A few more World file updates/typo fixes --Rumble

This commit is contained in:
Rumble 2010-07-08 23:46:39 +00:00
parent 8dd16ea3d7
commit 7f59c3246c
4 changed files with 202 additions and 344 deletions

View file

@ -300,7 +300,7 @@ awakend it, its eyes glow red as it puts out one arm to open the gate.
%force% %self% unlock door west
wait 30 sec
%force% %self% lock door west
%send %actor% The doors slam shut beind you.
%send% %actor% The doors slam shut beind you.
end
~
#10364

View file

@ -579,87 +579,6 @@ else
%send% %actor% Try somewhere closer.
end
~
#1121
test room dirs~
1 c 2
test2~
eval here %%actor.%here%%
%echo% here is %here%
if %here.east%
eval eastexit %here.east(vnum)%
eval check %actor.roomstocheck%
if !(%check.contains(%eastexit%)%)
if !(%actor.varexists(%eastexit%)%)
if %actor.varexists(%here%)%
eval path %%actor.%here%%
if !(%path% == here)
eval %eastexit% %path% e
else
eval %eastexit% e
end
else
eval %here% here
remote %here% %actor.id%
eval %eastexit% e
end
remote %eastexit% %actor.id%
eval roomstocheck %actor.roomstocheck% %eastexit%
remote roomstocheck %actor.id%
end
end
end
~
#1122
test room dirs~
1 c 2
test3~
%echo% firing
eval here %actor.here%
%echo% here is %here%
~
#1123
test room dirs~
1 c 2
test4~
if %here.west%
eval westexit %here.west(vnum)%
eval check %actor.roomstocheck%
if !(%check.contains(%westexit%)%)
if !(%actor.varexists(%westexit%)%)
if %actor.varexists(%here%)%
eval path %%actor.%here%%
eval path %path.trim%
if !(%path% == here)
eval %westexit% %path% w
eval westexit %westexit.trim%
else
eval %westexit% w
end
else
eval %here% here
remote %here% %actor.id%
eval %westexit% w
end
remote %westexit% %actor.id%
eval roomstocheck %actor.roomstocheck% %westexit%
remote roomstocheck %actor.id%
end
end
end
return 0
~
#1124
testing act~
0 e 100
*~
%echo% %arg%
~
#1125
testing random dir~
1 c 2
dir~
* No Script
~
#1126
(22) raise bucket from well~
1 c 4
@ -717,67 +636,6 @@ xxteleport~
%teleport% %self.name% 1188
%echo% teleporting
~
#1129
test zoneecho~
2 c 100
test~
%zoneecho% 1101 testing testing
~
#1130
testing findobj~
2 c 100
test~
eval here %%findobj.%self.vnum%(xxtree)%%%
if %here% > 0
%purge% xxtree
end
switch %time.month%
case 1
case 2
case 3
case 4
set season winter
%load% obj 1974
break
case 5
set season season of the Grand Struggle
break
case 6
case 7
case 8
case 9
set season spring
%load% obj 1975
break
case 10
case 11
case 12
case 13
set season summer
%load% obj 1972
break
case 14
case 15
case 16
case 17
set season fall
%load% obj 1973
break
done
%zoneecho% %self.vnum% The terrain changes as the %season% begins.
~
#1131
testing send~
2 c 100
test~
* No Script
~
#1132
testing purge~
2 c 100
test~
%purge% xxtree
~
#1133
testing spiderball~
0 c 100

View file

@ -1,77 +1,77 @@
#4100
Magic User - 4100~
0 k 10
~
switch %actor.level%
case 1
case 2
case 3
break
case 4
dg_cast 'magic missile' %actor%
break
case 5
dg_cast 'chill touch' %actor%
break
case 6
dg_cast 'burning hands' %actor%
break
case 7
case 8
dg_cast 'shocking grasp' %actor%
break
case 9
case 10
case 11
dg_cast 'lightning bolt' %actor%
break
case 12
dg_cast 'color spray' %actor%
break
case 13
dg_cast 'energy drain' %actor%
break
case 14
dg_cast 'curse' %actor%
break
case 15
dg_cast 'poison' %actor%
break
case 16
if %actor.align% > 0
dg_cast 'dispel good' %actor%
else
dg_cast 'dispel evil' %actor%
end
break
case 17
case 18
dg_cast 'call lightning' %actor%
break
case 19
case 20
case 21
case 22
dg_cast 'harm' %actor%
break
default
dg_cast 'fireball' %actor%
break
done
~
#4101
Thief - 4103~
0 b 10
~
set actor %random.char%
if %actor%
if %actor.is_pc% && %actor.gold%
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
eval coins %actor.gold% * %random.10% / 100
nop %actor.gold(-%coins%)
nop %self.gold(%coins%)
end
end
~
$~
#4100
Magic User - 4100~
0 k 10
~
switch %actor.level%
case 1
case 2
case 3
break
case 4
dg_cast 'magic missile' %actor%
break
case 5
dg_cast 'chill touch' %actor%
break
case 6
dg_cast 'burning hands' %actor%
break
case 7
case 8
dg_cast 'shocking grasp' %actor%
break
case 9
case 10
case 11
dg_cast 'lightning bolt' %actor%
break
case 12
dg_cast 'color spray' %actor%
break
case 13
dg_cast 'energy drain' %actor%
break
case 14
dg_cast 'curse' %actor%
break
case 15
dg_cast 'poison' %actor%
break
case 16
if %actor.align% > 0
dg_cast 'dispel good' %actor%
else
dg_cast 'dispel evil' %actor%
end
break
case 17
case 18
dg_cast 'call lightning' %actor%
break
case 19
case 20
case 21
case 22
dg_cast 'harm' %actor%
break
default
dg_cast 'fireball' %actor%
break
done
~
#4101
Thief - 4103~
0 b 10
~
set actor %random.char%
if %actor%
if %actor.is_pc% && %actor.gold%
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
eval coins %actor.gold% * %random.10% / 100
nop %actor.gold(-%coins%)%
nop %self.gold(%coins%)%
end
end
~
$~

View file

@ -1,124 +1,124 @@
#5300
Near Death Trap Fall - 5307~
2 g 100
~
* Near Death Trap stuns actor
wait 2 sec
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 2 sec
%send% %actor% You somehow survive the fall.
~
#5301
Snake Bite - 00, 01~
0 k 5
~
%send% %actor% %self.name% bites you!
%echoaround% %actor% %self.name% bites %actor.name%.
dg_cast 'poison' %actor%
~
#5302
Wizard - 5311~
0 k 10
~
switch %actor.level%
case 1
case 2
case 3
break
case 4
dg_cast 'magic missile' %actor%
break
case 5
dg_cast 'chill touch' %actor%
break
case 6
dg_cast 'burning hands' %actor%
break
case 7
case 8
dg_cast 'shocking grasp' %actor%
break
case 9
case 10
case 11
dg_cast 'lightning bolt' %actor%
break
case 12
dg_cast 'color spray' %actor%
break
case 13
dg_cast 'energy drain' %actor%
break
case 14
dg_cast 'curse' %actor%
break
case 15
dg_cast 'poison' %actor%
break
case 16
if %actor.align% > 0
dg_cast 'dispel good' %actor%
else
dg_cast 'dispel evil' %actor%
end
break
case 17
case 18
dg_cast 'call lightning' %actor%
break
case 19
case 20
case 21
case 22
dg_cast 'harm' %actor%
break
default
dg_cast 'fireball' %actor%
break
done
~
#5303
Thief - 5304, 5305~
0 b 10
~
set actor %random.char%
if %actor%
if %actor.is_pc% && %actor.gold%
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
eval coins %actor.gold% * %random.10% / 100
nop %actor.gold(-%coins%)
nop %self.gold(%coins%)
end
end
~
#5304
Efreeti Fire Breathing - 5309~
0 k 5
~
%send% %actor% You are engulfed in fire as %self.name% breathes on you.
%echoaround% %actor% %self.name% engulfs %actor.name% with a hot breath of fire.
eval fire_damage %actor.level%
%damage% %actor% %fire_damage%
~
#5305
Healing Sphinx - 5313-16~
0 b 10
~
* This is required because a random trig does not have an actor.
set actor %random.char%
* only continue if an actor is defined.
if %actor%
* if they have lost more than half their hitpoints heal em
if %actor.hitp% < %actor.maxhitp% / 2
wait 1 sec
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
~
$~
#5300
Near Death Trap Fall - 5307~
2 g 100
~
* Near Death Trap stuns actor
wait 2 sec
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 2 sec
%send% %actor% You somehow survive the fall.
~
#5301
Snake Bite - 00, 01~
0 k 5
~
%send% %actor% %self.name% bites you!
%echoaround% %actor% %self.name% bites %actor.name%.
dg_cast 'poison' %actor%
~
#5302
Wizard - 5311~
0 k 10
~
switch %actor.level%
case 1
case 2
case 3
break
case 4
dg_cast 'magic missile' %actor%
break
case 5
dg_cast 'chill touch' %actor%
break
case 6
dg_cast 'burning hands' %actor%
break
case 7
case 8
dg_cast 'shocking grasp' %actor%
break
case 9
case 10
case 11
dg_cast 'lightning bolt' %actor%
break
case 12
dg_cast 'color spray' %actor%
break
case 13
dg_cast 'energy drain' %actor%
break
case 14
dg_cast 'curse' %actor%
break
case 15
dg_cast 'poison' %actor%
break
case 16
if %actor.align% > 0
dg_cast 'dispel good' %actor%
else
dg_cast 'dispel evil' %actor%
end
break
case 17
case 18
dg_cast 'call lightning' %actor%
break
case 19
case 20
case 21
case 22
dg_cast 'harm' %actor%
break
default
dg_cast 'fireball' %actor%
break
done
~
#5303
Thief - 5304, 5305~
0 b 10
~
set actor %random.char%
if %actor%
if %actor.is_pc% && %actor.gold%
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
eval coins %actor.gold% * %random.10% / 100
nop %actor.gold(-%coins%)%
nop %self.gold(%coins%)%
end
end
~
#5304
Efreeti Fire Breathing - 5309~
0 k 5
~
%send% %actor% You are engulfed in fire as %self.name% breathes on you.
%echoaround% %actor% %self.name% engulfs %actor.name% with a hot breath of fire.
eval fire_damage %actor.level%
%damage% %actor% %fire_damage%
~
#5305
Healing Sphinx - 5313-16~
0 b 10
~
* This is required because a random trig does not have an actor.
set actor %random.char%
* only continue if an actor is defined.
if %actor%
* if they have lost more than half their hitpoints heal em
if %actor.hitp% < %actor.maxhitp% / 2
wait 1 sec
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
~
$~