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Updated for 2019 release
This commit is contained in:
parent
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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)
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(lots of major bugfixes too)
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tbaMUD Release history:
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tbaMUD 2019, January 2019
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tbaMUD 2018, January 2018
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Version 3.68 release: February, 2017
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Version 3.67 release: January, 2016
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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
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available MUD source code.
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tbaMUD Release history:
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Version 2019 release: January, 2019
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Version 2018 release: January, 2018
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Version 3.68 release: February, 2017
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Version 3.67 release: January, 2016
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@ -6508,6 +6508,21 @@ $n teases your $t.
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You tease $p.
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$n teases $p.
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~testsocial testsocial 0 8 8 2
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This action is unfinished.
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This action is unfinished.
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#
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#
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#
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#
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#
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#
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#
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#
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#
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#
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#
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~thanks thank 0 5 0 0
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Thank you too.
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$n thanks everyone.
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@ -7244,7 +7259,7 @@ You fall to your knees and worship $p.
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$n falls to $s knees and worships $p.
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~wrong wrong 0 8 8 0
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You couldn't find the right if your life depended on it.
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You couldn't find the right social if your life depended on it.
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$n couldn't find the right social if $s life depended on it.
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#
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#
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@ -1,5 +1,5 @@
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T B A M U D
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2 0 1 8
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2 0 1 9
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Based on CircleMUD by Jeremy Elson and DikuMUD by Hans-Henrik Staerfeldt,
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Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer
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@ -34,7 +34,7 @@ trigger you must define actor.
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%damage% %actor% 20 - cause 20 points damage
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%damage% %actor% %random.20% - cause 1-20 points damage randomly
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eval stunned %actor.hitp% - evaluate all hitpoints and then damage
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set stunned %actor.hitp% - evaluate all hitpoints and then damage
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%damage% %actor% %stunned% - leaving the player stunned, but will recover
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eval random_up_to_stunned %%random.%stunned%%%
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@ -143,6 +143,22 @@ Mob Example: @RTSTAT 81@n
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See also: POSITIONS, CHAR-VAR
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#31
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%LOG% WLOG MLOG OLOG
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%log% <message>
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This command sends a message to the syslog so all immmortals can see it. It can
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be useful for debugging, or for tracking the frequency of things that shouldn't occur
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very often.
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%log% %actor.name%, a level %actor.level% %actor.class% just typed %cmd% %arg%
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will generate a message that looks like:
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[ Room 57700 :: Fizban, a level 34 Magic-User just typed log example ]
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The part before the :: shows what the script that logged the message was attached to.
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#0
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%MOVE% MOVE-OBJECT MOVE-ALL
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In an object trigger, moves the object to which the trig is attached to the
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@ -841,7 +857,7 @@ 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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it’s completion.
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its completion.
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See Also: QEDIT, QUEST-FLAG
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#31
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@ -859,7 +875,7 @@ AUTOSACRIFICE SACRIFICE
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Usage: toggle autosac
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Enables you to automatically sacrifice any mob you kill. If you do not have
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autoloot and autoloot enabled the objects and gold will also be sacrificed.
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autoloot enabled the objects and gold will also be sacrificed.
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See Also: TOGGLE
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#0
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@ -1862,6 +1878,11 @@ ANSI colors:
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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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It should be noted that in editors typing /t toggles whether color codes are shown
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or are interpreted as color codes. This can be useful for copying and pasting
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strings that contain color without having to re-insert all the color codes
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manually.
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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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@ -6295,8 +6316,12 @@ Usage: olist <range of vnums or zone number>
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Olist gives you a list of the objects numbered within the parameters.
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olist 12 - lists all objects defined in zone 12
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olist 3001 3022 - lists all existing objects from vnum 3001 to 3022
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olist 12 - lists all objects defined in zone 12
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olist 3001 3022 - lists all existing objects from vnum 3001 to 3022
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olist affect <num> - Displays top 100 objects, in order, with the selected affect.
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Type olist affect to see all available fields.
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olist type <num> - Displays objects of the selected type.
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Type olist type to see all available fields.
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See also: OEDIT, OLC
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#31
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@ -7080,7 +7105,7 @@ Level 32 (God) An experienced builder that has proven their knowledge and is
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willing to teach others. Level 2 and above is considered staff.
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Level 33 (Greater God) An experienced builder that has contributed
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significantly to TBA.
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Level 34 (Implementor) Welcor and I (Rumble). Welcor hosts and I administrate.
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Level 34 (Implementor) Current developers: Welcor, Wyld, and Opie.
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Do not bother asking to be advanced, and if that is why you are here, you
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are wasting your time. Note, this does not mean you are not a quality builder,
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@ -7092,6 +7117,7 @@ necessary skills to do so, you will be advanced and given further privileges
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to help teach others. Generally, if you have to ask for a promotion you will be
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less likely to receive it. Performance is everything here.
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q
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#0
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PROPOSALS GUIDELINES ZONE-PROPOSALS PROPOSITIONS PROPOSE REQUESTS CRITERIA
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@ -7797,6 +7823,11 @@ The following terrains may be selected (only one):
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10) Underwater Underwater requires AFF_SCUBA. 5
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#31
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RELEASES
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The complete release history of tbaMUD is available at:
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https://github.com/tbamud/tbamud/blob/master/doc/releases.txt
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#0
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RELOAD
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Usage: reload < '*' | all | file >
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@ -10128,11 +10159,6 @@ MOB: 1322
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^^^//\\_^^//\\_^ ^(\_\_\_\)
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^^^ ^^ ^^^ ^^
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#31
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RELEASES
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The complete release history of tbaMUD is available at:
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https://github.com/tbamud/tbamud/blob/master/doc/releases.txt
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#0
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THE-MUD-CONNECTOR TMC MUD-CONNECTOR MUDCONNECTOR
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Most of our traffic comes through word of mouth or TMC reviews. If you are so
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@ -10919,7 +10945,7 @@ Example: @RTSTAT 76@n
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TRIGEDIT-MOB-COMMAND TRIG-MOB-COMMAND
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Activates when commands are performed in the same room as the mobile.
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Does not work for God and above.
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Does not work for Greater God and above.
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Numeric Arg : not used.
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Argument : text which must be part of the command typed to filter out
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@ -11387,7 +11413,7 @@ Example: @RTSTAT 90@n
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TRIGEDIT-OBJ-COMMANDS TRIGEDIT-OBJECT-COMMAND TRIG-OBJ-COMMAND TRIG-OBJ-COMMANDS
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Activates when a command is performed near this object.
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Command triggers do not work for God and above.
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Command triggers do not work for Greater God and above.
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Numeric Arg : a bitfield to indicate where the object must be in order to cause
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the trigger to activate.
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@ -11605,7 +11631,7 @@ Example: @RTSTAT 57@n
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TRIGEDIT-ROOM-COMMANDS TRIG-ROOM-COMMANDS CLIMBING
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Activates when commands are performed in the room.
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Does not work for God and above.
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Does not work for Greater God and above.
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Numeric Arg : not used.
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Argument : text which must be part of the command typed to filter out
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@ -12008,6 +12034,7 @@ mudcommand - Returns the mud command the string is shorthand for. Used to make
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charat - set new variable %text/var.charat(index)% i.e. set phrase testing,
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set var1 %phrase.charat(2)% now %var1% == e
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toupper - Returns the string with the first letter of it capitalized.
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Example: @RTSTAT 30@n
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#31
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TRIGGER-EDITORS
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@ -31,10 +31,6 @@ The email listing of the gods is pinned against the wall.~
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0 0 0 0
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1 1 0 30 0
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E
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emails listing~
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HELP CONTACT
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~
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E
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wizlist~
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Implementors
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~~~~~~~~~~~
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|
@ -51,6 +47,10 @@ wizlist~
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Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor
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Theophilus Tocamat Torpidai Treestump Tuskony Zizazat
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~
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E
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emails listing~
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HELP CONTACT
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||||
~
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#5
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foraged berries~
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some foraged berries~
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@ -1238,7 +1238,6 @@ An ice cream has been dropped here.~
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19 0 0 0 0 ao 0 0 0 0 0 0 0
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||||
1 0 0 0
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||||
1 4 0 0 1
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||||
T 82
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E
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ice cream 99 flake~
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Known as the 99, it is an ice cream cornet with a stick of chocolate rammed
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|
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@ -307,12 +307,12 @@ A large fountain with two statues standing protectively above it.~
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0 0 0 0 0
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||||
T 201
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E
|
||||
fountain~
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||||
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
|
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the fountain, you see some stone FIGURES. They have their mouths open. As you
|
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look closely you can see that there is water streaming out from the mouths.
|
||||
What a neat idea!
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||||
rumble names ferret~
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||||
To bring peace where there was only war. To bring justice where there was
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only inequity. To bring freedom where there was only coercion. To bring
|
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balance where there was only chaos. To bring Sanctum to the world.
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||||
|
||||
DO NOT ENTER FOUNTAIN!
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~
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||||
E
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statues figures~
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|
@ -320,11 +320,11 @@ statues figures~
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|||
below the names but you must look more closely to read it.
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||||
~
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||||
E
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||||
rumble names ferret~
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To bring peace where there was only war. To bring justice where there was
|
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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!
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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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||||
|
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@ -54,7 +54,7 @@ A weather-beaten sign solemnly stands here.~
|
|||
0 0 0 0 0
|
||||
E
|
||||
sign words word~
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||||
@n
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n
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North: Forbidden Forest
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||||
West: An Abandoned Lighthouse
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South: Konolua Beach
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|
@ -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.
|
||||
~
|
||||
$~
|
||||
|
|
|
@ -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~
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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%
|
||||
|
|
|
@ -71,7 +71,7 @@ if %actor.level% < 3
|
|||
else
|
||||
nop %actor.gold(%value%)%
|
||||
end
|
||||
return 0
|
||||
%purge% %object%
|
||||
~
|
||||
#3005
|
||||
Stock Thief~
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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) */
|
||||
|
|
10
src/db.c
10
src/db.c
|
@ -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",
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue