Added World files to SVN --Rumble

This commit is contained in:
Rumble 2010-07-06 05:10:26 +00:00
parent ab4d9c618e
commit 8dd16ea3d7
66 changed files with 2682 additions and 2839 deletions

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@ -35,6 +35,9 @@ export (QQ's a zone into a tarball)
Xlist (mlist, olist, rlist, zlist, slist, tlist, qlist)
(lots of major bugfixes too)
@
[Jul 06 2010] - Rumble
Numerous typo fixes and World files added to SVN. (thanks Insomnia)
Fixed medit alignment menu to return you to stats menu after entry. (thanks Tink)
[Jul 03 2010] - Rumble
Fixed oedit to allow setting of UNDEFINED object type. (thanks Tink)
Fixed alias bug from using * as first character. (thanks Dio)

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@ -20,7 +20,7 @@ Puff the Fractal Dragon is here, contemplating a higher reality.
Is that some type of differential curve involving some strange, and unknown
calculus that she seems to be made out of?
~
253962 0 0 0 65552 0 0 0 1000 E
516106 0 0 0 65552 0 0 0 1000 E
34 9 -10 6d6+340 5d5+5
340 115600
8 8 2
@ -32,10 +32,9 @@ cleric healer~
the healer~
A healer in a white luminescent robe is tending to the wounded.
~
Nothing. This beautiful woman at one time used to piously offer her healing
skills to any in need. But times are rough and now she can only afford to help
those that are just starting their adventures. Type 'heal' to see what services
she offers.
This beautiful woman at one time used to piously offer her healing skills to any
in need. But times are rough and now she can only afford to help those that are
just starting their adventures. Type 'heal' to see what services she offers.
~
188426 0 0 0 0 0 0 0 0 E
34 9 -10 6d6+340 5d5+5
@ -270,7 +269,7 @@ philosophy through his influence on Plato. Born in Athens, the son of
Sophroniscus, a sculptor, and Phaenarete, a midwife, he received the regular
elementary education in literature.
~
253962 0 0 0 80 0 0 0 0 E
516106 0 0 0 80 0 0 0 0 E
34 9 -10 6d6+340 5d5+5
340 115600
8 8 1
@ -289,7 +288,7 @@ thinkers of the 19th century. One of Nietzsche's fundamental contentions was
that traditional values had lost their power in the lives of individuals.
Nietzsche maintained that all human behavior is motivated by the will to power.
~
253962 0 0 0 80 0 0 0 0 E
516106 0 0 0 80 0 0 0 0 E
34 9 -10 6d6+340 5d5+5
340 115600
8 8 1
@ -328,7 +327,7 @@ Plato offers advice to any who are in need.
Plato (circa 428-347 BC), Greek philosopher, one of the most creative and
influential thinkers in Western philosophy.
~
253962 0 0 0 80 0 0 0 0 E
516106 0 0 0 80 0 0 0 0 E
34 9 -10 6d6+340 5d5+5
340 115600
8 8 1
@ -344,7 +343,7 @@ Aristotle wanders the hallways constantly in search of more knowledge.
Plato and Socrates the distinction of being the most famous of ancient
philosophers.
~
253962 0 0 0 80 0 0 0 0 E
516106 0 0 0 80 0 0 0 0 E
34 9 -10 6d6+340 5d5+5
340 115600
8 8 1
@ -363,7 +362,7 @@ influenced the Chinese attitude toward life, set the patterns of living and
standards of social value, and provided the background for Chinese political
theories and institutions.
~
253962 0 0 0 80 0 0 0 0 E
516106 0 0 0 80 0 0 0 0 E
34 9 -10 6d6+340 5d5+5
340 115600
8 8 1
@ -436,7 +435,7 @@ than allow himself to be used or let down his fellow POW's. His captors found
him unconscious and near death. The torture stopped after that and they no
longer attempted to use him. He received the Medal of Honor for his actions.
~
10 0 0 0 0 0 0 0 0 E
262154 0 0 0 0 0 0 0 0 E
34 9 -10 6d6+340 5d5+5
340 115600
8 8 1
@ -453,7 +452,7 @@ Prussian military service at the age of twelve years, eventually attaining the
rank of Major General. He is most famous for his military treatise Vom Kriege,
translated into English as On War.
~
10 0 0 0 0 0 0 0 0 E
262154 0 0 0 0 0 0 0 0 E
34 9 -10 6d6+340 5d5+5
340 115600
8 8 1
@ -471,7 +470,7 @@ lived a relatively hard life in ill health in Rome, during which time he became
a cripple due to a bad knee. He was exiled along with other philosophers by the
emperor Domitian sometime between 89 and 95.
~
10 0 0 0 0 0 0 0 0 E
262154 0 0 0 0 0 0 0 0 E
34 9 -10 6d6+340 5d5+5
340 115600
8 8 1

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@ -6,7 +6,7 @@ The FREC stands here looking for violence.
This large, purpled, mohawked warrior looks quite aggressive. It is
probably not something anyone should mess with.
~
10 0 0 0 16 0 0 0 0 E
8 0 0 0 16 0 0 0 0 E
11 17 3 2d2+110 1d2+1
110 12100
8 8 0
@ -19,7 +19,7 @@ The Boss is standing here looking somewhat bored.
This person is bearing up under University pressures quite well and looks as
if it can cope with anything.
~
76 0 0 0 0 0 0 0 0 E
12 0 0 0 0 0 0 0 0 E
10 17 4 2d2+100 1d2+1
100 10000
8 8 0
@ -32,7 +32,7 @@ The Gael is here to help you.
This person is ready, and willing to help any being in trouble. Just to top
things off, the gael is extemely well dressed.
~
204 0 0 0 0 0 0 0 0 E
140 0 0 0 0 0 0 0 0 E
9 17 4 1d1+90 1d2+1
90 8100
8 8 0
@ -45,7 +45,7 @@ An Example Mob stands here, exampling.
The example mob looks indistinct, as if it hasn't been completely fleshed
out yet.
~
138 0 0 0 20 0 0 0 100 E
136 0 0 0 20 0 0 0 100 E
1 20 9 0d0+10 1d2+0
10 100
8 8 2
@ -58,7 +58,7 @@ A professor is standing here, glaring at you.
As you glance at the professor, it suddenly begins to scream about homework
and its spatial relationship to you.
~
72 0 0 0 16 0 0 0 0 E
8 0 0 0 16 0 0 0 0 E
14 16 1 2d2+140 2d2+2
140 19600
8 8 0
@ -71,7 +71,7 @@ Security is lurking in the area, watching for misbehavior.
You don't want to misbehave when these guys are around. In fact you don't
want to even be around these guys.
~
104 0 0 0 16 0 0 0 -130 E
40 0 0 0 16 0 0 0 -130 E
9 17 4 1d1+90 1d2+1
90 8100
8 8 0
@ -84,7 +84,7 @@ Security is lurking in the area, watching for misbehavior.
You don't want to misbehave when these guys are around. In fact you don't
want to even be around these guys.
~
104 0 0 0 16 0 0 0 -130 E
40 0 0 0 16 0 0 0 -130 E
9 17 4 1d1+90 1d2+1
90 8100
8 8 1
@ -97,7 +97,7 @@ Security is lurking in the area, watching for misbehavior.
You don't want to misbehave when these guys are around. In fact you don't
want to even be around these guys.
~
104 0 0 0 16 0 0 0 -130 E
40 0 0 0 16 0 0 0 -130 E
9 17 4 1d1+90 1d2+1
90 8100
8 8 2
@ -111,7 +111,7 @@ A Student Constable is protecting the campus from this point.
everyday students of the university. They are not much more than hired help.
~
72 0 0 0 16 0 0 0 130 E
8 0 0 0 16 0 0 0 130 E
8 18 5 1d1+80 1d2+1
80 6400
8 8 0
@ -125,7 +125,7 @@ A Student Constable is guarding the campus from this point.
everyday students of the university. They are not much more than hired help.
~
72 0 0 0 16 0 0 0 130 E
8 0 0 0 16 0 0 0 130 E
8 18 5 1d1+80 1d2+1
80 6400
8 8 1
@ -139,7 +139,7 @@ A Student Constable is guarding the campus from this very point right here.
everyday students of the university. They are not much more than hired help.
~
72 0 0 0 16 0 0 0 130 E
8 0 0 0 16 0 0 0 130 E
8 18 5 1d1+80 1d2+1
80 6400
8 8 2
@ -152,7 +152,7 @@ The student is hurrying off to its next class.
This is just your average it university student, the only interests it has
are classes, work, and other its.
~
76 0 0 0 0 0 0 0 0 E
12 0 0 0 0 0 0 0 0 E
3 19 8 0d0+30 1d2+0
30 900
8 8 0
@ -166,7 +166,7 @@ The student is rushing off to his next class.
are classes, work, and other students of the opposite sex (females, you think).
~
76 0 0 0 0 0 0 0 0 E
12 0 0 0 0 0 0 0 0 E
3 19 8 0d0+30 1d2+0
30 900
8 8 1
@ -179,7 +179,7 @@ The student is scurrying off to her next class.
This is just your average female university student, the only interests she
has are classes, and work.
~
76 0 0 0 0 0 0 0 0 E
12 0 0 0 0 0 0 0 0 E
3 19 8 0d0+30 1d2+0
30 900
8 8 2
@ -191,7 +191,7 @@ This frosh is standing here with a confused expression on its face.
~
You are looking at the everyday run of the mill confused frosh.
~
200 0 0 0 0 0 0 0 0 E
136 0 0 0 0 0 0 0 0 E
1 20 9 0d0+10 1d2+0
10 100
8 8 0
@ -203,7 +203,7 @@ This frosh is standing here with a confused expression on his face.
~
You are looking at the everyday run of the mill confused frosh.
~
200 0 0 0 0 0 0 0 0 E
136 0 0 0 0 0 0 0 0 E
1 20 9 0d0+10 1d2+0
10 100
8 8 1
@ -215,7 +215,7 @@ This frosh is standing here with a confused expression on her face.
~
You are looking at the everyday run of the mill confused frosh.
~
200 0 0 0 0 0 0 0 0 E
136 0 0 0 0 0 0 0 0 E
1 20 9 0d0+10 1d2+0
10 100
8 8 2
@ -255,7 +255,7 @@ This frosh is lining up here.
~
You are looking at the everyday run of the mill lining-up frosh.
~
200 0 0 0 0 0 0 0 0 E
136 0 0 0 0 0 0 0 0 E
1 20 9 0d0+10 1d2+0
10 100
8 8 0
@ -267,7 +267,7 @@ This frosh is lining up here.
~
You are looking at the everyday run of the mill lining-up frosh.
~
200 0 0 0 0 0 0 0 0 E
136 0 0 0 0 0 0 0 0 E
1 20 9 0d0+10 1d2+0
10 100
8 8 1
@ -279,7 +279,7 @@ This frosh is lining up here with a confused expression on her face.
~
You are looking at the everyday run of the mill confused frosh.
~
200 0 0 0 0 0 0 0 0 E
136 0 0 0 0 0 0 0 0 E
14 16 1 2d2+140 2d2+2
140 19600
8 8 2
@ -317,7 +317,7 @@ A rather large jock occupies the room.
It (he? ) is quite big. It (she? ) looks at you with undisguised
hunger...
~
72 0 0 0 0 0 0 0 0 E
8 0 0 0 0 0 0 0 0 E
18 14 0 3d3+180 3d3+3
180 32400
6 8 0
@ -393,7 +393,7 @@ A student is snoozing here.
This is just your average it university student, and hey, it's sleeping too!
~
76 0 0 0 0 0 0 0 0 E
12 0 0 0 0 0 0 0 0 E
3 19 8 0d0+30 1d2+0
30 900
4 4 0
@ -405,7 +405,7 @@ A student is furiously taking notes here.
~
This is just your average it university student.
~
76 0 0 0 0 0 0 0 0 E
12 0 0 0 0 0 0 0 0 E
3 19 8 0d0+30 1d2+0
30 900
6 6 0
@ -418,7 +418,7 @@ Chris is drooling here.
The man before you is tall and stocky. He is clothed in a stonewashed pair
of jeans and a purple beret.
~
76 0 0 0 0 0 0 0 150 E
12 0 0 0 0 0 0 0 150 E
23 13 -3 4d4+230 3d3+3
230 52900
8 8 1
@ -432,7 +432,7 @@ The Residence Master is presiding over his little world here.
adventurer are not afraid! (unless you are less than 15th level ... That is.
~
104 0 0 0 20 0 0 0 -276 E
40 0 0 0 20 0 0 0 -276 E
16 15 0 3d3+160 2d2+2
160 25600
8 8 1
@ -484,7 +484,7 @@ Alex is here fleshing out the Example Mob.
Alex is working hard at fleshing out the example mob which looks indistinct,
because it hasn't been completely fleshed out yet.
~
26 0 0 0 20 0 0 0 100 E
24 0 0 0 20 0 0 0 100 E
1 20 9 0d0+10 1d2+0
10 100
8 8 1
@ -496,7 +496,7 @@ Steve is working furiously at finishing the wld file so it can be put online.
~
Steve is working hard and it looks like he should be finishing soon.
~
26 0 0 0 20 0 0 0 100 E
24 0 0 0 20 0 0 0 100 E
1 20 9 0d0+10 1d2+0
10 100
8 8 1
@ -572,7 +572,7 @@ Chief FREC orders you around here.
It stands tall and proud... As if being purple with golden hair can make
anyone proud...
~
76 0 0 0 16 0 0 0 -300 E
12 0 0 0 16 0 0 0 -300 E
15 15 1 3d3+150 2d2+2
150 22500
8 8 0
@ -585,7 +585,7 @@ A copy of Golden World lies here.
It looks like the student humour newspaper, but it contains nothing to do
with actual news that you didn't know already.
~
72 0 0 0 1048576 0 0 0 0 E
8 0 0 0 1048576 0 0 0 0 E
1 20 9 0d0+10 1d2+0
10 100
8 8 0

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@ -1322,9 +1322,9 @@ a happy child~
the happy child~
A little boy stands here, smiling happily.
~
It looks unfinished. The little boy is happily whistling as he looks around.
Something about his manner tells you that he is probably skipping out on his
chores to view the town.
The little boy is happily whistling as he looks around. Something about his
manner tells you that he is probably skipping out on his chores to view the
town.
~
2120 0 0 0 0 0 0 0 0 E
7 18 5 1d1+70 1d2+1

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@ -1210,6 +1210,7 @@ A bright orange plastic bracelet was left here.~
12 0 0 0 0 m 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0 0
T 195
E
idleout timer stayalive bracelet~
The bracelet is made of a garish orange plastic with the letters STAYALIVE
@ -1238,7 +1239,7 @@ An ice cream has been dropped here.~
~
19 0 0 0 0 0 0 0 0 0 0 0 0
1 0 0 0
1 4 0 0 0
1 4 0 0 1
T 82
E
ice cream 99 flake~

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@ -52,17 +52,17 @@ large assortment crops fish~
fish. All of it ready for sale.
~
#10104
shovel maneur~
a shovel covered in maneur~
A shovel covered in cow maneur smells here.~
shovel manure~
a shovel covered in manure~
A shovel covered in cow manure smells here.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 2 8 7
7 350 35 0
E
shovel maneur~
shovel manure~
The shovel reeks of the barn and cows. It is covered from end to end with
maneur.
manure.
~
#10105
worn coveralls~

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@ -191,9 +191,9 @@ A circular rock lies right in the middle the trees.~
0 0 0 0
0 0 0 0
#10373
tourch~
a tourch~
A tourch rest in a crevice in the wall.~
torch~
a torch~
A torch rest in a crevice in the wall.~
~
1 a 0 0 0 ao 0 0 0 0 0 0 0
0 0 0 0

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@ -5,7 +5,7 @@ An important-looking scroll is lying here.~
~
18 c 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 50 0 0
1 50 0 0 0
E
scroll~
Greetings, adventurer!
@ -36,7 +36,7 @@ A firey wand lies on the ground here, warming the area slightly.~
~
3 agi 0 0 0 ao 0 0 0 0 0 0 0
12 1 1 26
3 1000 100 0
3 1000 100 0 0
E
wand~
The wand looks like a silver of liquid fire, frozen and carved into a form
@ -49,7 +49,7 @@ A void wand lies here, absorbing the light and the warmth.~
~
3 gj 0 0 0 ao 0 0 0 0 0 0 0
12 5 5 25
3 800 80 0
3 800 80 0 0
E
void~
The wand looks as if a hole has been cut in the fabric of reality and it is
@ -63,7 +63,7 @@ An inscription is carved into the wall here.~
~
12 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0 0
E
inscription~
Good friend,
@ -83,7 +83,7 @@ A trickle of clean water runs down the wall here.~
~
23 0 0 0 0 0 0 0 0 0 0 0 0
500 500 0 0
505 0 0 0
505 0 0 0 0
E
trickle~
Closer examination shows that a trickle of clean water does in fact run down
@ -94,9 +94,9 @@ lesser Kraken spike~
a lesser Kraken's spike~
A lesser Kraken's spike bobs in a rock pool here.~
~
12 g 0 0 0 ano 0 0 0 0 0 0 0
0 0 0 0
5 50 5 0
5 g 0 0 0 ano 0 0 0 0 0 0 0
3 8 5 14
5 50 5 0 0
E
spike~
The lesser Kraken's spike is long and sharp.
@ -108,7 +108,7 @@ A glowing white potion is on the ground here.~
~
10 0 0 0 0 a 0 0 0 0 0 0 0
12 1 -1 -1
3 1000 100 0
3 1000 100 0 0
#17509
Trilless bracelet white~
Trilless' white bracelet~
@ -116,7 +116,7 @@ A small white bracelet hovers half an inch above the ground here, rotating gentl
~
11 g 0 0 0 am 0 0 0 0 0 0 0
0 0 0 0
1 1000 130 0
1 1000 130 0 0
A
1 -1
A
@ -128,23 +128,23 @@ A small white glyph lies on the ground here.~
~
18 abcgi 0 0 0 ao 0 0 0 0 0 0 0
0 0 0 0
3 120 12 0
3 120 12 0 0
#17511
white blade Tranquil~
Tranquil~
A white blade rests here, shining brightly. It has the word 'Tranquil' etched along the blade.~
~
12 gkl 0 0 0 an 0 0 0 0 0 0 0
0 0 0 0
10 950 120 0
5 gkl 0 0 0 an 0 0 0 0 0 0 0
4 8 7 3
10 950 120 0 0
#17512
black blade Ristoril~
Ristoril~
A blade of pure blackness lies here, absorbing the light. It has the word 'Ristoril' etched across the blade.~
~
12 gjl 0 0 0 an 0 0 0 0 0 0 0
0 0 0 0
10 300 30 0
5 gjl 0 0 0 an 0 0 0 0 0 0 0
4 8 8 11
10 300 30 0 0
#17513
sigil darkness~
a sigil of darkness~
@ -152,7 +152,7 @@ A dark sigil is here, glowing with a dark aura of magic.~
~
18 cg 0 0 0 ao 0 0 0 0 0 0 0
0 0 0 0
3 150 15 0
3 150 15 0 0
#17514
carcophans black bracelet~
Carcophan's black bracelet~
@ -160,7 +160,7 @@ A dark bracelet lies on the ground here, consuming light and warmth.~
~
11 g 0 0 0 am 0 0 0 0 0 0 0
0 0 0 0
5 350 40 0
5 350 40 0 0
A
13 -25
A
@ -172,7 +172,7 @@ A black staff is waiting for someone to pick it up.~
~
5 gp 0 0 0 an 0 0 0 0 0 0 0
4 3 8 5
8 40 4 0
8 40 4 0 0
E
staff night carcophan~
The staff is made from a strange black material that must have been

View file

@ -268,6 +268,20 @@ wrapped birthday present~
This parcel offers no hint whatsoever as to what may be inside. The only way
to find out what it holds is to unwrap it!
~
#221
magical grey cloak~
a grey cloak~
A grey cloak emits a faint glow.~
~
9 0 0 0 0 ak 0 0 0 0 0 0 0
1 0 0 0
1 100 0 0 0
T 219
E
grey cloak~
The cloak must be imbued with some magical property. The cloth seems
excessively strong though still feels soft and light.
~
#251
water marble fountain water~
a marble fountain~
@ -278,19 +292,6 @@ A large fountain with two statues standing protectively above it.~
0 0 0 0 0
T 201
E
fountain~
This is the most beautiful fountain you have ever set your eyes upon! It
has a marble bottom, which is clean enough to eat off from. In the center of
the fountain, you see some stone FIGURES. They have their mouths open. As you
look closely you can see that there is water streaming out from the mouths.
What a neat idea!
~
E
statues figures~
Below each statue is engraved a name. Rumble and Ferret. More is written
below the names but you must look more closely to read it.
~
E
rumble names ferret~
To bring peace where there was only war. To bring justice where there was
only inequity. To bring freedom where there was only coercion. To bring
@ -298,4 +299,17 @@ balance where there was only chaos. To bring Sanctum to the world.
DO NOTE ENTER FOUNTAIN!
~
E
statues figures~
Below each statue is engraved a name. Rumble and Ferret. More is written
below the names but you must look more closely to read it.
~
E
fountain~
This is the most beautiful fountain you have ever set your eyes upon! It
has a marble bottom, which is clean enough to eat off from. In the center of
the fountain, you see some stone FIGURES. They have their mouths open. As you
look closely you can see that there is water streaming out from the mouths.
What a neat idea!
~
$~

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@ -229,7 +229,7 @@ An aqua potion has been left here.~
~
10 a 0 0 0 a 0 0 0 0 0 0 0
1 16 -1 -1
3 25 0 0 0
3 500 0 0 0
#25723
club wooden~
a wooden club~
@ -929,13 +929,13 @@ A large, sociable bulletin board is mounted on a wall here.~
0 0 0 0
0 0 0 0 0
E
drop box message~
Use 'look box' to write a message.
~
E
box~
If you can read this, the drop box is not working.
~
E
drop box message~
Use 'look box' to write a message.
~
#25797
board frozen bulletin~
a frozen bulletin board~
@ -945,13 +945,13 @@ A large bulletin board is here, carved from a block of ice.~
0 0 0 0
0 0 0 0 0
E
freeze bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
freeze bulletin~
Use 'look board' to read the board.
~
#25798
board holy bulletin~
a holy bulletin board~
@ -961,13 +961,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
0 0 0 0
0 0 0 0 0
E
holy bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
holy bulletin~
Use 'look board' to read the board.
~
#25799
board bulletin~
a bulletin board~
@ -977,11 +977,11 @@ A large bulletin board is mounted on a wall here.~
0 0 0 0
0 0 0 0 0
E
bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
bulletin~
Use 'look board' to read the board.
~
$~

View file

@ -5,7 +5,7 @@ A wicked looking trident is stuck into the ground here.~
~
5 aegmnq 0 0 0 an 0 0 0 0 0 0 0
0 4 5 11
7 20 0 0
7 20 0 0 0
#28602
black leather whip~
a black leather whip~
@ -13,7 +13,7 @@ A black leather whip lies on the ground here.~
~
5 j 0 0 0 an 0 0 0 0 0 0 0
3 7 3 2
7 20 0 0
7 20 0 0 0
#28603
hickey maker~
hickey maker~
@ -21,7 +21,7 @@ A hickey maker lies on the ground here making a soft sucking sound.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 3 3 12
7 20 0 0
7 20 0 0 0
#28604
farslayer sword~
a black hilted sword called, "Farslayer"~
@ -29,7 +29,7 @@ A black hilted sword with engravings on the blade lies here.~
~
5 deghjmnoq 0 0 0 an 0 0 0 0 0 0 0
0 1 20 11
7 1000 0 0
7 1000 0 0 0
E
sword~
The blade of the sword is a full meter long, and straight as an arrow, with
@ -54,7 +54,7 @@ An angel's skull lies here on the ground.~
~
9 0 0 0 0 ae 0 0 0 0 0 0 0
10 0 0 0
4 20 0 0
4 20 0 0 0
#28606
rotting flesh~
rotting flesh~
@ -62,7 +62,7 @@ Some rotting flesh lies here in a pile.~
~
9 0 0 0 0 ai 0 0 0 0 0 0 0
5 0 0 0
3 20 0 0
3 20 0 0 0
#28607
sword vorpal blade~
vorpal blade~
@ -70,7 +70,7 @@ A magnificently crafted blade lies here humming softly.~
~
5 b 0 0 0 an 0 0 0 0 0 0 0
0 1 20 1
6 20 0 0
6 20 0 0 0
#28608
flaming claw~
flaming claw~
@ -78,7 +78,7 @@ A flaming claw lies here burning brightly.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 1 25 5
4 20 0 0
4 20 0 0 0
#28609
Demonskin~
demonskin~
@ -86,7 +86,7 @@ A black scaley pile of demonskin lies here.~
~
9 0 0 0 0 ad 0 0 0 0 0 0 0
10 0 0 0
4 20 0 0
4 20 0 0 0
#28610
demon teeth~
demon teeth~
@ -94,7 +94,7 @@ A bunch of very sharp slimy teeth lie here.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 4 5 10
1 20 0 0
1 20 0 0 0
#28611
burning flesh~
burning flesh~
@ -102,7 +102,7 @@ A pile of burning flesh lies here.~
~
9 0 0 0 0 ai 0 0 0 0 0 0 0
5 0 0 0
5 20 0 0
5 20 0 0 0
#28612
rivet gun~
rivet gun~
@ -110,7 +110,7 @@ A rivet gun loaded with hot rivets lies here.~
~
3 0 0 0 0 a 0 0 0 0 0 0 0
4 3 3 30
7 20 0 15
7 20 0 15 0
#28613
circular saw~
circular saw~
@ -118,7 +118,7 @@ A circular saw lies here humming.~
~
5 b 0 0 0 an 0 0 0 0 0 0 0
0 5 4 0
7 20 0 0
7 20 0 0 0
#28614
box matches~
box of matches~
@ -126,7 +126,7 @@ A box of matches lies here ready to light something.~
~
4 a 0 0 0 a 0 0 0 0 0 0 0
4 3 3 26
2 20 0 0
2 20 0 0 0
#28615
bloody black talon~
bloody black talon~
@ -134,7 +134,7 @@ A severed bloody black talon lies here.~
~
5 jn 0 0 0 an 0 0 0 0 0 0 0
0 4 5 5
6 20 0 0
6 20 0 0 0
#28616
jar blood~
jar of blood~
@ -142,7 +142,7 @@ A dark jar of blood lies here.~
~
10 0 0 0 0 a 0 0 0 0 0 0 0
30 17 46 20
1 20 0 0
1 20 0 0 0
#28617
hell hound teeth~
hell hound teeth~
@ -150,7 +150,7 @@ The bloody teeth of a hell hound sit here.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 6 3 10
2 20 0 0
2 20 0 0 0
#28618
icy bottle~
icy bottle~
@ -158,7 +158,7 @@ An icy bottle sits here sits on the floor.~
~
10 0 0 0 0 a 0 0 0 0 0 0 0
30 22 15 15
1 20 0 10
1 20 0 10 0
#28619
ice spear~
ice spear~
@ -166,7 +166,7 @@ A spear made out of ice lies here.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 3 6 11
5 20 0 0
5 20 0 0 0
#28620
large meat hook~
large meat hook~
@ -174,7 +174,7 @@ A large meat hook is stuck into the ground.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 5 4 4
3 20 0 0
3 20 0 0 0
#28621
meat~
meat~
@ -182,7 +182,7 @@ A chuck of meat lies here.~
~
19 0 0 0 0 a 0 0 0 0 0 0 0
30 0 0 0
2 20 0 0
2 20 0 0 0
#28622
blueprint~
blueprint~
@ -190,7 +190,7 @@ A construction blueprint lies on the ground.~
~
19 0 0 0 0 a 0 0 0 0 0 0 0
31 0 0 0
1 20 0 0
1 20 0 0 0
#28623
electric eraser~
electric eraser~
@ -198,7 +198,7 @@ A electric eraser lies on the ground waiting an erasermate.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 6 3 0
1 20 0 0
1 20 0 0 0
#28624
spectacles~
spectacles~
@ -206,7 +206,7 @@ A set of spectacles lies here on the ground. Don't step on them.~
~
9 0 0 0 0 ae 0 0 0 0 0 0 0
7 0 0 0
1 20 0 0
1 20 0 0 0
A
3 2
#28625
@ -216,7 +216,7 @@ A sinistar looking symbol of evil lies here smoldering.~
~
3 0 0 0 0 ac 0 0 0 0 0 0 0
30 1 1 42
2 20 0 0
2 20 0 0 0
#28626
unholy robe pile cloth~
unholy robe~
@ -224,7 +224,7 @@ A stinking pile of cloth lies here.~
~
9 aj 0 0 0 ad 0 0 0 0 0 0 0
6 0 0 0
4 20 0 0
4 20 0 0 0
A
12 20
#28627
@ -234,7 +234,7 @@ A set of sharp evil looking teeth lie here. Probably a lawyer's.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 6 4 0
2 20 0 0
2 20 0 0 0
#28628
golden ring~
golden ring~
@ -242,7 +242,7 @@ A golden ring lies on the ground here.~
~
20 0 0 0 0 ab 0 0 0 0 0 0 0
5000 0 0 0
1 20 0 0
1 20 0 0 0
#28629
engagement ring~
engagement ring~
@ -250,7 +250,7 @@ An engagement ring lies here.~
~
20 0 0 0 0 ab 0 0 0 0 0 0 0
7000 0 0 0
1 20 0 0
1 20 0 0 0
#28630
prenuptial agreement~
prenuptial agreement~
@ -258,7 +258,7 @@ A prenuptial agreement lies here.~
~
2 0 0 0 0 a 0 0 0 0 0 0 0
30 29 42 16
1 20 0 0
1 20 0 0 0
#28631
ionic torque wrench~
ionic torque wrench~
@ -266,7 +266,7 @@ You see an ionic torque wrench on the ground.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
1 5 4 7
3 20 0 0
3 20 0 0 0
#28632
figurine horse~
figurine of a horse~
@ -274,7 +274,7 @@ You see a small figurine of a horse on the ground.~
~
9 0 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
3 20 0 0
3 20 0 0 0
A
14 20
#28633
@ -284,7 +284,7 @@ You see a small figurine of a winged horse on the ground.~
~
3 0 0 0 0 a 0 0 0 0 0 0 0
30 3 3 42
3 20 0 0
3 20 0 0 0
A
14 25
#28634
@ -294,7 +294,7 @@ You see a small figurine of a dark horse on the ground.~
~
3 0 0 0 0 a 0 0 0 0 0 0 0
30 3 3 17
3 20 0 0
3 20 0 0 0
A
14 30
#28635
@ -304,7 +304,7 @@ You see a small figurine of a black dragon on the ground.~
~
3 0 0 0 0 a 0 0 0 0 0 0 0
10 1 1 32
3 20 0 0
3 20 0 0 0
#28636
figurine red dragon~
a figurine of a red dragon~
@ -312,7 +312,7 @@ You see a small figurine of a red dragon on the ground.~
~
3 0 0 0 0 a 0 0 0 0 0 0 0
30 1 1 37
3 20 0 0
3 20 0 0 0
A
14 35
#28637
@ -322,7 +322,7 @@ You see a small figurine of a white dragon on the ground.~
~
3 0 0 0 0 a 0 0 0 0 0 0 0
30 1 1 16
3 20 0 0
3 20 0 0 0
A
14 35
#28638
@ -332,7 +332,7 @@ You see a small figurine of a green dragon on the ground.~
~
3 0 0 0 0 a 0 0 0 0 0 0 0
30 1 1 30
3 20 0 0
3 20 0 0 0
A
14 35
#28639
@ -342,7 +342,7 @@ You see a small figurine of a blue dragon on the ground.~
~
3 0 0 0 0 a 0 0 0 0 0 0 0
30 1 1 6
3 20 0 0
3 20 0 0 0
A
14 35
#28640
@ -352,7 +352,7 @@ You see a geiger counter here.~
~
3 a 0 0 0 a 0 0 0 0 0 0 0
10 1 1 31
2 20 0 0
2 20 0 0 0
#28641
photon displacement matrix~
photon displacement matrix~
@ -360,7 +360,7 @@ You see a photon displacement matrix on the ground.~
~
5 a 0 0 0 an 0 0 0 0 0 0 0
0 1 24 6
7 20 0 0
7 20 0 0 0
#28642
black jumpsuit~
black jumpsuit~
@ -368,7 +368,7 @@ You see a black jumpsuit on the ground.~
~
9 0 0 0 0 ad 0 0 0 0 0 0 0
7 0 0 0
4 20 0 0
4 20 0 0 0
#28643
antacid pill~
antacid pill~
@ -376,7 +376,7 @@ You see an antacid pill here.~
~
19 0 0 0 0 a 0 0 0 0 0 0 0
54 0 0 0
1 20 0 0
1 20 0 0 0
#28644
manes claw claws~
mane's claws~
@ -384,7 +384,7 @@ The severed claws of a sub-demon lie here, twitching.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 5 6 5
4 20 0 0
4 20 0 0 0
#28645
welding torch~
welding torch~
@ -392,7 +392,7 @@ A welding torch sits on the ground here.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 1 30 0
7 20 0 0
7 20 0 0 0
#28646
blond wig~
blond wig~
@ -400,7 +400,7 @@ A blond wig lies on the ground.~
~
9 0 0 0 0 ae 0 0 0 0 0 0 0
7 0 0 0
2 20 0 0
2 20 0 0 0
#28647
yellow jumpsuit nuclear symbol~
yellow jumpsuit~
@ -408,7 +408,7 @@ You see a yellow jumpsuit with a nuclear warning symbol.~
~
9 0 0 0 0 ad 0 0 0 0 0 0 0
8 0 0 0
3 20 0 0
3 20 0 0 0
#28648
cleaver~
cleaver~
@ -416,5 +416,5 @@ You see a nasty looking cleaver stuck in the ground.~
~
5 0 0 0 0 an 0 0 0 0 0 0 0
0 5 3 1
6 20 0 0
6 20 0 0 0
$~

View file

@ -5,7 +5,7 @@ A pile of glittering objects has been gathered here.~
~
20 0 0 0 0 a 0 0 0 0 0 0 0
10 7 3 0
2 200 0 0
2 200 0 0 0
E
pile glitter~
The king rat seem to like shining objects. This pile is filed with small
@ -19,7 +19,7 @@ A trout fillet has been left here. wonder who wasn't hungry..~
~
19 c 0 0 0 a 0 0 0 0 0 0 0
8 0 0 0
1 10 5 0
1 10 5 0 0
#3702
fish fillet~
a fish fillet~
@ -27,7 +27,7 @@ The fillet of some strange fish is here.~
~
19 c 0 0 0 a 0 0 0 0 0 0 0
4 0 0 0
1 10 5 0
1 10 5 0 0
#3703
pearl~
a pearl~
@ -35,15 +35,15 @@ A large shining pearl has been left here.~
~
8 ac 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 500 50 0
1 500 50 0 0
#3704
chest~
an ironbound chest~
A chest is here, protecting whatever is hidden in it.~
~
15 0 0 0 0 0 0 0 0 0 0 0 0
400 13 3704 0
0 0 0 0
400 13 3710 0
0 0 0 0 0
E
iron ironbound chest~
The chest has been bound by iron, to prevent it from being forced open.
@ -56,7 +56,7 @@ A very nice chainmail has been thrown on the ground here.~
~
9 gm 0 0 0 ad 0 0 0 0 0 0 0
7 0 0 0
8 850 150 0
8 850 150 0 0
E
chain mail chainmail~
The chains connected in this chainmail is of a fine quality, making a very
@ -73,7 +73,7 @@ A long dagger, ready for action is here.~
~
5 g 0 0 0 an 0 0 0 0 0 0 0
5 1 4 11
1 210 23 0
1 210 23 0 0
A
18 1
A
@ -85,7 +85,7 @@ A small fishing boat has been moored here.~
~
22 0 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
32 160 16 0
32 160 16 0 0
E
boat~
The boat is made from a very light sort of wood, making it extremely easy to
@ -98,7 +98,7 @@ Fungus is hanging from the ceiling.~
~
13 0 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
5 25 2 0
5 25 2 0 0
E
fungus~
Green fungus growing on spiderwebs - YUCK!
@ -110,7 +110,7 @@ An old desk is here, covered in guano.~
~
15 0 0 0 0 0 0 0 0 0 0 0 0
100 0 -1 0
0 0 0 0
0 0 0 0 0
E
desk~
An old desk, heavy with age - and guano - has been left here by the
@ -124,7 +124,7 @@ An extremely dirty key is lying here.~
~
18 c 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 50 5 0
1 50 5 0 0
E
key~
An old and very dirty key. It looks as you'd imagine a padlock key looks,

View file

@ -5,7 +5,7 @@ There is a bright icy crown here, melting.~
~
9 p 0 0 0 ae 0 0 0 0 0 0 0
2 0 0 0
2 75 7 0
2 75 7 0 0
E
crown royal ice~
This crown is slowling melting into water so you had better pick it up fast.
@ -20,7 +20,7 @@ An icy scepter is here.~
~
3 gp 0 0 0 ao 0 0 0 0 0 0 0
12 6 6 10
6 500 150 0
6 500 150 0 0
E
scepter icy~
This scepter is very cold to the touch. You now that it is made out of ice
@ -37,7 +37,7 @@ The pelt of some unfortunate penguin lies crumpled here.~
~
9 0 0 0 0 ak 0 0 0 0 0 0 0
2 0 0 0
2 10 1 0
2 10 1 0 0
E
penguin pelt~
This is all that's left of a poor penguin.
@ -49,7 +49,7 @@ A smooth, black claw of a penguin lays here.~
~
12 0 0 0 0 an 0 0 0 0 0 0 0
0 0 0 0
3 30 3 0
3 30 3 0 0
#4305
walrus tusk~
the tusk of a walrus~
@ -57,7 +57,7 @@ The tusk of some walrus is here.~
~
5 o 0 0 0 an 0 0 0 0 0 0 0
0 6 4 14
4 100 10 0
4 100 10 0 0
#4306
chest~
a chest~
@ -65,7 +65,7 @@ A chest is here.~
~
15 0 0 0 0 0 0 0 0 0 0 0 0
10 5 -1 0
0 0 0 0
0 0 0 0 0
#4307
ice boots~
a pair of melting boots~
@ -73,7 +73,7 @@ A pair of melting boots lies here. ~
~
9 a 0 0 0 ag 0 0 0 0 0 0 0
2 0 0 0
4 160 16 0
4 160 16 0 0
A
14 -10
A
@ -88,7 +88,7 @@ West: The Realm of Glogtar
~
16 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0 0
#4309
engraved bone sign~
an engraved, bone sign~
@ -96,7 +96,7 @@ An bone sign with engraved symbols stands here.~
~
12 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0 0
E
sign bone~
Welcome to Rankir!
@ -108,7 +108,7 @@ A beautifully carven ice fountain is here with almost frozen water.~
~
23 0 0 0 0 0 0 0 0 0 0 0 0
1000 1000 15 0
1005 0 0 0
1005 0 0 0 0
E
ice fountain~
The fountain before yu is the most beautiful ice sculpture you have ever
@ -122,7 +122,7 @@ A strip of penguin flesh lies here, rotting.~
~
19 0 0 0 0 a 0 0 0 0 0 0 0
7 0 0 1
1 9 0 0
1 9 0 0 0
#4312
walrus meat~
a chunk of walrus meat~
@ -130,7 +130,7 @@ A chunk of walrus meat lies here, spoiling.~
~
19 0 0 0 0 a 0 0 0 0 0 0 0
10 0 0 1
2 11 1 0
2 11 1 0 0
#4313
whale blubber~
whale blubber~
@ -138,7 +138,7 @@ A dirty piece of whale blubber.~
~
19 0 0 0 0 a 0 0 0 0 0 0 0
10 0 0 0
4 20 2 0
4 20 2 0 0
#4314
eskimo whaling spear~
an eskimo whaling spear~
@ -146,7 +146,7 @@ An eskimo's spear is her with a very sharp barb.~
~
5 ko 0 0 0 an 0 0 0 0 0 0 0
4 2 16 14
5 250 40 0
5 250 40 0 0
#4315
iditarod whip~
a strong bound whip~
@ -154,7 +154,7 @@ A whip for the iditarod dog sled race is coiled up here.~
~
5 k 0 0 0 an 0 0 0 0 0 0 0
7 3 7 2
2 20 2 0
2 20 2 0 0
#4316
seal meat~
a slice of seal meat~
@ -162,7 +162,7 @@ A slice of seal meat is here.~
~
19 0 0 0 0 a 0 0 0 0 0 0 0
3 0 0 0
2 13 0 0
2 13 0 0 0
#4317
eskimo hunting knife~
an eskimo hunting knife~
@ -170,7 +170,7 @@ A knife made for hunting is lying here.~
~
5 g 0 0 0 an 0 0 0 0 0 0 0
5 4 3 11
6 450 45 0
6 450 45 0 0
E
hunting knife~
This knife is used to skin the spoils of an eskimo hunting trip,
@ -182,7 +182,7 @@ A pair of snow shoes is here, snow melting all over them.~
~
9 k 0 0 0 ag 0 0 0 0 0 0 0
2 0 0 0
2 20 2 0
2 20 2 0 0
#4319
hood soft leather~
a hood of soft leather~
@ -190,7 +190,7 @@ A soft leather hood is folded over on the ground.~
~
9 0 0 0 0 ae 0 0 0 0 0 0 0
1 0 0 0
2 20 2 0
2 20 2 0 0
#4320
fur cape~
a cape of fur~
@ -198,7 +198,7 @@ A cape lined with fur is lying here.~
~
9 0 0 0 0 ak 0 0 0 0 0 0 0
2 0 0 0
2 10 1 0
2 10 1 0 0
#4321
huge pile money gold coin~
a HUGE pile of money~
@ -206,7 +206,7 @@ A HUGE glittering pile of money.~
~
20 0 0 0 0 a 0 0 0 0 0 0 0
1000 0 0 0
1 1 0 0
1 1 0 0 0
#4322
glogtar key~
Glogtar's key~
@ -214,7 +214,7 @@ A key is lying here, covered with dirt.~
~
18 c 0 0 0 a 0 0 0 0 0 0 0
0 0 0 0
1 50 5 0
1 50 5 0 0
#4323
king hunting tunic~
a hunting tunic for the king~
@ -222,7 +222,7 @@ A tunic for hunting lies here, unused for years.~
~
9 g 0 0 0 ad 0 0 0 0 0 0 0
4 0 0 0
4 293 30 0
4 293 30 0 0
A
18 2
$~

View file

@ -41,7 +41,7 @@ A
A
17 -1
#4604
gqueen ants stinger~
queen ants stinger~
a stinger from the queen ant~
Looks like someone ripped off the tip of a Queen ant's butt.~
~

View file

@ -230,8 +230,8 @@ A potato has been left here.~
6 0 0 0
3 75 0 0
E
potatoe~
This is just an ordinary looking potatoe. You might want to wipe off the
potato~
This is just an ordinary looking potato. You might want to wipe off the
dirt before you eat it.
~
#526

View file

@ -735,6 +735,7 @@ Room Variables Example~
%echo% SECTOR: %self.sector%
%echo% VNUM: %self.vnum%
%echo% WEATHER: %self.weather%
%echo% CONTENTS 1: %self.contents(1)%
~
#30
Text Variables Example~
@ -960,7 +961,7 @@ if %arg.is_pc% == 1
elseif %arg.is_pc% == 0
%echo% It is a mob.
else
%echo It is an object.
%echo% It is an object.
end
~
#35
@ -1317,7 +1318,7 @@ switch %cmd%
break
case fingerprint
if %arg% != open
if %arg != close
if %arg% != close
%send% %actor% You must type either:
%send% %actor% fingerprint open
%send% %actor% or
@ -1408,13 +1409,13 @@ Mob Death Purges Equipment~
* Purge all inventory first.
say You damn whipper snappers. You may have beat me this time, but my equipment goes only to those who deserve it.
emote donates everything.
while %self.inventory%%
while %self.inventory%
%purge% %self.inventory%
done
* While we have an equipment slot, purge that too.
set i 0
while %i% < 18
set item %self.eq(%i%)%
eval item %%self.eq(%i%)%%
if %item%
%purge% %item%
end
@ -1460,7 +1461,7 @@ Parrot Array Example~
wait 1 s
emote squawks loudly.
wait 1 s
* 75% chance of learning phrase.
* 75 percent chance of learning phrase.
eval polly %random.4%
if %polly% > 1
* Ignore if already known
@ -2029,7 +2030,7 @@ Mob Hitprcnt Example~
0 l 50
~
* By Rumble of The Builder Academy tbamud.com 9091
* Fires at 50% hitpoints.
* Fires at 50 percent hitpoints.
%zoneecho% %self.room.vnum% %self.name% shouts 'HELP! I'm under ATTACK! HELP!'
* Remove the trigger so it won't fire again if the mob heals.
detach 71 %self.id%

View file

@ -3,7 +3,7 @@ Obj Command 100 - portal to Midgaard~
1 c 7
en~
* By Rumble of The Builder Academy tbamud.com 9091
if %cmd.mudcommand% == enter && %arg% /= portal
if %cmd.mudcommand% == enter && portal /= %arg%
%send% %actor% You enter the portal.
%echoaround% %actor% %actor.name% bravely enters the portal.
%teleport% %actor% 3001
@ -1071,7 +1071,7 @@ if squeeze /= %cmd% && chicken /= %arg%
%echoaround% %actor% %actor.name% squeezes the life out of %actor.hisher% rubber chicken making a racket with its squeaking.
%asound% A loud and annoying squeaking sound can be heard close by.
else
%send %actor% What would you like to squeeze?
%send% %actor% What would you like to squeeze?
return 0
end
~
@ -1239,8 +1239,8 @@ if %actor%
%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%)
nop %actor.gold(-%coins%)%
nop %self.gold(%coins%)%
end
end
~
@ -1250,7 +1250,7 @@ Cast spells on Greet - M135~
~
* By Rumble of The Builder Academy tbamud.com 9091
* Cast a random spell on players that enter. But, only if they are not already
* affected and only 10% of the time.
* affected and only 10 percent of the time.
switch %random.12%
case 1
if %actor.affect(blind)%
@ -1351,7 +1351,7 @@ elseif %cmd.mudcommand% == buy
else
%load% obj %quest_item% %actor% inv
tell %actor.name% here you go.
nop %actor.questpoints(-%quest_item_cost%)
nop %actor.questpoints(-%quest_item_cost%)%
end
elseif %cmd.mudcommand% == sell
tell %actor.name% I don't want anything you have.
@ -1556,7 +1556,7 @@ say %speech%
~
#174
Underground Spy M30 T174~
0 b 100
0 b 20
~
* By Rumble of The Builder Academy tbamud.com 9091
if !%self.follower%
@ -1731,7 +1731,7 @@ if %self.worn_by%
%damage% %actor% 2
end * Set the next target.
set kickers %next_kicker%
wait % s
wait 1 s
* Loop back.
done
end
@ -1811,7 +1811,7 @@ set text[17] Try a little kindness. As little as possible.
set text[18] If at first you don't succeed try management.
set text[19] Ahhh. I see the screw-up fairy has visited us again.
set text[20] Not a morning person doesn't even begin to describe it.
set text[21] 80% of success is just showing up.
set text[21] 80 percent of success is just showing up.
set text[22] It's lonely at the top but you eat better.
set text[23] When I want your opinion, I'll beat it out of you.
set text[24] Make it idiot proof and someone will make a better idiot.
@ -1963,7 +1963,7 @@ Aristotle - 22~
0 b 10
~
* Aristotle - M22 - T185 By Rumble
eval max %random.27%
eval max %random.26%
set txt[1] education is an ornament in prosperity and a refuge in adversity.
set txt[2] a good man with a flaw who had come to an unjustified bad end.
set txt[3] All paid jobs absorb and degrade the mind.
@ -1988,7 +1988,8 @@ set txt[21] I count him braver who overcomes his desires than him who conquers h
set txt[22] The unfortunate need people who will be kind to them; the prosperous need people to be kind to.
set txt[23] Youth is easily deceived, because it is quick to hope.
set txt[24] Teaching is the highest form of understanding.
set txt[25] Excellence is an art won by training and habituation. We do not act rightly because we have virtue or excellence, but we rather have those because we have acted rightly. We are what we repeatedly do. Excellence, then, is not an act but a habitset txt[27] Courage is a man's ability to handle fear.
set txt[25] Excellence is an art won by training and habituation. We do not act rightly because we have virtue or excellence, but we rather have those because we have acted rightly. We are what we repeatedly do. Excellence, then, is not an act but a habit
set txt[26] Courage is a man's ability to handle fear.
set speech %%txt[%max%]%%
eval speech %speech%
say %speech%

View file

@ -218,7 +218,7 @@ wait 120 sec
Master Roshis Kamehameha Wave - 10329 ~
1 c 7
kame~
if %cmd==kamehameha && %arg%==wave && %actor.fighting%
if %cmd%==kamehameha && %arg%==wave && %actor.fighting%
%damage% %actor.fighting% 99999
%echoaround% %actor% @G%actor.name% clasps %actor.hisher% hands at his side
and begins to yell "KaMeHaMeHa!!!!"@n

View file

@ -81,7 +81,7 @@ if %actor.id% == 4891
%send% %actor% You drift into a calm slumber.
%force% %actor% sleep
else
%force %actor% sleep
%force% %actor% sleep
end
~
#10410
@ -197,7 +197,7 @@ eval here %self.room%
eval today %here.weather%
say The weather eh? Give me a little.
wait 1 sec
%echo %self.name% looks up into the sky and pulls a notepad out of his pocket.
%echo% %self.name% looks up into the sky and pulls a notepad out of his pocket.
wait 3 sec
%echo% %self.name% begins to jot down something on his notepad.
wait 3 sec

View file

@ -206,7 +206,7 @@ if %arg% == bracelet
if %self.timer% == 0
eval give %actor.maxmove% - %actor.move%
eval percent (%give% * 8) / 10
eval power %%actor.move(%percent%)%
eval power %actor.move(%percent%)%
set %power%
%send% %actor% @CYou glow with energy as a powerful wind erupts from %self.shortdesc% and envelops you. @n
%echoaround% %actor% @C%actor.name% glows with energy as a powerful wind erupts from %self.shortdesc% and envelops %actor.himher%. @n

View file

@ -391,12 +391,12 @@ drop %object.name.car%
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_crayondone)
if %actor.varexists(zn118_crayondone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_crayonquest)
elseif %actor.varexists(zn118_crayonquest)%
wait 1 s
say Ah! Now, let me see...
wait 1 s
@ -462,12 +462,12 @@ end
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_birddone)
if %actor.varexists(zn118_birddone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_birdquest)
elseif %actor.varexists(zn118_birdquest)%
wait 1 s
say Thank you %actor.name%. Now part of me feels free too.
wait 2 s
@ -797,12 +797,12 @@ eval room %room% + 11874
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_tunneldone)
if %actor.varexists(zn118_tunneldone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_tunnelquest)
elseif %actor.varexists(zn118_tunnelquest)%
eval score %actor.zn118_tunnelquest% - 1
if %score% < 15
wait 1 s
@ -1070,7 +1070,7 @@ if %arg% == north || %arg% == east || %arg% == south || %arg% == west || %arg%
case 2
%send% %people% %actor.name% tries to shoot you but misses.
%send% %actor% You try to shoot %people.name% but miss.
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses%
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses
%purge% %actor.inventory(2733)%
%load% obj 2733
break
@ -1200,7 +1200,7 @@ if %arg.mudcommand% == north || %arg.mudcommand% == east || %arg.mudcommand% ==
case 2
%send% %people% %actor.name% tries to shoot you but misses.
%send% %actor% You try to shoot %people.name% with %weapon.shortdesc% but miss.
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses%
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses
%purge% %actor.inventory(%arrow%)%
%load% obj %arrow%
break
@ -1242,12 +1242,12 @@ test~
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_runningdone)
if %actor.varexists(zn118_runningdone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_runningquest)
elseif %actor.varexists(zn118_runningquest)%
wait 1 s
emote pauses to think for a moment.
wait 1 s
@ -1359,12 +1359,12 @@ global taken
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_blinddone)
if %actor.varexists(zn118_blinddone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_blindword)
elseif %actor.varexists(zn118_blindword)%
wait 1 s
say Since you have proved yourself willing to read...
wait 1 s
@ -1463,12 +1463,12 @@ end
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_blinddone)
if %actor.varexists(zn118_blinddone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_blindword)
elseif %actor.varexists(zn118_blindword)%
wait 1 s
say Since you have proved yourself willing to read...
wait 1 s
@ -1503,9 +1503,9 @@ if %actor.varexists(zn118_knifestart)%
if %speech% == start
eval max %random.3%
set txt[1] right
set txt[2] middle
set txt[3] left
set ball %%txt[%max%]%%
set txt[2] middle
set txt[3] left
set ball %%txt[%max%]%%
eval ball %ball%
emote places the ball under the %ball% cup.
wait 1 s
@ -1694,7 +1694,7 @@ new trigger~
if %self.master% == %actor%
%echo% test
if %cmd%==minv
%send% %actor% your mules inv%
%send% %actor% your mules inv
else
return 0
end
@ -1834,12 +1834,12 @@ end
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_weepingdone)
if %actor.varexists(zn118_weepingdone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_weepingquest)
elseif %actor.varexists(zn118_weepingquest)%
rdelete zn118_weepingquest %actor.id%
set zn118_weepingdone 1
remote zn118_weepingdone %actor.id%
@ -1895,12 +1895,12 @@ end
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_knifedone)
if %actor.varexists(zn118_knifedone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_knifequest)
elseif %actor.varexists(zn118_knifequest)%
rdelete zn118_knifequest %actor.id%
set zn118_knifedone 1
remote zn118_knifedone %actor.id%
@ -2263,12 +2263,12 @@ end
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_thindone)
if %actor.varexists(zn118_thindone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_thinwrite)
elseif %actor.varexists(zn118_thinwrite)%
wait 2 s
emote dips a finger in her glass of wine, dragging it over the pages of the journal.
wait 2 s
@ -2322,12 +2322,12 @@ end
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_mutedone)
if %actor.varexists(zn118_mutedone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_mutewrite)
elseif %actor.varexists(zn118_mutewrite)%
rdelete zn118_mutewrite %actor.id%
set zn118_mutedone 1
remote zn118_mutedone %actor.id%
@ -2642,183 +2642,6 @@ else
drop %object.name.car%
end
~
#11885
testing~
0 f 100
~
eval here %actor.room%
eval person %here.people%
while %person%
if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id%
%echo% %person.name%
eval name %self.name%
eval word ^%name.car%
while %name%
eval rest %name.cdr%
eval next %rest.car%
eval word %word%_%next%
eval name %rest%
done
eval value %word%
eval var %%person.varexists(%value%)%%
if %var%
eval percent %%person.%value%%
eval percent %percent% + 1
set %value% %percent%
remote %value% %person.id%
else
set %value% 1
remote %value% %person.id%
end
end
eval person %person.next_in_room%
done
~
#11886
testtwo~
0 f 100
~
eval value %self.vnum%
eval here %actor.room%
eval person %here.people%
while %person%
if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id%
%echo% %person.name%
eval name %self.name%
eval word %name.car%
while %name%
eval rest %name.cdr%
eval next %rest.car%
eval word %word%_%next%
eval name %rest%
done
eval mob %word%
eval var %%person.varexists(%value%)%%
if %var%
eval percent %%person.%value%
%echo% percent : %percent%
eval number %percent.cdr%
eval mobname %percent.car%
eval number %number% + 1
eval %value% %mobname% %number%
remote %value% %person.id%
else
set %value% %word% 1
remote %value% %person.id%
end
if %person.varexists(trophy)%
eval end %person.trophy%
if !%end% /= %value%
%echo% should be adding!!!!
eval trophy %person.trophy% %value%
remote trophy %person.id%
end
else
set trophy %value%
remote trophy %person.id%
end
end
eval person %person.next_in_room%
done
~
#11887
testing3~
2 c 100
trophy~
%echo% %2710.name%
~
#11888
testing4~
0 f 100
~
eval here %actor.room%
eval person %here.people%
while %person%
if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id%
%echo% %person.name%
eval name %self.name%
eval word ^%name.car%
while %name%
eval rest %name.cdr%
eval next %rest.car%
eval word %word%_%next%
eval name %rest%
done
if %person.varexists(trophy)%
if !%person.trophy% /= %word%
set tro %person.trophy%_%word%
set trophy %tro%
remote trophy %person.id%
end
else
set trophy %word%
remote trophy %person.id%
end
eval value %word%
eval var %%person.varexists(%value%)%%
if %var%
eval percent %%person.%value%%
eval percent %percent% + 1
set %value% %percent%
remote %value% %person.id%
else
set %value% 1
remote %value% %person.id%
end
end
eval person %person.next_in_room%
done
~
#11889
mobs killed recorded in trophy~
0 f 100
~
eval value %self.vnum%
eval here %actor.room%
eval person %here.people%
while %person%
if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id%
%echo% %person.name%
eval name %self.name%
eval word %name.car%
while %name%
eval rest %name.cdr%
eval next %rest.car%
eval word %word%_%next%
eval name %rest%
done
eval mob %word%
eval var %%person.varexists(%value%)%%
if %var%
eval percent %%person.%value%
%echo% percent : %percent%
eval number %percent.cdr%
eval mobname %percent.car%
eval number %number% + 1
eval %value% %mobname% %number%
remote %value% %person.id%
else
set %value% %word% 1
remote %value% %person.id%
end
end
eval person %person.next_in_room%
done
~
#11890
trophy reports~
2 c 100
trophy~
set number 2700
while %number% < 2799
if %%actor.varexists(%number%)%%
eval var %%actor.%number%%
eval mobname %var.car%
eval amount %var.cdr%
%send% %actor% %mobname% : %amount% killed
eval %number% %number% + 1
done
~
#11891
(07) journal entries~
1 c 3

View file

@ -206,7 +206,7 @@ end
if %self.affects(UNUSED)%
%echo% This object is affected with unused.
end
if %self.affects(INFRA)%
if %self.affects(CHARM)%
%echo% This object is affected with charm.
end
~
@ -445,8 +445,7 @@ go~
if %cmd% == go
* By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg
%==stay)
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg%==stay)
return 0
if %cmd%!=gos
%send% %actor% Type: go < up | down | left | right >
@ -945,27 +944,27 @@ Hunger, Thirst, Drunk Test Trigger~
wait 1
%echo% Hello %actor.name%
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
nop %actor.hunger(50)
nop %actor.thirst(50)
nop %actor.drunk(50)
nop %actor.hunger(50)%
nop %actor.thirst(50)%
nop %actor.drunk(50)%
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
nop %actor.hunger(-10)
nop %actor.thirst(-10)
nop %actor.drunk(-10)
nop %actor.hunger(-10)%
nop %actor.thirst(-10)%
nop %actor.drunk(-10)%
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
nop %actor.hunger(20)
nop %actor.thirst(21)
nop %actor.drunk(22)
nop %actor.hunger(20)%
nop %actor.thirst(21)%
nop %actor.drunk(22)%
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
*
while %actor.hunger% >= 0
nop %actor.hunger(-1)
nop %actor.hunger(-1)%
done
while %actor.thirst% >= 0
nop %actor.thirst(-1)
nop %actor.thirst(-1)%
done
while %actor.drunk% >= 0
nop %actor.drunk(-1)
nop %actor.drunk(-1)%
done
~
#1216
@ -1483,7 +1482,7 @@ if (%actor.id% == 4891)
%send% %actor% You drift into a calm slumber.
%force% %actor% sleep
else
%force %actor% sleep
%force% %actor% sleep
end
~
#1287

View file

@ -116,7 +116,7 @@ switch %number%
set 1st %room.charat(1)%
set 2nd %room.charat(2)%
set 3rd %room.charat(3)%
set zone %1st%%2nd%3rd%
set zone %1st%%2nd%%3rd%
break
done
%echo% Room #%room.vnum% is part of zone: %zone%

View file

@ -48,8 +48,8 @@ if %actor%
%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%)
nop %actor.gold(-%coins%)%
nop %self.gold(%coins%)%
end
end
~

View file

@ -1484,10 +1484,10 @@ Obj Remove Straitjacket - 1300~
return 0
~
#1348
Obj Trigger Example, ice cream melting~
delete me~
1 f 100
~
say
* No Script
~
#1349
free~
@ -2263,8 +2263,8 @@ return 0
Random Mob Purge~
2 b 100
~
* This script checks if anyone is in the room. If so each mob has a 50% chance of
* being purged 5% of the time.
* This script checks if anyone is in the room. If so each mob has a 50
* percent chance of being purged 5 percent of the time.
eval target %self.people%
while %target%
eval tmp_target %target.next_in_room%
@ -2549,7 +2549,7 @@ Mob Speech Parrot~
wait 1s
emote squawks loudly.
wait 1s
*** 75% chance of learning phrase
*** 75 percent chance of learning phrase
eval polly %random.4%
if (%polly% > 1)
say %speech%

View file

@ -338,7 +338,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% ==
set finaldam 0
set i 0
while %i% != %dice%
eval tempDam %%random.%dam%%
eval tempDam %random.%dam%%
eval finaldam %finaldam% + %tempDam%
eval i %i% +1
done

View file

@ -432,8 +432,8 @@ else
end
* Portal example with arguments: enter
* if portal /= %arg%
* %send %actor% You enter the portal.
* %echoaround %actor.name% %actor.name% bravely steps into the portal.
* %send% %actor% You enter the portal.
* %echoaround% %actor.name% %actor.name% bravely steps into the portal.
* %teleport% %actor% 3001
* %force% %actor% look
* %echoaround% %actor% %actor.name% steps through a portal.
@ -464,7 +464,7 @@ Room Drop Example~
2 h 100
~
%echo% %actor.name% tries to drop object type: %object.type%
if %object.type% == TRA
if %object.type% == TRASH
%echo% No Littering!
return 0
end

View file

@ -1,77 +1,77 @@
#15000
Thief - 15015~
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
~
#15001
Magic User - 15032~
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
~
$~
#15000
Thief - 15015~
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
~
#15001
Magic User - 15032~
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
~
$~

View file

@ -639,21 +639,23 @@ attach 8917 %self.id%
eval where %self.room%
eval where2 %where.vnum%
if %where2% == 1982
%echo% A large rumbling sound can be heard as the passage to the north opens.
%door% 1982 north room 1983
%door% 1982 north description A great black cavern looms beyond, the stone that covered it glowing and quivering with magic.
%door% 1983 south room 1982
%door% 1983 south description A faint magical glow comes from this direction, a rectangular slab removed from the cavernous wall.
wait 1 sec
%echo% A large rumbling sound can be heard as the passage to the north opens.
%door% 1982 north room 1983
%door% 1982 north description A great black cavern looms beyond, the stone that covered it glowing and quivering with magic.
%door% 1983 south room 1982
%door% 1983 south description A faint magical glow comes from this direction, a rectangular slab removed from the cavernous wall.
end
~
#1941
(1929) leaving candle removes exit~
1 h 100
~
eval where %self.room%
if %where% == }51286
%echo% The ground rumbles as a heavy stone slab slides back into place in the northern wall.
%door% 1982 north purge
eval where %self.room.vnum%
if %where% == 1982
wait 1 sec
%echo% The ground rumbles as a heavy stone slab slides back into place in the northern wall.
%door% 1982 north purge
end
~
#1942

View file

@ -408,6 +408,14 @@ else
say I only work for the Gods.
end
~
#219
Modify AC on wear~
1 j 100
~
osetval 0 9
wait 1 sec
%send% %actor% As you wear %self.shortdesc% you feel more protected.
~
#220
Birthday Present Unwrap~
1 c 3

View file

@ -86,9 +86,6 @@ done
seagull eat the crabs~
0 d 100
test~
* in this file are not changed, and will have to be edited by hand.
* This zone was number 201 on The Builder Academy, so you
* should be looking for 201xx, where xx is 00-99.
%echo% FINDOBJ: There are %findobj.1233(1300)% objects of vnum 1300 in roo
m 1233.
%echo% There is %findobj.1233(1332664)% object of ID 1332605 in r
@ -102,9 +99,6 @@ in room 1233.
the crabs sleep - 20101~
0 b 100
~
* in this file are not changed, and will have to be edited by hand.
* This zone was number 201 on The Builder Academy, so you
crab sleep
if ( %time.hour% <=7 || %time.hour% >=19)
eval line %random.5%
switch %line%
@ -154,10 +148,6 @@ end
Siren sings to all around her - 20104~
2 g 100
~
* This zone was number 201 on The Builder Academy, so you
If %actor.name% == Elixias
return 0
else
if (%actor.sex% == male)
%send% %actor% You hear someone sing, the voice overpowering your senses and strangely luring...
wait 2 secs
@ -166,7 +156,6 @@ else
%force% %actor% south
%force% %actor% look
end
end
~
#20113
Siren confuses the male - 20104~

File diff suppressed because it is too large Load diff

View file

@ -1,111 +1,111 @@
#2500
Near Death Trap Whirlpool - 2529~
2 g 100
~
* Near Death Trap stuns actor
wait 10 sec
%send% %actor% You begin to lose consciousness from lack of oxygen.
wait 2 sec
%send% %actor% You try to breathe in the putrid water and gag.
set stunned %actor.hitp% + 2
%damage% %actor% %stunned%
wait 2 sec
%send% %actor% The current lessens and you float to the surface.
%send% %actor% The Gods must favor you this day.
~
#2501
Magic User - 4,7,8,10,14-18,20-34,36-38,40-41,48-49,52-54,56-57,59-60,62,64~
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
~
#2502
Thief - 2511~
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
~
#2503
Healer - 2501~
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
~
$~
#2500
Near Death Trap Whirlpool - 2529~
2 g 100
~
* Near Death Trap stuns actor
wait 10 sec
%send% %actor% You begin to lose consciousness from lack of oxygen.
wait 2 sec
%send% %actor% You try to breathe in the putrid water and gag.
set stunned %actor.hitp% + 2
%damage% %actor% %stunned%
wait 2 sec
%send% %actor% The current lessens and you float to the surface.
%send% %actor% The Gods must favor you this day.
~
#2501
Magic User - 4,7,8,10,14-18,20-34,36-38,40-41,48-49,52-54,56-57,59-60,62,64~
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
~
#2502
Thief - 2511~
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
~
#2503
Healer - 2501~
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
~
$~

View file

@ -74,7 +74,7 @@ High Priest of Terror - 26714~
switch %random.2%
case 1
emote utters the words, 'ordalaba'.
dg_cast 'charm' %actor
dg_cast 'charm' %actor%
break
case 2
emote waves $s hands in a swirling motion.

View file

@ -418,7 +418,7 @@ end
(2741-56) Random spooky messages in temple~
2 b 40
~
eval person %self.people(people.-1)%
eval person %self.people%
if (%person% > 0)
switch %random.15%
case 0
@ -499,7 +499,7 @@ done
test randomroom~
2 b 100
~
eval person %self.people(-1)%
eval person %self.people%
if (%person% > 0)
%echo% test works
end
@ -660,7 +660,7 @@ end
%echo% You realise too late that only an empty chasm lies below. Plummeting faster and faster, you don't even have time to pray before you hit the ground!
wait 2 s
%purge%
eval person %self.people(people.-1)%
eval person %self.people%
if (%person% > 0)
%teleport% %actor% 2700
%force% %actor% look
@ -697,7 +697,7 @@ if %cmd%==shoot
if %quiver%
%force% %actor% take arrow quiver
%send% %actor% You prepare to shoot.
if %actor.inventory(2733)
if %actor.inventory(2733)%
%echo% About to nod
set ready 1
remote ready %actor.id%
@ -939,7 +939,7 @@ move~
(2763) toothy loads on reset~
2 af 100
~
eval person %self.people(people.-1)%
eval person %self.people%
if (%person% < 1)
%purge%
%load% mob 2713

View file

@ -52,7 +52,7 @@ switch %random.23%
say Ah! Fellow travellers! Come have a look at the finest silk this side of the infamous Ched Razimtheth!
break
case 14
look %actor%
emote looks at you.
say You are feebly attired for the danger that lies ahead.
break
case 15
@ -443,8 +443,8 @@ if %actor%
%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%)
nop %actor.gold(-%coins%)%
nop %self.gold(%coins%)%
end
end
~

View file

@ -1,30 +1,30 @@
#27900
Thief Renoir - 27949~
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
~
#27994
Mask - 27990~
0 g 100
~
wait 2 sec
say Help me I am the real king.
wait 7 sec
say Is to late for me, but please revenge me.
wait 2 sec
shout arrrggghh!!!
%load% obj 27991
%load% obj 27992
%purge% man
~
$~
#27900
Thief Renoir - 27949~
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
~
#27994
Mask - 27990~
0 g 100
~
wait 2 sec
say Help me I am the real king.
wait 7 sec
say Is to late for me, but please revenge me.
wait 2 sec
shout arrrggghh!!!
%load% obj 27991
%load% obj 27992
%purge% man
~
$~

View file

@ -1,16 +1,16 @@
#28700
Thief - 28712~
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
~
$~
#28700
Thief - 28712~
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

@ -167,8 +167,8 @@ if %actor%
%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%)
nop %actor.gold(-%coins%)%
nop %self.gold(%coins%)%
end
end
~

View file

@ -545,7 +545,7 @@ elseif %cmd.mudcommand% == buy
dg_affect %pet_name% charm on 999
emote opens the stable door and returns leading your horse by its reins.
tell %actor.name% here you go. Treat'em well.
nop %actor.gold(-%pet_cost%)
nop %actor.gold(-%pet_cost%)%
end
elseif %cmd.mudcommand% == sell
tell %actor.name% Does it look like I buy things?

View file

@ -84,8 +84,8 @@ if %actor%
%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%)
nop %actor.gold(-%coins%)%
nop %self.gold(%coins%)%
end
end
~
@ -542,8 +542,9 @@ Mortal Greet~
2 s 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* TBA mortal greet and equip. New players start at level 0.
wait 1 sec
if %actor.level% < 3
if %actor.level% == 0
if !%actor.eq(*)%
%load% obj 3037 %actor% light
%load% obj 3083 %actor% rfinger

View file

@ -1,74 +1,74 @@
#5100
Near Death Trap Sacrificial Pit - 5143~
2 g 100
~
* Near Death Trap stuns actor
wait 4 sec
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 2 sec
%send% %actor% The spiders bring you to the brink of death.
%send% %actor% Then scurry away as if something scared them.
~
#5101
Magic User - 5103, 5104, 5107, 5108~
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
~
$~
#5100
Near Death Trap Sacrificial Pit - 5143~
2 g 100
~
* Near Death Trap stuns actor
wait 4 sec
set stunned %actor.hitp%
%damage% %actor% %stunned%
wait 2 sec
%send% %actor% The spiders bring you to the brink of death.
%send% %actor% Then scurry away as if something scared them.
~
#5101
Magic User - 5103, 5104, 5107, 5108~
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
~
$~

View file

@ -1,179 +1,179 @@
#5400
Thief Guildguard - 5459~
0 q 100
~
* Check the direction the player must go to enter the guild.
if %direction% == south
* Stop them if they are not the appropriate class.
if %actor.class% != thief
return 0
%send% %actor% The guard humiliates you, and blocks your way.
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
end
end
~
#5401
Mage Guildguard - 5456~
0 q 100
~
* Check the direction the player must go to enter the guild.
if %direction% == north
* Stop them if they are not the appropriate class.
if %actor.class% != magic user
return 0
%send% %actor% The guard humiliates you, and blocks your way.
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
end
end
~
#5402
Cleric Guildguard - 5457~
0 q 100
~
* Check the direction the player must go to enter the guild.
if %direction% == south
* Stop them if they are not the appropriate class.
if %actor.class% != cleric
return 0
%send% %actor% The guard humiliates you, and blocks your way.
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
end
end
~
#5403
Warrior Guildguard - 5458~
0 q 100
~
* Check the direction the player must go to enter the guild.
if %direction% == south
* Stop them if they are not the appropriate class.
if %actor.class% != warrior
return 0
%send% %actor% The guard humiliates you, and blocks your way.
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
end
end
~
#5404
Magic User - 5421-5428, 5440, 5455~
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
~
#5405
Cityguard - 5434, 61-63, 82~
0 b 50
~
if !%self.fighting%
set actor %random.char%
if %actor%
if %actor.is_killer%
emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'
kill %actor.name%
elseif %actor.is_thief%
emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'
kill %actor.name%
elseif %actor.cha% < 6
%send% %actor% %self.name% spits in your face.
%echoaround% %actor% %self.name% spits in %actor.name%'s face.
end
if %actor.fighting%
eval victim %actor.fighting%
if %actor.align% < %victim.align% && %victim.align% >= 0
emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'
kill %actor.name%
end
end
end
end
~
#5406
Healer - 5481~
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
~
#5407
Thief - 5435~
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
~
$~
#5400
Thief Guildguard - 5459~
0 q 100
~
* Check the direction the player must go to enter the guild.
if %direction% == south
* Stop them if they are not the appropriate class.
if %actor.class% != thief
return 0
%send% %actor% The guard humiliates you, and blocks your way.
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
end
end
~
#5401
Mage Guildguard - 5456~
0 q 100
~
* Check the direction the player must go to enter the guild.
if %direction% == north
* Stop them if they are not the appropriate class.
if %actor.class% != magic user
return 0
%send% %actor% The guard humiliates you, and blocks your way.
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
end
end
~
#5402
Cleric Guildguard - 5457~
0 q 100
~
* Check the direction the player must go to enter the guild.
if %direction% == south
* Stop them if they are not the appropriate class.
if %actor.class% != cleric
return 0
%send% %actor% The guard humiliates you, and blocks your way.
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
end
end
~
#5403
Warrior Guildguard - 5458~
0 q 100
~
* Check the direction the player must go to enter the guild.
if %direction% == south
* Stop them if they are not the appropriate class.
if %actor.class% != warrior
return 0
%send% %actor% The guard humiliates you, and blocks your way.
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
end
end
~
#5404
Magic User - 5421-5428, 5440, 5455~
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
~
#5405
Cityguard - 5434, 61-63, 82~
0 b 50
~
if !%self.fighting%
set actor %random.char%
if %actor%
if %actor.is_killer%
emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'
kill %actor.name%
elseif %actor.is_thief%
emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'
kill %actor.name%
elseif %actor.cha% < 6
%send% %actor% %self.name% spits in your face.
%echoaround% %actor% %self.name% spits in %actor.name%'s face.
end
if %actor.fighting%
eval victim %actor.fighting%
if %actor.align% < %victim.align% && %victim.align% >= 0
emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'
kill %actor.name%
end
end
end
end
~
#5406
Healer - 5481~
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
~
#5407
Thief - 5435~
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

@ -20,13 +20,13 @@ barkeeper greeting~
say Welcome, come over here and get you something to drink.
~
#7539
witch doctor chart~
witch doctor chant~
0 b 100
~
* %echo% sends to the room
%echo% %self.name% sways his arms chanting.
* %asound% sends to the neighbouring rooms.
%asound% You hear a bizarre chanting from nearby.
%asound% You hear a bizarre chanting from nearby.
* wait waits a little while before letting the script be run again.
wait 20 s
~
@ -34,7 +34,7 @@ wait 20 s
chubby man greeting~
0 g 100
~
Say Hello, wait here and I will see if Empress Kiona will see you.
say Hello, wait here and I will see if Empress Kiona will see you.
~
#7567
voodoo doll says out~

View file

@ -20,7 +20,7 @@ Small Fish (8301) Schooling~
~
if %actor.vnum% == 8301
follow %actor%
else
detach all %self.id%
end
~
#8302
@ -33,7 +33,7 @@ if %actor.vnum% == 8301
end
~
#8303
Self-Healing on 50% HP~
Self-Healing on half HP~
0 l 50
~
eval repair %random.3%
@ -265,7 +265,7 @@ Polly (8313) Learn & Repeat~
wait 1s
emote squawks loudly.
wait 1s
*** 75% chance of learning phrase
*** 75 percent chance of learning phrase
eval polly %random.4%
if (%polly% > 1)
%echo% Polly the Parrot says, '%speech%'

View file

@ -112,7 +112,7 @@ D3
S
#6
Building~
This hallway running west to east is the route you will advance upon after
This hallway running west to east is the route you will advance after
completing each hallway leading off to the north (if there is one) @RHELP TBAMAP@n.
The first thing all builders need to realize is that their area is not going
to be the best, and it is not going to have the best equipment or toughest mobs
@ -551,22 +551,53 @@ Our lives begin to end the day we become silent about things that matter.
~
0 8 0 0 0 0
E
undefined~
test
july4~
On July 4, 1776, we claimed our independence from England and Democracy was
born. Every day thousands leave their homeland to come to the "land of the
free and the home of the brave" so they can begin their American Dream. The
United States is truly a diverse nation made up of dynamic people. Each year
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
picnics, and family ga-therings. Through the Internet we are learning about
and communicat-ing with people of different nations, with different languages
and different races throughout the world. Bringing the world closer with
understanding and knowledge can only benefit all nations. We invite all
nations to celebrate with Americans online this Fourth of July. Happy
Birthday, America!
~
E
Catcher Rye~
The mark of the immature man is that he wants to die nobly for a cause,
while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
...you'll find that you're not the first person who was ever confused and
frighteneed and even sickened by human behavior. You're by no means alone on
that score, you'll be excited and stimulated to know. Many, many men have been
just as troubled morally and spiritually as you are right now. Happily, some
of them kept records of their troubles. You'll learn from them-if you want to.
Just as someday, if you have something to offer, someone will learn something
from you. It's a beautiful reciprocal arrangement.
--The Catcher in the Rye
oath~
I do solemnly swear that I will support and defend the Constitution of the
United States against all enemies, foreign and domestic, and to bear true faith
and allegiance to the same that I take this obligation freely, without any
mental reservation or purpose of evasion, and that I will well and faithfully
discharge the duties of the office upon which I am about to enter.
~
E
builder~
There is one timeless way of building.
It is thousands of years old, and the same today as it has always been.
The great traditional buildings of the past, the villages and tents and
temples in which man feels at home, have always been made by people who were
very close to the center of this way. It is not possible to make great
buildings, or great towns, beautiful places, places where you feel yourself,
places where you feel alive, except by following this way. And, as you will
see, this way will lead anyone who looks for it to buildings which are
themselves as ancient in their form, as the trees and hills, and as our faces
are.
--The Timeless Way of Building
~
E
war~
War is an ugly thing, but not the ugliest of things. The decayed and
degraded state of moral and patriotic feeling which thinks that nothing is
worth war is much worse. The person who has nothing for which he is willing to
fight, nothing which is more important than his own personal safety, is a
miserable creature and has no chance of being free unless made and kept so by
the exertions of better men than himself.
John Stuart Mill
~
E
old glory flag~
@ -599,53 +630,22 @@ or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
may I wave.
~
E
war~
War is an ugly thing, but not the ugliest of things. The decayed and
degraded state of moral and patriotic feeling which thinks that nothing is
worth war is much worse. The person who has nothing for which he is willing to
fight, nothing which is more important than his own personal safety, is a
miserable creature and has no chance of being free unless made and kept so by
the exertions of better men than himself.
John Stuart Mill
Catcher Rye~
The mark of the immature man is that he wants to die nobly for a cause,
while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
...you'll find that you're not the first person who was ever confused and
frighteneed and even sickened by human behavior. You're by no means alone on
that score, you'll be excited and stimulated to know. Many, many men have been
just as troubled morally and spiritually as you are right now. Happily, some
of them kept records of their troubles. You'll learn from them-if you want to.
Just as someday, if you have something to offer, someone will learn something
from you. It's a beautiful reciprocal arrangement.
--The Catcher in the Rye
~
E
builder~
There is one timeless way of building.
It is thousands of years old, and the same today as it has always been.
The great traditional buildings of the past, the villages and tents and
temples in which man feels at home, have always been made by people who were
very close to the center of this way. It is not possible to make great
buildings, or great towns, beautiful places, places where you feel yourself,
places where you feel alive, except by following this way. And, as you will
see, this way will lead anyone who looks for it to buildings which are
themselves as ancient in their form, as the trees and hills, and as our faces
are.
--The Timeless Way of Building
~
E
oath~
I do solemnly swear that I will support and defend the Constitution of the
United States against all enemies, foreign and domestic, and to bear true faith
and allegiance to the same that I take this obligation freely, without any
mental reservation or purpose of evasion, and that I will well and faithfully
discharge the duties of the office upon which I am about to enter.
~
E
july4~
On July 4, 1776, we claimed our independence from England and Democracy was
born. Every day thousands leave their homeland to come to the "land of the
free and the home of the brave" so they can begin their American Dream. The
United States is truly a diverse nation made up of dynamic people. Each year
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
picnics, and family ga-therings. Through the Internet we are learning about
and communicat-ing with people of different nations, with different languages
and different races throughout the world. Bringing the world closer with
understanding and knowledge can only benefit all nations. We invite all
nations to celebrate with Americans online this Fourth of July. Happy
Birthday, America!
undefined~
test
~
S
#34
@ -835,14 +835,14 @@ D2
~
0 0 98
E
sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
E
floor~
The stone floor is the same shade of grey as the sky and is completely plain
and unscratched. It is probably too hard for anything to leave as much as a
scratch on it.
~
E
sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
S
$~

View file

@ -1711,7 +1711,7 @@ S
A Makeshift Bedroom~
This roughly made bedroom is actually part of the larger, open basement. A
crude structure of wood panelling and hanging blankets separates the small
squarish area from the rest of the room, allowing for some privacy and seclusion
square-ish area from the rest of the room, allowing for some privacy and seclusion
although no doors or solid walls seal it off. A television set flickers dimly
in the shadows, unwatched but left to buzz continually, as if there was a need
to fill the place with constant noise.

View file

@ -116,12 +116,6 @@ didn't notice that exit before isn't it?
~
0 -1 1204
S
#1233
An unfinished room~
You are in an unfinished room.
~
12 0 0 0 0 0
S
#1290
The Immortal Board Hall~
You are standing in a large hall, exits lead off to the board rooms of the

View file

@ -878,7 +878,7 @@ entrance. A large wardrobe, facing south contains his uniforms and general
away-mission equipment. A comfortable looking recliner with a matching footrest
sits beside the door, along with a bright reading lamp and end table. Two large
windows offer a great view of space. A small partition at the northern part of
the room contains Picard's sleeping a
the room contains Picard's sleeping area.
~
241 8 0 0 0 0
D3

View file

@ -659,7 +659,7 @@ S
#26426
The Dark Forest~
Travelling through this dark and mysterious realm, you cannot help but wonder
what was your foolhearty reason for making the trek down that cliff face in the
what was your foolhardy reason for making the trek down that cliff face in the
first place. Most people with some shred of common sense wouldn't even have
given it a second thought when they saw those rungs in the stone, they would've
turned right around. Maybe you should've, too.
@ -685,7 +685,7 @@ S
#26427
The Dark Forest~
Travelling through this dark and mysterious realm, you cannot help but wonder
what was your foolhearty reason for making the trek down that cliff face in the
what was your foolhardy reason for making the trek down that cliff face in the
first place. Most people with some shred of common sense wouldn't even have
given it a second thought when they saw those rungs in the stone, they would've
turned right around. Maybe you should've, too.

View file

@ -966,7 +966,7 @@ You see the shower room.
S
#27542
The Shower Room~
You stand in a dim room that appears to be surprisingly decrepid
You stand in a dim room that appears to be surprisingly decrepit
for part of such a new building. It seems doubtful that anyone actually
showers here, as you'd probably only get more dirty attempting to.
As you peer through what little light there is, you notice a loose grate

View file

@ -51,6 +51,10 @@ Zone 301 is linked to the following zones:
302 Campus at 30142 (north) ---> 30201
302 Campus at 30142 (east ) ---> 30203
302 Campus at 30199 (up ) ---> 30200
(Mobs Stay_Zone flags have all been disabled to allow free access between
301, 302 and 303. Please ensure that any entrances into the area are flagged
nomob to keep them in. - Parna for TBAMud.)
~
S
#30101
@ -104,13 +108,13 @@ Campus Crescent continues to the west.
~
0 -1 30101
E
dorm dormitory dormitories~
Well, they're dormitories. What else can be said?
~
E
cobblestone stone cobble~
The cobblestones are clean.
~
E
dorm dormitory dormitories~
Well, they're dormitories. What else can be said?
~
S
#30103
Campus Crescent~
@ -136,13 +140,13 @@ Campus Crescent continues to the west.
~
0 -1 30102
E
cobblestone stone cobble~
The cobblestones are clean.
~
E
caf cafeteria~
You barely see, through the thick putrid fumes, the Mary Rotte Cafeteria.
~
E
cobblestone stone cobble~
The cobblestones are clean.
~
S
#30104
The Crossroads~
@ -206,13 +210,13 @@ The Crossroads lie to the west.
~
0 -1 30104
E
cobblestone stone cobble~
The cobblestones are clean.
~
E
building~
The buildings seem warm and inviting. You almost feel like hugging one.
~
E
cobblestone stone cobble~
The cobblestones are clean.
~
S
#30106
Campus Crescent~
@ -243,8 +247,8 @@ Campus Crescent continues to the west.
~
0 -1 30105
E
cobblestone stone cobble~
The cobblestones are still clean.
round building~
Yes... It's a round building. Go figure.
~
E
bookstore~
@ -252,8 +256,8 @@ bookstore~
floor.
~
E
round building~
Yes... It's a round building. Go figure.
cobblestone stone cobble~
The cobblestones are still clean.
~
S
#30107
@ -278,13 +282,13 @@ Campus Crescent and its cobblestones are to the west.
~
0 -1 30106
E
cobblestone stone cobble~
It's asphalt, you idiot! If you want to look at cobblestones, go west.
~
E
asphalt pavement~
It's asphalt.
~
E
cobblestone stone cobble~
It's asphalt, you idiot! If you want to look at cobblestones, go west.
~
S
#30108
University Avenue~
@ -308,8 +312,8 @@ The cafeteria lies to the west.
~
0 -1 30128
E
cobblestone stone cobble~
It's a dirt road. There are NO cobblestones here, although to the north...
cafeteria fog~
The fog seems to be coming from the Mary Rotte Cafeteria.
~
E
dirt~
@ -317,8 +321,8 @@ dirt~
World Dictionary)
~
E
cafeteria fog~
The fog seems to be coming from the Mary Rotte Cafeteria.
cobblestone stone cobble~
It's a dirt road. There are NO cobblestones here, although to the north...
~
S
#30109
@ -338,14 +342,14 @@ Morris House lies to the west.
~
0 -1 30129
E
dormitory dorm~
They are student living establishments.
~
E
dirt~
It's unclean matter, such as mud, trash, earth, or soil. (Webster's New
World Dictionary)
~
E
dormitory dorm~
They are student living establishments.
~
S
#30110
University Avenue~
@ -374,8 +378,8 @@ The Engineering building, Ellis Hall, lies to the west.
~
0 -1 30132
E
cobblestone stone cobble~
It's a dirt road. There are NO cobblestones here, although to the south...
building buildings~
There are two buildings here. Which one?
~
E
dirt~
@ -383,8 +387,8 @@ dirt~
World Dictionary)
~
E
building buildings~
There are two buildings here. Which one?
cobblestone stone cobble~
It's a dirt road. There are NO cobblestones here, although to the south...
~
S
#30111
@ -414,14 +418,14 @@ The Commerce building, Dunning Hall, lies to the west.
~
0 -1 30135
E
building buildings~
There are two buildings here. Which one?
~
E
dirt~
It's unclean matter, such as mud, trash, earth, or soil. (Webster's New
World Dictionary)
~
E
building buildings~
There are two buildings here. Which one?
~
S
#30112
University Avenue~
@ -473,9 +477,8 @@ University Avenue continues to the south.
~
0 -1 30112
E
dirt~
It's unclean matter, such as mud, trash, earth, or soil. (Webster's New
World Dictionary)
building~
The student centre lies to the east.
~
E
sign warning~
@ -488,8 +491,9 @@ Fine $ 53.75 for excessively loud noises.
ENTER AT YOUR OWN RISK!
~
E
building~
The student centre lies to the east.
dirt~
It's unclean matter, such as mud, trash, earth, or soil. (Webster's New
World Dictionary)
~
S
#30114
@ -514,13 +518,13 @@ University Avenue lies to the west.
~
0 -1 30112
E
non-descript non descript~
(No description)
~
E
building~
The student centre lies to the north.
~
E
non-descript non descript~
(No description)
~
S
#30115
Union Street~
@ -549,13 +553,13 @@ Union Street continues to the west.
~
0 -1 30114
E
non-descript non descript~
(No description)
~
E
building buildings~
There are two buildings here. Which one?
~
E
non-descript non descript~
(No description)
~
S
#30116
Division Road~
@ -580,13 +584,13 @@ Union Street is to the west.
~
0 -1 30115
E
building gym arena~
The Jock Hardy Arena lies to the north.
~
E
asphalt pavement~
It's asphalt.
~
E
building gym arena~
The Jock Hardy Arena lies to the north.
~
S
#30117
Division Road~
@ -605,13 +609,13 @@ Division Road continues south.
~
0 -1 30118
E
asphalt pavement~
It's asphalt.
~
E
zork~
What would possess you to look at that? What is a zork anyways?
~
E
asphalt pavement~
It's asphalt.
~
S
#30118
Division Road~
@ -635,14 +639,14 @@ The Campus bookstore lies to the west.
~
0 -1 30141
E
asphalt pavement~
It's asphalt.
~
E
bookstore building~
The bookstore is a 2-story cubical building, loud noises emanate from the top
floor.
~
E
asphalt pavement~
It's asphalt.
~
S
#30119
Division Road~
@ -661,13 +665,13 @@ Division Road continues south.
~
0 -1 30120
E
asphalt pavement~
It's asphalt.
~
E
zork~
What would possess you to look at that? What is a zork anyways?
~
E
asphalt pavement~
It's asphalt.
~
S
#30120
Division Road~
@ -686,14 +690,14 @@ Division Road continues south.
~
0 -1 30121
E
asphalt pavement~
It's asphalt.
~
E
tree~
It has been placed here just to relieve the monotony. It serves no other
purpose whatsoever.
~
E
asphalt pavement~
It's asphalt.
~
S
#30121
Division Road~
@ -713,16 +717,16 @@ Wally World sits to the east.
~
0 -1 30142
E
asphalt pavement~
It's asphalt.
~
E
dorm dormitory~
This is a rather tall dormitory. You'd guess that in real life, it's
probably 11-stories high, but since that would take an absurd amount of time to
program, you don't think that there are that many floors in this replica of the
building.
~
E
asphalt pavement~
It's asphalt.
~
S
#30122
The Northern Campus Entrance~
@ -739,6 +743,12 @@ The Student GHETTO... Beware!
~
0 -1 30123
E
gate gateway pillar~
The gateway is made of limestone and covered in ivy. As you already knew
that you feel rather silly wasting your time looking at it. There is a sign on
the left pillar.
~
E
sign plaque~
The nicely polished brass plaque reads:
@ -746,12 +756,6 @@ sign plaque~
ENTER AT YOUR OWN RISK
~
E
gate gateway pillar~
The gateway is made of limestone and covered in ivy. As you already knew
that you feel rather silly wasting your time looking at it. There is a sign on
the left pillar.
~
S
#30123
The Ghetto~
@ -826,14 +830,14 @@ There is a locked door leading to a stairwell.
door~
1 30105 30295
E
mailbox mailboxes~
All of the mailboxes are all empty ... Just like normal you think.
~
E
tiles floor~
The floor is covered with tiles that are so ugly, you have a difficult time
keeping your lunch down
~
E
mailbox mailboxes~
All of the mailboxes are all empty ... Just like normal you think.
~
S
#30127
Mary Rotte Cafeteria Entrance~
@ -860,14 +864,14 @@ There is a doorway leading to the kitchen.
door doorway~
1 -1 30143
E
cafeteria caf~
Yes, this is the cafeteria.
~
E
door doorway~
You believe that the doorway leads to the kitchen. Let's give our
compliments to the chef... *grin*
~
E
cafeteria caf~
Yes, this is the cafeteria.
~
S
#30128
Mary Rotte Cafeteria Entrance~
@ -894,14 +898,14 @@ The dining hall lies to the west... Beware!
~
0 -1 30148
E
cafeteria caf~
Yes, this is the cafeteria.
~
E
door doorway~
You believe that the doorway leads to the kitchen. Let's give our
compliments to the chef... *grin*
~
E
cafeteria caf~
Yes, this is the cafeteria.
~
S
#30129
Morris House~
@ -951,16 +955,16 @@ The hallway continues west.
~
0 -1 30324
E
round circle circular~
Yes, it's round.
~
E
footnote~
Yes, believe it or not, this is a reasonably accurate representation of the
Physics building, Stirling Hall at our university. The lecture halls are
numbered in the same manner as represented and it is in fact round, so that you
can walk in one direction all the way around the building.
~
E
round circle circular~
Yes, it's round.
~
S
#30131
The Student Health Services Entrance~
@ -1030,13 +1034,13 @@ University Avenue lies to the west.
~
0 -1 30110
E
halls hallways hall hallway~
They are twisting alright.
~
E
minds mind great greatest~
All of whom were probably smarter than you.
~
E
halls hallways hall hallway~
They are twisting alright.
~
S
#30134
Corry-Mack Hall~
@ -1057,13 +1061,13 @@ Campus Crescent lies to the south.
~
0 -1 30105
E
halls hallways hall hallway~
They are twisting alright.
~
E
minds mind great greatest~
All of whom were probably smarter than you.
~
E
halls hallways hall hallway~
They are twisting alright.
~
S
#30135
Dunning Hall Lobby~
@ -1200,10 +1204,6 @@ A long hallway lies to the west.
~
0 -1 30153
E
plaque plaques~
They are rather boring. A bunch of people you don't know.
~
E
sign~
The sign says:
@n
@ -1212,6 +1212,10 @@ sign~
Locker Rooms -> West
Exit -> South
~
E
plaque plaques~
They are rather boring. A bunch of people you don't know.
~
S
#30140
The Grant Hall Building~
@ -1300,13 +1304,13 @@ The kitchen continues south.
~
0 -1 30144
E
door doorway~
You stare intently at the door. Its wooden frame enthrals you.
~
E
food~
Believe me, you don't want to look at that!
~
E
door doorway~
You stare intently at the door. Its wooden frame enthrals you.
~
S
#30144
The Kitchen~
@ -1349,13 +1353,13 @@ The dining hall continues south.
~
0 -1 30147
E
food~
Believe me, you don't want to look at that!
~
E
students poor~
You feel sorry for them.
~
E
food~
Believe me, you don't want to look at that!
~
S
#30146
Dining Hall~
@ -1376,13 +1380,13 @@ The dining hall continues west.
~
0 -1 30145
E
food~
Believe me, you don't want to look at that!
~
E
students poor~
You feel sorry for them.
~
E
food~
Believe me, you don't want to look at that!
~
S
#30147
Dining Hall~
@ -1403,13 +1407,13 @@ The dining hall continues east.
~
0 -1 30148
E
food~
Believe me, you don't want to look at that!
~
E
students poor~
You feel sorry for them.
~
E
food~
Believe me, you don't want to look at that!
~
S
#30148
Dining Hall~
@ -1435,13 +1439,13 @@ The dining hall continues west.
~
0 -1 30147
E
food~
Believe me, you don't want to look at that!
~
E
students poor~
You feel sorry for them.
~
E
food~
Believe me, you don't want to look at that!
~
S
#30149
Kitchen~
@ -1462,13 +1466,13 @@ There is a storeroom beyond the door to the south.
door doorway~
1 -1 30150
E
food~
Believe me, you don't want to look at that!
~
E
door doorway~
It's a door. It has a nice steel frame surrounding a metallic door.
~
E
food~
Believe me, you don't want to look at that!
~
S
#30150
A Storeroom~
@ -1483,16 +1487,16 @@ These stairs lead back to the door to the kitchen.
door doorway~
1 -1 30149
E
food~
Well, it's food.
door doorway~
It's a door. It has a nice steel frame surrounding a metallic door.
~
E
spam pre-made packages ingredients uninteresting stuff~
It's rather uninteresting.
~
E
door doorway~
It's a door. It has a nice steel frame surrounding a metallic door.
food~
Well, it's food.
~
S
#30151
@ -1514,13 +1518,13 @@ The kitchen continues west.
~
0 -1 30149
E
door doorway~
You stare intently at the door. Its wooden frame enthrals you.
~
E
food~
Believe me, you don't want to look at that!
~
E
door doorway~
You stare intently at the door. Its wooden frame enthrals you.
~
S
#30152
Stairway~
@ -1821,13 +1825,13 @@ The only way out is down.
~
0 -1 30165
E
zorpa~
You see nothing special. Now what is a zorpa anyways?
~
E
moshing mosh~
All you can see is a mass of bodies moving up and down, up and down...
~
E
zorpa~
You see nothing special. Now what is a zorpa anyways?
~
S
#30167
The Infobank~
@ -1848,17 +1852,17 @@ D5
plank~
1 -1 30171
E
map~
This map shows absolutely nothing, further proving the value of student
governments to you.
~
E
list~
The list reads:
<name scratched out> President
<name scratched out> Vice-President
Seems as though everyone is claiming ignorance today.
~
E
map~
This map shows absolutely nothing, further proving the value of student
governments to you.
~
S
#30168
The Games Room~
@ -1905,9 +1909,8 @@ You can see the back hall from here complete with humming bank machines.
~
0 -1 30138
E
graffiti~
You really don't want to read this! (if you want to continue reading type
"look wirt")
prawn~
You see nothing special. The Prawn is in excellent condition.
~
E
wirt~
@ -1915,8 +1918,9 @@ wirt~
read it type "look prawn"
~
E
prawn~
You see nothing special. The Prawn is in excellent condition.
graffiti~
You really don't want to read this! (if you want to continue reading type
"look wirt")
~
S
#30171
@ -1994,15 +1998,15 @@ be interesting.
~
0 -1 30180
E
neat engineering devices~
You see lots of neat engineering devices which were used in the real world at
some point or another. At least you think they were.
~
E
award awards~
These are awards for various Engineering competitions which the university
entered at one time or another.
~
E
neat engineering devices~
You see lots of neat engineering devices which were used in the real world at
some point or another. At least you think they were.
~
S
#30175
Hallway~
@ -2039,9 +2043,12 @@ The hallway you probably entered from is handily located to the west.
~
0 -1 30175
E
stage~
The stage is located at the west end of the room. In one corner of the
stage, there is a hockey stick lying on the ground.
goalie~
How did you know it was a goalie stick? Have you been reading the keywords?
~
E
crest~
The crest seems to be the crest belonging to the class of `97.
~
E
hockey stick~
@ -2049,12 +2056,9 @@ hockey stick~
crest prominently displayed.
~
E
crest~
The crest seems to be the crest belonging to the class of `97.
~
E
goalie~
How did you know it was a goalie stick? Have you been reading the keywords?
stage~
The stage is located at the west end of the room. In one corner of the
stage, there is a hockey stick lying on the ground.
~
S
#30177
@ -2262,13 +2266,13 @@ This leads into the building.
door~
2 30101 30178
E
pathway~
The path is well worn, but there are no discernible footsteps upon it.
~
E
building~
This is the back side of Ellis Hall, the Engineering building.
~
E
pathway~
The path is well worn, but there are no discernible footsteps upon it.
~
S
#30188
A Pathway~

View file

@ -44,6 +44,10 @@ Zone 302 is linked to the following zones:
303 Campus at 30299 (north) ---> 30300
303 Campus at 30299 (east ) ---> 30301
Links: 64e to catacombs
(Mobs Stay_Zone flags have all been disabled to allow free access between
301, 302 and 303. Please ensure that any entrances into the area are flagged
nomob to keep them in. - Parna for TBAMud.)
~
E
pole greasepole~
@ -1762,7 +1766,7 @@ S
#30280
A Classroom~
This room suddenly dispels the monotony of the halls you were just passing
through. A small door sits quietly in the corner.
through.
~
302 9 0 0 0 0
D0
@ -1770,11 +1774,6 @@ It is too dark to tell.
~
~
0 -1 30278
D1
It is too difficult to see through a solid door.
~
door~
1 -1 30284
D2
It is too dark to tell.
~
@ -1887,8 +1886,8 @@ S
#30284
Mob Chute A~
Oops, you are not supposed to be here. This is a programmer's tool to
disperse mobs all over campus. Exits go in all directions. There is a small
door to the west. This goes all over Campus.
disperse mobs all over campus. Exits go in all directions. This goes all over
Campus.
~
302 136 0 0 0 0
D0
@ -1906,11 +1905,6 @@ This is just an exit.
~
~
0 -1 30104
D3
This is just a door.
~
door~
1 -1 30280
D4
This is just an exit.
~

View file

@ -21,6 +21,10 @@ Zone 303 is linked to the following zones:
301 Campus at 30320 (west ) ---> 30130
301 Campus at 30324 (east ) ---> 30130
301 Campus at 30325 (north) ---> 30130
(Mobs Stay_Zone flags have all been disabled to allow free access between
301, 302 and 303. Please ensure that any entrances into the area are flagged
nomob to keep them in. - Parna for TBAMud.)
~
S
#30301
@ -40,17 +44,17 @@ Thank Bob, the hallway is still to the west of here.
~
0 -1 30299
E
bars bar ceiling~
The bars hanging from the ceiling look quite sturdy and it looks like you
could swing on them rather easily... If you were coordinated that is.
~
E
sep~
This is Someone Else's Problem. The only way that you are able to spot it is
by jumping around and looking like an idiot as you try and avert your eyes so
that it can be seen. Unfortunately, seeing it doesn't help. It looks like some
sort of Italian Bistro... Rather strange actually.
~
E
bars bar ceiling~
The bars hanging from the ceiling look quite sturdy and it looks like you
could swing on them rather easily... If you were coordinated that is.
~
S
#30302
Hallway~
@ -78,14 +82,14 @@ it.
~
0 -1 30303
E
erp! erp~
Get it... Elephants Ride Porcupines! ... ERP!
~
E
martian~
It's just a joke, you are supposed to smile at the obscure gag hidden in it.
It's almost like saying the Elephants Ride Porcupines!
~
E
erp! erp~
Get it... Elephants Ride Porcupines! ... ERP!
~
S
#30303
Smithville~
@ -227,16 +231,16 @@ The bedroom is to the south.
~
0 -1 30310
E
couch rocking chair~
The flowery pattern makes you recoil in disgust, but other than that it seems
to be a normal piece of furniture.
~
E
coffee table~
As you look at the coffee table, you notice a copy of the really rude Madonna
book... No wait, that was just censored by the Builders. We are allowing none
of that smut here. You are disgusted by the flowery pattern on the table.
~
E
couch rocking chair~
The flowery pattern makes you recoil in disgust, but other than that it seems
to be a normal piece of furniture.
~
S
#30310
Bedroom~
@ -256,8 +260,9 @@ The balcony is to the east.
~
0 -1 30311
E
dresser~
Too bad none of the clothes in here fit you at all.
bed~
You feel sleepy as you look towards this, maybe ... Nope, none of those
thoughts here!
~
E
night-table~
@ -266,9 +271,8 @@ space underneath. The thing that makes it different is that the drawer is empty
and the top and empty space are just that. Empty.
~
E
bed~
You feel sleepy as you look towards this, maybe ... Nope, none of those
thoughts here!
dresser~
Too bad none of the clothes in here fit you at all.
~
S
#30311
@ -291,10 +295,9 @@ This leads back to a bedroom.
~
0 -1 30310
E
frgos~
No, this isn't a spelling mistake! It's just a neat little creature that you
have never seen before and will probably never see again after this. After all,
this is an illusion, or something, isn't it?
cows horses pigs pig cow horse~
These are normal farm animals. You aren't quite sure what farm they are on
though.
~
E
dogs cats cat dog~
@ -302,9 +305,10 @@ dogs cats cat dog~
they are where they are.
~
E
cows horses pigs pig cow horse~
These are normal farm animals. You aren't quite sure what farm they are on
though.
frgos~
No, this isn't a spelling mistake! It's just a neat little creature that you
have never seen before and will probably never see again after this. After all,
this is an illusion, or something, isn't it?
~
S
#30312
@ -372,10 +376,8 @@ The hallway leads away from here to the south.
~
0 -1 30313
E
pictures snow boats walls~
The pictures cover the walls completely and you find it difficult to see any
of the wall whatsoever between the pictures of snowscapes that you don't
recognize and boats that you would love to own.
computer accessories~
This is so large and incomprehensible that you simply do not understand it.
~
E
cds cd cassettes cassette~
@ -383,8 +385,10 @@ cds cd cassettes cassette~
african tribal music to the latest from Neil Young.
~
E
computer accessories~
This is so large and incomprehensible that you simply do not understand it.
pictures snow boats walls~
The pictures cover the walls completely and you find it difficult to see any
of the wall whatsoever between the pictures of snowscapes that you don't
recognize and boats that you would love to own.
~
S
#30315
@ -447,13 +451,9 @@ The hallway extends to the east.
~
0 -1 30315
E
news newspapers~
It's only the business sections, and they are old. Type NEWS for a more
updated edition.
~
E
pizza box~
It's about 3 weeks old and seems to be growing mould.... Yech.
stock certificates~
They all seem to be immensely valuable but with your awful luck, you can't
seem to pry any of them from the walls.
~
E
furniture~
@ -461,9 +461,13 @@ furniture~
as the table of the future.
~
E
stock certificates~
They all seem to be immensely valuable but with your awful luck, you can't
seem to pry any of them from the walls.
pizza box~
It's about 3 weeks old and seems to be growing mould.... Yech.
~
E
news newspapers~
It's only the business sections, and they are old. Type NEWS for a more
updated edition.
~
S
#30318
@ -480,15 +484,15 @@ The hallway is directly to your north.
~
0 -1 30315
E
paul~
Wait... There's one of Paul... See it? The one with all the darts stuck in
it.
~
E
posters john lennon beatles~
The majority of the posters in this room deal with John Lennon but there are
a few of Ringo and George also.
~
E
paul~
Wait... There's one of Paul... See it? The one with all the darts stuck in
it.
~
S
#30319
Common Room~
@ -510,8 +514,9 @@ way through.
door~
2 0 -1
E
chair chairs couch couches~
You don't see any such thing. Read the description.
door~
The door seems to be permanently closed and there does not seem to be a way
through.
~
E
fridge stove tv~
@ -519,9 +524,8 @@ fridge stove tv~
this magnitude.
~
E
door~
The door seems to be permanently closed and there does not seem to be a way
through.
chair chairs couch couches~
You don't see any such thing. Read the description.
~
S
#30320
@ -691,13 +695,13 @@ Well, it's the hallway you entered from... Or is it?
~
0 -1 30320
E
letter number lettering numbering order~
You aren't too sure that there is an order to the lettering scheme.
~
E
round circle circular curves curve~
Yes, it's round.
~
E
letter number lettering numbering order~
You aren't too sure that there is an order to the lettering scheme.
~
S
#30327
Lecture Hall "A"~
@ -712,13 +716,13 @@ Well, it's the hallway you entered from... Or is it?
~
0 -1 30321
E
letter number lettering numbering order~
You aren't too sure that there is an order to the lettering scheme.
~
E
round circle circular curves curve~
Yes, it's round.
~
E
letter number lettering numbering order~
You aren't too sure that there is an order to the lettering scheme.
~
S
#30328
Lecture Hall "D"~
@ -733,13 +737,13 @@ Well, it's the hallway you entered from... Or is it?
~
0 -1 30323
E
letter number lettering numbering order~
You aren't too sure that there is an order to the lettering scheme.
~
E
round circle circular curves curve~
Yes, it's round.
~
E
letter number lettering numbering order~
You aren't too sure that there is an order to the lettering scheme.
~
S
#30329
Lecture Hall "C"~
@ -754,13 +758,13 @@ Well, it's the hallway you entered from... Or is it?
~
0 -1 30324
E
letter number lettering numbering order~
You aren't too sure that there is an order to the lettering scheme.
~
E
round circle circular curves curve~
Yes, it's round.
~
E
letter number lettering numbering order~
You aren't too sure that there is an order to the lettering scheme.
~
S
#30330
Hallway~

View file

@ -2,7 +2,7 @@
Entrance to the Asylum Grounds~
The pitted black gate lies just to the north, the crumbling stone wall
running off east and west from the gate. It is a wonder the gate is still
functional, so old and decrepid it seems. South is what used to be the main
functional, so old and decrepit it seems. South is what used to be the main
entryway to a large compound of some sort, one that seems almost scholastic in
appearance, but more somber - more militaristic. In any case, it is certainly
no longer in use, and has not been for some time.
@ -39,7 +39,7 @@ At the Old Fountain~
center of this small court. The fountain boasts the figure of a man standing
proudly in the center, a thick tome tucked under his one arm and the other hand
holding onto his lapels. There is still some sort of liquid at the bottom of
the fountain, but it does not appear to be safe for consumation.
the fountain, but it does not appear to be safe for consumption.
~
314 0 0 0 0 0
D0
@ -63,7 +63,7 @@ S
The Asylum Grounds~
Large buildings surround every side, paths which once must have been well
tended are now choked with weeds and run between these buildings and around
them. Two very squarish looking buildings lie to the east and the west, a
them. Two very square-ish looking buildings lie to the east and the west, a
smaller and taller building lying to the south. To the north is, of course, the
exit from this place. The door to the southern-most building lies directly
south from here.
@ -178,7 +178,7 @@ S
Inner Hall of the Academy~
The floor of this building is made from some of concrete that was once white
concrete. It is now stained black from the years of disuse and neglect, the
elements getting a solid hold on its degredation. A door lies on the east wall,
elements getting a solid hold on its degradation. A door lies on the east wall,
a small hole cut in upper center area where it appears there might once have
been glass placed. The hallway runs north from here, a thin trail of old blood
running along the length of the floor.
@ -287,9 +287,9 @@ door~
E
scrawlings~
You try and make out as much of the words as you can but most of them have
faded into smudges. Words such as /cwmother/c0 and /cwwhore/c0 are generally
repeated as well as some short poetry. One reads /cwHere I sit all broken
hearted, tried to shit but only/c0, and then it too becomes too faded to tell
faded into smudges. Words such as mother and whore are generally
repeated as well as some short poetry. One reads Here I sit all broken
hearted, tried to shit but only, and then it too becomes too faded to tell
what follows. Must have been quite important - possibly runes of some sort.
~
S
@ -447,7 +447,7 @@ D3
0 0 31424
S
#31422
Adminsitrative Office~
Administrative Office~
This is what appears to have been an office of some sort back when the asylum
was still up and functional. Scraps of wood and metal lie broken on the floor
of the room, most likely the remains of office furniture.
@ -480,7 +480,7 @@ S
Base of a Crumbling Stairway~
A set of stairs lead upward, half of the stone and mortar that once made them
crumbled and fallen to the ground beneath. It would take a great deal of skill
and foolhearty bravery to get up those steps. There is a door to the east.
and foolhardy bravery to get up those steps. There is a door to the east.
~
314 9 0 0 0 0
D0
@ -564,8 +564,8 @@ D2
S
#31429
Office~
This was once obviously some higher up's office as it appears that it was
made just for the purpose of enteraining guests and other faculty. The floor is
This was once obviously some higher-up's office as it appears that it was
made just for the purpose of entertaining guests and other faculty. The floor is
still covered in some small areas by chunks of ratty carpet that was once plush
and lavish, the walls covered with the same.
~
@ -776,7 +776,7 @@ D2
S
#31441
The Old Stables~
The blood is just as prevelant here as it is everywhere else in this asylum,
The blood is just as prevalant here as it is everywhere else in this asylum,
spatters of red decorating every inch of the place. What sort of hideous crime
was perpatrated at this place to cover the entire place in blood? What sort of
hideous creature could do such a thing to such a mass of warm blooded creatures?
@ -1174,7 +1174,7 @@ D3
S
#31458
Asylum Courtyard~
This is the far northeast end of the courtyard. An old decrepid chapel lies
This is the far northeast end of the courtyard. An old decrepit chapel lies
to the east, the entrance south from here. From this angle, a tall bell tower
can be seen rising high above the chapel, the bell still hanging inside. A
large stone gazebo lies in the center of the courtyard, a flickering light
@ -1280,7 +1280,7 @@ D3
S
#31463
Asylum Courtyard~
This is the south end of the couryard, bound by a long building who's
This is the south end of the courtyard, bound by a long building who's
entrance lies to the south, one of two entrances. The gazebo lies to the
northeast, in the center of the courtyard.
~
@ -1462,7 +1462,7 @@ actually the bell tower itself. A bird's eye view of the asylum is given here,
especially of the courtyard where it is now painfully obvious that there are
many more people moving about this place. On the north wall is a window which
leads out just above the roof of the chapel. It does not appear that the tower
would be accessable again once exited from and onto the chapel roof.
would be accessible again once exited from and onto the chapel roof.
~
314 9 0 0 0 0
D0
@ -1537,7 +1537,7 @@ D2
0 0 31477
S
#31477
Dormatory~
Dormitory~
This is where the students - or mental loonies - were bunked at night.
There are no longer any sorts of furniture items left in the room, only hunks of
broken plaster and mortar. A doorway opens wide into a basement stairway.
@ -1576,7 +1576,7 @@ D2
0 0 31480
S
#31479
Dormatory~
Dormitory~
This is where the students - or mental loonies - were bunked at night.
There are no longer any sorts of furniture items left in the room, only hunks of
broken plaster and mortar.
@ -1592,7 +1592,7 @@ D3
0 0 31477
S
#31480
Dormatory~
Dormitory~
This is where the students - or mental loonies - were bunked at night.
There are no longer any sorts of furniture items left in the room, only hunks of
broken plaster and mortar.
@ -1641,7 +1641,7 @@ S
Old Cobbled Trail~
This was once a sedate cobbled walkway, the cobbles now missing or broken and
soaked in blood. The trail turns south and curves out of sight to the east
again toward a tall, squarish stone building.
again toward a tall, square-ish stone building.
~
314 5 0 0 0 0
D2
@ -1875,7 +1875,7 @@ S
#31496
At the Top of the Water Tower~
There is no roof over the top of this thing, the asylum must have relied
heavily on rain water to help replentish their supplies of water whenever nature
heavily on rain water to help replenish their supplies of water whenever nature
was kind. This small platform runs around near the utmost top of tower, a wire
mesh affair that feels none-too-sturdy.
~

View file

@ -1473,7 +1473,7 @@ Waiting Chamber~
pleasure of the Pale Man, who it is said holds the power of the Underdark.
Legends told of the Pale Man say that he has lived for a thousand years and will
live for a thousand more. No one disputes them, as the Pale Man kills any being
foolhearty enough to make an attempt on his life, even in thought.
foolhardy enough to make an attempt on his life, even in thought.
~
323 104 0 0 0 0
D2
@ -1487,7 +1487,7 @@ Side Chamber~
pleasure of the Pale Man, who it is said holds the power of the Underdark.
Legends told of the Pale Man say that he has lived for a thousand years and will
live for a thousand more. No one disputes them, as the Pale Man kills any being
foolhearty enough to make an attempt on his life, even in thought.
foolhardy enough to make an attempt on his life, even in thought.
~
323 104 0 0 0 0
D2
@ -1563,7 +1563,7 @@ Waiting Chamber~
pleasure of the Pale Man, who it is said holds the power of the Underdark.
Legends told of the Pale Man say that he has lived for a thousand years and will
live for a thousand more. No one disputes them, as the Pale Man kills any being
foolhearty enough to make an attempt on his life, even in thought.
foolhardy enough to make an attempt on his life, even in thought.
~
323 104 0 0 0 0
D0
@ -1577,7 +1577,7 @@ Side Chamber~
pleasure of the Pale Man, who it is said holds the power of the Underdark.
Legends told of the Pale Man say that he has lived for a thousand years and will
live for a thousand more. No one disputes them, as the Pale Man kills any being
foolhearty enough to make an attempt on his life, even in thought.
foolhardy enough to make an attempt on his life, even in thought.
~
323 104 0 0 0 0
D0

View file

@ -21,15 +21,15 @@ The narrow, dusty trail leads west through the forest.
~
0 -1 6101
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
S
#6101
A Narrow Trail Through The Deep, Dark Forest~
@ -55,9 +55,9 @@ The narrow, dusty trail leads west through the forest.
~
0 -1 6102
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
path~
@ -65,9 +65,9 @@ path~
around it.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
S
#6102
@ -88,9 +88,9 @@ The narrow, dusty trail leads west through the forest.
~
0 -1 6103
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
path~
@ -98,9 +98,9 @@ path~
around it.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
S
#6103
@ -127,15 +127,15 @@ The narrow, dusty trail leads south through the forest.
~
0 -1 6108
E
trees trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
trees trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
S
#6104
A Small Path In The Deep, Dark Forest~
@ -155,14 +155,14 @@ The narrow path winds its way through the trees to the south.
~
0 -1 6105
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
S
#6105
A Small Path In The Deep, Dark Forest~
@ -181,14 +181,14 @@ The narrow path winds its way through the trees to the west.
~
0 -1 6106
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
S
#6106
A Junction In The Deep, Dark Forest~
@ -212,14 +212,14 @@ The narrow path winds its way through the trees to the west.
~
0 -1 6107
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path paths~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
S
#6107
A Small Path In The Deep, Dark Forest~
@ -238,14 +238,14 @@ The narrow path winds its way through the trees to the east.
~
0 -1 6106
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
S
#6108
A Narrow Trail Through The Deep, Dark Forest~
@ -270,9 +270,9 @@ The narrow, dusty trail leads west through the forest.
~
0 -1 6109
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
path~
@ -280,9 +280,9 @@ path~
around it.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
S
#6109
@ -303,15 +303,15 @@ The narrow, dusty trail leads west through the forest.
~
0 -1 6110
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
S
#6110
A Narrow Trail Through The Deep, Dark Forest~
@ -336,9 +336,9 @@ The narrow path leads west between the giant trees.
~
0 -1 6130
E
tree trees trunk trunks~
Some of the trunks to the west are covered in a thin, almost transparent
substance. It looks like small threads woven carefully together.
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
path~
@ -346,9 +346,9 @@ path~
around it.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
tree trees trunk trunks~
Some of the trunks to the west are covered in a thin, almost transparent
substance. It looks like small threads woven carefully together.
~
S
#6111
@ -368,15 +368,15 @@ The narrow, dusty trail leads south through the forest.
~
0 -1 6112
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
S
#6112
A Narrow Trail Through The Deep, Dark Forest~
@ -401,9 +401,9 @@ The narrow, dusty trail leads west through the forest.
~
0 -1 6127
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
path~
@ -411,9 +411,9 @@ path~
around it.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
S
#6113
@ -433,14 +433,14 @@ The narrow path winds its way through the trees to the west.
~
0 -1 6112
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
S
#6114
A Junction In The Deep, Dark Forest~
@ -464,14 +464,14 @@ The narrow path winds its way through the trees to the west.
~
0 -1 6122
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path paths~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
S
#6115
A Small Path In The Deep, Dark Forest~
@ -491,14 +491,14 @@ The narrow path winds its way through the trees to the west.
~
0 -1 6114
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
S
#6116
A Small Path In The Deep, Dark Forest~
@ -517,14 +517,14 @@ The narrow path winds its way through the trees to the south.
~
0 -1 6115
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
S
#6117
A Junction In The Deep, Dark Forest~
@ -548,14 +548,14 @@ The narrow path winds its way through the trees to the west.
~
0 -1 6116
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path paths~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
S
#6118
A Small Path In The Deep, Dark Forest~
@ -574,14 +574,14 @@ The narrow path winds its way through the trees to the west.
~
0 -1 6117
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
S
#6119
A Small Path In The Deep, Dark Forest~
@ -600,14 +600,14 @@ The narrow path winds its way through the trees to the south.
~
0 -1 6120
E
tree trees trunk trunks~
You feel as if they are watching you.
~
E
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
E
tree trees trunk trunks~
You feel as if they are watching you.
~
S
#6120
On The River Bank In The Deep, Dark Forest~
@ -633,9 +633,8 @@ The narrow path winds its way through the trees to the west.
~
0 -1 6121
E
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
river~
The river flows fast and strong. It is black or looks so in the gloom.
~
E
bank banks tree trees trunk trunks~
@ -643,8 +642,9 @@ bank banks tree trees trunk trunks~
above the dark river.
~
E
river~
The river flows fast and strong. It is black or looks so in the gloom.
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
S
#6121
@ -661,9 +661,8 @@ The narrow path winds its way through the trees to the east.
~
0 -1 6120
E
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
river~
The river flows fast and strong. It is black or looks so in the gloom.
~
E
bank banks tree trees trunk trunks~
@ -671,8 +670,9 @@ bank banks tree trees trunk trunks~
above the dark river.
~
E
river~
The river flows fast and strong. It is black or looks so in the gloom.
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
S
#6122
@ -692,14 +692,14 @@ The narrow path winds its way through the trees to the south.
~
0 -1 6123
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
E
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
E
tree trees trunk trunks~
The ancient grey giants seem to observe you silently.
~
S
#6123
A Junction On The River Bank In The Deep, Dark Forest~
@ -724,9 +724,8 @@ The narrow path winds its way through the trees to the west.
~
0 -1 6125
E
path paths~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
river~
The river flows fast and strong. It is black or looks so in the gloom.
~
E
bank banks tree trees trunk trunks~
@ -734,8 +733,9 @@ bank banks tree trees trunk trunks~
above the dark river.
~
E
river~
The river flows fast and strong. It is black or looks so in the gloom.
path paths~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
S
#6124
@ -752,9 +752,8 @@ The narrow path winds its way through the trees to the west.
~
0 -1 6123
E
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
river~
The river flows fast and strong. It is black or looks so in the gloom.
~
E
bank banks tree trees trunk trunks~
@ -762,8 +761,9 @@ bank banks tree trees trunk trunks~
above the dark river.
~
E
river~
The river flows fast and strong. It is black or looks so in the gloom.
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
S
#6125
@ -784,9 +784,8 @@ The narrow path winds its way through the trees to the east.
~
0 -1 6123
E
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
river~
The river flows fast and strong. It is black or looks so in the gloom.
~
E
bank banks tree trees trunk trunks~
@ -794,8 +793,9 @@ bank banks tree trees trunk trunks~
above the dark river.
~
E
river~
The river flows fast and strong. It is black or looks so in the gloom.
path~
The path seems all too frail. One of the giant roots could probably crush it
in a single blow.
~
S
#6126
@ -821,9 +821,9 @@ The narrow, dusty trail leads west through the forest.
~
0 -1 6128
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
path~
@ -831,9 +831,9 @@ path~
around it.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
S
#6127
@ -853,15 +853,15 @@ The narrow, dusty trail leads south through the forest.
~
0 -1 6126
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
S
#6128
A Narrow Trail Through The Deep, Dark Forest~
@ -881,15 +881,15 @@ The narrow, dusty trail leads west through the forest.
~
0 -1 6129
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
S
#6129
A Narrow Trail Through The Deep, Dark Forest~
@ -909,15 +909,15 @@ The narrow, dusty trail leads west through the forest.
~
0 -1 6135
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
E
tree trees trunk trunks~
These ancient trees must have been here for many, many years. It is
impossible to catch even a glimpse of anything above the lowest branches.
~
S
#6130
A Narrow Trail Through The Deep, Dark Forest~
@ -944,10 +944,9 @@ D4
~
0 -1 6132
E
tree trees trunk trunks~
The sticky substance is hanging like ropes between the ancient trees,
crossing the path just out of reach. It might be possible to climb one of the
sticky trunks.
substance rope ropes thread threads~
The substance reminds you of giant threads covered with glue. If it hadn't
been for the size you could have sworn it was part of a spider web.
~
E
trail~
@ -955,9 +954,10 @@ trail~
some places, giant grey roots have broken up through its surface.
~
E
substance rope ropes thread threads~
The substance reminds you of giant threads covered with glue. If it hadn't
been for the size you could have sworn it was part of a spider web.
tree trees trunk trunks~
The sticky substance is hanging like ropes between the ancient trees,
crossing the path just out of reach. It might be possible to climb one of the
sticky trunks.
~
S
#6131
@ -974,6 +974,10 @@ The huge, poisonous spider stings you! You are poisoned!
The huge, poisonous spider stings you! You are poisoned!
~
61 12 0 0 0 0
D4
~
~
0 0 6130
S
T 6100
#6132
@ -1024,14 +1028,14 @@ To the west is the entrance to the cave-like structure.
~
0 -1 6134
E
web~
The immense spider web moves softly.
~
E
cave structure~
It covers a ground area corresponding to an irregular circle with a diameter
of about 20 feet and is nearly 10 feet tall. It looks very old.
~
E
web~
The immense spider web moves softly.
~
S
#6134
The Den Of The Queen Spider~
@ -1047,14 +1051,14 @@ Compared to this place the east exit looks inviting.
~
0 -1 6133
E
web wall walls~
The sticky walls are covered with open cocoons.
~
E
cocoon cocoons~
The cocoons are burst open as if something inside really wanted to get out.
They are at the size of a human head.
~
E
web wall walls~
The sticky walls are covered with open cocoons.
~
S
#6135
A Dusty Trail In The Deep, Dark Forest~
@ -1100,18 +1104,18 @@ The dusty trail leads west through the trees.
~
0 -1 6137
E
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
tree trees trunk trunks~
To the east the ancient grey giants have many marks as if something with huge
claws has been tearing at them in rage.
~
E
path~
The trees standing on the sides of the path have scratch marks on them.
~
E
tree trees trunk trunks~
To the east the ancient grey giants have many marks as if something with huge
claws has been tearing at them in rage.
trail~
The dark and dusty trail seems fragile compared to the massive trunks, and in
some places, giant grey roots have broken up through its surface.
~
S
#6137
@ -1199,14 +1203,14 @@ The path winds its way westward.
~
0 -1 6136
E
cave opening~
The disgusting smell of a large reptile emanates from the cave opening.
~
E
tree trees~
The ancient grey giants have many marks as if something with huge claws has
been tearing at them in rage.
~
E
cave opening~
The disgusting smell of a large reptile emanates from the cave opening.
~
S
#6143
The Cave Of The Green Dragon~

View file

@ -308,7 +308,7 @@ clearing. The dirt seems matted down, and you see many
footprints in the soil. Nearby you hear a bird's chirp
abruptly cut off in a loud squawk, and then silence. The
paths seem well-traveled, the undergrowth matted down and
the foilage hacked away to leave plenty of room or a
the foliage hacked away to leave plenty of room or a
traveller to pass in every cardinal direction, excepting
the west path seems fairly overgrown...
You feel watched.
@ -434,7 +434,7 @@ S
A Forest Trail~
This trail leads north-south... obviously a gaming
trail. The woods, mostly deciduous trees with the
accompanying ground foilage, crowd in to either side.
accompanying ground foliage, crowd in to either side.
A shrub to your left shows a fresh cutting wound...
looks like a sharp object like a knife or machete did
the damage.
@ -574,7 +574,7 @@ D3
S
#6225
A Forest Trail~
This trail leads east-west through the forest foilage,
This trail leads east-west through the forest foliage,
around the trees and up and down the slight rises. The
area is quiet and serene, except for the energy barrier
keeping you in to the south. For just a moment, you wonder
@ -650,7 +650,7 @@ A Forest Trail~
A north-south trail leads through the woods here, with
a small side trail leading off to the east. The trees
provide adequate cover from the sky, but through a few
holes in the foilage you spot the magical barrier above
holes in the foliage you spot the magical barrier above
you, keeping you from escaping by flight. You feel
slightly captured.
~
@ -729,7 +729,7 @@ S
#6233
A Forest Trail~
The ground is growing more rocky here. The trees and
other foilage in the forest grow sparse here, finding it
other foliage in the forest grow sparse here, finding it
hard to find purchase in the soil. The forest ends just
to the west, with the trail you are on leading right on up
to the side of the mountains. A side trail leads south

View file

@ -32,7 +32,7 @@ O 0 10302 1 10302 (a teleporter)
O 0 10308 2 10302 (a sign)
O 0 10389 1 10392 (a Teleporter)
O 0 10376 1 10376 (a orb)
O 0 10373 1 10373 (a tourch)
O 0 10373 1 10373 (a torch)
O 0 10369 1 10369 (a circular rock)
O 0 10333 1 10333 (a Turtle Shell)
O 0 10320 1 10320 (a teleporter)

View file

@ -2,6 +2,8 @@
Rumble~
Sanctus II~
200 299 10 2
M 0 30 3 220 (the spy for the underground)
E 1 221 1 12 (a grey cloak)
M 0 218 1 218 (a woman dressed in the latest fashions)
M 0 169 3 200 (a citizen)
M 0 162 3 237 (a statesman)
@ -62,7 +64,6 @@ M 0 189 1 230 (the commander)
E 1 145 99 5 (a scale mail jacket)
M 0 209 1 210 (Bob, the achondroplastic dwarf)
E 1 171 99 17 (a short gilded staff of oak)
M 0 30 3 220 (the spy for the underground)
M 0 30 3 212 (the spy for the underground)
M 0 210 1 265 (the quest shopkeeper)
O 0 307 1 242 (a jar of palmatite)

View file

@ -2,6 +2,9 @@
Unknown~
Dragon Plains~
23300 23399 30 2 d 0 0 0 15 17
M 0 23335 1 23335 (a hermit)
E 1 23336 99 17 (50' of rope)
O 0 23335 1 23335 (canteen)
O 0 23300 1 23300 (a dragontooth necklace)
M 0 23366 1 23352 (the lost adventurer)
G 1 23302 5 -1 (a map of the dragon plains)
@ -22,9 +25,6 @@ E 1 23342 99 16 (a mace)
O 0 23341 1 23341 (a torch)
M 0 23340 1 23340 (a red dragon)
E 1 23340 99 16 (a red dagger)
M 0 23335 1 23335 (a hermit)
E 1 23336 99 16 (50' of rope)
O 0 23335 1 23335 (canteen)
M 0 23345 1 23345 (a two-headed cat)
E 1 23345 255 16 (a dirk)
O 0 23398 1 23398 (a ruby gem)

View file

@ -2,6 +2,13 @@
Kaan~
Jareth Main City~
25700 25799 10 2 d 0 0 0 1 33
M 0 25760 3 25782 (a member of the city constable)
E 1 25722 99 17 (an aqua potion)
M 0 25760 2 25782 (a member of the city constable)
E 1 25722 99 17 (an aqua potion)
R 0 25782 25748 -1 (a wanted poster)
O 0 25748 1 25782 (a wanted poster)
M 0 25762 2 25782 (a member of the city constable)
M 0 25704 1 25700 (maris' wife Ilena)
G 1 25740 100 -1 (a blue jacket)
G 1 25742 100 -1 (a shield)
@ -103,13 +110,6 @@ M 0 25718 1 25785 (the librarian)
O 0 25786 1 25785 (the sign)
M 0 25717 1 25787 (the trainer)
O 0 25785 1 25787 (a sign)
M 0 25760 3 25782 (a member of the city constable)
E 1 25722 100 16 (an aqua potion)
M 0 25760 2 25782 (a member of the city constable)
E 1 25722 100 16 (an aqua potion)
R 0 25782 25748 -1 (a wanted poster)
O 0 25748 1 25782 (a wanted poster)
M 0 25762 2 25782 (a member of the city constable)
M 0 25700 1 25735 (the young man)
E 1 25706 1 6 (some mirrored sunglasses)
E 1 25707 1 5 (a tie dyed robe)

View file

@ -2,6 +2,20 @@
Strahd~
Descent to Hell~
28600 28699 30 2 d 0 0 0 20 30
M 0 28626 1 28670 (the burning fool)
E 1 28611 80 10 (burning flesh)
M 0 28630 1 28670 (fire devil)
E 1 28614 99 17 (box of matches)
M 0 28627 1 28656 (male construction worker)
E 1 28645 80 16 (welding torch)
M 0 28628 1 28656 (female construction worker)
E 1 28612 99 17 (rivet gun)
M 0 28628 1 28656 (female construction worker)
E 1 28612 99 17 (rivet gun)
M 0 28627 1 28667 (male construction worker)
E 1 28645 80 16 (welding torch)
M 0 28628 1 28667 (female construction worker)
E 1 28612 99 17 (rivet gun)
M 0 28612 2 28629 (the living wall)
G 1 28604 8 -1 (a black hilted sword called, "Farslayer")
M 0 28612 2 28612 (the living wall)
@ -55,24 +69,10 @@ E 1 28610 80 16 (demon teeth)
M 0 28625 3 28638 (demonguard)
E 1 28609 80 5 (demonskin)
E 1 28610 80 16 (demon teeth)
M 0 28626 1 28670 (the burning fool)
E 1 28611 80 10 (burning flesh)
M 0 28626 1 28660 (the burning fool)
E 1 28611 80 10 (burning flesh)
M 0 28627 1 28667 (male construction worker)
E 1 28645 80 16 (welding torch)
M 0 28628 1 28667 (female construction worker)
E 1 28612 80 16 (rivet gun)
M 0 28627 1 28656 (male construction worker)
E 1 28645 80 16 (welding torch)
M 0 28628 1 28656 (female construction worker)
E 1 28612 80 16 (rivet gun)
M 0 28629 1 28665 (female construction worker)
E 1 28613 80 16 (circular saw)
M 0 28628 1 28656 (female construction worker)
E 1 28612 80 16 (rivet gun)
M 0 28630 1 28670 (fire devil)
E 1 28614 80 16 (box of matches)
M 0 28668 1 28660 (Greater Fire Demon)
E 1 28615 80 16 (bloody black talon)
G 1 28616 8 -1 (jar of blood)
@ -177,7 +177,7 @@ M 0 28670 2 28530 (guard dog)
D 0 28604 3 1 (Landing)
D 0 28605 1 1 (Gateway to Hell)
D 0 28616 1 1 (Greed)
D 0 28617 3 1 (Bedroom.)
D 0 28617 3 1 (Bedroom)
D 0 28643 0 1 (Stone Hall)
D 0 28633 2 1 (Cell)
D 0 28635 2 1 (Stone Hall)
@ -192,7 +192,7 @@ D 0 28652 2 1 (Stone Arch)
D 0 28662 0 1 (Foreman's Office)
D 0 28676 3 1 (Penguin Room)
D 0 28675 1 1 (Meat Locker)
D 0 28679 1 1 (Ice Creamery)
D 0 28679 1 1 (Ice-Creamery)
D 0 28680 3 1 (White Marble Hall)
D 0 28683 1 1 (Ice Room)
D 0 28684 3 1 (Meat Locker)

View file

@ -2,6 +2,12 @@
Kaan~
Keep of Baron Westlawn~
30900 30999 30 2 d 0 0 0 26 30
M 0 30930 1 30949 (Salida)
E 1 30936 99 17 (a large wooden spoon)
M 0 30929 1 30949 (a cook)
M 0 30928 1 30949 (a cook)
D 0 30949 3 1 (The Kitchen)
M 0 30936 1 30949 (a mischievous child)
M 0 30900 2 30900 (a guardsman)
E 1 30900 100 5 (a red steel breastplate)
E 1 30901 100 8 (a red steel face plate)
@ -27,12 +33,6 @@ M 0 30940 1 30938 (a bold noblewoman)
M 0 30939 1 30938 (a haughty noble)
M 0 30938 0 30938 (a young noble)
M 0 30937 1 30938 (a secretive noble)
M 0 30930 1 30949 (Salida)
E 1 30936 100 16 (a large wooden spoon)
M 0 30929 1 30949 (a cook)
M 0 30928 1 30949 (a cook)
D 0 30949 3 1 (The Kitchen)
M 0 30936 1 30949 (a mischievous child)
M 0 30935 1 30951 (a lounging soldier)
M 0 30934 1 30979 (Roscoe)
G 1 30937 1 -1 (a piece of straw)

View file

@ -2,6 +2,9 @@
Meyekul Benighted~
Glumgold's Sea~
8300 8399 30 1 d 0 0 0 10 30
M 0 8397 1 8397 (Tai Ho)
E 1 8397 99 17 (@yA set of @o@gChinchirorin@n @ydice@n)
D 0 8397 0 1 (On a Fishing Boat)
D 0 8393 5 2 (The Mid-Deck)
M 0 8309 1 8393 (a drunken pirate)
M 0 8310 10 8384 (a drunken pirate)
@ -28,9 +31,6 @@ M 0 8301 25 8373 (a small fish)
M 0 8302 20 8373 (a large fish)
D 0 8398 2 1 (The Bow of a Fishing Boat)
M 0 8398 1 8398 (Yam Koo)
M 0 8397 1 8397 (Tai Ho)
E 1 8397 5 16 (@yA set of @o@gChinchirorin@n @ydice@n)
D 0 8397 0 1 (On a Fishing Boat)
D 0 8395 4 2 (The Treasury)
O 0 8308 1 8395 (a huge mound of gold coins)
D 0 8383 0 1 (Near a Stairway)

View file

@ -1008,7 +1008,8 @@ void medit_parse(struct descriptor_data *d, char *arg)
case MEDIT_ALIGNMENT:
GET_ALIGNMENT(OLC_MOB(d)) = LIMIT(i, -1000, 1000);
break;
medit_disp_stats_menu(d);
return;
case MEDIT_COPY:
if ((i = real_mobile(atoi(arg))) != NOWHERE) {