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A few more World file updates/typo fixes --Rumble
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4 changed files with 202 additions and 344 deletions
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@ -300,7 +300,7 @@ awakend it, its eyes glow red as it puts out one arm to open the gate.
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%force% %self% unlock door west
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wait 30 sec
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%force% %self% lock door west
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%send %actor% The doors slam shut beind you.
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%send% %actor% The doors slam shut beind you.
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end
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~
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#10364
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@ -579,87 +579,6 @@ else
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%send% %actor% Try somewhere closer.
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end
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~
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#1121
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test room dirs~
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1 c 2
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test2~
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eval here %%actor.%here%%
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%echo% here is %here%
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if %here.east%
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eval eastexit %here.east(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%eastexit%)%)
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if !(%actor.varexists(%eastexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%
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if !(%path% == here)
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eval %eastexit% %path% e
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else
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eval %eastexit% e
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end
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else
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eval %here% here
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remote %here% %actor.id%
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eval %eastexit% e
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end
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remote %eastexit% %actor.id%
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eval roomstocheck %actor.roomstocheck% %eastexit%
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remote roomstocheck %actor.id%
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end
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end
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end
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~
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#1122
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test room dirs~
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1 c 2
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test3~
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%echo% firing
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eval here %actor.here%
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%echo% here is %here%
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~
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#1123
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test room dirs~
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1 c 2
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test4~
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if %here.west%
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eval westexit %here.west(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%westexit%)%)
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if !(%actor.varexists(%westexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%
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eval path %path.trim%
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if !(%path% == here)
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eval %westexit% %path% w
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eval westexit %westexit.trim%
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else
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eval %westexit% w
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end
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else
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eval %here% here
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remote %here% %actor.id%
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eval %westexit% w
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end
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remote %westexit% %actor.id%
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eval roomstocheck %actor.roomstocheck% %westexit%
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remote roomstocheck %actor.id%
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end
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end
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end
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return 0
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~
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#1124
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testing act~
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0 e 100
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*~
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%echo% %arg%
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~
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#1125
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testing random dir~
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1 c 2
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dir~
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* No Script
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~
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#1126
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(22) raise bucket from well~
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1 c 4
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@ -717,67 +636,6 @@ xxteleport~
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%teleport% %self.name% 1188
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%echo% teleporting
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~
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#1129
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test zoneecho~
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2 c 100
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test~
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%zoneecho% 1101 testing testing
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~
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#1130
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testing findobj~
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2 c 100
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test~
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eval here %%findobj.%self.vnum%(xxtree)%%%
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if %here% > 0
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%purge% xxtree
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end
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switch %time.month%
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case 1
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case 2
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case 3
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case 4
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set season winter
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%load% obj 1974
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break
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case 5
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set season season of the Grand Struggle
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break
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case 6
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case 7
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case 8
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case 9
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set season spring
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%load% obj 1975
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break
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case 10
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case 11
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case 12
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case 13
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set season summer
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%load% obj 1972
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break
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case 14
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case 15
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case 16
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case 17
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set season fall
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%load% obj 1973
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break
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done
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%zoneecho% %self.vnum% The terrain changes as the %season% begins.
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~
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#1131
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testing send~
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2 c 100
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test~
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* No Script
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~
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#1132
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testing purge~
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2 c 100
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test~
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%purge% xxtree
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~
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#1133
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testing spiderball~
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0 c 100
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@ -1,77 +1,77 @@
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#4100
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Magic User - 4100~
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0 k 10
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~
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switch %actor.level%
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case 1
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case 2
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case 3
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break
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case 4
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dg_cast 'magic missile' %actor%
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break
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case 5
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dg_cast 'chill touch' %actor%
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break
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case 6
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dg_cast 'burning hands' %actor%
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break
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case 7
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case 8
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dg_cast 'shocking grasp' %actor%
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break
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case 9
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case 10
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case 11
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dg_cast 'lightning bolt' %actor%
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break
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case 12
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dg_cast 'color spray' %actor%
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break
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case 13
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dg_cast 'energy drain' %actor%
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break
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case 14
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dg_cast 'curse' %actor%
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break
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case 15
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dg_cast 'poison' %actor%
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break
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case 16
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if %actor.align% > 0
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dg_cast 'dispel good' %actor%
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else
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dg_cast 'dispel evil' %actor%
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end
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break
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case 17
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case 18
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dg_cast 'call lightning' %actor%
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break
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case 19
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case 20
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case 21
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case 22
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dg_cast 'harm' %actor%
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break
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default
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dg_cast 'fireball' %actor%
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break
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done
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~
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#4101
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Thief - 4103~
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0 b 10
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~
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set actor %random.char%
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if %actor%
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if %actor.is_pc% && %actor.gold%
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%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
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%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
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eval coins %actor.gold% * %random.10% / 100
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nop %actor.gold(-%coins%)
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nop %self.gold(%coins%)
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end
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end
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~
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$~
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#4100
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Magic User - 4100~
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0 k 10
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~
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switch %actor.level%
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case 1
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case 2
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case 3
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break
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case 4
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dg_cast 'magic missile' %actor%
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break
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case 5
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dg_cast 'chill touch' %actor%
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break
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case 6
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dg_cast 'burning hands' %actor%
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break
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case 7
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case 8
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dg_cast 'shocking grasp' %actor%
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break
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case 9
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case 10
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case 11
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dg_cast 'lightning bolt' %actor%
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break
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case 12
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dg_cast 'color spray' %actor%
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break
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case 13
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dg_cast 'energy drain' %actor%
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break
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case 14
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dg_cast 'curse' %actor%
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break
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case 15
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dg_cast 'poison' %actor%
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break
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case 16
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if %actor.align% > 0
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dg_cast 'dispel good' %actor%
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else
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dg_cast 'dispel evil' %actor%
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end
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break
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case 17
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case 18
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dg_cast 'call lightning' %actor%
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break
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case 19
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case 20
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case 21
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case 22
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dg_cast 'harm' %actor%
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break
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default
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dg_cast 'fireball' %actor%
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break
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done
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~
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#4101
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Thief - 4103~
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0 b 10
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~
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set actor %random.char%
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if %actor%
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if %actor.is_pc% && %actor.gold%
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%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
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%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
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eval coins %actor.gold% * %random.10% / 100
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nop %actor.gold(-%coins%)%
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nop %self.gold(%coins%)%
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end
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end
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~
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$~
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@ -1,124 +1,124 @@
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#5300
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Near Death Trap Fall - 5307~
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2 g 100
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~
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* Near Death Trap stuns actor
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wait 2 sec
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set stunned %actor.hitp%
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%damage% %actor% %stunned%
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wait 2 sec
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%send% %actor% You somehow survive the fall.
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~
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#5301
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Snake Bite - 00, 01~
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0 k 5
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~
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%send% %actor% %self.name% bites you!
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%echoaround% %actor% %self.name% bites %actor.name%.
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dg_cast 'poison' %actor%
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~
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#5302
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Wizard - 5311~
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0 k 10
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~
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switch %actor.level%
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case 1
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case 2
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case 3
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break
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case 4
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dg_cast 'magic missile' %actor%
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break
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case 5
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dg_cast 'chill touch' %actor%
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break
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case 6
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dg_cast 'burning hands' %actor%
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break
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case 7
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case 8
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dg_cast 'shocking grasp' %actor%
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break
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case 9
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case 10
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case 11
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dg_cast 'lightning bolt' %actor%
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break
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case 12
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dg_cast 'color spray' %actor%
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break
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case 13
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dg_cast 'energy drain' %actor%
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break
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case 14
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dg_cast 'curse' %actor%
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break
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case 15
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dg_cast 'poison' %actor%
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break
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case 16
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if %actor.align% > 0
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dg_cast 'dispel good' %actor%
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else
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dg_cast 'dispel evil' %actor%
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end
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break
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case 17
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case 18
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dg_cast 'call lightning' %actor%
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break
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case 19
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case 20
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case 21
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case 22
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dg_cast 'harm' %actor%
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break
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default
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dg_cast 'fireball' %actor%
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break
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done
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~
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#5303
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Thief - 5304, 5305~
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0 b 10
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~
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set actor %random.char%
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if %actor%
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if %actor.is_pc% && %actor.gold%
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%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
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%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
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eval coins %actor.gold% * %random.10% / 100
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nop %actor.gold(-%coins%)
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nop %self.gold(%coins%)
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end
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end
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~
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#5304
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Efreeti Fire Breathing - 5309~
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0 k 5
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~
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%send% %actor% You are engulfed in fire as %self.name% breathes on you.
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%echoaround% %actor% %self.name% engulfs %actor.name% with a hot breath of fire.
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eval fire_damage %actor.level%
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%damage% %actor% %fire_damage%
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~
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#5305
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Healing Sphinx - 5313-16~
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0 b 10
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~
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* This is required because a random trig does not have an actor.
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set actor %random.char%
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* only continue if an actor is defined.
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if %actor%
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* if they have lost more than half their hitpoints heal em
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if %actor.hitp% < %actor.maxhitp% / 2
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wait 1 sec
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say You are injured, let me help.
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wait 2 sec
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%echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration.
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%send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration.
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dg_cast 'heal' %actor%
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end
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end
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~
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$~
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#5300
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Near Death Trap Fall - 5307~
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2 g 100
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~
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* Near Death Trap stuns actor
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wait 2 sec
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set stunned %actor.hitp%
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%damage% %actor% %stunned%
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wait 2 sec
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%send% %actor% You somehow survive the fall.
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~
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#5301
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Snake Bite - 00, 01~
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0 k 5
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~
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%send% %actor% %self.name% bites you!
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%echoaround% %actor% %self.name% bites %actor.name%.
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dg_cast 'poison' %actor%
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~
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#5302
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Wizard - 5311~
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0 k 10
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~
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switch %actor.level%
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case 1
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case 2
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case 3
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break
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case 4
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dg_cast 'magic missile' %actor%
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break
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case 5
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dg_cast 'chill touch' %actor%
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break
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case 6
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dg_cast 'burning hands' %actor%
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break
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case 7
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case 8
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dg_cast 'shocking grasp' %actor%
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break
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case 9
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case 10
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case 11
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dg_cast 'lightning bolt' %actor%
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break
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case 12
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dg_cast 'color spray' %actor%
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break
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case 13
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dg_cast 'energy drain' %actor%
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break
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case 14
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dg_cast 'curse' %actor%
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break
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case 15
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dg_cast 'poison' %actor%
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break
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case 16
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if %actor.align% > 0
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dg_cast 'dispel good' %actor%
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else
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dg_cast 'dispel evil' %actor%
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end
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break
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case 17
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case 18
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dg_cast 'call lightning' %actor%
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break
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case 19
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case 20
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case 21
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case 22
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dg_cast 'harm' %actor%
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break
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default
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dg_cast 'fireball' %actor%
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break
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done
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~
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#5303
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Thief - 5304, 5305~
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0 b 10
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~
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set actor %random.char%
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if %actor%
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if %actor.is_pc% && %actor.gold%
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%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
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%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
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eval coins %actor.gold% * %random.10% / 100
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nop %actor.gold(-%coins%)%
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nop %self.gold(%coins%)%
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end
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end
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~
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#5304
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Efreeti Fire Breathing - 5309~
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0 k 5
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~
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%send% %actor% You are engulfed in fire as %self.name% breathes on you.
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%echoaround% %actor% %self.name% engulfs %actor.name% with a hot breath of fire.
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eval fire_damage %actor.level%
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%damage% %actor% %fire_damage%
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~
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#5305
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Healing Sphinx - 5313-16~
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0 b 10
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~
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* This is required because a random trig does not have an actor.
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set actor %random.char%
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* only continue if an actor is defined.
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if %actor%
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* if they have lost more than half their hitpoints heal em
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if %actor.hitp% < %actor.maxhitp% / 2
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wait 1 sec
|
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say You are injured, let me help.
|
||||
wait 2 sec
|
||||
%echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration.
|
||||
%send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration.
|
||||
dg_cast 'heal' %actor%
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue