hideous looking creature. Kill it, return to the weeping girl
and give her the journal, and she will write in it for you. As a side note,
examining the mirror in the room with her will give you some dynamic information
on your character ;)
~
E
11~
If you enter room 11870 (The Bunkbed Room) you will hear a child's voice
telling you to "crawl in here". The command crawl will cause you to crawl under
the bed and enter room 11871 where the hiding girl is. Giving her the journal
will make her ask you for three things... Three corpses in particular.
The corpse of a fish (the red trout - mobvnum: 11830, objvnum: 11856)
The corpse of a bird (the taildove - mobvnum: 11831, objvnum: 11857)
The corpse of a toad (the vile toad - mobvnum: 11832, objvnum: 11858)
Once you have brought her all three of those things she will apologize and ask
for one further thing... a secret that Ridley guards.
If you go to Ridley and ask her a question with the word secret in it she will
consent to give it to you.
Once you have this item, just return to the hiding girl, give it to her and
she will offer to write in the journal for you... give it to her and the job
is done.
~
E
12~
In room 11844 is the emaciated girl, mumbling away absent-mindedly to
herself. To trigger this quest, as with almost all the others; just give her
the journal. She will give a little speech about sacrifice before asking you to
make the ultimate one, and handing you a hotdog. Now, not being any ordinary
hotdog, eating it will take a huge chunk out of your hps. If it doesn't kill
you she will hand you another one, reminding you that the sacrifice is death.
Once you have eaten enough of them to render you incapacitated, she will heal
you and explain that it was your willingness to make the sacrifice that she
wanted. Giving her the journal at any time after this point will cause her to
write in it for you.
~
E
14~
In room 11859 you can find the angry girl. She will attack you instantly
when you walk in and the key to completing this quest is to let her tire herself
out attacking you while keeping both her and yourself alive. Once you let her
wear herself out she will apologize and ask for a hug, give it to her and she
will suddenly be a lot more receptive to writing in the journal.
17~
Once you are returned to the antique shop, a young woman will approach you
with an interest in the journal. If you give it to her she will exchange it for
a fiery bloodstone amulet. This amulet has the power to move you to a safe
place whenever you use it. This can however, only be used about once every 20
minutes, as the amulet needs to recharge itself.
~
S
#11801
@ -279,21 +279,9 @@ wafting from the damp, grey street outside.
~
0 0 11899
E
shop counter~
It looks almost as if someone had a fit of rage and pounded on it, a long
black crack running along its length so that it barely holds up its own weight.
~
E
old forgotten items~
Old-fashioned children's toys seem to make up the bulk of the items here,
tiny china dolls and wooden cars. Some delicate jewellry boxes can be spied
glinting from the higher shelves, along with crystal ornaments of many kinds.
~
E
weary wood panelling dried paint~
A sombre dark wood has been painted with a cheerful lick of paint, presumably
to brighten it up. However the paint has been left to flake and peel away,
leaving the walls looking even more ghastly.
sparkling particles dust~
These silver specks dance carelessly in the gentle wafts of air, turning and
sparkling like tiny stars in each shaft of light.
~
E
cobwebs darker corners ceiling beams~
@ -302,9 +290,21 @@ parts of the room. Some of the older webs are dimmed and grey with time,
flapping like indignant hands trying to shoo visitors away.
~
E
sparkling particles dust~
These silver specks dance carelessly in the gentle wafts of air, turning and
sparkling like tiny stars in each shaft of light.
weary wood panelling dried paint~
A sombre dark wood has been painted with a cheerful lick of paint, presumably
to brighten it up. However the paint has been left to flake and peel away,
leaving the walls looking even more ghastly.
~
E
old forgotten items~
Old-fashioned children's toys seem to make up the bulk of the items here,
tiny china dolls and wooden cars. Some delicate jewellry boxes can be spied
glinting from the higher shelves, along with crystal ornaments of many kinds.
~
E
shop counter~
It looks almost as if someone had a fit of rage and pounded on it, a long
black crack running along its length so that it barely holds up its own weight.
~
S
#11803
@ -397,21 +397,9 @@ a hall, the green leaves of some tall plant just in view.
~
0 0 11804
E
horizontal windows~
These little windows are trimmed with lacey curtains, a few purple flowers
nodding lazily just outside.
~
E
several metal cars~
These little cars have smoothly rounded edges, and are too large for a young
child to swallow, glistening brightly in every colour of the rainbow they look
as if they'd be almost irresistable to play with.
~
E
little plastic teaparty set round table~
A low plastic table holds an assortment of pretty little cups and saucers,
make believe biscuits made out of cardboard sit almost too perfectly in a plate
on the little lacey tablecloth.
tiny children's chairs~
These vibrantly coloured plastic chairs sit low to the ground, just perfect
for young children and toddlers.
~
E
bookshelves brightly coloured books~
@ -420,9 +408,21 @@ mathematical titles display themselves proudly. One shelf holds an assortment
of Disney and fantasy stories, and yet another holds several colouring books.
~
E
tiny children's chairs~
These vibrantly coloured plastic chairs sit low to the ground, just perfect
for young children and toddlers.
little plastic teaparty set round table~
A low plastic table holds an assortment of pretty little cups and saucers,
make believe biscuits made out of cardboard sit almost too perfectly in a plate
on the little lacey tablecloth.
~
E
several metal cars~
These little cars have smoothly rounded edges, and are too large for a young
child to swallow, glistening brightly in every colour of the rainbow they look
as if they'd be almost irresistable to play with.
~
E
horizontal windows~
These little windows are trimmed with lacey curtains, a few purple flowers
nodding lazily just outside.
~
S
#11806
@ -453,17 +453,17 @@ furniture settled against the near wall.
~
0 0 11805
E
oily handprints~
These are very small handprints indeed, and freshly made, perhaps those of a
very young child, or a baby just learning to walk.
~
E
toys~
These toys look a little out of place in such tidy surroundings, little lego
bricks and a jigsaw puzzle piece lie dropped along the center of the floor, as
though someone carried a pile of toys too large for their arms and lost a few
along the way.
~
E
oily handprints~
These are very small handprints indeed, and freshly made, perhaps those of a
very young child, or a baby just learning to walk.
~
S
#11807
A Baby's Room~
@ -481,19 +481,9 @@ wall amidst scattered toys.
~
0 0 11806
E
music box~
The shape of a little piano, this clear plastic music box tinkles gently with
the sleepy tune of Twinkle Twinkle Little Star.
~
E
high window~
Green grasses obscure much of the view, little yellow dandelions growing in
what seems to be a neglected part of the garden outside.
~
E
toy box~
Little toys spill out of this brightly coloured but unremarkable box, the odd
stuffed arm of a doll or teddybear amongst little lego bricks and crayons.
tall wooden cot~
This little cot is somewhat reminiscent of a cage, the long wooden bars
painted a cheerful white but covered with smudgy handprints.
~
E
changing table~
@ -501,9 +491,19 @@ changing table~
table is stocked with all things necessary for, well, changing nappies.
~
E
tall wooden cot~
This little cot is somewhat reminiscent of a cage, the long wooden bars
painted a cheerful white but covered with smudgy handprints.
toy box~
Little toys spill out of this brightly coloured but unremarkable box, the odd
stuffed arm of a doll or teddybear amongst little lego bricks and crayons.
~
E
high window~
Green grasses obscure much of the view, little yellow dandelions growing in
what seems to be a neglected part of the garden outside.
~
E
music box~
The shape of a little piano, this clear plastic music box tinkles gently with
the sleepy tune of Twinkle Twinkle Little Star.
~
S
#11808
@ -550,9 +550,9 @@ contrasting with the coziness of this little room.
~
0 0 11808
E
high window~
Tall grasses can be seen waving just slightly above window level, indicating
that this room is below ground.
low bed~
This child's bed is made from a light coloured wood that has been smoothly
polished, tiny little pieces of glitter have been stuck to it as decoration.
~
E
delicate hanging ornaments~
@ -560,9 +560,9 @@ delicate hanging ornaments~
long crystal spiral plays with any light as it twirls.
~
E
low bed~
This child's bed is made from a light coloured wood that has been smoothly
polished, tiny little pieces of glitter have been stuck to it as decoration.
high window~
Tall grasses can be seen waving just slightly above window level, indicating
that this room is below ground.
~
S
#11810
@ -586,18 +586,18 @@ carpeted stairs leading upward..
~
0 0 11811
E
small neatly woven rug~
This little rug has been delicately woven from fine materials, dark greens
and blues backing a purplish flower pattern that stands out vibrantly in the
otherwise stark surroundings.
~
E
few family photos~
These neatly framed pictures look to be recent snapshots of the family here.
A solemn unshaven man and a starry-eyed young woman hold two tiny children on
their laps. The small girl has her arm around what presumably is her baby
brother, both smiling toothlessly.
~
E
small neatly woven rug~
This little rug has been delicately woven from fine materials, dark greens
and blues backing a purplish flower pattern that stands out vibrantly in the
otherwise stark surroundings.
~
S
#11811
A Carpeted Hallway~
@ -633,14 +633,14 @@ subtle light at the bottom of the stairs.
~
0 0 11810
E
sign~
BMUM AND DAD'S ROOM n
~
E
nightlights~
These small plastic lights give off just enough illumination for walking
around without bumping into things.
~
E
sign~
@BMUM AND DAD'S ROOM@n
~
S
#11812
Their Room~
@ -658,10 +658,9 @@ doorknob decorated with paintings of flowers.
door red wood~
1 0 11811
E
delicate chandelier~
This pretty little light fixture has been made from glass beads and pendants
dangling from delicate metal chains. The resulting effect is one of a brilliant
shimmering dome of light.
slippery satiny quilts plump pillows~
These soft padded blankets and pillows are covered with a shimmering red
fabric, the same rich colour as a deep glass of wine.
~
E
large double bed~
@ -669,9 +668,10 @@ large double bed~
four-poster bed, large enough for two adults to sleep comfortably.
~
E
slippery satiny quilts plump pillows~
These soft padded blankets and pillows are covered with a shimmering red
fabric, the same rich colour as a deep glass of wine.
delicate chandelier~
This pretty little light fixture has been made from glass beads and pendants
dangling from delicate metal chains. The resulting effect is one of a brilliant
shimmering dome of light.
~
S
#11813
@ -690,14 +690,9 @@ slightly askew as if the locking mechanism has been sabotaged.
door~
1 0 11811
E
various bottles cleansers lotions~
Amongst these relatively unremarkable supplies are the visible brand names of
moisturisers and perfumes, most of them half-used.
~
E
large deep bath~
Sparkling white, this bathtub looks almost as if it is never used at all,
except for the big opened bottle of bubble bath that sits to the side.
little oil burner~
This small cermaic pot holds a basin full of sweet smelling oil, a flickering
candle beneath it heating the liquid and filling the air with the aroma.
~
E
pretty blue shower curtain~
@ -705,9 +700,14 @@ pretty blue shower curtain~
jumping dolphins making up the rest of the scenery.
~
E
little oil burner~
This small cermaic pot holds a basin full of sweet smelling oil, a flickering
candle beneath it heating the liquid and filling the air with the aroma.
large deep bath~
Sparkling white, this bathtub looks almost as if it is never used at all,
except for the big opened bottle of bubble bath that sits to the side.
~
E
various bottles cleansers lotions~
Amongst these relatively unremarkable supplies are the visible brand names of
moisturisers and perfumes, most of them half-used.
~
S
#11814
@ -746,14 +746,9 @@ furniture.
~
0 0 11805
E
soft lamp shades~
These shades are made from cream-coloured tassled fabric, the kind that shows
any speck of dust, only these are in absolutely pristine condition.
~
E
electronic games~
These large machines are reminiscent of what you'd find in an arcade game
facility, amongst the various flashing lights pinball and pacman can be seen.
dart board~
Seemingly well used, this circular board is filled with hundreds and hundreds
of tiny black holes, a great deal of them within the bullseye.
~
E
large stereo system~
@ -762,9 +757,14 @@ Two massive speakers stand either side of it, practically prickling with the
static of potential sound.
~
E
dart board~
Seemingly well used, this circular board is filled with hundreds and hundreds
of tiny black holes, a great deal of them within the bullseye.
electronic games~
These large machines are reminiscent of what you'd find in an arcade game
facility, amongst the various flashing lights pinball and pacman can be seen.
~
E
soft lamp shades~
These shades are made from cream-coloured tassled fabric, the kind that shows
any speck of dust, only these are in absolutely pristine condition.
~
S
#11816
@ -817,15 +817,15 @@ with smells of cooking.
~
0 0 11816
E
righ mahogany sofas~
Carefully sculpted wooden frames hold a luxurious array of padded leather
cushions, the smooth black texture of the sofa looking comfortable and inviting.
~
E
glass cabinet crystal~
Smooth glassy shelves hold an array of crystal ornaments, tiny glittering
swans and teddy bears sparkling in rows.
~
E
righ mahogany sofas~
Carefully sculpted wooden frames hold a luxurious array of padded leather
cushions, the smooth black texture of the sofa looking comfortable and inviting.
~
S
#11818
The Music Room~
@ -893,9 +893,9 @@ music coming from within.
~
0 0 11819
E
small metal ladder~
This simple ladder is fastened to the side of the pool, enabling swimmers to
climb either in or out.
large trees~
These gently swaying trees appear to be weeping willows, long trailing stems
hanging gracefully down from the bent trunks.
~
E
green blooming plants~
@ -903,9 +903,9 @@ green blooming plants~
large red and magenta blossoms splashing colourfully through the green.
~
E
large trees~
These gently swaying trees appear to be weeping willows, long trailing stems
hanging gracefully down from the bent trunks.
small metal ladder~
This simple ladder is fastened to the side of the pool, enabling swimmers to
climb either in or out.
~
S
#11821
@ -1220,15 +1220,15 @@ paint peeling from its surface.
door~
1 0 11830
E
stickers cartoon characters wooden dressers images~
Various depictions of Disney characters cover most of the wooden surfaces,
brightly and carefully hand-painted, although smudged with little fingerprints.
~
E
twirling suncatchers~
These pretty little suncatchers are made from long spirals of glass, attached
to a silver thread and hung from the ceiling to twirl in the stirring air.
~
E
stickers cartoon characters wooden dressers images~
Various depictions of Disney characters cover most of the wooden surfaces,
brightly and carefully hand-painted, although smudged with little fingerprints.
~
S
T 11834
#11832
@ -1245,16 +1245,16 @@ D0
door~
1 0 11830
E
bed~
Just a regular wooden bed, this little piece of furniture stands tucked as
closely against the wall as it can get, made with blue bedding.
~
E
dresser~
Made of plain, unfinished wood, this small dresser looks as if it were thrown
together by hand, pressed tightly into the corner so as to take up the least
amount of room.
~
E
bed~
Just a regular wooden bed, this little piece of furniture stands tucked as
closely against the wall as it can get, made with blue bedding.
~
S
#11833
A Cozy Living Room~
@ -1279,10 +1279,10 @@ shoes and coats.
~
0 0 11825
E
television~
This television is covered in a very fine layer of dust, indicating that it
has not been turned on for some time though it is large and prominent in the
room.
cross-stitchings paintings~
These little works of art are obviously amateur but nonetheless very pretty,
portrayals of flowers and landscapes are the main subject, with one elaborate
stitching of a tiger placed in clear view.
~
E
several family photos~
@ -1292,10 +1292,10 @@ about seven, whereas the younger two girls are barely out of their toddler
years, one sucking contendedly on a dummy.
~
E
cross-stitchings paintings~
These little works of art are obviously amateur but nonetheless very pretty,
portrayals of flowers and landscapes are the main subject, with one elaborate
stitching of a tiger placed in clear view.
television~
This television is covered in a very fine layer of dust, indicating that it
has not been turned on for some time though it is large and prominent in the
room.
~
S
#11834
@ -2390,19 +2390,19 @@ Once you have counted them all, type look next
~
118 24 0 0 0 0
E
two 2~
y RF yINISHED RF yILES ARE THE RE-
SULT O RF y YEARS O RF y SCIENTI RF y-
IC STUDY COMBINED WITH THE
EXPERIENCE O RF y YEARS... n
~
E
next~
How many F's did you get?
The answer is that there are 6 :)
Most people only count three as the brain does not process the F in the word of
PS. if you are really stuck, type LOOK TWO, to see exactly where the F's are
~
E
two 2~
@y@RF@yINISHED @RF@yILES ARE THE RE-
SULT O@RF@y YEARS O@RF@y SCIENTI@RF@y-
IC STUDY COMBINED WITH THE
EXPERIENCE O@RF@y YEARS...@n
~
S
#11895
By a Gentle Stream~
@ -2445,10 +2445,10 @@ T 11899
A Street Corner~
This long grey street is wet with puddles from the nearly constant rain here,
the splashing sound of cars driving past and the cooing of pigeons as they
flutter overhead almost all there is to be heard. It seems mostly deserted, the
few people to be seen scurrying quickly about, faces down as they rush to their
destinations. All seems dim and dreary, the only warmth is the subtle glow of
light coming from a shop to the east.
flutter overhead is almost all there is to be heard. It seems mostly deserted,
the few people to be seen scurrying quickly about, faces down as they rush to
their destinations. All seems dim and dreary, the only warmth is the subtle
glow of light coming from a shop to the east.
~
118 0 0 0 0 1
D1

View file

@ -2,11 +2,17 @@
Amanda Eterniale & Builder_5 of C.A.W. ~
Kerofk~
29200 29299 20 2 d 0 0 0 5 25
R 0 29234 29247 -1 (a well)
O 0 29247 2 29234 (a well)
M 0 29200 1 29200 (MouseRider)
E 1 29200 10 9 (a white glove)
O 0 29246 1 29200 (a chest)
P 1 29225 2 29246 (an odd scroll)
M 0 29235 4 29277 (the Gateguard)
E 1 322 1000 16 (a long sword)
M 0 29235 4 29277 (the Gateguard)
E 1 322 1000 16 (a long sword)
E 1 29201 5 17 (a crystal shard)
R 0 29234 29247 -1 (a well)
O 0 29247 2 29234 (a well)
M 0 29201 1 29203 (the Sentinel Beast)
M 0 29202 1 29251 (Leonna)
O 1 29229 10 29252 (a chimaera cloak)
@ -133,12 +139,6 @@ M 0 29235 4 29276 (the Gateguard)
E 1 322 1000 16 (a long sword)
M 0 29235 4 29276 (the Gateguard)
E 1 322 1000 16 (a long sword)
M 0 29235 4 29277 (the Gateguard)
E 1 322 1000 16 (a long sword)
M 0 29235 4 29277 (the Gateguard)
E 1 322 1000 16 (a long sword)
E 1 29201 5 17 (a crystal shard)
P 1 29225 2 29246 (an odd scroll)
M 0 29241 1 29299 (Tiersten)
E 1 29235 20 16 (a flail)
O 1 29236 20 29299 (a painting)

View file

@ -24,7 +24,7 @@
* @todo cpp_extern isn't needed here (or anywhere) as the extern reserved word
* works correctly with C compilers (at least in my Experience)
* Jeremy Osborne 1/28/2008 */
cpp_extern const char *tbamud_version = "tbaMUD 2018.1";
cpp_extern const char *tbamud_version = "tbaMUD 2019";
/* strings corresponding to ordinals/bitvectors in structs.h */
/* (Note: strings for class definitions in class.c instead of here) */

View file

@ -189,7 +189,7 @@ char *fread_action(FILE *fl, int nr)
static void boot_social_messages(void)
{
FILE *fl;
int nr = 0, hide, min_char_pos, min_pos, min_lvl, curr_soc = -1;
int line_number, nr = 0, hide, min_char_pos, min_pos, min_lvl, curr_soc = -1;
char next_soc[MAX_STRING_LENGTH], sorted[MAX_INPUT_LENGTH];
if (CONFIG_NEW_SOCIALS == TRUE) {
@ -236,7 +236,7 @@ static void boot_social_messages(void)
CREATE(soc_mess_list, struct social_messg, top_of_socialt + 1);
/* now read 'em */
for (int line_number = 0;; ++line_number) {
for (line_number = 0;; ++line_number) {
if (fscanf(fl, " %s ", next_soc) != 1) {
if(feof(fl))
log("SYSERR: unexpected end of file encountered in socials file %s", SOCMESS_FILE_NEW);
@ -935,7 +935,7 @@ void index_boot(int mode)
{
const char *index_filename, *prefix = NULL; /* NULL or egcs 1.1 complains */
FILE *db_index, *db_file;
int rec_count = 0, size[2];
int line_number, rec_count = 0, size[2];
char buf2[PATH_MAX], buf1[MAX_STRING_LENGTH];
switch (mode) {
@ -979,7 +979,7 @@ void index_boot(int mode)
exit(1);
}
for (int line_number = 0;; ++line_number) {
for (line_number = 0;; ++line_number) {
/* first, count the number of records in the file so we can malloc */
if (fscanf(db_index, "%s\n", buf1) != 1) {
if (feof(db_index))
@ -1065,7 +1065,7 @@ void index_boot(int mode)
rewind(db_index);
for (int line_number = 1;; ++line_number) {
for (line_number = 1;; ++line_number) {
if (fscanf(db_index, "%s\n", buf1) != 1) {
if (feof(db_index))
log("SYSERR: boot error -- unexpected end of file encountered in index file ./%s%s",

View file

@ -100,7 +100,7 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d)
{
int indent = 0, rep_all = 0, flags = 0, replaced, i, line_low, line_high, j = 0;
unsigned int total_len;
char *s, *t, temp;
char *s, *t, temp, *c;
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH - 1];
@ -130,7 +130,7 @@ void parse_edit_action(int command, char *string, struct descriptor_data *d)
break;
}
bool has_at = FALSE;
for (char* c = *d->str; *c; ++c) {
for (c = *d->str; *c; ++c) {
if (*c == '@') {
if (*(++c) != '@') {
has_at = TRUE;