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Setting up 3.5.0 as trunk
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201
ChangeLog
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201
ChangeLog
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CircleMUD 3.5 is currently being developed by The Builder Academy. If you need
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any help stop by: builderacademy.net 9091
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||||
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Unfortunately this changelog is far from complete since TBA has not kept a
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record of every change in the last 4 years:
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- Updated README, FAQ, news.
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||||
- Removed all CIRCLEMUD_VERSION checks.
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||||
- Renamed _DEAF to _NOSHOUT.
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- Added greetings, ihelp, wizlist, and immlist to tedit.
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- Changed all usage of dscr to desc for standardization.
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- Increased PLR_DESC_LENGTH from 240 to 512.
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- Renamed EXDSCR_LENGTH and CON_EXDESC to PLR_DESC_LENGTH and CON_PLR_DESC.
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||||
- Moved lastlist (lists entire last file) to last *.
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- Removed edit command.
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- Fixed everything so MUD would load error free in mini mode.
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- Moved cheat to return. If not in a mob typing return will advance you to the
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level specified in do_cheat. IDNUM 1 advanced to IMPL
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- Changed OLC to default to off, again.
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||||
- Added Ascii Pfiles V3.0.1
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||||
- Added pagelength (needs to be moved to toggle).
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||||
- Update to list_obj_to_char for object stacking and iedit objects.
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||||
- Increased MAX_STRING_LENGTH to 49152.
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- Moved poofin/out to set self poofin/out.
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- Removed poofs command, poofs can be viewed under stat or score.
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- Isname updates.
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- Added mob/obj delete.
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- Update to delete_room to remove the room from the htree.
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- Counts colorcodes now when formatting in the text editor.
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- Update to create_new_zone to correct buildwalk issues after a new zone is created.
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- Added zpurge, checkload and zcheck Immortal commands.
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- Doubled MAX_INPUT_LENGTH to 512.
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- Usage: attach { mtr | otr | wtr } { trigger } { name } [ location ]
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- Usage: detach [ mob | object | room ] { target } { trigger | 'all' }
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- Added show zone <name> option.
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- Added look around command.
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- Fixed hidden object stacking.
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- Added vnum room/trig options to search by name.
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- Added hedit, helpcheck and hindex. Plus seperate imm/mort screens.
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- Added hidden mobs. medit-l-desc beginnin with a period (.) can only be seen
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with holylight.
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- Update to zreset and do_links.
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||||
- Added paragraph option in the text editor /f 4-8 to make a para lines 4-8.
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- Object stacking fix, only stack if they are the same vnum AND short descr.
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- Update to do_hit to prevent crash if the player is AFF_CHARM somehow without
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a master.
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- Added Did you mean? to non-existing helpfile query.
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- Added TBA's donated zones to stock.
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- DG Scripts 1.0.14.
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- Set OLC options #, aedit, hedit, off.
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- Updates to parse_object, oedit_disp_perm_menu and oedit_parse to remove the
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ability of setting AFF_CHARM as on object perm affect. Setting this on a
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||||
player (without having a clearly defined MASTER) causes a crash.
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- Added social gossip bug fix in do_gen_comm to give commands priority.
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- Did away with the #ifndef STOCK_CIRCLE tags.
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- Removed some unused code from cedit_creation.
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- Update MAX_STRING_SIZE.
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- Update to do_gen_comm to make gemote and gossip behave the same for socials.
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- Update to do_gen_comm to remove SYSERRs generated while switched into mobs.
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- Update to SPECIAL(shop_keeer) so that MSG_NO_STEAL_HERE is sent TO_ROOM as
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well as TO_CHAR.
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- Update to zedit_parse.
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- Expanded zones to unsigned int. NOWHERE/corpse is now 65535, not -1
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- Added PRF_AFK.
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- Updated load_zones to fix reported bug with behavior of the 'Set a global
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variable' zedit command.
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- Replaced calls for ch|vict|obj->in_room to IN_ROOM(ch|vict|obj). Use of
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the macro is better.
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- Autosave everything except Buildwalk, dig, and rdelete.
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- Corrected minor typo in parse_class which is part of stock Circle 3.1.
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- Updates to free_room_strings, free_room, and free_srings.
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- Change to free_strings() in oasis_delete.c related to freeing extra descs.
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- Also made changes to copyover/saved room code for more logical behavior.
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- Removed @ as save character in the text editor since it is a color code.
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- Update to do_dig.
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- Change to remove_unique_id to plug mem leek.
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- Changes in dg_comm.c!
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- Added look_in_obj fix which was causing conflicts between room keywords and
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object keywords.
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- Changed to unsigned int to double zones.
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- Added some missing dg_scripts related logic to save_char.
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- Added do_gemote command which allows you to emote over the gossip channel.
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- Changed the color code character from '&' to '@'.
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- Fixed color bleeding in all the lists.
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- Added IMM command peace to stop all fighting in that room.
|
||||
- Fix for LOADROOM and copyover conflicts.
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||||
- Changed copyover to save room player was in.
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||||
- Made an option so shopkeepers never go broke.
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||||
- Added Welcor's manual_color update with numerous updates.
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||||
- replaced numerous special procedures with triggers (still some to go).
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- Removed leftover debug message from dg_mobcmd.c
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- Removed duplicate code in zedit.c related to who can do zone edits.
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||||
- Corrected logic in object get code which was out of order.
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- Fix to read_mobile in db.c, was causing mobs to be assigned triggers twice.
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||||
- Fixed /fi to not add two spaces after quoted "text."
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- Patched in Oasis 2.0.6
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- Set OLC to off on immortal advance
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- Changes in enter_player_game to use calls from CONFIG_ defs used by CEDIT.
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- Fixes to redit.c for ROOM FLAGS.
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- Added objstacking.
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- Changed valid_dg_target to allow everyone to trigger except IMPL
|
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- Change to save_char related to problems with the copyover function.
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- Fixed buildwalk from continuing into next zone.
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- Added Aedit, Astat, and over 100 new socials.
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- Replaced all ch->in_room calls with IN_ROOM(ch) for general cleanliness.
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- Changed default olc to be -1 not 0.
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||||
- Wiznet is now visible in OLC.
|
||||
- Added hidden objs. oedit-l-desc beginnin with a period (.) can only be seen
|
||||
with holylight.
|
||||
- Fixed tilde in room desc crash (and other world files).
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||||
- Fixed socials taking precedence over commands and not allowing abbrevs.
|
||||
- Changed do_simple_move so players couldn't find hidden exits by trying to
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walk into them.
|
||||
- Fixed shopkeepers so they could sell just one item.
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||||
- Fixed oedit where it did not recognize any change when modifying just weight
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||||
or values.
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||||
- Some minor changes to redit in the way it interacts with door flags.
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||||
- Added online dictionary. Tell m-w <word>.
|
||||
- Bugfix for enchant_weapon spell.
|
||||
- Added LVL_BUILDER.
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||||
- Bugfix for locate_object spell.
|
||||
- Fixed all the OLC crashes from large numbers. Weight, cost, max contain, exp,
|
||||
gold, and fountain contains to name a few.
|
||||
- Save room on copyover reboot.
|
||||
- Dg_scripts update to calls in spell_recall and spell_teleport.
|
||||
- Fixed mhunt.
|
||||
- Made all imm commands requiring zone # default to current zone if no arg.
|
||||
- Add formatting for trigedit. /f indents to make things easier to read.
|
||||
- Zero level mobs are set to level 1 in db.c.
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||||
- Added links command.
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||||
- Fixed social bodyparts.
|
||||
- Added mail saving.
|
||||
- Fixed Enter spell (0 for none): having 0 spell causes error, should be -1.
|
||||
- Added /r/n to "gate is closed from the other side" and "cool immortal."
|
||||
- Fixed variable file not deleting at player deletion.
|
||||
- Fixed the 2 shopkeepers one room crash.
|
||||
- Fixed colorcodes preventing capitalization.
|
||||
- Fixed /f, /fi creating an extra line.
|
||||
- Made object values reset when type is changed.
|
||||
- Added vdelete [*].
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||||
- Fixed where so players in OLC would be listed.
|
||||
- The weapon dice check now works.
|
||||
- All olc files uses the can_edit_zone() function where appropriate.
|
||||
- Added OLC permissions to attach and detach.
|
||||
- Made it possible to use one shopkeeper for more than one shop.
|
||||
- Restore skills and spells on advancement.
|
||||
- Added context help system, lib/text/contexthelp.
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||||
- Fixed sedit crash caused by deleting room that where shops.
|
||||
- Added don't parse character \, use %% for %.
|
||||
- Fixed rdelete crash from deleting a room that is linked to itself.
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||||
- Fixed exits to default to -1 instead of 0 when just making an edit desc.
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||||
- Added a warning if a NOTE has an extra desc.
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||||
- Fixed practice to show skills with 0 practices remaining.
|
||||
- Added file <option> to view logs.
|
||||
- Added several new names to the xnames file.
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||||
- Added copyover.
|
||||
- Improved the last command.
|
||||
- Added switched people to the who list.
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||||
- Added zedit commands to stat room.
|
||||
- Added triggers and shops to show stat.
|
||||
- Added more info to all the vstat options.
|
||||
- Added invis level at login to prevent greeting imms who are hiding.
|
||||
- Added delete option to extra desc's. Just /c.
|
||||
- Added history command to show last 100 comms.
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||||
- Added an export command that would QQ and compress a zone.
|
||||
- Numerous new logs for force, buildwalk, delete, snoop, etc.
|
||||
- Added vnum and TRIG tags to everything, roomflags toggles it on/off.
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||||
- Added keyword seperation when statting extra desc. [desk] [notes papers]
|
||||
- Added buildwalk and dig.
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||||
|
||||
Release history:
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||||
Version 3.5 release: December 2006
|
||||
Version 3.1 (yes, no beta pl): November 18, 2002
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||||
Version 3.00 beta pl22 release: October 4, 2002
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||||
Version 3.00 beta pl21 release: April 15, 2002
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||||
Version 3.00 beta pl20 release: January 15, 2002
|
||||
Version 3.00 beta pl19 release: August 14, 2001
|
||||
Version 3.00 beta pl18 release: March 18, 2001
|
||||
Version 3.00 beta pl17 release: January 23, 2000
|
||||
Version 3.00 beta pl16 release: August 30, 1999
|
||||
Version 3.00 beta pl15 release: March 16, 1999
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||||
Version 3.00 beta pl14 release: July 3, 1998
|
||||
Version 3.00 beta pl13a release: June 4, 1998
|
||||
Version 3.00 beta pl13 release: June 1, 1998
|
||||
Version 3.00 beta pl12 release: October 29, 1997
|
||||
Version 3.00 beta pl11 release: April 14, 1996
|
||||
Version 3.00 beta pl10 release: March 11, 1996
|
||||
Version 3.00 beta pl9 release: February 6, 1996
|
||||
Version 3.00 beta pl8 release: May 23, 1995
|
||||
Version 3.00 beta pl7 release: March 9, 1995
|
||||
Version 3.00 beta pl6 release: March 6, 1995
|
||||
Version 3.00 beta pl5 release: February 23, 1995
|
||||
Version 3.00 beta pl4 release: September 28, 1994
|
||||
Version 3.00 beta pl1-3, internal releases for beta-testers.
|
||||
Version 3.00 alpha: Ran on net for testing. Code not released.
|
||||
Version 2.20 release: November 17, 1993
|
||||
Version 2.11 release: September 19, 1993
|
||||
Version 2.10 release: September 1, 1993
|
||||
Version 2.02 release: Late August 1993
|
||||
Version 2.01 release: Early August 1993
|
||||
Version 2.00 release: July 16, 1993 (Initial public release)
|
130
README
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130
README
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|||
CircleMUD README File
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||||
---------------------
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||||
Updated: Dec 2006
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||||
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||||
Welcome to CircleMUD 3.5! I hope you enjoy your stay.
|
||||
|
||||
Current development of CircleMUD is being done by the Builder Academy. All
|
||||
requests for help or bugs should be reported there: builderacademy.net 9091.
|
||||
|
||||
Information about CircleMUD can be found at the CircleMUD Home Page and FTP:
|
||||
http://www.circlemud.org
|
||||
ftp://ftp.circlemud.org
|
||||
|
||||
Both of these sights are outdated and no longer maintained. Hopefully this will
|
||||
change soon. Until then the latest information and downloads can be found at
|
||||
the CWG forums and download section:
|
||||
|
||||
http://cwg.lazuras.org/modules.php?name=Forums
|
||||
|
||||
|
||||
Downloading CircleMUD
|
||||
---------------------
|
||||
|
||||
You can find the current version of CircleMUD at the following URL:
|
||||
|
||||
http://cwg.lazuras.org/modules.php?name=Downloads
|
||||
|
||||
|
||||
Compiling CircleMUD
|
||||
-------------------
|
||||
|
||||
CircleMUD compiles under a large number of operating systems; instructions
|
||||
for compiling on each platform is can be found in the file doc/README.<system>
|
||||
|
||||
AMIGA - If you are using an Amiga running AmigaDOS. (If you're running
|
||||
NetBSD or Linux on an Amiga, use README.UNIX instead.)
|
||||
ARC - If you are using an Acorn running RiscOS.
|
||||
|
||||
BORLAND - For those using Borland under Windows.
|
||||
|
||||
CYGWIN - If you are using Cygwin shell in Windows (Updated 12/2006).
|
||||
|
||||
MSVC# - If you are using MSVC.
|
||||
|
||||
OS2 - If you are using OS/2 Warp Connect v3.0 or OS/2 v2.x.
|
||||
|
||||
UNIX - If you have any type UNIX system, including Linux, MkLinux, Ultrix,
|
||||
HP/UX, Solaris, SunOS, IRIX, FreeBSD, OpenBSD, NetBSD, BSDi,
|
||||
Macintosh OS X, etc.
|
||||
|
||||
VMS - If you happen to be on OpenVMS.
|
||||
|
||||
WATCOM - If using WATCOM under Windows.
|
||||
|
||||
WIN - If you are using Windows.
|
||||
|
||||
|
||||
If you are interested in porting CircleMUD to a new platform, see the
|
||||
file doc/porting.txt for some tips.
|
||||
|
||||
For a small, private MUD, or a MUD used only for testing and development,
|
||||
about 10 megs of disk space and 16 megs of memory should be sufficient.
|
||||
For large, public MUDs with a large player base, 30 megs to 50 megs of
|
||||
disk space and at least 32 megs of memory are recommended. Free memory
|
||||
is much more important than CPU speed; CircleMUD uses virtually no CPU
|
||||
time.
|
||||
|
||||
|
||||
Other Documentation
|
||||
-------------------
|
||||
|
||||
If this information isn't enough to get you running, there's a lot more
|
||||
information available. All documentation (other than this file) is in
|
||||
the "doc" directory. Most of the files in the /doc directory are old and
|
||||
have not been updated in years, but they still contain alot of pertinent
|
||||
information.
|
||||
|
||||
"The CircleMUD Administrator's Guide" (admin.pdf)
|
||||
A good place to start after reading this README file, admin.txt gives
|
||||
an overall description of how Circle works, how to get it to compile and
|
||||
run for the first time, information about customizing and configuration
|
||||
options and command-line arguments, and tips on maintenance and day-to-day
|
||||
MUD administration.
|
||||
|
||||
"The CircleMUD Builder's Manual" (building.pdf)
|
||||
For the builders in your group, this documents the world-file format
|
||||
and describes how to create new rooms, objects, and monsters. Also, it
|
||||
describes how to add new areas to the MUD and gives some tips about game
|
||||
balance and world-file debugging.
|
||||
|
||||
"The CircleMUD Coder's Manual" (coding.pdf)
|
||||
For the coders in your group, a technical reference describing some of
|
||||
the more basic coding tasks such as how to add new commands, spells,
|
||||
skills, socials, and classes. Note that it assumes the reader already has
|
||||
an excellent knowledge of C; the manual is not a C tutorial.
|
||||
|
||||
"The CircleMUD SYSERR List" (syserr.txt, syserr.ps)
|
||||
A list of SYSERR messages CircleMUD can generate, and a description of what
|
||||
can cause each problem and how to solve it. An excellent guide for
|
||||
troubleshooting and area debugging.
|
||||
|
||||
|
||||
Getting Help
|
||||
------------
|
||||
|
||||
If you have strange problems -- and you can't figure out the answer by reading
|
||||
the documentation -- fear not, there are many other resources available.
|
||||
|
||||
http://cwg.lazuras.org/
|
||||
http://groups.yahoo.com/group/circle-newbies/
|
||||
http://post.queensu.ca/cgi-bin/listserv/wa?SUBED1=circle&A=1
|
||||
|
||||
No matter how you choose to get help, make sure to always include the
|
||||
following information:
|
||||
|
||||
-- The exact version of CircleMUD you're using (e.g., "CircleMUD 3.5",
|
||||
"CircleMUD 3.0 beta patchlevel 21", etc.).
|
||||
-- The EXACT text of any error messages, compiler errors, link errors, or any
|
||||
other errors you're getting.
|
||||
-- The exact type of hardware, operating system name and version, and
|
||||
compiler you're using.
|
||||
-- A description of ANY changes you've made, no matter how small, that might
|
||||
have contributed to the error.
|
||||
-- If you are having trouble getting Circle running for the very first time,
|
||||
also be sure to include the output of 'configure' and the file
|
||||
'config.log'.
|
||||
|
||||
You may also stop by the Builder Academy at anytime. builderacademy.net 9091
|
||||
|
||||
--Rumble
|
174
autorun
Executable file
174
autorun
Executable file
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|
|||
#!/bin/sh
|
||||
#
|
||||
# CircleMUD 3.0 autorun script
|
||||
# Contributions by Fred Merkel, Stuart Lamble, and Jeremy Elson
|
||||
# New log rotating code contributed by Peter Ajamian
|
||||
# Copyright (c) 1996 The Trustees of The Johns Hopkins University
|
||||
# All Rights Reserved
|
||||
# See license.doc for more information
|
||||
#
|
||||
#############################################################################
|
||||
#
|
||||
# This script can be used to run CircleMUD over and over again (i.e., have it
|
||||
# automatically reboot if it crashes). It will run the game, and copy some
|
||||
# of the more useful information from the system logs to the 'log' directory
|
||||
# for safe keeping.
|
||||
#
|
||||
# You can control the operation of this script by creating and deleting files
|
||||
# in Circle's root directory, either manually or by using the 'shutdown'
|
||||
# command from within the MUD.
|
||||
#
|
||||
# Creating a file called .fastboot makes the script wait only 5 seconds
|
||||
# between reboot attempts instead of the usual 60. If you want a quick
|
||||
# reboot, use the "shutdown reboot" command from within the MUD.
|
||||
#
|
||||
# Creating a file called .killscript makes the script terminate (i.e., stop
|
||||
# rebooting the MUD). If you want to shut down the MUD and make it stay
|
||||
# shut down, use the "shutdown die" command from within the MUD.
|
||||
#
|
||||
# Finally, if a file called pause exists, the script will not reboot the MUD
|
||||
# again until pause is removed. This is useful if you want to turn the MUD
|
||||
# off for a couple of minutes and then bring it back up without killing the
|
||||
# script. Type "shutdown pause" from within the MUD to activate this feature.
|
||||
#
|
||||
ulimit -c unlimited
|
||||
|
||||
# The port on which to run the MUD
|
||||
PORT=4000
|
||||
|
||||
# Default flags to pass to the MUD server (see admin.txt for a description
|
||||
# of all flags).
|
||||
FLAGS='-q'
|
||||
|
||||
# Number of syslog.# files to keep in the log directory.
|
||||
BACKLOGS=6
|
||||
|
||||
# Each record in the following variable contains information for one log file.
|
||||
# The fields are filename:maxlines:pattern where filename is the name of the
|
||||
# log file, maxlines is the maximum number of lines in the file (0 for
|
||||
# unlimited) and pattern is a pattern which must be matched for a line to get
|
||||
# copied from syslog to this log file.
|
||||
LOGFILES='
|
||||
delete:0:self-delete
|
||||
delete:0:PCLEAN
|
||||
dts:0:death trap
|
||||
rip:0:killed
|
||||
restarts:0:Running
|
||||
levels:0:advanced
|
||||
rentgone:0:equipment lost
|
||||
usage:5000:usage
|
||||
newplayers:0:new player
|
||||
errors:5000:SYSERR
|
||||
godcmds:0:(GC)
|
||||
badpws:0:Bad PW
|
||||
olc:5000:OLC
|
||||
help:0:get help on
|
||||
trigger:5000:trigger
|
||||
'
|
||||
|
||||
# The following is the number of lines in syslog.CRASH. Set to 0 to disable
|
||||
# crashlogs.
|
||||
LEN_CRASHLOG=30
|
||||
|
||||
#############################################################################
|
||||
|
||||
#############
|
||||
# Functions #
|
||||
#############
|
||||
|
||||
# The proc_syslog function will grep the logs for the various different info
|
||||
# and rotate the logs in the log directory.
|
||||
proc_syslog () {
|
||||
# Return if there's no syslog
|
||||
if ! [ -s syslog ]; then return; fi
|
||||
|
||||
# Create the crashlog
|
||||
if [ -n "$LEN_CRASHLOG" -a "$LEN_CRASHLOG" -gt 0 ]; then
|
||||
tail -n $LEN_CRASHLOG syslog > syslog.CRASH
|
||||
fi
|
||||
|
||||
# Append to the specialty logfiles and truncate to maximum length if
|
||||
# applicable
|
||||
OLD_IFS=$IFS
|
||||
IFS='
|
||||
'
|
||||
for rec in $LOGFILES; do
|
||||
name=log/`echo $rec|cut -f 1 -d:`
|
||||
len=`echo $rec|cut -f 2 -d:`
|
||||
pattern=`echo $rec|cut -f 3- -d:`
|
||||
|
||||
fgrep $pattern syslog >> $name
|
||||
if [ $len -gt 0 ]; then
|
||||
temp=`mktemp $name.XXXXXX`
|
||||
tail -n $len $name > $temp
|
||||
mv -f $temp $name
|
||||
fi
|
||||
done
|
||||
IFS=$OLD_IFS
|
||||
|
||||
# Find the # to set the new log file to.
|
||||
if [ -s log/syslog.$BACKLOGS ]; then
|
||||
declare -i newlog=$BACKLOGS+1
|
||||
else
|
||||
declare -i newlog=1
|
||||
while [ -s log/syslog.$newlog ]; do newlog=$newlog+1; done
|
||||
fi
|
||||
|
||||
# Rotate the logs.
|
||||
declare -i y=2
|
||||
while [ $y -lt $newlog ]; do
|
||||
declare -i x=$y-1
|
||||
mv -f log/syslog.$y log/syslog.$x
|
||||
y=$y+1
|
||||
done
|
||||
mv -f syslog log/syslog.$newlog
|
||||
}
|
||||
|
||||
########
|
||||
# Main #
|
||||
########
|
||||
|
||||
# Check to see if there is a syslog which would indicate that autorun
|
||||
# was improperly killed (ie maybe the system was rebooted or ?).
|
||||
if [ -s syslog ]; then
|
||||
echo Improper shutdown of autorun detected, rotating syslogs before startup. >> syslog
|
||||
proc_syslog
|
||||
fi
|
||||
|
||||
# The main loop
|
||||
while ( : ) do
|
||||
|
||||
DATE=`date`
|
||||
echo "autorun starting game $DATE" > syslog
|
||||
echo "running bin/circle $FLAGS $PORT" >> syslog
|
||||
|
||||
# On Cygwin, you may need to precede this next line with './' for
|
||||
# './bin/circle' as the command.
|
||||
nohup bin/circle $FLAGS $PORT >> syslog 2>&1
|
||||
|
||||
if [ -r .killscript ]; then
|
||||
DATE=`date`;
|
||||
echo "autoscript killed $DATE" >> syslog
|
||||
rm .killscript
|
||||
proc_syslog
|
||||
exit
|
||||
fi
|
||||
|
||||
# if [ ! -r .fastboot ]; then
|
||||
# sleep 60
|
||||
# else
|
||||
# rm .fastboot
|
||||
# fi
|
||||
|
||||
while [ -r pause ]; do
|
||||
sleep 60
|
||||
done
|
||||
|
||||
if [ -s lib/core ]; then
|
||||
gdb bin/circle lib/core -command gdb.tmp >lib/backtrace.$(date +%d.%m.%Y.%T)
|
||||
fi
|
||||
|
||||
proc_syslog
|
||||
sleep 5
|
||||
|
||||
done
|
34
autorun.amiga
Executable file
34
autorun.amiga
Executable file
|
@ -0,0 +1,34 @@
|
|||
LAB runloop
|
||||
|
||||
if exists .killscript then
|
||||
delete .killscript quiet
|
||||
SKIP the_end
|
||||
endif
|
||||
|
||||
if exists .fastboot then
|
||||
wait 3
|
||||
delete .fastboot quiet
|
||||
else
|
||||
wait 5
|
||||
endif
|
||||
|
||||
bin/Circle
|
||||
|
||||
search nonum log/syslog "self-delete" >> log/delete
|
||||
search nonum log/syslog "PCLEAN" >> log/delete
|
||||
search nonum log/syslog "death trap" >> log/dts
|
||||
search nonum log/syslog "killed" >> log/rip
|
||||
search nonum log/syslog "Running" >> log/restarts
|
||||
search nonum log/syslog "advanced" >> log/levels
|
||||
search nonum log/syslog "equipment lost" >> log/rentgone
|
||||
search nonum log/syslog "usage" >> log/usage
|
||||
search nonum log/syslog "new player" >> log/newplayers
|
||||
search nonum log/syslog "SYSERR" >> log/errors
|
||||
search nonum log/syslog "(GC)" >> log/godcmds
|
||||
search nonum log/syslog "Bad PW" >> log/badpws
|
||||
|
||||
delete log/syslog quiet
|
||||
|
||||
SKIP runloop BACK
|
||||
|
||||
LAB the_end
|
76
autorun.cmd
Executable file
76
autorun.cmd
Executable file
|
@ -0,0 +1,76 @@
|
|||
/* REXX */
|
||||
/* Note: This is an example Autorun REXX Script for use with OS/2 and
|
||||
CircleMUD 3.0. You may use it as is, or as the basis for your own
|
||||
script.
|
||||
April 18, 1996 - David A. Carver */
|
||||
|
||||
/* CircleMUD 3.0 autorun script
|
||||
* Originally by Fred C. Merkel
|
||||
* Copyright (c) 1993 The Trustees of The Johns Hopkins University
|
||||
* All Rights Reserved
|
||||
* See license.doc for more information
|
||||
*
|
||||
* If .fastboot exists, the script will sleep for only 5 seconds between
|
||||
* reboot attempts. If .killscript exists, the script commit suicide (and
|
||||
* remove .killscript). If pause exists, the script will repeatedly sleep for
|
||||
* 60 seconds and will not restart the mud until pause is removed.
|
||||
*/
|
||||
|
||||
'echo off'
|
||||
|
||||
PORT=4000
|
||||
FLAGS=''
|
||||
|
||||
call RxFuncAdd "SysLoadFuncs", "RexxUtil", "SysLoadFuncs"
|
||||
call SysLoadFuncs
|
||||
|
||||
Do forever
|
||||
call SysCls
|
||||
say center('CrapWeasel MUD',79)
|
||||
say center('AutoRun Procedure',79)
|
||||
'del syslog'
|
||||
Say "AutoRun starting game " || DATE()
|
||||
"set EMXOPT=-h150"
|
||||
|
||||
"bin\circle " FLAGS PORT || " >> syslog"
|
||||
|
||||
|
||||
say 'Extracting little log information'
|
||||
'del log\*.* /n'
|
||||
'fgrep -w "self-delete" syslog >> log/delete'
|
||||
'fgrep -w "PCLEAN" syslog >> log/delete'
|
||||
'fgrep -w "death trap" syslog >> log/dts'
|
||||
'fgrep -w "killed" syslog >> log/rip'
|
||||
'fgrep -w "Running" syslog >> log/restarts'
|
||||
'fgrep -w "advanced" syslog >> log/levels'
|
||||
'fgrep -w "equipment lost" syslog >> log/rentgone'
|
||||
'fgrep -w "usage" syslog >> log/usage'
|
||||
'fgrep -w "olc" syslog >> log/olc'
|
||||
'fgrep -w "new player" syslog >> log/newplayers'
|
||||
'fgrep -w "SYSERR" syslog >> log/errors'
|
||||
'fgrep -w "(GC)" syslog >> log/godcmds'
|
||||
'fgrep -w "Bad PW" syslog >> log/badpws'
|
||||
'fgrep -w "has connected" syslog >> log/whocon'
|
||||
|
||||
Do while stream("pause","c","query exists")<>""
|
||||
Say "Pausing..."
|
||||
Call SysSleep(10)
|
||||
end
|
||||
|
||||
if (stream("fastboot","c","query exists")="") then do
|
||||
Say "Waiting 40 seconds to reboot"
|
||||
Call SysSleep(40)
|
||||
end
|
||||
else do
|
||||
"del fastboot"
|
||||
Say "Waiting 5 seconds to reboot"
|
||||
Call SysSleep(5)
|
||||
end
|
||||
|
||||
if (stream("killscr","c","query exists")<>"") then do
|
||||
Say "Exiting autorun"
|
||||
"echo autoscript killed "DATE() ">> syslog"
|
||||
"del killscr"
|
||||
exit
|
||||
end
|
||||
end
|
108
autorun.pl
Executable file
108
autorun.pl
Executable file
|
@ -0,0 +1,108 @@
|
|||
#!/usr/bin/perl
|
||||
# autorun -- maintain a Circle V3.0 mud server
|
||||
# Copyright (c)1995 Vi'Rage Studios
|
||||
|
||||
# This program is free software; you can redistribute it and/or modify
|
||||
# it under the terms of the GNU General Public License as published by
|
||||
# the Free Software Foundation; either version 2, or (at your option)
|
||||
# any later version.
|
||||
|
||||
# This program is distributed in the hope that it will be useful,
|
||||
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
# GNU General Public License for more details.
|
||||
|
||||
# You should have received a copy of the GNU General Public License
|
||||
# along with this program; if not, write to the Free Software
|
||||
# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
|
||||
|
||||
# csh original by Fred C. Merkel, PERL conversion by D. Hall
|
||||
|
||||
# .fastboot sleep for only 5 seconds, instead of the default 20
|
||||
# .killscript script will exit, and mud will not reboot
|
||||
# .pause pause (sleep 1 minute intervals) until .pause it removed
|
||||
|
||||
$port = 4000;
|
||||
$flags = "-q";
|
||||
|
||||
$home = ".";
|
||||
$bin = "$home/bin";
|
||||
$lib = "$home/lib";
|
||||
$log = "$home/log";
|
||||
|
||||
chdir $home;
|
||||
|
||||
while (1) {
|
||||
|
||||
# Open SYSLOG and dup STDERR into SYSLOG
|
||||
open (SYSLOG, ">> syslog");
|
||||
open (STDERR, ">& SYSLOG");
|
||||
|
||||
print SYSLOG "autoscript starting game ", `date`;
|
||||
open (SERVER, "bin/circle $flags $port |");
|
||||
|
||||
while (<SERVER>) {
|
||||
print SYSLOG;
|
||||
}
|
||||
|
||||
# First we open everything
|
||||
open (SYSLOG, "<syslog");
|
||||
open (DELETE, ">>log/delete");
|
||||
open (DTRAPS, ">>log/dtraps");
|
||||
open (DEATHS, ">>log/deaths");
|
||||
open (REBOOT, ">>log/reboots");
|
||||
open (LEVELS, ">>log/levels");
|
||||
open (NORENT, ">>log/norent");
|
||||
open (USAGE, ">>log/usage");
|
||||
open (NEWPLR, ">>log/newplrs");
|
||||
open (SYSERR, ">>log/errors");
|
||||
open (GODCMD, ">>log/godcmds");
|
||||
open (BADPWS, ">>log/badpws");
|
||||
|
||||
# Then we stash everything
|
||||
while (<SYSLOG>) {
|
||||
print DELETE if /self-delete/;
|
||||
print DELETE if /PCLEAN/;
|
||||
print DTRAPS if /death trap/;
|
||||
print DEATHS if /killed/;
|
||||
print REBOOT if /Running/;
|
||||
print LEVELS if /advanced/;
|
||||
print NORENT if /equipment lost/;
|
||||
print USAGE if /usage/;
|
||||
print NEWPLR if /new player/;
|
||||
print SYSERR if /SYSERR/;
|
||||
print GODCMD if /\(GC\)/;
|
||||
print BADPWs if /Bad PW/;
|
||||
}
|
||||
close (SYSLOG);
|
||||
|
||||
# Rotate SYSLOG files
|
||||
unlink ('log/syslog.6');
|
||||
rename ('log/syslog.5', 'log/syslog.6');
|
||||
rename ('log/syslog.4', 'log/syslog.5');
|
||||
rename ('log/syslog.3', 'log/syslog.4');
|
||||
rename ('log/syslog.2', 'log/syslog.3');
|
||||
rename ('log/syslog.1', 'log/syslog.2');
|
||||
rename ('syslog' , 'log/syslog.1');
|
||||
|
||||
# should we stay dead?
|
||||
if (-r '.killscript') {
|
||||
unlink '.killscript';
|
||||
open (SYSLOG, '>> log/syslog.1');
|
||||
print SYSLOG "autoscript killed ", `date`;
|
||||
exit;
|
||||
}
|
||||
|
||||
# or just play dead?
|
||||
while (-r '.pause') {
|
||||
sleep 60;
|
||||
}
|
||||
|
||||
# or reboot as soon as possible?
|
||||
if (-r '.fastboot') {
|
||||
unlink '.fastboot';
|
||||
sleep 5;
|
||||
} else {
|
||||
sleep 20
|
||||
}
|
||||
}
|
97
autorun.sh
Executable file
97
autorun.sh
Executable file
|
@ -0,0 +1,97 @@
|
|||
#!/bin/sh
|
||||
#
|
||||
# CircleMUD 3.0 autorun script
|
||||
# Contributions by Fred Merkel, Stuart Lamble, and Jeremy Elson
|
||||
# Copyright (c) 1996 The Trustees of The Johns Hopkins University
|
||||
# All Rights Reserved
|
||||
# See license.doc for more information
|
||||
#
|
||||
#############################################################################
|
||||
#
|
||||
# This script can be used to run CircleMUD over and over again (i.e., have it
|
||||
# automatically reboot if it crashes). It will run the game, and copy some
|
||||
# of the more useful information from the system logs to the 'log' directory
|
||||
# for safe keeping.
|
||||
#
|
||||
# You can control the operation of this script by creating and deleting files
|
||||
# in Circle's root directory, either manually or by using the 'shutdown'
|
||||
# command from within the MUD.
|
||||
#
|
||||
# Creating a file called .fastboot makes the script wait only 5 seconds
|
||||
# between reboot attempts instead of the usual 60. If you want a quick
|
||||
# reboot, use the "shutdown reboot" command from within the MUD.
|
||||
#
|
||||
# Creating a file called .killscript makes the script terminate (i.e., stop
|
||||
# rebooting the MUD). If you want to shut down the MUD and make it stay
|
||||
# shut down, use the "shutdown die" command from within the MUD.
|
||||
#
|
||||
# Finally, if a file called pause exists, the script will not reboot the MUD
|
||||
# again until pause is removed. This is useful if you want to turn the MUD
|
||||
# off for a couple of minutes and then bring it back up without killing the
|
||||
# script. Type "shutdown pause" from within the MUD to activate this feature.
|
||||
#
|
||||
ulimit -c unlimited
|
||||
|
||||
# The port on which to run the MUD
|
||||
PORT=9091
|
||||
|
||||
# Default flags to pass to the MUD server (see admin.txt for a description
|
||||
# of all flags).
|
||||
FLAGS='-q'
|
||||
|
||||
#############################################################################
|
||||
|
||||
while ( : ) do
|
||||
|
||||
DATE=`date`
|
||||
echo "autorun starting game $DATE" >> syslog
|
||||
echo "running bin/circle $FLAGS $PORT" >> syslog
|
||||
|
||||
bin/circle $FLAGS $PORT >> syslog 2>&1
|
||||
|
||||
tail -30 syslog > syslog.CRASH
|
||||
|
||||
fgrep "self-delete" syslog >> log/delete
|
||||
fgrep "PCLEAN" syslog >> log/delete
|
||||
fgrep "death trap" syslog >> log/dts
|
||||
fgrep "killed" syslog >> log/rip
|
||||
fgrep "Running" syslog >> log/restarts
|
||||
fgrep "advanced" syslog >> log/levels
|
||||
fgrep "equipment lost" syslog >> log/rentgone
|
||||
fgrep "usage" syslog >> log/usage
|
||||
fgrep "new player" syslog >> log/newplayers
|
||||
fgrep "SYSERR" syslog >> log/errors
|
||||
fgrep "(GC)" syslog >> log/godcmds
|
||||
fgrep "Bad PW" syslog >> log/badpws
|
||||
|
||||
rm log/syslog.1
|
||||
mv log/syslog.2 log/syslog.1
|
||||
mv log/syslog.3 log/syslog.2
|
||||
mv log/syslog.4 log/syslog.3
|
||||
mv log/syslog.5 log/syslog.4
|
||||
mv log/syslog.6 log/syslog.5
|
||||
mv syslog log/syslog.6
|
||||
touch syslog
|
||||
|
||||
if [ -r .killscript ]; then
|
||||
DATE=`date`;
|
||||
echo "autoscript killed $DATE" >> syslog
|
||||
rm .killscript
|
||||
exit
|
||||
fi
|
||||
|
||||
if [ ! -r .fastboot ]; then
|
||||
sleep 60
|
||||
else
|
||||
rm .fastboot
|
||||
sleep 5
|
||||
fi
|
||||
|
||||
while [ -r pause ]; do
|
||||
sleep 60
|
||||
done
|
||||
|
||||
if [ -s lib/core ]; then
|
||||
gdb bin/circle lib/core -command gdb.tmp >lib/backtrace.$(date +%d.%m.%Y.%T)
|
||||
fi
|
||||
done
|
17
cnf/acconfig.h
Normal file
17
cnf/acconfig.h
Normal file
|
@ -0,0 +1,17 @@
|
|||
/* Define if we're compiling CircleMUD under any type of UNIX system. */
|
||||
#undef CIRCLE_UNIX
|
||||
|
||||
/* Define if the system is capable of using crypt() to encrypt. */
|
||||
#undef CIRCLE_CRYPT
|
||||
|
||||
/* Define if we don't have proper support for the system's crypt(). */
|
||||
#undef HAVE_UNSAFE_CRYPT
|
||||
|
||||
/* Define is the system has struct in_addr. */
|
||||
#undef HAVE_STRUCT_IN_ADDR
|
||||
|
||||
/* Define to `int' if <sys/socket.h> doesn't define. */
|
||||
#undef socklen_t
|
||||
|
||||
/* Define to `int' if <sys/types.h> doesn't define. */
|
||||
#undef ssize_t
|
77
cnf/aclocal.m4
vendored
Normal file
77
cnf/aclocal.m4
vendored
Normal file
|
@ -0,0 +1,77 @@
|
|||
AC_DEFUN(AC_CHECK_PROTO,
|
||||
[
|
||||
ac_safe=translit($1, './+-', '__p_');
|
||||
|
||||
AC_MSG_CHECKING([if $1 is prototyped])
|
||||
AC_CACHE_VAL(ac_cv_prototype_$ac_safe, [#
|
||||
if test $ac_cv_gcc_fnb = yes; then
|
||||
OLDCFLAGS=$CFLAGS
|
||||
CFLAGS="$CFLAGS -fno-builtin"
|
||||
fi
|
||||
AC_TRY_COMPILE([
|
||||
#define NO_LIBRARY_PROTOTYPES
|
||||
#define __COMM_C__
|
||||
#define __ACT_OTHER_C__
|
||||
#include "src/sysdep.h"
|
||||
#ifdef $1
|
||||
error - already defined!
|
||||
#endif
|
||||
void $1(int a, char b, int c, char d, int e, char f, int g, char h);
|
||||
],dnl
|
||||
,
|
||||
eval "ac_cv_prototype_$ac_safe=no",eval "ac_cv_prototype_$ac_safe=yes")
|
||||
if test $ac_cv_gcc_fnb = yes; then
|
||||
CFLAGS=$OLDCFLAGS
|
||||
fi
|
||||
])
|
||||
|
||||
if eval "test \"`echo '$ac_cv_prototype_'$ac_safe`\" = yes"; then
|
||||
AC_MSG_RESULT(yes)
|
||||
else
|
||||
AC_DEFINE(builtin(format, NEED_%s_PROTO, translit($1, 'a-z', 'A-Z')), , Check for a prototype to $1.)
|
||||
AC_MSG_RESULT(no)
|
||||
fi
|
||||
])
|
||||
|
||||
dnl @@@t1="MAKE_PROTO_SAFE($1)"; t2="MAKE_PROTO_NAME($t1)"; literals="$literals $t2"@@@])
|
||||
|
||||
|
||||
AC_DEFUN(AC_UNSAFE_CRYPT, [
|
||||
AC_CACHE_CHECK([whether crypt needs over 10 characters], ac_cv_unsafe_crypt, [
|
||||
if test ${ac_cv_header_crypt_h-no} = yes; then
|
||||
use_crypt_header="#include <crypt.h>"
|
||||
fi
|
||||
if test ${ac_cv_lib_crypt_crypt-no} = yes; then
|
||||
ORIGLIBS=$LIBS
|
||||
LIBS="-lcrypt $LIBS"
|
||||
fi
|
||||
AC_TRY_RUN(
|
||||
changequote(<<, >>)dnl
|
||||
<<
|
||||
#define _XOPEN_SOURCE
|
||||
#include <string.h>
|
||||
#include <unistd.h>
|
||||
$use_crypt_header
|
||||
|
||||
int main(void)
|
||||
{
|
||||
char pwd[11], pwd2[11];
|
||||
|
||||
strncpy(pwd, (char *)crypt("FooBar", "BazQux"), 10);
|
||||
pwd[10] = '\0';
|
||||
strncpy(pwd2, (char *)crypt("xyzzy", "BazQux"), 10);
|
||||
pwd2[10] = '\0';
|
||||
if (strcmp(pwd, pwd2) == 0)
|
||||
exit(0);
|
||||
exit(1);
|
||||
}
|
||||
>>
|
||||
changequote([, ])dnl
|
||||
, ac_cv_unsafe_crypt=yes, ac_cv_unsafe_crypt=no, ac_cv_unsafe_crypt=no)])
|
||||
if test $ac_cv_unsafe_crypt = yes; then
|
||||
AC_DEFINE(HAVE_UNSAFE_CRYPT)
|
||||
fi
|
||||
if test ${ac_cv_lib_crypt_crypt-no} = yes; then
|
||||
LIBS=$ORIGLIBS
|
||||
fi
|
||||
])
|
215
cnf/configure.in
Normal file
215
cnf/configure.in
Normal file
|
@ -0,0 +1,215 @@
|
|||
dnl Process this file with autoconf to produce a configure script.
|
||||
AC_INIT(src/act.comm.c)
|
||||
AC_SUBST(MYFLAGS)
|
||||
AC_SUBST(NETLIB)
|
||||
AC_SUBST(CRYPTLIB)
|
||||
|
||||
AC_CONFIG_HEADER(src/conf.h)
|
||||
AC_DEFINE(CIRCLE_UNIX)
|
||||
|
||||
dnl Find the 'more' program
|
||||
AC_CHECK_PROGS(MORE, less most more cat)
|
||||
|
||||
dnl Checks for programs.
|
||||
AC_PROG_CC
|
||||
|
||||
dnl If we're using gcc, use gcc options.
|
||||
dnl If not, test for various common switches to make a 'cc' compiler
|
||||
dnl compile ANSI C code.
|
||||
if test $ac_cv_prog_gcc = yes; then
|
||||
|
||||
dnl Determine if gcc -Wall causes warnings on isascii(), etc.
|
||||
AC_CACHE_CHECK(whether ${CC-cc} -Wall also needs -Wno-char-subscripts,
|
||||
ac_cv_char_warn,
|
||||
[
|
||||
OLDCFLAGS=$CFLAGS
|
||||
CFLAGS="$CFLAGS -Wall -Werror"
|
||||
AC_TRY_COMPILE([#include <ctype.h>],
|
||||
[ int i; char c = '0';
|
||||
i = isascii(c);
|
||||
i = isdigit(c);
|
||||
i = isprint(c);
|
||||
], ac_cv_char_warn=no, ac_cv_char_warn=yes)
|
||||
CFLAGS=$OLDCFLAGS
|
||||
])
|
||||
|
||||
dnl If Determine if gcc can accept -Wno-char-subscripts
|
||||
AC_CACHE_CHECK(whether ${CC-cc} accepts -Wno-char-subscripts, ac_cv_gcc_ncs,
|
||||
[
|
||||
OLDCFLAGS=$CFLAGS
|
||||
CFLAGS="$CFLAGS -Wno-char-subscripts"
|
||||
AC_TRY_COMPILE(, , ac_cv_gcc_ncs=yes, ac_cv_gcc_ncs=no)
|
||||
CFLAGS=$OLDCFLAGS
|
||||
])
|
||||
|
||||
dnl If Determine if gcc can accept -fno-builtin
|
||||
AC_CACHE_CHECK(whether ${CC-cc} accepts -fno-builtin, ac_cv_gcc_fnb,
|
||||
[
|
||||
OLDCFLAGS=$CFLAGS
|
||||
CFLAGS="$CFLAGS -fno-builtin"
|
||||
AC_TRY_COMPILE(, , ac_cv_gcc_fnb=yes, ac_cv_gcc_fnb=no)
|
||||
CFLAGS=$OLDCFLAGS
|
||||
])
|
||||
|
||||
dnl If gcc -Wall gives no warnings with isascii(), use "-Wall";
|
||||
dnl Otherwise, if gcc -Wall gives isascii warnings:
|
||||
dnl If we can use -Wno-char-subscripts, use "-Wall -Wno-char-subscripts"
|
||||
dnl If can't use -Wno-char-subscripts, use no flags at all.
|
||||
|
||||
if test ${ac_cv_char_warn:-ERROR} = no; then
|
||||
MYFLAGS="-Wall"
|
||||
else
|
||||
if test ${ac_cv_gcc_ncs:-ERROR} = yes; then
|
||||
MYFLAGS="-Wall -Wno-char-subscripts"
|
||||
else
|
||||
MYFLAGS=""
|
||||
fi
|
||||
fi
|
||||
|
||||
else
|
||||
dnl We aren't using gcc so we can't assume any special flags.
|
||||
MYFLAGS=""
|
||||
|
||||
fi
|
||||
|
||||
dnl Checks for libraries. We check for the library only if the function is
|
||||
dnl not available without the library.
|
||||
AC_CHECK_FUNC(gethostbyaddr, ,
|
||||
[AC_CHECK_LIB(nsl, gethostbyaddr, NETLIB="-lnsl $NETLIB")])
|
||||
|
||||
AC_CHECK_FUNC(socket, ,
|
||||
[AC_CHECK_LIB(socket, socket, NETLIB="-lsocket $NETLIB")])
|
||||
|
||||
AC_CHECK_FUNC(malloc, ,
|
||||
[AC_CHECK_LIB(malloc, malloc)])
|
||||
|
||||
AC_CHECK_FUNC(crypt, AC_DEFINE(CIRCLE_CRYPT),
|
||||
[AC_CHECK_LIB(crypt, crypt, AC_DEFINE(CIRCLE_CRYPT) CRYPTLIB="-lcrypt")]
|
||||
)
|
||||
|
||||
dnl Checks for header files.
|
||||
AC_HEADER_STDC
|
||||
AC_HEADER_SYS_WAIT
|
||||
AC_CHECK_HEADERS(fcntl.h sys/fcntl.h errno.h net/errno.h string.h strings.h)
|
||||
AC_CHECK_HEADERS(limits.h sys/time.h sys/select.h sys/types.h unistd.h)
|
||||
AC_CHECK_HEADERS(memory.h crypt.h assert.h arpa/telnet.h arpa/inet.h)
|
||||
AC_CHECK_HEADERS(sys/stat.h sys/socket.h sys/resource.h netinet/in.h netdb.h)
|
||||
AC_CHECK_HEADERS(signal.h sys/uio.h mcheck.h)
|
||||
|
||||
AC_UNSAFE_CRYPT
|
||||
|
||||
dnl Checks for typedefs, structures, and compiler characteristics.
|
||||
AC_C_CONST
|
||||
AC_TYPE_PID_T
|
||||
AC_TYPE_SIZE_T
|
||||
AC_CHECK_TYPE(ssize_t, int)
|
||||
AC_HEADER_TIME
|
||||
|
||||
dnl Check for the 'struct in_addr' definition. Ugly, yes.
|
||||
if test $ac_cv_header_netinet_in_h = no; then
|
||||
ac_cv_struct_in_addr = no
|
||||
else
|
||||
if test $ac_cv_header_sys_types_h = yes; then
|
||||
headers=`cat << EOF
|
||||
#include <sys/types.h>
|
||||
#include <netinet/in.h>
|
||||
EOF
|
||||
`
|
||||
else
|
||||
headers="#include <netinet/in.h>"
|
||||
fi
|
||||
|
||||
AC_CACHE_CHECK([for struct in_addr], ac_cv_struct_in_addr,
|
||||
[ AC_TRY_COMPILE([$headers],[struct in_addr tp; tp.s_addr;], ac_cv_struct_in_addr=yes, ac_cv_struct_in_addr=no)])
|
||||
|
||||
if test $ac_cv_struct_in_addr = yes; then
|
||||
AC_DEFINE(HAVE_STRUCT_IN_ADDR)
|
||||
fi
|
||||
fi
|
||||
|
||||
|
||||
dnl Check for the 'typedef socklen_t' definition. Even uglier, yes.
|
||||
if test $ac_cv_header_sys_socket_h = no; then
|
||||
ac_cv_socklen_t = no;
|
||||
else
|
||||
AC_CACHE_CHECK([for typedef socklen_t], ac_cv_socklen_t,
|
||||
[ AC_TRY_COMPILE([#include <sys/socket.h>],[socklen_t sl; sl=0;], ac_cv_socklen_t=yes, ac_cv_socklen_t=no)])
|
||||
fi
|
||||
|
||||
if test $ac_cv_socklen_t = no; then
|
||||
AC_DEFINE(socklen_t, int)
|
||||
fi
|
||||
|
||||
|
||||
dnl Checks for library functions.
|
||||
AC_TYPE_SIGNAL
|
||||
AC_FUNC_VPRINTF
|
||||
AC_CHECK_FUNCS(gettimeofday select snprintf strcasecmp strdup strerror stricmp strlcpy strncasecmp strnicmp strstr vsnprintf)
|
||||
|
||||
dnl Check for functions that parse IP addresses
|
||||
ORIGLIBS=$LIBS
|
||||
LIBS="$LIBS $NETLIB"
|
||||
AC_CHECK_FUNCS(inet_addr inet_aton)
|
||||
LIBS=$ORIGLIBS
|
||||
|
||||
dnl Check for prototypes
|
||||
AC_CHECK_PROTO(accept)
|
||||
AC_CHECK_PROTO(atoi)
|
||||
AC_CHECK_PROTO(atol)
|
||||
AC_CHECK_PROTO(bind)
|
||||
AC_CHECK_PROTO(bzero)
|
||||
AC_CHECK_PROTO(chdir)
|
||||
AC_CHECK_PROTO(close)
|
||||
AC_CHECK_PROTO(crypt)
|
||||
AC_CHECK_PROTO(fclose)
|
||||
AC_CHECK_PROTO(fcntl)
|
||||
AC_CHECK_PROTO(fflush)
|
||||
AC_CHECK_PROTO(fprintf)
|
||||
AC_CHECK_PROTO(fputc)
|
||||
AC_CHECK_PROTO(fputs)
|
||||
AC_CHECK_PROTO(fread)
|
||||
AC_CHECK_PROTO(fscanf)
|
||||
AC_CHECK_PROTO(fseek)
|
||||
AC_CHECK_PROTO(fwrite)
|
||||
AC_CHECK_PROTO(getpeername)
|
||||
AC_CHECK_PROTO(getpid)
|
||||
AC_CHECK_PROTO(getrlimit)
|
||||
AC_CHECK_PROTO(getsockname)
|
||||
AC_CHECK_PROTO(gettimeofday)
|
||||
AC_CHECK_PROTO(htonl)
|
||||
AC_CHECK_PROTO(htons)
|
||||
AC_CHECK_PROTO(inet_addr)
|
||||
AC_CHECK_PROTO(inet_aton)
|
||||
AC_CHECK_PROTO(inet_ntoa)
|
||||
AC_CHECK_PROTO(listen)
|
||||
AC_CHECK_PROTO(ntohl)
|
||||
AC_CHECK_PROTO(perror)
|
||||
AC_CHECK_PROTO(printf)
|
||||
AC_CHECK_PROTO(qsort)
|
||||
AC_CHECK_PROTO(read)
|
||||
AC_CHECK_PROTO(remove)
|
||||
AC_CHECK_PROTO(rewind)
|
||||
AC_CHECK_PROTO(select)
|
||||
AC_CHECK_PROTO(setitimer)
|
||||
AC_CHECK_PROTO(setrlimit)
|
||||
AC_CHECK_PROTO(setsockopt)
|
||||
AC_CHECK_PROTO(snprintf)
|
||||
AC_CHECK_PROTO(socket)
|
||||
AC_CHECK_PROTO(sprintf)
|
||||
AC_CHECK_PROTO(sscanf)
|
||||
AC_CHECK_PROTO(strcasecmp)
|
||||
AC_CHECK_PROTO(strdup)
|
||||
AC_CHECK_PROTO(strerror)
|
||||
AC_CHECK_PROTO(stricmp)
|
||||
AC_CHECK_PROTO(strlcpy)
|
||||
AC_CHECK_PROTO(strncasecmp)
|
||||
AC_CHECK_PROTO(strnicmp)
|
||||
AC_CHECK_PROTO(system)
|
||||
AC_CHECK_PROTO(time)
|
||||
AC_CHECK_PROTO(unlink)
|
||||
AC_CHECK_PROTO(vsnprintf)
|
||||
AC_CHECK_PROTO(write)
|
||||
|
||||
AC_OUTPUT(src/Makefile src/util/Makefile)
|
||||
#
|
||||
echo "Configuration completed. To compile, type: cd src; make"
|
BIN
doc/FAQ.pdf
Normal file
BIN
doc/FAQ.pdf
Normal file
Binary file not shown.
81
doc/README.AMIGA
Normal file
81
doc/README.AMIGA
Normal file
|
@ -0,0 +1,81 @@
|
|||
Compiling CircleMUD on the Amiga
|
||||
Written by Damian Jurzysta <boing@amigascne.org>
|
||||
|
||||
Compiling CircleMUD on the Amiga is basically the same as compiling it using
|
||||
UNIX. What you need is:
|
||||
|
||||
* AmiTCP, INet225R2 or any other TCP/IP stack working with ixnet.library.
|
||||
|
||||
You can get the limited unregistered version of Miami from
|
||||
http://www.nordicglobal.com. An old demoversion of AmiTCP 4.0 can be found on
|
||||
AmiNet (ftp://ftp.aminet.org/pub/aminet/comm/tcp/AmiTCP-demo-40.lha).
|
||||
|
||||
* An installed and fully functional Geek Gadgets programming environment with
|
||||
Autoconf installed. I've managed to compile and run CircleMUD using the
|
||||
971125, 980523 and 990529 snapshots using GCC 2.7.2 and EGCS 1.1b-1.2.
|
||||
The latest EGCS is always the optimal choice.
|
||||
|
||||
This can be found at ftp://ftp.ninemoons.com/pub/geekgadgets.
|
||||
Installing this is a bit tricky at first, I recommend reading the manual
|
||||
first. It is located at http://www.ninemoons.com/GG/docs/GG_7.html. That
|
||||
way you'll know what archives to download and install.
|
||||
|
||||
* 6 MB's of RAM, it might work with less but has not been tested.
|
||||
|
||||
You can find it at the local computerstore. :)
|
||||
|
||||
* A 68020 CPU or better is required, I've not been able to compile it without
|
||||
specifying the -m68020 flag, therefor it won't run on a 68000 or 68010 CPU.
|
||||
|
||||
A1500, A2500, A3000, A4000 and A1200 all come with factoryinstalled 68020-040
|
||||
CPU's. If you own an unexpanded Amiga not listed above you'll need to expand
|
||||
it.
|
||||
|
||||
Here is how you compile this baby:
|
||||
|
||||
1) Open up a shell.
|
||||
2) CD to the circle30bplXX directory. (where 'XX' is the current patchlevel)
|
||||
3) Type "sh configure".
|
||||
4) CD to the src directory.
|
||||
5) Edit the Makefile file and add -m68020 to MYFLAGS.
|
||||
6) Edit the config.c file and replace "const char *LOGNAME = NULL;" with
|
||||
"const char *LOGNAME = "log/syslog";". If you don't do this, logging
|
||||
won't be working properly.
|
||||
7) CD to the util directory and repeat step 5.
|
||||
8) Due to a buggy/non-functional/missing implementation of HAS_RLIMIT in
|
||||
ixemul.library/Geek Gadgets you need to edit sysdep.h and remove or comment
|
||||
the definition of HAS_RLIMIT on line 324 saying "#define HAS_RLIMIT".
|
||||
9) CD back to the src directory.
|
||||
10) Type "make all".
|
||||
|
||||
If you want to optimize the binary executable, change MYFLAGS to correspond
|
||||
with your current processor (-m68020, -m68030, -m68040 or -m68060) and FPU
|
||||
(-m68881). The -m68060 option is not included in GCC 2.7.2, only in EGCS 1.1+.
|
||||
Also add -O3 to MYFLAGS to activate maximum optimization and inlining. I'm not
|
||||
sure -O3 is working with GCC 2.7.2, if you get compiler errors replace it with
|
||||
-O2. Finally, remove -g and -O2 from CFLAGS to remove debugging information and
|
||||
to avoid the above -O3 (or -O2 if you're using GCC 2.7.2) to collide with this
|
||||
flag.
|
||||
|
||||
To run the server all you need to do is follow these five simple steps:
|
||||
|
||||
1) Make sure you have a TCP/IP stack running. You don't need to be connected to
|
||||
the net, just leave it running.
|
||||
2) Open up a shell.
|
||||
3) Since the UNIX autorun kept crashing on my machine, I wrote my own autorun
|
||||
script. If "sh autorun" isn't working for you, type "autorun.amiga".
|
||||
4) If it says "file is not executable" when you try to run autorun.amiga, type
|
||||
"protect autorun.amiga +es" and run it again.
|
||||
5) To connect to it, use a telnet or MUD client and connect to localhost, port
|
||||
4000. If you don't have one, use the one supplied with Geek Gadgets:
|
||||
'telnet localhost 4000'. The first person to log in will be made an
|
||||
implementor (level 34) with all powers.
|
||||
|
||||
You may want to read the README.UNIX file since most what is written in it also
|
||||
complies to the Amiga Geek Gadgets environment.
|
||||
|
||||
If someone manages to compile it on a PowerPC processor, please contact me.
|
||||
I don't own a PowerUP/G3/G4-board myself so I've not been able to test this.
|
||||
|
||||
If you have any questions or can't get it working, feel free to email me at
|
||||
boing@amigascne.org.
|
88
doc/README.ARC
Normal file
88
doc/README.ARC
Normal file
|
@ -0,0 +1,88 @@
|
|||
Compiling CircleMUD under RiscOS
|
||||
by Gareth Duncan (garethduncan@argonet.co.uk)
|
||||
|
||||
You will need:
|
||||
The CircleMUD source code.
|
||||
!GCC, !UnixLib, drlink and make avaliable from Hensa.
|
||||
Acorns sockets library avaliable form the Acorn ftp site.
|
||||
A copy of !FreeNet and !FreeTerm.
|
||||
|
||||
1) Firstly obtain a copy of !GCC, !UnixLib, drlink, make and Acorns
|
||||
sockets libary.
|
||||
|
||||
2) Place the directory Sockets from the sockets library inside
|
||||
!UnixLib37.src.clib
|
||||
|
||||
3) Unpack the CircleMUD binary and start setting up the directory
|
||||
structures in the src directory.
|
||||
|
||||
4) src
|
||||
|
|
||||
----------------------------------
|
||||
| | | | | |
|
||||
util act c h o conf
|
||||
|
|
||||
---------------
|
||||
| | |
|
||||
c h o
|
||||
|
||||
5) Place all the files in the correct directories according to their
|
||||
name remembering to remove the directory information from the
|
||||
filename.
|
||||
e.g. ban/c goes in the directory c and is renamed to ban.
|
||||
act/item/c goes in the directory act then c and is renamed to
|
||||
item.
|
||||
|
||||
6) Set the type of any data files in the src directories to text.
|
||||
|
||||
7) Copy the acorn configure file (should be conf/h/arc) into the h
|
||||
directory and rename it conf.
|
||||
|
||||
8) Create an obey file called !Compile in the src containing the
|
||||
following lines
|
||||
|
||||
-- begin (don't linclude this line)
|
||||
WimpSlot -min 10000K -max 10000K
|
||||
dir <Obey$Dir>
|
||||
|
||||
make -r
|
||||
-- end (don't linclude this line)
|
||||
|
||||
and set the wimpslot to as much memory as you can afford.
|
||||
|
||||
9) Place the make program in the src directory and rename the file
|
||||
Makefile/arc to Makefile removing the old file already called
|
||||
Makefile.
|
||||
|
||||
10) Unpack GCC and Unixlib placing them where you want and then
|
||||
double click on them. Then run the !Compile file. Everything
|
||||
should run okay. Make sure that drlink is placed inside GCC in the
|
||||
bin directory. If you get any error messages check that the code
|
||||
changes at the bottom of this file are present. If not alter the
|
||||
code as instructed.
|
||||
|
||||
11) Place the module CallASWI from !UnixLib37.src.CallASWI in the bin
|
||||
directory.
|
||||
|
||||
12) Now get a copy of the FreeNet internet stack or a recent version
|
||||
of Acorns stack and FreeTerm. Make sure the FreeUser start up
|
||||
script has the line
|
||||
|
||||
ifconfig lo0 inet 127.0.0.1 up
|
||||
|
||||
Then run the startup script, run FreeTerm and then open a task
|
||||
window. Run the !Run file (which should be placed in the directory
|
||||
above src) from the task window by typing in its file name and
|
||||
then press return, the Mud should load (you should be able to just
|
||||
shift drag the !Run file onto the window if you are using !Zap).
|
||||
|
||||
13) To log onto the mud type localhost and set the port to 4000 in
|
||||
FreeTerm and then press connect
|
||||
|
||||
Please excuse the poor spelling and grammar in this and if you have
|
||||
any trouble contact garethduncan@argonet.co.uk.
|
||||
|
||||
Bye.
|
||||
|
||||
-Gareth
|
||||
|
66
doc/README.BORLAND
Normal file
66
doc/README.BORLAND
Normal file
|
@ -0,0 +1,66 @@
|
|||
Compiling CircleMUD
|
||||
under Microsoft Windows 95 or Windows NT
|
||||
using Borland C++
|
||||
|
||||
Written by Mundi King <kingmundi@yahoo.com>
|
||||
|
||||
Here are some instructions on compiling circlemud using Borland C++ 5.01.
|
||||
These instructions will not work using Turbo C++, or the 4.0 versions of
|
||||
Borland C++ as those two products were geared twoards DOS and Windows 3.xx.
|
||||
|
||||
It will most likely work with versions 5.00, 5.02, and 5.5 of the Borland
|
||||
C++ compilers.
|
||||
|
||||
Boot up your Windows 95 machine.
|
||||
|
||||
Unzip your CircleMUD package.
|
||||
|
||||
Goto a DOS prompt, and change to the circle \src directory.
|
||||
|
||||
(Type) rename conf.h.win conf.h (Enter)
|
||||
|
||||
** BORLAND 5.5 **
|
||||
If you are using Borland C++ 5.5, a couple of extra changes need to be
|
||||
made at this time. First you have to make sure the bin directory of the
|
||||
tools is in your path. You can add the following line to your autoexec.bat
|
||||
to have it automatically added to your path or you can type it at a DOS
|
||||
prompt:
|
||||
path = %path%;c:\borland\bcc55\bin
|
||||
|
||||
(Type) make -fmakefile.bcc55 (Enter)
|
||||
|
||||
** BORLAND 5.1 **
|
||||
(Type) make -fmakefile.bcc (Enter)
|
||||
|
||||
** End Version Specifics **
|
||||
|
||||
Something to note here is that these makefile
|
||||
assume that you have installed Borland C++ 5.x
|
||||
to the C: drive. If you have installed it to
|
||||
another drive you will have to open up the correct
|
||||
Makefile in a text editor and find and replace
|
||||
all C:\ references to the drive letter it has
|
||||
been installed to.
|
||||
|
||||
(Type) move circle.exe ..\ (Enter)
|
||||
|
||||
(Type) cd .. (Enter)
|
||||
|
||||
(Type) circle (Enter)
|
||||
|
||||
The game should start loading the zones and database. You will no longer be
|
||||
able to type in this DOS box.
|
||||
|
||||
Click on START and then on RUN.
|
||||
|
||||
(Type) telnet localhost 4000 (Enter)
|
||||
|
||||
The first one to logon becomes the Implentor.
|
||||
Also remember that you are using Windows95's
|
||||
built-in telnet program which is very basic.
|
||||
|
||||
Pat yourself on the back.
|
||||
|
||||
---
|
||||
Mundi King 1998-07-03
|
||||
Updated for 5.5: 2000-06-28
|
80
doc/README.CYGWIN
Normal file
80
doc/README.CYGWIN
Normal file
|
@ -0,0 +1,80 @@
|
|||
The README.Cygwin that comes with CircleMUD is outdated. Below is current and
|
||||
works as of December 2006.
|
||||
|
||||
Compiling CircleMUD
|
||||
under Microsoft Windows using CygWin
|
||||
|
||||
CircleMUD 3.1 compiles under Cygwin without needing any special modifications.
|
||||
This free pseudo-Unix environment for Windows includes the "bash" shell, "gcc"
|
||||
family of compilers, and a full set of programs and libraries for Windows users
|
||||
to compile and run programs from source code intended for Unix. It can be
|
||||
downloaded from: http://cygwin.com/
|
||||
|
||||
Compiling Circle under Cygwin is basically the same as it would be under
|
||||
another form of Unix:
|
||||
|
||||
1) Download from: http://cygwin.com/setup.exe
|
||||
Select open.
|
||||
Install from Internet
|
||||
Select "just me" "dos"
|
||||
Choose a mirror site.
|
||||
Leave selected package as default.
|
||||
Select the following from devel: autoconf, gcc, make, and patchutils
|
||||
Click Next.
|
||||
Install, follow prompts.
|
||||
|
||||
2) Download and uncompress the latest version of CircleMUD. TBA is now
|
||||
recommending everyone use CWG (CircleMUD With Goodies) Buddha since it comes
|
||||
pre-packaged with many important features like OLC and Trigedit. Join the
|
||||
forum and download Buddha at: http://cwg.lazuras.org/ The forums will
|
||||
also be a great resource for any problems that come up. Once you download
|
||||
and uncompress Buddha (I use winRAR) read through the /doc directory.
|
||||
|
||||
3) Start the Cygwin "bash" shell by double clicking the Cygwin Icon. This will
|
||||
open a telnet looking window that mimics a *nix server where you can run the
|
||||
MUD. Go to the directory where you extracted CircleMUD by using the "cd" change
|
||||
directory command and "dir" directory listing to find the correct files. For
|
||||
example "C:\circle". "cd c:/circle" "dir" in the listed files you should see
|
||||
one called configure. DO NOT go into the SRC directory yet.
|
||||
|
||||
4) Run the configure script by typing "./configure". This will automatically
|
||||
detect what programs and library functions are available, and create the
|
||||
files "Makefile" and "conf.h" based on the results.
|
||||
|
||||
If you get complaints from bash that it will not run the configure script
|
||||
either because it cannot find it or because it claims the file is not
|
||||
an executable, you can also try "sh configure", "sh ./configure",
|
||||
"bash configure" and "bash ./configure" until one of them works.
|
||||
|
||||
5) NOW change to the /circle/src directory "cd src", and type "make", and watch
|
||||
CircleMUD and the additional utilies included in the Circle distribution
|
||||
automatically being compiled and placed in /circle/bin.
|
||||
|
||||
6) Go back to /circle, and run the MUD either directly by typing
|
||||
"bin/circle", or by using the "./autorun &" script.
|
||||
|
||||
7) Start a telnet program. Open a connection to your own machine "localhost"
|
||||
on port 4000. You should see the MUD's login screen welcoming you. The
|
||||
first person to login will be promoted to IMP.
|
||||
|
||||
If you have problems, read this document again. Most of the questions received
|
||||
in email or which are posted to USENET newsgroups are answered in this file, or
|
||||
in other documents included in the CircleMUD distribution. If you are still
|
||||
having problems and you're *sure* that your question is not answered in this
|
||||
document or in one of the others files in the /circle/doc directory, try
|
||||
reading the through the CircleMUD website at: http://www.circlemud.org
|
||||
It really can not be stressed enough: READ EVERYTHING.
|
||||
|
||||
Credit where credit is due:
|
||||
|
||||
Some parts of this document have been derived or outright copied from other
|
||||
files in the CircleMUD distribution by:
|
||||
Jeremy Elson
|
||||
David Goldstein
|
||||
Tony Robbins
|
||||
George Greer
|
||||
|
||||
Rumble
|
||||
Rumble@@builderacademy.net
|
||||
The Builder Academy
|
||||
builderacademy.net 9091
|
137
doc/README.MSVC4
Normal file
137
doc/README.MSVC4
Normal file
|
@ -0,0 +1,137 @@
|
|||
Compiling CircleMUD using Microsoft Visual C++ v4.x
|
||||
by Jeremy Elson
|
||||
For help, write to help@circlemud.org
|
||||
|
||||
CircleMUD compiles relatively easily under Windows 95 and NT using
|
||||
the Microsoft Visual C++ compiler version 4.x. These instructions won't
|
||||
work for any compiler except for MSVC++ 4.0; if you have a different
|
||||
compiler, take a look at the main README.WIN file for instructions.
|
||||
|
||||
Note MSVC++ 4.x is a commercial product and must be bought from your local
|
||||
software store. It can't be downloaded from any (legal) FTP sites, and I
|
||||
will not send you a copy, so please don't ask. Use the FREE GNU-Win32
|
||||
package mentioned in the README.WIN file if you don't want to buy MSVC.
|
||||
|
||||
|
||||
1) Download the latest version of CircleMUD. You can always find the latest
|
||||
version at the following anonymous FTP sites:
|
||||
|
||||
ftp.circlemud.org:/pub/CircleMUD
|
||||
ftp2.circlemud.org:/pub/CircleMUD
|
||||
|
||||
You can also find information at the WWW site:
|
||||
|
||||
http://www.circlemud.org/
|
||||
|
||||
The latest version will be called something ending in .zip, like
|
||||
"circle30bplXX.zip". (where 'XX' is the patchlevel)
|
||||
|
||||
2) When you unzip the .zip archive, MAKE SURE to use an unzip program that
|
||||
can handle long filenames. Old versions of pkunzip (e.g. 2.x) do NOT
|
||||
handle long filenames. WinZip (http://www.winzip.com) can.
|
||||
|
||||
3) Open a window with an MS-DOS prompt. Note, this does not mean you are
|
||||
"compiling under DOS" -- the MS-DOS prompt is just a command-line
|
||||
interface to Windows 95. This step can be done by going to the Start
|
||||
menu, going to the Programs submenu, and selecting "MS-DOS prompt". All
|
||||
the following commands are performed at the MS-DOS prompt.
|
||||
|
||||
4) Use the CD command to switch to the main CircleMUD directory. For
|
||||
example, type "CD \circle30bplXX", where 'XX' is the patchlevel of the
|
||||
version of Circle you downloaded. Also note that the full path will
|
||||
depend on where you decided to uncompress it.
|
||||
|
||||
5) Go to the src directory and rename conf.h.win to conf.h, and replace
|
||||
the Makefile with Makefile.msvc. This can be accomplished with the
|
||||
following commands:
|
||||
|
||||
cd src
|
||||
copy conf.h.win conf.h
|
||||
del Makefile
|
||||
copy Makefile.msvc Makefile
|
||||
|
||||
6) If you have MSVC++ 4.x installed in C:\MSDEV, skip to the next step.
|
||||
Otherwise, bring up the Makefile in your favorite text editor (for
|
||||
example, to use the DOS EDIT command, type "EDIT MAKEFILE".) Find the
|
||||
two lines that start with "CLFAGS =" and "LIB=", respectively. On BOTH
|
||||
lines, change the part that says "C:\MSDEV\" to reflect where your copy
|
||||
of MSVC++ 4.x is installed. Then, save the Makefile and exit the
|
||||
editor. You should still be in the "src" directory.
|
||||
|
||||
7) Make sure that MSVC++ binary directory (i.e., the directory where
|
||||
the actual programs are kept, such as NMAKE.EXE) is in your PATH. You
|
||||
can see what your path is by typing PATH. Your MSVC++ binary directory
|
||||
should be listed (for example, C:\MSDEV\BIN). Add MSVC's binary
|
||||
directory to your path if it's not already there. If you do not know
|
||||
how to change your path, contact someone who knows how to use the DOS
|
||||
command prompt for help, or check the manual to learn how to use the
|
||||
PATH command.
|
||||
|
||||
8) To compile Circle, stay in the src directory and type:
|
||||
|
||||
NMAKE
|
||||
|
||||
This will invoke Microsoft's make program and should build the entire
|
||||
CircleMUD server and create a file called 'circle.exe'. If you see the
|
||||
error message "Bad command or filename", then MSVC++'s binary directory
|
||||
is not in your path, so your computer can't find MS's NMAKE program.
|
||||
Go back to step 7.
|
||||
|
||||
9) Make sure your TCP/IP stack is installed, correctly configured, and
|
||||
running. If you are already using TCP/IP applications from your
|
||||
Windows machine such as Netscape or telnet, then no changes should be
|
||||
necessary; otherwise go to the Control Panel's "Network" settings,
|
||||
select "Add Protocol", and add Microsoft's TCP/IP. Consult the
|
||||
documentation for Windows 95 (do not write me mail) if you have any
|
||||
additional questions about how to set up TCP/IP under Windows 95.
|
||||
|
||||
YOU MUST INSTALL AND CONFIGURE YOUR TCP/IP STACK, EVEN IF YOU ARE NOT
|
||||
CONNECTED TO THE INTERNET.
|
||||
|
||||
10) Go back to Circle's main directory (like in Step 4), and run the server
|
||||
by typing "src\circle". You should see boot messages appearing on the
|
||||
screen. Wait until the line "No connections. Going to sleep." appears
|
||||
at the bottom of the screen -- this means Circle is ready to accept
|
||||
connections. Go on to step 11 if you see this.
|
||||
|
||||
If you see "Winsock Error #10047", your TCP/IP stack is not correctly
|
||||
configured; go back to Step 9.
|
||||
|
||||
If you see "Fatal error changing to data directory: No such file
|
||||
or directory", that means you are trying to run Circle from the
|
||||
"src" directory. Your current directory must be Circle's top-level
|
||||
directory -- the same directory that you were in during Step 4.
|
||||
|
||||
11) Start a telnet program (SEE NOTE BELOW). Open a connection to your
|
||||
own machine ("localhost", or whatever the name of your machine happens
|
||||
to be) on port 4000. You should see the MUD's login screen welcoming
|
||||
you and asking for your name.
|
||||
|
||||
VERY IMPORTANT NOTE: The standard telnet program that comes free with
|
||||
Windows 95 and NT does *not* work correctly for connecting to any MUD
|
||||
because it does not support telnet's line-mode interface (so you can't
|
||||
see what you are typing). Note that simply turning on the "local echo"
|
||||
option does not fix the problem; this prevents echo from being turned
|
||||
off while you're typing your password, and screws up the display if you
|
||||
try to hit the backspace key too many times.
|
||||
|
||||
Do not use Microsoft's telnet applet -- instead, use EWAN, CRT, zMUD, or
|
||||
any other Winsock telnet application. EWAN and CRT can be downloaded
|
||||
from any number of sites (for example, www.windows95.com). zMUD is an
|
||||
excellent MUD client; for more information, see the official home page
|
||||
at http://www.zuggsoft.com/zmud/zmudinfo.htm .
|
||||
|
||||
|
||||
If you have problems, read this document again. Most of the questions
|
||||
I receive in email are answered in this README file. If you're still
|
||||
having problems and you're *sure* that this document doesn't answer
|
||||
your question, try reading the CircleMUD FAQ at
|
||||
ftp://ftp.circlemud.org/pub/CircleMUD/FAQ. If all else fails, you can
|
||||
get help by sending mail to help@circlemud.org. Note, however, that
|
||||
if you ask a question that is answered in this document, all I'll do
|
||||
is mail it to you.
|
||||
|
||||
Have fun!
|
||||
|
||||
Jeremy Elson
|
||||
(To get help, write to help@circlemud.org)
|
56
doc/README.MSVC5
Normal file
56
doc/README.MSVC5
Normal file
|
@ -0,0 +1,56 @@
|
|||
Compiling CircleMUD under Microsoft Windows 95 or Windows NT
|
||||
using Microsoft Visual C++ v5.x
|
||||
|
||||
|
||||
The following information is from Rob Baumstark's web page at
|
||||
http://www.connect.ab.ca/~rbmstrk/. You can contact Rob at
|
||||
<shirak@connect.ab.ca>.
|
||||
|
||||
How to compile using MS Visual C++ 5:
|
||||
|
||||
1. Rename conf.h.win to conf.h in the src directory
|
||||
|
||||
2. Go to File|New... Create a new workspace called circle. You should
|
||||
put this in the root of the circle directory, unless you want to move
|
||||
circle into the workspaces directory later.
|
||||
|
||||
3. Go to File|New... Create a new Win32 Console App called circle in
|
||||
the current workspace
|
||||
|
||||
4. If you didn't create this in the circle dir, move the source to the
|
||||
directory where this project is. Default should be:
|
||||
C:\Program Files\DevStudio\MyProjects\Circle\Circle
|
||||
|
||||
5. Change to file-view.
|
||||
|
||||
6. Right-click "Circle files", and click Add Files to Project... Select
|
||||
all of the .C files
|
||||
|
||||
7. Right-click "Circle files", and click New Folder. Rename it to
|
||||
includes, or headers
|
||||
|
||||
8. Right-click the new folder, and click Add Files to Folder... Select
|
||||
all of the .H files. Note: You could just add the the .H files to the
|
||||
project with the .C files, but this helps keep it more organized I
|
||||
think.
|
||||
|
||||
9. Right-click "Circle files", and click settings...
|
||||
|
||||
10. Choose settings for all configurations, and move to the Link tab
|
||||
|
||||
11. Add wsock32.lib to the end of the Object/Library modules list.
|
||||
|
||||
12. Change the settings under the General and Debug tabs if you want
|
||||
to be able to use the internal debugger.
|
||||
|
||||
13. SAVE THE WORKSPAVE
|
||||
|
||||
14. Choose Build|Build Circle.exe, or hit F7 to build it.
|
||||
|
||||
|
||||
The circle.exe file will be placed in the circle\debug directory, unless
|
||||
you turned off debug mode, in which case it will be in the circle\release
|
||||
directory. By compiling in this way, instead of using the GNU Win32
|
||||
thingy, or embedding the makefile that came with circlemud inside a
|
||||
project, allows you to use all of MSVC++'s interesting features.
|
||||
|
44
doc/README.MSVC6
Normal file
44
doc/README.MSVC6
Normal file
|
@ -0,0 +1,44 @@
|
|||
Compiling CircleMUD under Microsoft Windows 95
|
||||
using Microsoft Visual C++ 6.0 w/SP2
|
||||
|
||||
|
||||
The following information is from Michael Robinson. You can contact Mike at
|
||||
<chevy67ss@geocities.com>. [1]
|
||||
|
||||
Compiling with MS Visual C++ 6.0:
|
||||
|
||||
1. In the src directory, rename conf.h.win to conf.h.
|
||||
|
||||
2. Go to File|New... Create a new workspace called circle. Put the root
|
||||
directory path into the location field.
|
||||
|
||||
3. Go to File|New... Create a new Win32 Console Application called circle
|
||||
and click to add it to the current workspace. Chose an empty console.
|
||||
|
||||
4. In fileview, right-click circle files, and click Add Files to Project...
|
||||
Select all of the .c files in the src directory.
|
||||
|
||||
5. Expand the plus sign of Circle files, right-click the headers Folder,
|
||||
and click Add Files to Folder... Select all of the .h files in the src
|
||||
directory.
|
||||
|
||||
5. Right-click "Circle files", click settings..., and change settings to
|
||||
all configurations.
|
||||
|
||||
6. Click the Link tab and add wsock32.lib to end of the Object/Library
|
||||
modules list.
|
||||
|
||||
7. Save the workspace.
|
||||
|
||||
8. Choose Build|Build circle.exe.
|
||||
|
||||
9. Move the circle.exe file from the circle\debug directory to the root
|
||||
directory.
|
||||
|
||||
=========
|
||||
|
||||
[1] - This appears (by 'diff') to be based on the README.MSVC5 document by Rob
|
||||
Baumstark from http://www.connect.ab.ca/~rbmstrk/. You can contact Rob at his
|
||||
<shirak@connect.ab.ca> e-mail address.
|
||||
|
||||
George Greer
|
70
doc/README.OS2
Normal file
70
doc/README.OS2
Normal file
|
@ -0,0 +1,70 @@
|
|||
Compiling CircleMUD
|
||||
under OS/2 Warp Connect v3.0 or 2.1
|
||||
by David Carver
|
||||
|
||||
|
||||
To compile CircleMUD under OS/2, you must have the following:
|
||||
All needed files can be found at the hobbes.nmsu.edu FTP site.
|
||||
|
||||
|
||||
* OS/2 Warp Connect Version 3.0, or OS/2 Version 2.1 with TCP/IP installed.
|
||||
You should have at least 8 megs of memory. (Circle runs quite well on an
|
||||
8 meg machine).
|
||||
|
||||
* An HPFS formatted drive. CircleMUD needs to be uncompressed on an HPFS
|
||||
drive because it uses long filenames.
|
||||
|
||||
* The EMX09b runtime and compilation systems. These are free and
|
||||
can be downloaded by anonymous FTP at hobbes.nmsu.edu in os2/unix/emx09b
|
||||
|
||||
* The OS/2 port of GNU's GCC compiler. This can also be found at
|
||||
hobbes.nmsu.edu in os2/unix/emx09b. Please make sure you have the most
|
||||
recent version of the GCC compiler for OS/2, as files needed by CircleMUD
|
||||
were not included in earlier versions of GCC for OS/2. The current version
|
||||
is 2.7.0
|
||||
|
||||
* GNU's TAR and GZIP programs to decompress the necessary files. Again
|
||||
these can be found at hobbes.nmsu.edu in os2/unix.
|
||||
**** You only need this if you plan on getting some of the various
|
||||
**** addons for Circle that others have coded.
|
||||
|
||||
* A MAKE program. Either the GNU Make, or IBM's NMAKE should work. You
|
||||
can obtain the NMAKE from either IBM's Developers kit or from
|
||||
hobbes.nmsu.edu in os2/16dev.
|
||||
|
||||
|
||||
Installation:
|
||||
|
||||
*** IMPORTANT
|
||||
***
|
||||
*** You must have EMX and GCC installed and the directories in your
|
||||
*** PATH and LIBPATH statements in your CONFIG.SYS. Please read the
|
||||
*** EMX installation instructions included with that package for more
|
||||
*** information on how to install both EMX and GCC.
|
||||
|
||||
Download the ZIP archive of Circle and use your favorite UNZip utility
|
||||
to extract it.
|
||||
|
||||
After you have uncompressed the files, switch to the directory that has
|
||||
the CircleMUD files in it, and then to the SRC subdirectory. Rename
|
||||
the following files:
|
||||
|
||||
Rename 'conf.h.os2' to 'conf.h'.
|
||||
Delete the old 'makefile', and rename 'makefile.os2' to 'makefile'.
|
||||
|
||||
To compile the MUD type the following at an OS/2 command line:
|
||||
|
||||
NMAKE /i
|
||||
|
||||
CircleMUD will be compiled and the executable will be put in your current
|
||||
directory. Copy the CIRCLE.EXE file to the circle30\bin directory. Then
|
||||
follow the CircleMUD instructions in README on how to start up the MUD.
|
||||
|
||||
NOTE: General questions about CircleMUD can be addressed to the author,
|
||||
Jeremy Elson, at jelson@circlemud.org. However, all questions which
|
||||
specifically deal with the OS/2 port of Circle should go to my address,
|
||||
listed below.
|
||||
|
||||
David Carver
|
||||
dcarver@cougar.colstate.cc.oh.us
|
||||
dcarver@iwaynet.net
|
126
doc/README.UNIX
Normal file
126
doc/README.UNIX
Normal file
|
@ -0,0 +1,126 @@
|
|||
Compiling CircleMUD under UNIX
|
||||
by Jeremy Elson
|
||||
For help, write to help@circlemud.org
|
||||
|
||||
Compiling CircleMUD is easy using almost any variant of UNIX (for
|
||||
example: Linux/MkLinux, Solaris, SunOS, IRIX, HP/UX, Ultrix, OSF, and
|
||||
NetBSD/OpenBSD/FreeBSD/BSDI, just to name a few). If you have any type
|
||||
of UNIX system, these instructions are for you. If not, check the main
|
||||
README file to get a list of other operating systems that can be used to
|
||||
compile and run CircleMUD.
|
||||
|
||||
Current versions of Circle use the GNU 'autoconf' package to
|
||||
automatically determine most of the important characteristics of your
|
||||
system, so chances are good that Circle will compile correctly on any
|
||||
UNIX system -- even one that we have never seen before. However, if you
|
||||
do have problems, please drop us a note at help@circlemud.org so that we
|
||||
can try to make Circle work with every UNIX variant that we can.
|
||||
|
||||
1) Download the latest version of CircleMUD. You can always find the
|
||||
latest version at the following anonymous FTP sites:
|
||||
|
||||
ftp.circlemud.org:/pub/CircleMUD/3.x
|
||||
ftp2.circlemud.org:/pub/CircleMUD/3.x
|
||||
|
||||
You can also find information at the WWW site:
|
||||
|
||||
http://www.circlemud.org/
|
||||
|
||||
The latest version will be called something ending in .tar.gz, like
|
||||
"circle30bplXX.tar.gz". (where 'XX' is the patchlevel)
|
||||
|
||||
|
||||
2) Unpack the archive. If you have the .tar.gz version, uncompress it
|
||||
using gzip (GNU unzip) and the tar archiver. (Both of these utilities
|
||||
can be downloaded from ftp.gnu.ai.mit.edu:/pub/gnu if you don't have
|
||||
them.) To unpack the archive on a UNIX system, type:
|
||||
|
||||
gzip -dc circle30xxxx.tar.gz | tar xvf -
|
||||
|
||||
|
||||
3) Configure CircleMUD for your system. Circle must be configured using
|
||||
the 'configure' program which attempts to guess correct values for
|
||||
various system-dependent variables used during compilation. It uses
|
||||
those values to create a 'Makefile' and a header file called 'conf.h'.
|
||||
|
||||
From Circle's root directory, type
|
||||
|
||||
./configure
|
||||
|
||||
If you're using 'csh' on an old version of System V, csh might try to
|
||||
execute 'configure' itself, giving you a message like "Permission denied"
|
||||
when you try to run "./configure". If so, type "sh ./configure" instead.
|
||||
|
||||
'configure' can take several minutes if you're using a slow computer.
|
||||
|
||||
'configure' will attempt to use the 'gcc' compiler if it exists; if not,
|
||||
it will try 'cc'. If you want to use a different compiler, set the
|
||||
'CC' environment variable to the name of the compiler you wish to use.
|
||||
|
||||
For example, if you want to use the 'xlc' compiler, and your shell is
|
||||
csh or tcsh:
|
||||
|
||||
setenv CC xlc
|
||||
./configure
|
||||
|
||||
Or, if you want to use the 'xlc' compiler, and your shell is sh or bash:
|
||||
|
||||
CC=xlc ./configure
|
||||
|
||||
This will tell 'configure' to use the 'xlc' compiler instead of 'gcc'.
|
||||
|
||||
|
||||
4) Build the CircleMUD server. This must be done from the 'src' directory.
|
||||
Type:
|
||||
|
||||
cd src; make all
|
||||
|
||||
This will build CircleMUD proper as well as its 10 or so ancillary
|
||||
utilities, which can take anywhere from 5 minutes to an hour depending
|
||||
on the speed of your computer.
|
||||
|
||||
Note that in the future, when you need to recompile Circle as you make
|
||||
changes to the code, it is NOT necessary to run 'configure' again (it
|
||||
should only be run once, after the first time you unpack Circle from
|
||||
its .tar file). If you move the source code to a different computer,
|
||||
you should reconfigure it by deleting the file 'config.cache' and
|
||||
running 'configure' again.
|
||||
|
||||
The first time you try to compile Circle, you will be asked to read the
|
||||
CircleMUD license. Please read it!
|
||||
|
||||
|
||||
5) Go back to Circle's root directory (by typing "cd ..") and run the
|
||||
CircleMUD server. The easiest way to do this the first time is
|
||||
to use the 'autorun' script, which can be run in the background by
|
||||
typing:
|
||||
|
||||
./autorun &
|
||||
|
||||
Make sure to do this in Circle's root directory, not the src directory
|
||||
that you used for the previous step. A file called 'syslog' will start
|
||||
growing in the same directory that contains Circle's log messages.
|
||||
|
||||
If you're using 'csh' on an old version of System V, csh might try to
|
||||
execute 'autorun' itself, giving you a message like "Permission denied"
|
||||
when you try to run "./autorun". If so, type "sh ./autorun &" instead.
|
||||
|
||||
6) Wait until the line 'No connections. Going to sleep.' appears in the
|
||||
syslog. This indicates that the server is ready and waiting for
|
||||
connections. It shouldn't take more than about 30 seconds for the MUD
|
||||
to reach this state, though performance will vary depending on how fast
|
||||
your computer is.
|
||||
|
||||
If a file appears called 'syslog.CRASH', the MUD has terminated
|
||||
(probably abnormally). Check the contents of syslog.CRASH to see
|
||||
what error was encountered.
|
||||
|
||||
|
||||
7) Type 'telnet localhost 4000' to connect. The first person to log in
|
||||
will be made an implementor (level 34) with all powers.
|
||||
|
||||
|
||||
Jeremy Elson
|
||||
(write to help@circlemud.org for help)
|
||||
|
||||
|
81
doc/README.VMS
Normal file
81
doc/README.VMS
Normal file
|
@ -0,0 +1,81 @@
|
|||
This is directions for compiling & linking CircleMUD for OpenVMS.
|
||||
Additional documentation can be found at.
|
||||
|
||||
http://www.ourservers.net/openvms_ports/
|
||||
|
||||
I have personally tested this port on both VAX and Alpha with OpenVMS v7.0
|
||||
and DEC C v7.0 and Multinet TCP/IP using UCX emulation.
|
||||
|
||||
To build this, you need the following:
|
||||
|
||||
.1) DEC C compiler. I have tested with DEC C v7.0 and can help out
|
||||
with problems with earlier versions of DEC C. If you don't have
|
||||
the DEC C compiler I suggest you get a copy through the OpenVMS
|
||||
Hobbyist program at http://www.montagar.com/hobbyist.
|
||||
|
||||
.2) A TCP/IP stack for OpenVMS that supports UCX emulation. I have
|
||||
personally only tested out Multinet v4.1B and Multinet v4.2.
|
||||
If you are using a TCP/IP stack that dosen't support UCX
|
||||
emulation I would suggest getting a copy of Multinet though the
|
||||
OpenVMS hobbyist program at http://www.montagar.com/hobbyist.
|
||||
|
||||
.3) A copy of the CircleMUD distribution file.
|
||||
|
||||
This can be found at ftp://ftp.circlemud.org/3.x/
|
||||
|
||||
Now, you have everything, do the following...
|
||||
|
||||
.1) Unpack the CircleMUD file you got from "www.circlemud.org"
|
||||
|
||||
.2) Go to the SRC directory and locate the BUILD_CIRCLEMUD.COM file.
|
||||
|
||||
The BUILD_CIRCLEMUD.COM file accepts the following parameters.
|
||||
|
||||
P1 ALL Just Build "Everything".
|
||||
CIRCLE Just Build [.BIN]CIRCLE.EXE.
|
||||
UTILS Just Build The CircleMUD Utilities.
|
||||
|
||||
P2 DEBUG Build CircleMUD With Debugging Information.
|
||||
NODEBUG Build CircleMUD Without Debugging Information.
|
||||
|
||||
The default is "ALL" and "NODEBUG".
|
||||
|
||||
The "BUILD_CIRCLEMUD.COM" script checks some filenames to make
|
||||
sure that they are correct as some of them are unpacked different
|
||||
between the TAR file distribution and the ZIP file distribution.
|
||||
It also checks for "CONF.H" and if not found copies "CONF.H_VMS"
|
||||
to "CONF.H" for you.
|
||||
|
||||
So if you just want to build "everything" without debugging
|
||||
information you could use...
|
||||
|
||||
$ @BUILD_CIRCLEMUD ALL NODEBUG
|
||||
|
||||
OR
|
||||
|
||||
$ @BUILD_CIRCLEMUD
|
||||
|
||||
The EXE's will be placed in the CircleMUD BIN directory.
|
||||
|
||||
Now, define the logical CIRCLEMUD_BIN to point to the "BIN" directory of
|
||||
the CircleMUD directory like this...
|
||||
|
||||
$ DEFINE/SYSTEM/EXEC CIRCLEMUD_BIN DISK$WORK:[CIRCLE30BPL16.BIN]
|
||||
|
||||
To run CircleMUD, just execute the "VMS_AUTORUN.COM" file in the CircleMUD
|
||||
root directory.
|
||||
|
||||
To customize how CircleMUD runs, edit the "VMS_CIRCLEMUD.COM" file in the
|
||||
BIN directory.
|
||||
|
||||
To customize CircleMUD features (like player killing etc) edit the "CONFIG.C"
|
||||
file in the SRC directory.
|
||||
|
||||
To edit the CircleMUD login message, edit the GREETINGS.; file found in the
|
||||
TEXT directory under the LIB directory.
|
||||
|
||||
For the CircleMUD utilities, execute the file VMS_MUD_UTILS.COM in the
|
||||
BIN directory and it will create the VMS symbols for the utilities.
|
||||
|
||||
If you have any problems, questions, comments, feel free to e-mail me at
|
||||
byer@mail.ourservers.net and I'll try my best to answer them all.
|
24
doc/README.WATCOM
Normal file
24
doc/README.WATCOM
Normal file
|
@ -0,0 +1,24 @@
|
|||
Compiling CircleMUD
|
||||
under Microsoft Windows 95 or Windows NT
|
||||
using Watcom v.11
|
||||
|
||||
|
||||
The following information is from Joe Osburn <joeos19@idt.net>.
|
||||
|
||||
Circle apparently compiles under 95/NT using Watcom's compiler with
|
||||
the following changes:
|
||||
|
||||
1- Copy conf.h.win to conf.h
|
||||
|
||||
2- Rename all the act.* files to other names; the IDE in Watcom apparently
|
||||
doesn't like files that start with act.*
|
||||
|
||||
3- In Watcom make a new project that is a Windows 95 character mode
|
||||
executable; add all of Circle's .c files to it.
|
||||
|
||||
4- Remove the line that says "#define chdir _chdir" from sysdep.h
|
||||
|
||||
|
||||
If you have any further information, patches, or more detailed instructions,
|
||||
please mail them to us at bugs@circlemud.org.
|
||||
|
52
doc/README.WIN
Normal file
52
doc/README.WIN
Normal file
|
@ -0,0 +1,52 @@
|
|||
Compiling CircleMUD
|
||||
under Microsoft Windows 95 and NT
|
||||
by Jeremy Elson
|
||||
For help, write to help@circlemud.org
|
||||
|
||||
|
||||
There are a number of different compilers available for Microsoft Windows
|
||||
95 and NT that can be used to compile CircleMUD. Each compiler works
|
||||
differently, so each compiler has a different set of instructions.
|
||||
|
||||
For up-to-date information on compiling CircleMUD under Windows, check out
|
||||
Rob Baumstark's page at http://shirak.circlemud.net/
|
||||
|
||||
|
||||
We currently have instructions for using the following compilers:
|
||||
|
||||
1. Cygnus CYGWIN (Formerly Cygnus GNU-Win32). This is a FREE
|
||||
compiler for Microsoft Windows 95 and NT! If you don't own a
|
||||
compiler, you can just download this one off the net and get
|
||||
Circle up and running in no time. Read the file README.CYGWIN
|
||||
(submitted by David Goldstein <goldstei@cs.sunysb.edu>).
|
||||
Please note however that the CYGWIN system is not recommended
|
||||
for those unfamiliar with the Unix environment.
|
||||
|
||||
2. Microsoft Visual C++ version 4.x -- read the file README.MSVC4
|
||||
|
||||
3. Microsoft Visual C++ version 5.x -- read the file README.MSVC5
|
||||
|
||||
4. Borland C++ -- read the file README.BORLAND
|
||||
|
||||
5. Watcom C++ v.11 -- read the file README.WATCOM
|
||||
|
||||
|
||||
It should be possible to compile CircleMUD using other compilers that are
|
||||
not listed here, or other versions of these compilers -- as long as they
|
||||
support long filenames, etc. However, we don't have instructions handy
|
||||
for those compilers. Rob's page (http://www.connect.ab.ca/~rbmstrk) has
|
||||
a lot of useful information about compiling under Windows; try looking
|
||||
there for tips.
|
||||
|
||||
However, it not easy (and maybe even impossible) to compile at all
|
||||
under Windows 3.x or DOS because they lack a number of features that
|
||||
Circle requires such as the Win32 API and long filenames. It is
|
||||
theoretically possible to compile under Windows 3.x by finding 3.x API
|
||||
equivalents to the Win32 API calls, and changing all the filenames in
|
||||
the entire distribution to fit the 8.3 DOS/Win3.x filenaming standard,
|
||||
but I will never do this.
|
||||
|
||||
Have fun!
|
||||
|
||||
Jeremy Elson
|
||||
(To get help, write to help@circlemud.org)
|
BIN
doc/act.pdf
Normal file
BIN
doc/act.pdf
Normal file
Binary file not shown.
BIN
doc/admin.pdf
Normal file
BIN
doc/admin.pdf
Normal file
Binary file not shown.
BIN
doc/building.pdf
Normal file
BIN
doc/building.pdf
Normal file
Binary file not shown.
BIN
doc/coding.pdf
Normal file
BIN
doc/coding.pdf
Normal file
Binary file not shown.
BIN
doc/color.pdf
Normal file
BIN
doc/color.pdf
Normal file
Binary file not shown.
BIN
doc/files.pdf
Normal file
BIN
doc/files.pdf
Normal file
Binary file not shown.
BIN
doc/hacker.pdf
Normal file
BIN
doc/hacker.pdf
Normal file
Binary file not shown.
BIN
doc/license.pdf
Normal file
BIN
doc/license.pdf
Normal file
Binary file not shown.
239
doc/license.txt
Normal file
239
doc/license.txt
Normal file
|
@ -0,0 +1,239 @@
|
|||
/* ************************************************************************
|
||||
* Copyright (C) 1995 by Jeremy Elson *
|
||||
* All Rights Reserved *
|
||||
************************************************************************ */
|
||||
|
||||
CircleMUD License
|
||||
|
||||
CircleMUD was created by:
|
||||
|
||||
Jeremy Elson
|
||||
Department of Computer Science
|
||||
Johns Hopkins University
|
||||
Baltimore, MD 21218 USA
|
||||
jelson@circlemud.org
|
||||
|
||||
|
||||
|
||||
CircleMUD is licensed software. This file contains the text of the CircleMUD
|
||||
license. If you wish to use the CircleMUD system in any way, or use any of
|
||||
its source code, you must read this license and are legally bound to comply
|
||||
with it.
|
||||
|
||||
CircleMUD is a derivative work based on the DikuMUD system written by Hans
|
||||
Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian
|
||||
Hammer. DikuMUD is also licensed software; you are legally bound to comply
|
||||
with the original DikuMUD license as well as the CircleMUD license if you
|
||||
wish to use CircleMUD.
|
||||
|
||||
Use of the CircleMUD code in any capacity implies that you have read,
|
||||
understood, and agreed to abide by the terms and conditions set down by this
|
||||
license and the DikuMUD license. If you use CircleMUD without complying with
|
||||
the license, you are breaking the law.
|
||||
|
||||
Using CircleMUD legally is easy. In short, the license requires three things:
|
||||
|
||||
1) You must not use CircleMUD to make money or be compensated in any way.
|
||||
2) You must give the authors credit for their work.
|
||||
3) You must comply with the DikuMUD license.
|
||||
|
||||
That's it -- those are the main conditions set down by this license.
|
||||
Unfortunately, past experience has shown that many people are not willing
|
||||
to follow the spirit of the license, so the remainder of this document will
|
||||
clearly define those conditions in an attempt to prevent people from
|
||||
circumventing them.
|
||||
|
||||
The first condition says that you must not use CircleMUD to make money in
|
||||
any way or be otherwise compensated. CircleMUD was developed in people's
|
||||
uncompensated spare time and was given to you free of charge, and you must
|
||||
not use it to make money. CircleMUD must not in any way be used to
|
||||
facilitate your acceptance of fees, donations, or other compensation.
|
||||
Examples include, but are not limited to the following:
|
||||
|
||||
-- If you run CircleMUD, you must not require any type of fee or donation
|
||||
in exchange for being able to play CircleMUD. You must not solicit,
|
||||
offer or accept any kind of donation from your players in exchange for
|
||||
enhanced status in the game such as increased levels, character stats,
|
||||
gold, or equipment.
|
||||
|
||||
-- You must not solicit or accept money or other donations in exchange for
|
||||
running CircleMUD. You must not accept money or other donations from
|
||||
your players for purposes such as hardware upgrades for running
|
||||
CircleMUD.
|
||||
|
||||
-- You must not sell CircleMUD. You must not accept any type of fee in
|
||||
exchange for distributing or copying CircleMUD.
|
||||
|
||||
-- If you are a CircleMUD administrator, You must not accept any type of
|
||||
reimbursement for money spent out of pocket for running CircleMUD, i.e.,
|
||||
for equipment expenses or fees incurred from service providers.
|
||||
|
||||
|
||||
The second part of the license states that you must give credit to the
|
||||
creators of CircleMUD. A great deal of work went into the creation of
|
||||
CircleMUD, and it was given to you completely free of charge; claiming that
|
||||
you wrote the MUD yourself is a slap in the face to everyone who worked to
|
||||
bring you a high quality product while asking for nothing but credit for
|
||||
their work in return.
|
||||
|
||||
Specifically, the following are required:
|
||||
|
||||
-- The text in the 'credits' file distributed with CircleMUD must be
|
||||
preserved. You may add your own credits to the file, but the existing
|
||||
text must not be removed, abridged, truncated, or changed in any way.
|
||||
This file must be displayed when the 'credits' command is used from
|
||||
within the MUD.
|
||||
|
||||
-- The "CIRCLEMUD" help entry must be maintained intact and unchanged, and
|
||||
displayed in its entirety when the 'help circlemud' command is used.
|
||||
|
||||
-- The login sequence must contain the names of the DikuMUD and CircleMUD
|
||||
creators. The 'login sequence' is defined as the text seen by players
|
||||
between the time they connect to the MUD and when they start to play
|
||||
the game itself.
|
||||
|
||||
-- This license must be distributed AS IS with all copies or portions of
|
||||
the CircleMUD that you distribute, if any, including works derived from
|
||||
CircleMUD.
|
||||
|
||||
-- You must not remove, change, or modify any notices of copyright,
|
||||
licensing or authorship found in any CircleMUD source code files.
|
||||
|
||||
-- Claims that any of the above requirements are inapplicable to a particular
|
||||
MUD for reasons such as "our MUD is totally rewritten" or similar are
|
||||
completely invalid. If you can write a MUD completely from scratch then
|
||||
you are encouraged to do so by all means, but use of any part of the
|
||||
CircleMUD or DikuMUD source code requires that their respective licenses
|
||||
be followed, including the crediting requirements.
|
||||
|
||||
|
||||
The third part of the license simply states that you must comply with the
|
||||
DikuMUD license. This is required because CircleMUD is a DikuMUD derivative.
|
||||
The DikuMUD license is included below.
|
||||
|
||||
|
||||
You are allowed to use, modify and redistribute all CircleMUD source code
|
||||
and documentation as long as such use does not violate any of the rules
|
||||
set down by this license.
|
||||
|
||||
|
||||
--Jeremy Elson
|
||||
|
||||
CircleMUD 3 -- Copyright (C) 1994-2001, The CircleMUD Group
|
||||
Other portions copyright by authors as noted in ChangeLog and source code.
|
||||
|
||||
|
||||
|
||||
===========================================================================
|
||||
|
||||
|
||||
Everything below this line is the original, unmodified DikuMUD license.
|
||||
You must comply with the CircleMUD license above, as well as the DikuMUD
|
||||
license below.
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
|
||||
/* ************************************************************************
|
||||
* Copyright (C) 1990, 1991 *
|
||||
* All Rights Reserved *
|
||||
************************************************************************* */
|
||||
|
||||
DikuMud License
|
||||
|
||||
Program & Concept created by
|
||||
|
||||
|
||||
Sebastian Hammer
|
||||
Prss. Maries Alle 15, 1
|
||||
1908 Frb. C.
|
||||
DENMARK
|
||||
(email quinn@freja.diku.dk)
|
||||
|
||||
Michael Seifert
|
||||
Nr. Soeg. 37C, 1, doer 3
|
||||
1370 Copenhagen K.
|
||||
DENMARK
|
||||
(email seifert@freja.diku.dk)
|
||||
|
||||
Hans Henrik St{rfeldt
|
||||
Langs} 19
|
||||
3500 V{rl|se
|
||||
DENMARK
|
||||
(email bombman@freja.diku.dk)
|
||||
|
||||
Tom Madsen
|
||||
R|de Mellemvej 94B, 64
|
||||
2300 Copenhagen S.
|
||||
DENMARK
|
||||
(email noop@freja.diku.dk)
|
||||
|
||||
Katja Nyboe
|
||||
Kildeg}rdsvej 2
|
||||
2900 Hellerup
|
||||
31 62 82 84
|
||||
DENMARK
|
||||
(email katz@freja.diku.dk)
|
||||
|
||||
|
||||
This document contains the rules by which you can use, alter or publish
|
||||
parts of DikuMud. DikuMud has been created by the above five listed persons
|
||||
in their spare time, at DIKU (Computer Science Instutute at Copenhagen
|
||||
University). You are legally bound to follow the rules described in this
|
||||
document.
|
||||
|
||||
Rules:
|
||||
|
||||
!! DikuMud is NOT Public Domain, shareware, careware or the like !!
|
||||
|
||||
You may under no circumstances make profit on *ANY* part of DikuMud in
|
||||
any possible way. You may under no circumstances charge money for
|
||||
distributing any part of dikumud - this includes the usual $5 charge
|
||||
for "sending the disk" or "just for the disk" etc.
|
||||
By breaking these rules you violate the agreement between us and the
|
||||
University, and hence will be sued.
|
||||
|
||||
You may not remove any copyright notices from any of the documents or
|
||||
sources given to you.
|
||||
|
||||
This license must *always* be included "as is" if you copy or give
|
||||
away any part of DikuMud (which is to be done as described in this
|
||||
document).
|
||||
|
||||
If you publish *any* part of dikumud, we as creators must appear in the
|
||||
article, and the article must be clearly copyrighted subject to this
|
||||
license. Before publishing you must first send us a message, by
|
||||
snail-mail or e-mail, and inform us what, where and when you are
|
||||
publishing (remember to include your address, name etc.)
|
||||
|
||||
If you wish to setup a version of DikuMud on any computer system, you
|
||||
must send us a message , by snail-mail or e-mail, and inform us where
|
||||
and when you are running the game. (remember to include
|
||||
your address, name etc.)
|
||||
|
||||
|
||||
Any running version of DikuMud must include our names in the login
|
||||
sequence. Furthermore the "credits" command shall always cointain
|
||||
our name, addresses, and a notice which states we have created DikuMud.
|
||||
|
||||
You are allowed to alter DikuMud, source and documentation as long as
|
||||
you do not violate any of the above stated rules.
|
||||
|
||||
|
||||
Regards,
|
||||
|
||||
|
||||
|
||||
The DikuMud Group
|
||||
|
||||
|
||||
Note:
|
||||
|
||||
We hope you will enjoy DikuMud, and encourage you to send us any reports
|
||||
on bugs (when you find 'it'). Remember that we are all using our spare
|
||||
time to write and improve DikuMud, bugs, etc. - and changes will take their
|
||||
time. We have so far put extremely many programming hours into this project.
|
||||
If you make any major improvements on DikuMud we would be happy to
|
||||
hear from you. As you will naturally honor the above rules, you will receive
|
||||
new updates and improvements made to the game.
|
||||
|
BIN
doc/porting.pdf
Normal file
BIN
doc/porting.pdf
Normal file
Binary file not shown.
BIN
doc/release.pdf
Normal file
BIN
doc/release.pdf
Normal file
Binary file not shown.
BIN
doc/socials.pdf
Normal file
BIN
doc/socials.pdf
Normal file
Binary file not shown.
74
doc/syserr.txt
Normal file
74
doc/syserr.txt
Normal file
|
@ -0,0 +1,74 @@
|
|||
There are many common errors that can be created by changing things in the
|
||||
code or having builders try inappropriate things. Here are a few, this is list
|
||||
will be continually developed, if you have any additions or corrections please
|
||||
stop by the Builder Academy: builderacademy.net 9091
|
||||
|
||||
--Rumble
|
||||
|
||||
1. Errant Rooms (show error)
|
||||
2. SYSERR: Object # (oedit-s-desc) doesn't have drink type as last alias.
|
||||
3. SYSERR: Mob # both Aggressive and Aggressive_to_Alignment.
|
||||
4. SYSERR: Object # (oedit-s-desc) has out of range level #.
|
||||
5. SYSERR: Object # (oedit-s-desc) has negative weight (-2147483644).
|
||||
SYSERR: Object # (oedit-s-desc) has out of range level #2147483647.
|
||||
6. SYSERR: Object # (oedit-s-desc) uses 'UNDEFINED' spell #.
|
||||
7. SYSERR: Object # (oedit-s-desc) contains (5) more than maximum (3).
|
||||
8. Char is already equipped: (medit-s-desc), (oedit-s-desc)
|
||||
|
||||
|
||||
1: Errant Rooms
|
||||
------------
|
||||
1: [ 1233] Rumble's Room
|
||||
|
||||
The most common are exits to 0 (the void). This happens when a builder
|
||||
modifies a room exit but does not include an exit room vnum. These errant
|
||||
rooms are listed by the command 'show error' The fix is simple, remove the
|
||||
exit by purge exit in redit exit menu or by using 'dig <direction> -1'
|
||||
|
||||
2: SYSERR: Object # (oedit-s-desc) doesn't have drink type as last alias.
|
||||
|
||||
Another common error is caused by how shop code handles drink containers
|
||||
poorly. In order for shops to display a jug as a jug of <drink type> they
|
||||
must have the drink type as the last alias. It is good practice to put the
|
||||
drink type as the first and last word of an objects namelist (older verions
|
||||
of CircleMUD expect it first).
|
||||
i.e. a shot of whisky should have the namelist: whisky shot whisky
|
||||
a cup of slime mold juice namelist should be: juice cup slime juice
|
||||
|
||||
3: SYSERR: Mob # both Aggressive and Aggressive_to_Alignment.
|
||||
|
||||
Another harmless error. If your mob is aggressive there is no need to also
|
||||
make it aggressive to certain alignments since AGGR means it will attack any
|
||||
player it can see. Choose to make it aggressive to an alignment or aggressive
|
||||
to all.
|
||||
|
||||
4: SYSERR: Object # (oedit-s-desc) has out of range level #.
|
||||
|
||||
A simple one. Limit spell levels to the levels available, on TBA that would
|
||||
be 1-34.
|
||||
|
||||
5: SYSERR: Object # (oedit-s-desc) has negative weight (-2147483644).
|
||||
SYSERR: Object # (oedit-s-desc) has out of range level #2147483647.
|
||||
|
||||
These are really annoying. This happens when you use numbers larger than
|
||||
necessary. This will actually crash many older versions of CircleMUD. Just do
|
||||
not do it. Use realistic numbers.
|
||||
|
||||
6: SYSERR: Object # (oedit-s-desc) uses 'UNDEFINED' spell #.
|
||||
|
||||
There is no spell zero. Either select a spell or put -1 for none.
|
||||
|
||||
7: SYSERR: Object # (oedit-s-desc) contains (5) more than maximum (3).
|
||||
|
||||
When making a drink container you will set how much it initially contains
|
||||
on creation and the max it can hold if a player were to fill it. Common sense
|
||||
tells us that you can not create a container that initially holds more than
|
||||
the max you set. To simplify the max must always be greater than or equal to
|
||||
the initial amount.
|
||||
|
||||
8: Char is already equipped: (medit-s-desc), (oedit-s-desc)
|
||||
|
||||
This happens when someone tries to equip a mob with one or more object in
|
||||
a single location. HELP ZEDIT-EQUIP for all the possible object equipping
|
||||
locations. All you have to do to fix this is pick a different equip location
|
||||
that is not used.
|
BIN
doc/utils.pdf
Normal file
BIN
doc/utils.pdf
Normal file
Binary file not shown.
28
lib/README
Normal file
28
lib/README
Normal file
|
@ -0,0 +1,28 @@
|
|||
Getting To Know Your "lib" Directory
|
||||
------------------------------------------------------------------------------
|
||||
|
||||
etc/ Files maintained by the game which you should not touch while
|
||||
the game is running.
|
||||
|
||||
house/ Crash-save files for player houses.
|
||||
|
||||
misc/ Miscellaneous database files such as fight messages, invalid names,
|
||||
and socials.
|
||||
|
||||
plralias/ All of your player's aliases are stored here in the same
|
||||
three letter encoding scheme as the plrobjs/ directory.
|
||||
|
||||
plrfiles/ ASCII player files.
|
||||
|
||||
plrobjs/ The hierarchy containing player object files (i.e. crash files,
|
||||
rent files, cryo-rent files, etc.).
|
||||
|
||||
plrvars/ Trigger variables.
|
||||
|
||||
text/ Files meant to be directly read by players such as MOTD (message of
|
||||
the day), help files, and the immortal handbook. You can change
|
||||
these files while the game is running, and then have the mud re-read
|
||||
them using the 'reboot' command.
|
||||
|
||||
world/ The hierarchy of the world files (mobiles, objects, shops, rooms,
|
||||
triggers, and zones).
|
0
lib/etc/badsites
Normal file
0
lib/etc/badsites
Normal file
0
lib/etc/hcontrol
Normal file
0
lib/etc/hcontrol
Normal file
1
lib/house/README
Normal file
1
lib/house/README
Normal file
|
@ -0,0 +1 @@
|
|||
This directory is to save objects in player houses.
|
0
lib/misc/bugs
Normal file
0
lib/misc/bugs
Normal file
0
lib/misc/ideas
Normal file
0
lib/misc/ideas
Normal file
887
lib/misc/messages
Normal file
887
lib/misc/messages
Normal file
|
@ -0,0 +1,887 @@
|
|||
* Note: all lines between records which start with '*' are comments and
|
||||
* are ignored. Comments can only be between records, not within them.
|
||||
*
|
||||
* This file is where the damage messages go for offensive spells, and
|
||||
* skills such as kick and backstab. Also, starting with Circle 3.0, these
|
||||
* messages are used for failed spells, and weapon messages for misses and
|
||||
* death blows.
|
||||
*
|
||||
* All records must start with 'M' in the first column (for 'Message').
|
||||
* The next line must contain the damage number (defined in spells.h),
|
||||
* then the messages (one per line):
|
||||
* Death Message (damager, damagee, onlookers)
|
||||
* Miss Message (damager, damagee, onlookers)
|
||||
* Hit message (damager, damagee, onlookers)
|
||||
* God message (damager, damagee, onlookers)
|
||||
*
|
||||
* All messages must be contained in one line. They will be sent through
|
||||
* act(), meaning that all standard act() codes apply, and each message will
|
||||
* automatically be wrapped to 79 columns when they are printed. '#' can
|
||||
* be substituted for a message if none should be printed. Note however
|
||||
* that, unlike the socials file, all twelve lines must be present for each
|
||||
* record, regardless of any '#' fields which may be contained in it.
|
||||
|
||||
***************************************************************************
|
||||
* Offensive Spells *
|
||||
***************************************************************************
|
||||
|
||||
* Burning Hands
|
||||
M
|
||||
5
|
||||
You have burned $N to death!
|
||||
You have been burned to death by $n!
|
||||
$n has burned $N to death!
|
||||
You miss $N with your burning hands.
|
||||
$n reaches for you with burning hands, but misses!
|
||||
$n tries to burn $N, but $E escapes!
|
||||
You burn $N with your hot little hands!
|
||||
You cry out in pain as $n grabs you with burning hands!
|
||||
$N cries out as $n burns $M!
|
||||
Your attempt to burn $N nears BLASPHEMY!!!
|
||||
The pitiful creature before you tries to burn you.
|
||||
Unaware of the risks, $n tries to burn $N.
|
||||
|
||||
* Call Lightning
|
||||
M
|
||||
6
|
||||
Your lightning bolt kills $N!
|
||||
You are electrocuted to death by a lightning bolt sent by $n!
|
||||
The dead body of $N sizzles in the heat from a lightning bolt sent by $n!
|
||||
Your lightning bolt scores the ground in front of $N, a misser!
|
||||
The ground before you is scored as $n misses you with lightning!
|
||||
$N jumps backwards in time to avoid lightning sent by $n!
|
||||
You hit $N with your lightning, bullseye!
|
||||
You are hit by lightning sent by $n, OUCH!
|
||||
$N screams in pain as lightning from $n penetrates $M!
|
||||
$N stops your lightning with a single gesture, BEWARE!!!
|
||||
You stop $n's lightning with a sure hand, no time for children's games...
|
||||
$n's lightning disappears as $N makes a simple gesture.
|
||||
|
||||
* Chill Touch
|
||||
M
|
||||
8
|
||||
You chill $N, remember to put flowers on $S grave...
|
||||
You feel chilled by $n and then you feel no more -- R.I.P.
|
||||
$n touches $N who slumps to the ground as a dead lump, rather chilly isn't it?
|
||||
The atmosphere turns chilly as you miss $N!
|
||||
You dodge $n and $s chill touch!
|
||||
$n tries unsuccesfully to chill $N!
|
||||
You chill $N!
|
||||
You feel your life flowing away as $n chills you!
|
||||
$n chills $N who suddenly seem less lively!
|
||||
Are you trying to chill $N? -- what a joke!!
|
||||
$n tries to chill you, what a laugh...
|
||||
$N starts to laugh as $n turns chilly!
|
||||
|
||||
* Color Spray
|
||||
M
|
||||
10
|
||||
YOU KILLED $N!!! -- don't you feel ashamed...
|
||||
Your head is filled with all the colors of the rainbow before it bursts!
|
||||
$n makes $N into a colorful corpse!
|
||||
Your spray of color misses $N -- what a dull world...
|
||||
$n unsuccesfully tries to add color to your life!
|
||||
$n splashes color everywhere except $N.
|
||||
Your own private rainbow hits $N in the face -- WOWIE!!
|
||||
A sudden burst of colors sends you reeling!
|
||||
$n throws colors at $N who in vain tries to escape!
|
||||
Your spray of colors turn into butterflies as $N frowns.
|
||||
Your frown is enough to turn $n's color spray into little butterflies.
|
||||
The air is filled with butterflies as $N frowns at $n's color spray.
|
||||
|
||||
* Dispel Evil
|
||||
M
|
||||
22
|
||||
$N is dissolved by your goodness.
|
||||
$n dissolves you, you regret having been so evil, and die...
|
||||
$n completely dissolves $N!
|
||||
$N is unaffected by your goodness!
|
||||
$n thinks that $e is really good, and tries to dispell you.
|
||||
$N laughs at $n as $e tries to dispell $M!
|
||||
$N shivers and suffers from $S evilness!
|
||||
$n makes your soul hurt and suffer!
|
||||
$n makes $N's evil spirit shiver and suffer!
|
||||
Did you really expect $M to suffer?
|
||||
$n unfruitfully tries to dispell you.
|
||||
$n is stupid...
|
||||
|
||||
* Earthquake
|
||||
M
|
||||
23
|
||||
The earth opens beneath $N's feet and swallows $M whole!
|
||||
The earth opens beneath your feet and swallows you whole!
|
||||
The earth opens beneath $N's feet and swallows $M whole!
|
||||
$N desperately tries to keep $S balance as the earth shakes beneath $S feet!
|
||||
You desperately try to keep your balance as the earth shakes beneath your feet!
|
||||
$N desperately tries to keep $S balance as the earth shakes beneath $S feet!
|
||||
$N falls down and hurts $Mself!
|
||||
You fall down and hurt yourself!
|
||||
$N falls down and hurts $Mself!
|
||||
$N gracefully levitates as the earth shifts beneath $S feet under $M.
|
||||
You gracefully levitate as the earth shifts underneath you.
|
||||
$N gracefully levitates as the earth shifts beneath $S feet under $M.
|
||||
|
||||
* Energy Drain
|
||||
M
|
||||
25
|
||||
$N crumples as you kill $M by draining $S energy!
|
||||
As $n drains your last energy you look forward to the peace of the graveyard...
|
||||
$n drains the energy of $N who crumples as a lifeless cocoon!
|
||||
You need more draining lessons...
|
||||
Luckily for you $n slept during draining-lessons!
|
||||
$n fails to drain $N -- what a waste of energy!
|
||||
You drain $N of some of $S energy!
|
||||
You feel less energic as $n drains you!
|
||||
$n drains $N -- what a waste of energy!
|
||||
You waste energy trying to drain $N!
|
||||
How amusing -- $n tries to drain you!
|
||||
$N's eyes twinkle with laughter as $n tries to drain $M.
|
||||
|
||||
* Fireball
|
||||
M
|
||||
26
|
||||
Your fireball hits $N with full force, causing an immediate death!
|
||||
As you burst into flames of death $n grins evilly...
|
||||
The heat from a fireball from $n turns $N into a charred corpse!
|
||||
Your fireball blooms few feet before $N who claps $S hands in wonder.
|
||||
$n aims a fireball at you but it blooms few feet before you; you clap your hands at the show.
|
||||
A fireball from $n misses $N -- what great fireworks around here!!
|
||||
You throw a fireball at $N and have the satisfaction of seeing $M enveloped in flames!
|
||||
You are enveloped in flames from a fireball sent by $n -- OUCH!!
|
||||
$n smirks as $s fireball explodes into the face of $N!
|
||||
How shameful to throw fireballs at a GOD!!!
|
||||
You choose to ignore $n's shameful attempt to fireball you.
|
||||
$n's fireball is tactfully ignored by $N.
|
||||
|
||||
* Harm
|
||||
M
|
||||
27
|
||||
As you finish the incantation of the spell, $N falls dead due to the amount of harm $E takes!
|
||||
You feel light headed as $n completes a spell which causes you so much harm that you just snuff it.
|
||||
As $n touches $M, $N takes the full brunt of a harm spell and collapses. Dead.
|
||||
Swinging out at $N, you miss and your harm spell goes off harmlessly.
|
||||
You duck out of the way of $n and $s harm spell misses you.
|
||||
Showing remarkable dexterity, $N avoids $n's reach and subsequent harm spell.
|
||||
You watch the pained expression on $N's face as you hit $M with your harm spell.
|
||||
You grimace in pain as $n's harm spell strikes you.
|
||||
A large grin crosses $n's face as $s harm spell causes $N grievous pain.
|
||||
Harm a god? Are you serious? Of course $N avoids it casually.
|
||||
$n tries to harm you. Poor sod.
|
||||
What a buffoon! $n looks somewhat perturbed as $N ignores the recently cast harm spell.
|
||||
|
||||
* Lightning Bolt
|
||||
M
|
||||
30
|
||||
Your lightning bolt shatters $N to pieces!
|
||||
You feel enlightened by the lightning bolt $n sends, and then all is darkness -- R.I.P.!
|
||||
$N recieves the full blast of a lightning bolt from $n... and is no more.
|
||||
Your aim goes from bad to worse, and your lightning bolt misses $N!
|
||||
$n has bad aim and $s lightning bolt misses you!
|
||||
$n tries to hit $N with a lightning bolt but only hits the sky!
|
||||
The lightning bolt hits $N with full impact!
|
||||
YOU'RE HIT! A lightning bolt from $n has reached its goal!
|
||||
$N wavers under the impact of the lightning bolt sent by $n!
|
||||
Your lightning bolt is extinguished as mighty $N moves $S ears!
|
||||
You move your ears to extinguish $n's lightning bolt.
|
||||
$N moves $S ears and $n's lightning bolt is extinguished!
|
||||
|
||||
* Magic Missile
|
||||
M
|
||||
32
|
||||
The magic missile tears away the remaining life of $N!
|
||||
You only have time to notice $n uttering strange sounds before everything is dark!
|
||||
The magic missile sent by $n causes $N to stagger and collaps in a lifeless heap!
|
||||
The magic missile penetrates the air miles above $N.
|
||||
You don't even have to duck as $n sends a magic missile way over your head.
|
||||
$n tries in vain to correct the course of the magic missile meant to hit $N.
|
||||
You watch with selfpride as your magic missile hits $N!
|
||||
You stagger as a magic missile from $n hits you!
|
||||
$n throws a magic missile at $N who staggers under the blow!
|
||||
Your magic missile makes $N roar with laughter.
|
||||
You can't help laughing as $n sends a magic missile at you.
|
||||
$N starts to roar with laughter as $n sends a magic missile at $M.
|
||||
|
||||
* Shocking Grasp
|
||||
M
|
||||
37
|
||||
$N dies while looking rather shocked!
|
||||
$n shocks you. Unfortunately your heart can't stand it...
|
||||
$n reveals with a shock that $N has left $S body!
|
||||
$N rather shockingly evades your grasp!
|
||||
You nimbly dodge a shocking grasp from $n!
|
||||
$N shockingly evades the grasp of $n!
|
||||
You get a good hold of the shocked $N!
|
||||
You get a shock as $n gets too close to you!
|
||||
$N looks shocked as $n grasps at $M!
|
||||
You shockingly realize you can't shock $N...
|
||||
These puny creatures are shocking at times...
|
||||
The atmosphere gets loaded as $n tries to shock $N!
|
||||
|
||||
* Dispel Good
|
||||
M
|
||||
46
|
||||
$N is dissolved by your evil.
|
||||
$n dissolves you -- the price paid for leading a good life -- you die...
|
||||
$n completely dissolves $N!
|
||||
$N is unaffected by your evil!
|
||||
$n thinks that $e is really evil, and tries to dispell you.
|
||||
$N laughs at $n as $e tries to dispell $M!
|
||||
$N shivers and suffers from $S goodness!
|
||||
$n makes your soul hurt and suffer!
|
||||
$n makes $N's good spirit shiver and suffer!
|
||||
Did you really expect $M to suffer?
|
||||
$n unfruitfully tries to dispell you.
|
||||
$n is stupid...
|
||||
|
||||
***************************************************************************
|
||||
* Offensive Skills *
|
||||
***************************************************************************
|
||||
|
||||
* Backstab
|
||||
M
|
||||
131
|
||||
$N makes a strange sound but is suddenly very silent as you place $p in $S back.
|
||||
Suddenly $n stabs you in the back, R.I.P....
|
||||
$n places $p in the back of $N, resulting in some strange noises, a lot of blood, and a corpse.
|
||||
$N quickly avoids your backstab and you nearly cut your own finger!
|
||||
$n tries to backstab you, but you avoid $m!
|
||||
$n tries to backstab $N but nearly cuts $s own finger!
|
||||
$N makes a strange sound as you place $p in $S back!
|
||||
Suddenly $n stabs you in the back!
|
||||
$n places $p in the back of $N, resulting in some strange noises and some blood!
|
||||
$N sends you a look that makes you forget all about backstabbing.
|
||||
$n tries to backstab you, but changes $s mind.
|
||||
$n tries to backstab $N, but changes $s mind.
|
||||
|
||||
* Bash
|
||||
M
|
||||
132
|
||||
$N doesn't recover from your bash! -- $E is dead.
|
||||
As $n bashes at you, you give up living and die...
|
||||
$N dies after $n has bashed $M!
|
||||
As $N avoids your bash, you topple over and fall to the ground!
|
||||
You dodge a bash from $n who loses $s balance and falls!
|
||||
$N avoids being bashed by $n who loses $s balance and falls!
|
||||
Your bash at $N sends $M sprawling!
|
||||
$n sends you sprawling with a powerful bash!
|
||||
$n sends $N sprawling with a powerful bash!
|
||||
Your effort to bash $N sends YOU sprawling on the ground.
|
||||
$n fruitlessly tries to bash you and is sent sprawling.
|
||||
$n dares a bash at $N and is sent sprawling without touching $M.
|
||||
|
||||
* Kick
|
||||
M
|
||||
134
|
||||
Your kick at $N's kidneys made $M die.
|
||||
$n kills you by kicking your kidneys in!
|
||||
$N dies from $n's last kick in $S kidneys!
|
||||
Your beautiful full-circle kick misses $N by a mile.
|
||||
$n makes a nice balletstep which plants $s foot a mile above your head.
|
||||
$n makes a nice balletstep which plants $s foot a mile above $N's head.
|
||||
Your boots need polishing again -- blood all over them...
|
||||
$n wipes $s boots in your face!
|
||||
$n wipes $s boots in the face of $N!
|
||||
$N makes you kick at a huge stone appearing from nowhere -- OUCH!
|
||||
You make $n kick a huge stone appearing from nowhere -- *giggle*
|
||||
$n starts kicking a huge stone which suddenly appears.
|
||||
M
|
||||
134
|
||||
Your kick at $N's face splits $S head open -- yummy!
|
||||
$n aims a kick at your face which splits your head in two!
|
||||
$n neatly kicks $N's head into pieces -- YUMMY!
|
||||
You miss your kick at $N's groin, much to $S relief...
|
||||
$n misses a kick at your groin, you breathe lighter now...
|
||||
$n misses a kick at $N's groin, much to $N's relief...
|
||||
Your kick hits $N in the solar plexus!
|
||||
You're hit in solar plexus, wow, this is breathtaking!!
|
||||
$n kicks $N in solar plexus, $N is rendered breathless!
|
||||
You attempt to kick $N but lose your balance and fall face down in some mud that has suddenly appeared.
|
||||
When $n tries to kick you, you quickly make him fall in some mud you have created.
|
||||
$n falls face down in some mud created by $N.
|
||||
|
||||
***************************************************************************
|
||||
* Weapon Attacks *
|
||||
***************************************************************************
|
||||
|
||||
* Hit
|
||||
M
|
||||
300
|
||||
You punch $N's head with a blow that crushes $S skull!
|
||||
$n punches your head with a blow that crushes your skull!
|
||||
$n punches $N's head so hard that $S skull cracks open!
|
||||
You swing your fist at $N, but miss $M!
|
||||
You barely avoid $n's fist as $e takes a swing at you!
|
||||
$N barely avoids a blow from $n!
|
||||
#
|
||||
#
|
||||
#
|
||||
Your fist flops as your body refuses to fight the mighty $N.
|
||||
$n seems to be having trouble getting $s body to fight you!!
|
||||
$n's body rebels against $m when $e tries to punch $N.
|
||||
M
|
||||
300
|
||||
You punch $N in $S kidneys resulting in $S immediate death!
|
||||
You recieve a punch in your kidneys which ends your worldly misery -- R.I.P.!
|
||||
$n punches $N in the kidneys causing immediate death!
|
||||
You wildly punch at the air, missing $N.
|
||||
$n misses a wild punch at you.
|
||||
$n practices shadow-boxing while $N takes a break.
|
||||
#
|
||||
#
|
||||
#
|
||||
Instead of letting you punch $M, $N forces you to play Punch and Judy!!!
|
||||
You convince $n of playing Punch and Judy instead of punching you.
|
||||
$N convinces $n that no punching is necessary.
|
||||
M
|
||||
300
|
||||
You hit $N with such force that $S neck snaps in two!
|
||||
$n hits you with such force that your neck snaps in two!
|
||||
$N's neck is snapped in two by a powerful blow from $n!
|
||||
You try to hit $N who easily avoids the blow.
|
||||
$n tries to hit you but you easily avoid the blow.
|
||||
$n tries to hit $N who easily avoids the blow.
|
||||
#
|
||||
#
|
||||
#
|
||||
You try to hit $N but hit yourself instead!
|
||||
$n tries to hit you but you hits $mself instead!
|
||||
$n tries to hit $N but hits $mself instead!
|
||||
M
|
||||
300
|
||||
You hit $N with a blow that breaks $S spine!
|
||||
$n hits you with a blow that breaks your spine!
|
||||
$n hits $N with a blow that breaks $S spine!
|
||||
$N ducks under your fist as you try to hit $M.
|
||||
You duck under $n's fist as $e takes a swing at you.
|
||||
$N ducks under $n's fist as $e takes a swing at $M.
|
||||
#
|
||||
#
|
||||
#
|
||||
It isn't polite to swing at a GOD!
|
||||
$n tries to take a swing at you -- how pathetic!
|
||||
$n pathetically tries to take a swing at $N - ha!
|
||||
|
||||
* Sting
|
||||
M
|
||||
301
|
||||
You drive a sting directly into the heart of $N, killing $M!
|
||||
With a powerful driving force, $n's sting tears right through your chest causing instant death!
|
||||
$n drives $s sting through $N's chest, killing $M!
|
||||
You miss $N with your stinging blow!
|
||||
$n drives $s stinging blow at you, barely missing!
|
||||
You watch in fright as $n stings at $N, missing by mere inches!
|
||||
#
|
||||
#
|
||||
#
|
||||
Sting -- God... What are you thinking?
|
||||
$n tries to sting you, somewhat comical to tell the truth.
|
||||
$n stings at $N, then looks horrified as $N grins at $m!
|
||||
M
|
||||
301
|
||||
You violently sting $N repeatedly, causing $S death!
|
||||
You die a horrid death as $n stings you repeatedly all over your body!
|
||||
As $n stings $N all over the place, $N falls lifeless to the ground.
|
||||
You sting towards $N, but miss $M!
|
||||
$n misses you with $s sting!
|
||||
You watch on as $n stings at $N, but misses!
|
||||
#
|
||||
#
|
||||
#
|
||||
You sting at $N, and all that happens is that $E slaps himself as if a mosquito bit $M.
|
||||
Was that a bee you just felt? Oh.. wait, it was just $n.
|
||||
$N begins to slap at $Mself as $n tries to sting $M.
|
||||
|
||||
* Whip
|
||||
M
|
||||
302
|
||||
You whip $N's head right off of $S body!
|
||||
$n whips your head right off of your body!
|
||||
$n whips $N's head right off of $S body!
|
||||
You crack your whip at $N but it hits you in the face!
|
||||
$n cracks $s whip at you and it hits $m in the face!
|
||||
$n cracks $s whip at $N but only hits $mself in the face!
|
||||
#
|
||||
#
|
||||
#
|
||||
You'd better stop before $N whips your butt.
|
||||
Pathetic little $n is trying to whip you... how cute.
|
||||
$n tries to whip $N - isn't he cute?
|
||||
M
|
||||
302
|
||||
Your dextrous whip messily tears $N's torso right off!
|
||||
$n's whip messily tears you right in half!
|
||||
With an evil grin, $n messily whips $N in half!
|
||||
You try to whip $N but whip the ground instead!
|
||||
$n tries to whip you but whips the ground instead!
|
||||
$n tries to whip $N but whips the ground instead!
|
||||
#
|
||||
#
|
||||
#
|
||||
Don't try to whip $N.
|
||||
$n is trying to whip you. Yawn.
|
||||
$n tries to whip $N - yawn.
|
||||
|
||||
* Slash
|
||||
M
|
||||
303
|
||||
You beautifully slash $N into two parts -- both dead.
|
||||
Your upper body is disconnected from your legs as $n slashes at you -- R.I.P.!
|
||||
$N is slashed in two by a masterful stroke of $n!
|
||||
Your desperate slash at $N is easily avoided by $M.
|
||||
You easily avoid a slash from $n.
|
||||
$N nimbly avoids $n's slash.
|
||||
#
|
||||
#
|
||||
#
|
||||
Your cunning slash at $N is fruitless.
|
||||
You nimbly stop a slash from $n.
|
||||
$N stops a cunning slash from $n who looks disappointed.
|
||||
M
|
||||
303
|
||||
Your slash at $N results in a pool of blood and $S immediate death!
|
||||
Blood spurts all over as $n slashes at you. You die...
|
||||
$n slashes at $N who colors everything red with blood from $S lethal wound.
|
||||
You miss $N by an inch, curse that brat!
|
||||
You manage to dodge $n's slash and laugh, HA!
|
||||
$n's slash misses $N who laughs in sheer delight, HA!
|
||||
#
|
||||
#
|
||||
#
|
||||
Come on, what makes you think you can slash at a GOD?!
|
||||
You barely register the puny creature before you...
|
||||
The great $N seems to ignore $n's slashes.
|
||||
M
|
||||
303
|
||||
$N cries out in agony as you slash $S ribcage open!
|
||||
Your ribcage is slashed open by $n -- R.I.P.!
|
||||
$n nicely dissects $N's ribcage with a single slash!
|
||||
You try to slash $N but miss by a mile.
|
||||
$n's slash misses you by a mile.
|
||||
$n's slash at $N misses $M by a mile.
|
||||
#
|
||||
#
|
||||
#
|
||||
It's rude to try to slash a GOD, you know.
|
||||
$n tries to slash you -- how rude!
|
||||
$n tries to slash $N -- how rude!
|
||||
M
|
||||
303
|
||||
Your powerful slash cleanly cuts off $N's head, which rolls away with a look of horror on it.
|
||||
You briefly feel the sensation of flight as $n slices your head cleanly off!
|
||||
$n cleanly slices off $N's head which rolls away with a look of horror on it!
|
||||
$N is cooled by the breeze of your missed slash at $M.
|
||||
$n cools you with the breeze of $s missed slash at you.
|
||||
$n cools $N with the breeze of $s missed slash.
|
||||
#
|
||||
#
|
||||
#
|
||||
Yeah, right.
|
||||
$n tries to slash you... yeah, right.
|
||||
$n tries to slash $N... yeah, right.
|
||||
|
||||
* Bite
|
||||
M
|
||||
304
|
||||
You sink your teeth deep into $N's neck -- blood sprays everywhere!
|
||||
$n sinks $s teeth deep into your neck, tearing your jugular vein to bits!
|
||||
$n sinks $s teeth deep into $N's neck, tearing $S jugular vein to bits!
|
||||
You snap your teeth at $N but miss him.
|
||||
$n snaps $s teeth at you fiercly but misses.
|
||||
$n fiercly snaps $s teeth at $N but misses the mark.
|
||||
#
|
||||
#
|
||||
#
|
||||
You attempt to bite $N. Ouch! That hurt!
|
||||
$n tries to bite you, how funny.
|
||||
$n tries to bite $N - funny, huh?
|
||||
M
|
||||
304
|
||||
You bite $N through $S ribcage and into $S heart -- $e falls to the ground in agony.
|
||||
$n bites you right through your ribcage and into your heart -- you fall to the ground writhing in agony...
|
||||
$n's powerful jaw bites through $N's ribcage into $S heart -- $E falls to the ground writhing in agony!
|
||||
You try to bite $N but bite your tongue instead.
|
||||
$n tries to bite you but bites $s tongue instead!
|
||||
$n tries to bite $N but bites $s own tongue instead!
|
||||
#
|
||||
#
|
||||
#
|
||||
Aren't you trying to bite off more than you can chew?
|
||||
$n snaps at you but realizes $e is biting off more than $e can chew.
|
||||
$n stupidly tries to bite off more than $e can chew by snapping at $N.
|
||||
|
||||
* Bludgeon
|
||||
M
|
||||
305
|
||||
You forcefully bludgeon $N whose head suddenly cracks open like a walnut!
|
||||
$n bludgeons your head which cracks open like a walnut!
|
||||
$n ruthlessly bludgeons $N whose head cracks open like a walnut!
|
||||
You fruitlessly try to bludgeon $N.
|
||||
You easily dodge $n's attempt to bludgeon you.
|
||||
$n tries to bludgeon $N who easily avoids the blow.
|
||||
#
|
||||
#
|
||||
#
|
||||
Your attempt to bludgeon $N fails, luckily for you $N has a good sense of humor!
|
||||
Your patience is tried when $n tries to clobber you.
|
||||
$N restrains $Mself from zapping $n when $e attempts to bludgeon the mighty one.
|
||||
M
|
||||
305
|
||||
Your relentless bludgeoning of $N finally results in $S broken neck!
|
||||
$n's relentless bludgeoning of you finally results in your broken neck!
|
||||
$n's relentless bludgeoning of $N finally results in $N's broken neck!
|
||||
You try to bludgeon $N who simply laughs at you.
|
||||
$n tries to bludgeon you, but you avoid $m and laugh.
|
||||
$N laughs at $n's attempt to bludgeon $M.
|
||||
#
|
||||
#
|
||||
#
|
||||
Your attempt to bludgeon $N fails, luckily for you $N has a good sense of humor!
|
||||
Your patience is tried when $n tries to clobber you.
|
||||
$N restrains $Mself from zapping $n when $e attempts to bludgeon the mighty one.
|
||||
|
||||
* Crush
|
||||
M
|
||||
306
|
||||
You crush $N right out of existence!
|
||||
$n crushes you right out of existence!
|
||||
$n crushes $N right out of existence!
|
||||
You try to crush $N who jumps out of the way!
|
||||
$n tries to crush you but you jump out of the way!
|
||||
$n tries to crush $N who jumps out of the way!
|
||||
#
|
||||
#
|
||||
#
|
||||
A pox on thee and thy pitiful crush on $N!
|
||||
$n seems to have a crush on you...
|
||||
$n seems to have a crush on $N...
|
||||
M
|
||||
306
|
||||
You crush $N's entire body, making a terrible mess!
|
||||
$n crushes your entire body, making a terrible mess!
|
||||
$n crushes $N's entire body, making a terrible mess!
|
||||
You hopelessly try to crush $N.
|
||||
$n hopelessly tries to crush you.
|
||||
$n hopelessly tries to crush $N.
|
||||
#
|
||||
#
|
||||
#
|
||||
A pox on thee and thy pitiful crush on $N!
|
||||
$n seems to have a crush on you...
|
||||
$n seems to have a crush on $N...
|
||||
|
||||
* Pound
|
||||
M
|
||||
307
|
||||
You pound $N right into the ground!
|
||||
$n pounds you six feet under.
|
||||
$n pounds $N mightily on the head, crushing $S entire body!
|
||||
You pound at the air as $N nimbly steps out of the way!
|
||||
You jump out of the way in a panic as $n pounds at you!
|
||||
$n looks perturbed as $s pound misses $N!
|
||||
#
|
||||
#
|
||||
#
|
||||
You pound $N! And $E thanks you for it? *boggle*
|
||||
$n gives you a pound. Wonder what the exchange rate is...
|
||||
$n starts giving pounds to $N who begins to count the money.
|
||||
M
|
||||
307
|
||||
You pound on $N with reckless abandon when you realize that $E is dead.
|
||||
With $s reckless pounding attacks, you succomb to death.
|
||||
$N falls under $n's pounding blows, yet $n continues $s attack!
|
||||
You hear the air whistle as you split the air with your pound!
|
||||
$n pounds in your direction, causing a whistling sound!
|
||||
With a loud whistle through the air, $n misses $s pounding attack upon $N!
|
||||
#
|
||||
#
|
||||
#
|
||||
Who are you trying to kid?
|
||||
Hmmm... I think you missed the joke that $n was trying to tell you.
|
||||
$N looks somewhat perplexed as $n tries to pound him!
|
||||
|
||||
* Claw
|
||||
M
|
||||
308
|
||||
You claw $N's face right off!
|
||||
$n claws your face right off!
|
||||
$n claws $N's face right off!
|
||||
You try to claw at $N but miss!
|
||||
$n tries to claw at you but misses by a hair!
|
||||
$n tries to claw at $N, missing by a hair!
|
||||
#
|
||||
#
|
||||
#
|
||||
You dummy! Not the claw, the claw!
|
||||
$n must be crazy - trying to claw at you!
|
||||
$n must be crazy - trying to claw at $N!
|
||||
M
|
||||
308
|
||||
Your razor-sharp claws rip $N wide open!
|
||||
$n's razor-sharp claws rip you wide open!
|
||||
$n's razor-sharp claws rip $N wide open!
|
||||
You try to claw at $N but almost nick yourself instead!
|
||||
$n tries to claw at you but nearly nicks $mself instead!
|
||||
$n tries to claw at $N but nearly nicks $mself instead!
|
||||
#
|
||||
#
|
||||
#
|
||||
You dummy! Not the claw, the claw!
|
||||
$n must be crazy - trying to claw at you!
|
||||
$n must be crazy - trying to claw at $N!
|
||||
|
||||
* Maul
|
||||
M
|
||||
309
|
||||
You maul $N across the chest and $E screams in pain as $E falls lifeless to the ground.
|
||||
As $n mauls you in the chest, you feel a searing pain... then nothing.
|
||||
With a brutal maul to the chest, $n slaughters $N!
|
||||
You swing wildly with your maul, almost hitting yourself!
|
||||
Phew! $n missed you with $s wild maul!
|
||||
$n mauls at $N, missing wildly!
|
||||
#
|
||||
#
|
||||
#
|
||||
Mauling a God? What would your poor mother think? Of course, you probably wouldn't hesitate to maul her too.
|
||||
$n tries to maul you, and as $e fails, looks quite horrified. How pleasant.
|
||||
$N laughs as $n tries to maul $M. How comical.
|
||||
|
||||
* Thrash
|
||||
M
|
||||
310
|
||||
You bring $N within the thrashing of $S life, and then thrash $M one last time, killing $M.
|
||||
$n thrashes you violently, and you die.
|
||||
With a horrible thrashing, $N falls lifeless under $n's blows!
|
||||
You miss your thrash against $N!
|
||||
What a stroke of luck, $n seems to have missed you with $s thrash!
|
||||
$n thrashes madly at $N, missing $M!
|
||||
#
|
||||
#
|
||||
#
|
||||
Thrash a God? More likely that $N would thrash you, don't you think?
|
||||
What a fool, $n tried to thrash you. *sigh*
|
||||
Looking rather silly, $n tries to thrash at $N.
|
||||
|
||||
* Pierce
|
||||
M
|
||||
311
|
||||
You succesfully pierce $N and $S dead body falls to the ground in a lifeless heap.
|
||||
$n pierces you. You are no longer a living member of this world -- R.I.P.!
|
||||
$n pierces $N whose suddenly lifeless body falls to the ground!
|
||||
You try to pierce $N but pierce the air instead!
|
||||
$n pierces holes in the air.
|
||||
$n tries to pierce air instead of fighting $N.
|
||||
#
|
||||
#
|
||||
#
|
||||
The mighty $N begins to think you a nuisance!!!
|
||||
Your patience is almost gone when you stare back at $n.
|
||||
The air is loaded when $N angrily wards off a piercing attack from $n.
|
||||
M
|
||||
311
|
||||
You pierce $N's heart, you heartbreaker you...
|
||||
$n breaks your heart, goodbye cruel world...
|
||||
$n pierces the heart of $N who falls to the ground clutching at the wound!
|
||||
You lunge at $N without managing to pierce $M.
|
||||
$n tries to pierce you but fails miserably.
|
||||
$n lunges at $N but can't pierce $M.
|
||||
#
|
||||
#
|
||||
#
|
||||
The great $N sends you a piercing look, OOPS!
|
||||
You return $n's pierce with a piercing look, hmmm...
|
||||
$N returns $n's pierce with a piercing look, hmmm...
|
||||
|
||||
* Blast
|
||||
M
|
||||
312
|
||||
You blast $N with all of your might, killing $M!
|
||||
With $s powerful blast, $n tears your life from your body!
|
||||
$N falls lifeless as $n's blast rips $M apart!
|
||||
You blast wildly, missing $N by a mere inch or two!
|
||||
You skillfully avoid $n's wild blast!
|
||||
$n misses $N with $s wild blast! What luck $N seems to have!
|
||||
#
|
||||
#
|
||||
#
|
||||
Are you kidding? What do you expect your feeble blast to do to $N?
|
||||
$n tried to blast you. Good thing you have blastproof armour.
|
||||
$n looks afraid of the consequences as $e tries fruitlessly to blast $N.
|
||||
|
||||
* Punch
|
||||
M
|
||||
313
|
||||
You punch at $N causing $S face to collapse under the blow, blood everywhere. Doesn't look like $N will recover. Ever.
|
||||
$n's forceful punch causes you to see red, until you die shortly thereafter.
|
||||
$n punches $N right in the face! There is blood everywhere, and $N seems to be dead!
|
||||
You miss $N with your haymaker!
|
||||
$n throws a haymaker at you which whistles by your ear!
|
||||
$n just misses $N with a strong punch!
|
||||
#
|
||||
#
|
||||
#
|
||||
Punch a God? May be smarter to punch a wall for a bit. You might do more damage to it.
|
||||
Is that a quiet whistling noise you hear as $n is swinging $s fist about?
|
||||
$n looks like $e would prefer to have punched a wall rather than trying to punch $N.
|
||||
|
||||
* Stab
|
||||
M
|
||||
314
|
||||
You stab $N through the heart! Instant death!
|
||||
$n drives a stab at you, it pierces your heart! RIP!
|
||||
$n stabs brutally at $N, killing him as $N is impaled by $n!
|
||||
You stab at $N, missing!
|
||||
$n misses a particularily nasty stab in your direction!
|
||||
$n stabs at $N! $e misses!
|
||||
#
|
||||
#
|
||||
#
|
||||
You stab at $N! Too bad $E's a god, huh?
|
||||
$n stabs at you! Lucky for you that you are immune to this kind of thing.
|
||||
You watch in pity as $n stabs towards $N missing in the most futile way possible!
|
||||
M
|
||||
314
|
||||
You stab forth towards $N, hitting $M in the abdomen causing a messy but mortal wound!
|
||||
$n stabs you in the stomach, and you watch your insides fall out as you die.
|
||||
Making a mess of $N, $n kills $M with a stab to the midsection.
|
||||
You stab at $N, barely missing $M!
|
||||
$n stabs at you, missing by a good mile or so!
|
||||
$N grins at $n as the stab sent by $n goes wide!
|
||||
#
|
||||
#
|
||||
#
|
||||
Gods can't be stabbed, did noone ever teach you that? And $N just so happens to be one.
|
||||
It sure is nice being a god isn't it... especially since $n can't hit you with $s stabs.
|
||||
$n stabs at $N only to discover $N's immunity to stabbing weapons.
|
||||
|
||||
* Suffering
|
||||
M
|
||||
399
|
||||
#
|
||||
You feel wounded -- too wounded -- you die...
|
||||
$N lies suffering on the ground until no blood is left in $S body.
|
||||
#
|
||||
suffer miss victim - should never see.
|
||||
suffer miss room - should never see.
|
||||
#
|
||||
You lie on the ground suffering from your terrible wounds...
|
||||
$N lies helplessly on the ground and suffers...
|
||||
#
|
||||
Suffer god victim - should never see.
|
||||
Suffer god room - should never see.
|
||||
M
|
||||
399
|
||||
#
|
||||
You can only lie still as your last heartbeat ebbs...
|
||||
$N suffers from bloodlack, and the lack of a beating heart...
|
||||
#
|
||||
suffer miss victim - should never see.
|
||||
suffer miss room - should never see.
|
||||
#
|
||||
You lie on the ground suffering from bleeding wounds...
|
||||
$N lies immobile on the ground, suffering...
|
||||
#
|
||||
Suffer god victim -- should never see.
|
||||
Suffer god room -- should never see.
|
||||
|
||||
* Poison
|
||||
M
|
||||
33
|
||||
#
|
||||
Poison burns intensely in your veins... you shiver... you die.
|
||||
$N has a few cramps and dies, suffering.
|
||||
#
|
||||
suffer miss victim - should never see.
|
||||
suffer miss room - should never see.
|
||||
#
|
||||
You feel burning poison in your blood, and suffer.
|
||||
$N looks really sick and shivers uncomfortably.
|
||||
#
|
||||
You have become poisoned somehow.
|
||||
$N has somehow become poisioned.
|
||||
|
||||
|
||||
***************************************************************************
|
||||
* NPC Attacks *
|
||||
***************************************************************************
|
||||
|
||||
* Fire Breath
|
||||
M
|
||||
202
|
||||
$N is killed by fire breath.
|
||||
You are burned to ash, as $n breathes on you.
|
||||
$n makes $N to ash.
|
||||
$N is missed by fire breath.
|
||||
$n breathes fire at you, but you avoids it.
|
||||
$N avoids $n's firebreath.
|
||||
$N is hit by fire breath.
|
||||
$n burns you.
|
||||
$N is partly made ash, as $n breaths fire.
|
||||
$N, being immortal, is just warmed.
|
||||
$n warms you.
|
||||
$n warms $N.
|
||||
|
||||
* Gas Breath
|
||||
M
|
||||
203
|
||||
$N is killed by gas breath.
|
||||
You die from the gas $n breathes on you.
|
||||
$n kills $N with a gas breath.
|
||||
$N is missed by gas breath.
|
||||
$n breathes gas at you, but it has no effect.
|
||||
$N avoids $n's gas.
|
||||
$N is hit by gas breath.
|
||||
$n gasses you.
|
||||
$N is gassed by $n.
|
||||
$N is immortal, so can't be gassed.
|
||||
$n wants to gas you, but can't.
|
||||
$n tries to gas $N, but can't.
|
||||
|
||||
* Frost Breath
|
||||
M
|
||||
204
|
||||
$N is killed by frost breath.
|
||||
You are frozen to ice, as $n breathes on you.
|
||||
$n makes $N to ice.
|
||||
$N is missed by frost breath.
|
||||
$n breathes frost at you, but you avoid it.
|
||||
$N avoids $n's frost breath.
|
||||
$N is hit by frost breath.
|
||||
$n freezes you with $s breath.
|
||||
$N is partly made ice, as $n breathes frost.
|
||||
$N is immortal, and thus avoids your frost breath.
|
||||
$n supplies you with air conditioning.
|
||||
$n supplies $N with air conditioning.
|
||||
|
||||
* Acid Breath
|
||||
M
|
||||
205
|
||||
$N is killed by your acid breath.
|
||||
You are corroded to nothing, as $n breathes on you.
|
||||
$n corrodes $N to nothing.
|
||||
$N is missed by acid.
|
||||
$n breathes acid at you, but you avoids it.
|
||||
$N avoids $n's acidbreath.
|
||||
$N is hit by acid.
|
||||
$n corrodes you.
|
||||
$N is corroded as $n breaths acid.
|
||||
$N is immortal, and thus is immune to acid.
|
||||
$n helps you clean your hands with a little acid.
|
||||
$n helps $N cleaning.
|
||||
|
||||
* Lightning Breath
|
||||
M
|
||||
206
|
||||
$N is killed by your lightning breath.
|
||||
You are killed by $n's lightning breath.
|
||||
$n killes $N with a lightning breath.
|
||||
$N is missed by your lightning breath.
|
||||
$n breathes lightning at you, but you avoids it.
|
||||
$N avoids $n's lightning breath.
|
||||
$N is hit by your lightning breath.
|
||||
$n hits you with a lightning breath.
|
||||
$N is hit by $n's lightning breath.
|
||||
$N is immortal and immune to lightning breath.
|
||||
$n tries to breath lightning upon you.
|
||||
$n tries to breath lightning upon $N.
|
||||
|
||||
$
|
796
lib/misc/socials
Normal file
796
lib/misc/socials
Normal file
|
@ -0,0 +1,796 @@
|
|||
accuse 0 5
|
||||
Accuse who??
|
||||
#
|
||||
You look accusingly at $M.
|
||||
$n looks accusingly at $N.
|
||||
$n looks accusingly at you.
|
||||
Accuse somebody who's not even there??
|
||||
You accuse yourself.
|
||||
$n seems to have a bad conscience.
|
||||
|
||||
applaud 0 0
|
||||
Clap, clap, clap.
|
||||
$n gives a round of applause.
|
||||
#
|
||||
|
||||
beg 0 0
|
||||
You beg the gods for mercy. (No way you're gonna get it! :-))
|
||||
The gods fall down laughing at $n's request for mercy.
|
||||
You desperately try to squeeze a few coins from $M.
|
||||
$n begs you for money. You gratiously let $m peep at your fortune.
|
||||
$n begs $N for a dime or two -- or twenty!
|
||||
Your money-lender seems to be out for the moment.
|
||||
How? - begging yourself for money doesn't help.
|
||||
#
|
||||
|
||||
bleed 0 0
|
||||
You bleed profusely, making an awful mess...
|
||||
$n bleeds profusely, making an awful mess...
|
||||
#
|
||||
|
||||
blush 0 0
|
||||
Your cheeks are burning.
|
||||
$n blushes.
|
||||
#
|
||||
|
||||
bounce 0 0
|
||||
BOIINNNNNNGG!
|
||||
$n bounces around.
|
||||
#
|
||||
|
||||
bow 0 5
|
||||
You bow deeply.
|
||||
$n bows deeply.
|
||||
You bow before $M.
|
||||
$n bows before $N.
|
||||
$n bows before you.
|
||||
Who's that?
|
||||
You kiss your toes.
|
||||
$n folds up like a jacknife and kisses $s own toes.
|
||||
|
||||
brb 0 0
|
||||
Come back soon!
|
||||
$n will be right back!
|
||||
#
|
||||
|
||||
burp 0 0
|
||||
You burp loudly.
|
||||
$n burps loudly.
|
||||
#
|
||||
|
||||
cackle 0 0
|
||||
You cackle gleefully.
|
||||
$n throws back $s head and cackles with insane glee!
|
||||
#
|
||||
|
||||
chuckle 0 0
|
||||
You chuckle politely.
|
||||
$n chuckles politely.
|
||||
#
|
||||
|
||||
clap 0 0
|
||||
You clap your small hands together.
|
||||
$n shows $s approval by clapping $s small hands together.
|
||||
#
|
||||
|
||||
comb 0 0
|
||||
You comb your hair -- perfect.
|
||||
$n combs $s hair, what a dashing specimen!
|
||||
You patiently untangle $N's hair -- what a mess!
|
||||
$n tries patiently to untangle $N's hair.
|
||||
$n pulls your hair in an attempt to comb it.
|
||||
That person is not here.
|
||||
You pull your hair, but it will not be combed.
|
||||
$n tries to comb $s tangled hair.
|
||||
|
||||
comfort 0 5
|
||||
Do you feel uncomfortable?
|
||||
#
|
||||
You comfort $M.
|
||||
$n comforts $N.
|
||||
$n comforts you.
|
||||
Comfort who?
|
||||
You make a vain attempt to comfort yourself.
|
||||
#
|
||||
|
||||
cough 0 0
|
||||
Yuck, try to cover your mouth next time!
|
||||
$n coughs loudly.
|
||||
#
|
||||
|
||||
cringe 1 0
|
||||
You cringe in terror.
|
||||
$n cringes in terror!
|
||||
You cringe away from $M.
|
||||
$n cringes away from $N in mortal terror.
|
||||
$n cringes away from you.
|
||||
I don't see anyone by that name here.. what are you afraid of?
|
||||
I beg your pardon?
|
||||
#
|
||||
|
||||
cry 0 5
|
||||
Waaaaah..
|
||||
$n bursts into tears.
|
||||
You cry on $S shoulder.
|
||||
$n cries on $N's shoulder.
|
||||
$n cries on your shoulder.
|
||||
Who's that?
|
||||
You cry to yourself.
|
||||
$n sobs quietly to $mself.
|
||||
|
||||
cuddle 1 5
|
||||
Who do you feel like cuddling today?
|
||||
#
|
||||
You cuddle $M.
|
||||
$n cuddles $N.
|
||||
$n cuddles you.
|
||||
They aren't here.
|
||||
You must feel very cuddly indeed. :)
|
||||
#
|
||||
|
||||
curse 0 0
|
||||
You swear loudly for a long time.
|
||||
$n swears: #@*"*&^$$%@*&!!!!!!
|
||||
#
|
||||
|
||||
curtsey 0 0
|
||||
You curtsey to your audience.
|
||||
$n curtseys gracefully.
|
||||
#
|
||||
|
||||
dance 1 8
|
||||
Feels silly, doesn't it?
|
||||
$n tries to dance breakdance but nearly breaks $s neck!
|
||||
You lead $M to the dancefloor.
|
||||
$n sends $N across the dancefloor.
|
||||
$n sends you across the dancefloor.
|
||||
Eh, WHO?
|
||||
You skip and dance around by yourself.
|
||||
$n skips a light Fandango.
|
||||
|
||||
daydream 1 0
|
||||
You dream of better times.
|
||||
$n looks absent-minded, $s eyes staring into space.
|
||||
#
|
||||
|
||||
drool 1 0
|
||||
You start to drool.
|
||||
$n starts to drool.
|
||||
You drool all over $N.
|
||||
$n drools all over $N.
|
||||
$n drools all over you.
|
||||
Pardon??
|
||||
Sure, go ahead and drool...yuk!
|
||||
$n drools on $mself. What a sight.
|
||||
|
||||
embrace 0 0
|
||||
You reach but come away empty. :(
|
||||
$n reaches out for an embrace, but no one is there.
|
||||
You embrace $M warmly.
|
||||
$n embraces $N warmly.
|
||||
$n embraces you warmly.
|
||||
Alas, your embracee is not here.
|
||||
You embrace yourself??
|
||||
$n wraps his arms around himself for a warm self-embrace.
|
||||
|
||||
fart 0 0
|
||||
Where are your manners?
|
||||
$n lets off a real rip-roarer!
|
||||
#
|
||||
|
||||
flip 0 0
|
||||
You flip head over heels.
|
||||
$n flips head over heels.
|
||||
#
|
||||
|
||||
flirt 1 5
|
||||
You flirt outrageously.
|
||||
$n flirts outragously.
|
||||
You flirt outrageously with $N.
|
||||
$n flirts outrageously with $N.
|
||||
$n flirts outrageously with you.
|
||||
Sorry, your dearly beloved is not around.
|
||||
You flirt with yourself. Must look stupid.
|
||||
$n thinks $e is the most wonderful person in the world.
|
||||
|
||||
fondle 0 5
|
||||
Who needs to be fondled?
|
||||
#
|
||||
You fondly fondle $M.
|
||||
$n fondly fondles $N.
|
||||
$n fondly fondles you.
|
||||
You fondly try to fondle someone not in the room, but who cares.
|
||||
You fondly fondle yourself, feels funny doesn't it?
|
||||
$n fondly fondles $mself -- this is going too far!!
|
||||
|
||||
french 0 0
|
||||
French whom??
|
||||
#
|
||||
You give $N a long and passionate kiss, it seems to take forever...
|
||||
$n kisses $N passionately.
|
||||
$n gives you a long and passionate kiss, it seems to take forever...
|
||||
Your heart is filled with despair as that person is not here.
|
||||
You gather yourself in your arms and try to kiss yourself.
|
||||
$n makes an attempt at kissing $mself.
|
||||
|
||||
frown 0 0
|
||||
What's bothering you?
|
||||
$n frowns.
|
||||
#
|
||||
|
||||
fume 1 5
|
||||
Take it easy now! Count to ten, very slowly.
|
||||
$n grits $s teeth and fumes with rage.
|
||||
You stare at $M, fuming.
|
||||
$n stares at $N, fuming with rage.
|
||||
$n stares at you, fuming with rage!
|
||||
Fume away.. they ain't here.
|
||||
That's right - hate yourself!
|
||||
$n clenches $s fists and stomps his feet, fuming with anger.
|
||||
|
||||
gasp 0 0
|
||||
You gasp in astonishment.
|
||||
$n gasps in astonishment.
|
||||
#
|
||||
|
||||
giggle 0 0
|
||||
You giggle.
|
||||
$n giggles.
|
||||
#
|
||||
|
||||
glare 0 5
|
||||
You glare at nothing in particular.
|
||||
$n glares around $m.
|
||||
You glare icily at $M.
|
||||
$n glares at $N.
|
||||
$n glares icily at you, you feel cold to your bones.
|
||||
You try to glare at somebody who is not present.
|
||||
You glare icily at your feet, they are suddenly very cold.
|
||||
$n glares at $s feet, what is bothering $m?
|
||||
|
||||
greet 0 0
|
||||
Greet Who?
|
||||
#
|
||||
You greet $m with a light kiss on his cheek.
|
||||
$n greets $N with a light kiss on its cheek.
|
||||
$n greets you with a light kiss on your cheek.
|
||||
Please -- try someone who is here?
|
||||
So, you've finally discovered yourself!
|
||||
$n greets $mself.. $e always was a strange one.
|
||||
|
||||
grin 0 0
|
||||
You grin evilly.
|
||||
$n grins evilly.
|
||||
#
|
||||
|
||||
groan 0 0
|
||||
You groan loudly.
|
||||
$n groans loudly.
|
||||
#
|
||||
|
||||
grope 0 5
|
||||
Whom do you wish to grope??
|
||||
#
|
||||
Well, what sort of noise do you expect here?
|
||||
$n gropes $N.
|
||||
$n gropes you.
|
||||
Try someone who's here.
|
||||
You grope yourself -- YUCK.
|
||||
$n gropes $mself -- YUCK.
|
||||
|
||||
grovel 1 0
|
||||
You grovel in the dirt.
|
||||
$n grovels in the dirt.
|
||||
You grovel before $M
|
||||
$n grovels in the dirt before $N.
|
||||
$n grovels in the dirt before you.
|
||||
Who?
|
||||
That seems a little silly to me..
|
||||
#
|
||||
|
||||
growl 0 0
|
||||
Grrrrrrrrrr...
|
||||
$n growls.
|
||||
#
|
||||
|
||||
hiccup 0 0
|
||||
*HIC*
|
||||
$n hiccups.
|
||||
#
|
||||
|
||||
hug 1 5
|
||||
Hug who?
|
||||
#
|
||||
You hug $M.
|
||||
$n hugs $N.
|
||||
$n hugs you.
|
||||
Sorry, friend, I can't see that person here.
|
||||
You hug yourself.
|
||||
$n hugs $mself.
|
||||
|
||||
kiss 0 0
|
||||
Isn't there someone you want to kiss?
|
||||
#
|
||||
You kiss $M.
|
||||
$n kisses $N.
|
||||
$n kisses you.
|
||||
Never around when required.
|
||||
All the lonely people :(
|
||||
#
|
||||
|
||||
laugh 0 0
|
||||
You fall down laughing.
|
||||
$n falls down laughing.
|
||||
#
|
||||
|
||||
lick 0 0
|
||||
You lick your mouth and smile.
|
||||
$n licks $s mouth and smiles.
|
||||
You lick $M.
|
||||
$n licks $N.
|
||||
$n licks you.
|
||||
Lick away, nobody's here with that name.
|
||||
You lick yourself.
|
||||
$n licks $mself -- YUCK.
|
||||
|
||||
love 0 0
|
||||
You love the whole world.
|
||||
$n loves everybody in the world.
|
||||
You tell your true feelings to $N.
|
||||
$n whispers softly to $N.
|
||||
$n whispers to you sweet words of love.
|
||||
Alas, your love is not present...
|
||||
Well, we already know you love yourself (lucky someone does!)
|
||||
$n loves $mself, can you believe it?
|
||||
|
||||
massage 0 0
|
||||
Massage what, thin air?
|
||||
#
|
||||
You gently massage $N's shoulders.
|
||||
$n massages $N's shoulders.
|
||||
$n gently massages your shoulders...ahhhhhhhhhh...
|
||||
You can only massage someone in the same room as you.
|
||||
You practise yoga as you try to massage yourself.
|
||||
$n gives a show on yoga-positions, trying to massage $mself.
|
||||
|
||||
moan 0 0
|
||||
You start to moan.
|
||||
$n starts moaning.
|
||||
#
|
||||
|
||||
nibble 0 0
|
||||
Nibble on who?
|
||||
#
|
||||
You nibble on $N's ear.
|
||||
$n nibbles on $N's ear.
|
||||
$n nibbles on your ear.
|
||||
Sorry, not here, better go back to dreaming about it.
|
||||
You nibble on your OWN ear???????????????????
|
||||
$n nibbles on $s OWN ear (I wonder how it is done!!).
|
||||
|
||||
nod 1 0
|
||||
You nod solemnly.
|
||||
$n nods solemnly.
|
||||
#
|
||||
|
||||
nudge 0 0
|
||||
Nudge? Nudge??? The HELL you say!!!!
|
||||
#
|
||||
You nudge $M with your elbow.
|
||||
$n nudges $N suggestively with $s elbow.
|
||||
$n nudges you suggestively. You two have an understanding.
|
||||
Eh? That person isn't here, you know.
|
||||
Well, just nudge yourself, but how do you get your elbow in that position?
|
||||
$n nudges $mself with $s elbows, making $m look like a large chicken.
|
||||
|
||||
nuzzle 1 5
|
||||
Nuzzle who??
|
||||
#
|
||||
You nuzzle $S neck softly.
|
||||
$n softly nuzzles $N's neck.
|
||||
$n softly nuzzles your neck.
|
||||
No.. they aren't here..
|
||||
I'm sorry, friend, but that's impossible.
|
||||
#
|
||||
|
||||
pat 0 0
|
||||
Pat who??
|
||||
#
|
||||
You pat $N on $S head.
|
||||
$n pats $N on $S head.
|
||||
$n pats you on your head.
|
||||
Who, where, what??
|
||||
You pat yourself on your head, very reassuring.
|
||||
$n pats $mself on the head.
|
||||
|
||||
peer 1 0
|
||||
You peer around you, uncertain that what you see is actually true.
|
||||
$n peers around, looking as if $e has trouble seeing everything clearly.
|
||||
#
|
||||
|
||||
point 1 0
|
||||
You point whereto?
|
||||
$n points in all directions, seemingly confused.
|
||||
You point at $M -- $E DOES look funny.
|
||||
$n muffles a laugh, pointing at $N.
|
||||
$n points at you... how rude!
|
||||
You must have a VERY long index-finger...
|
||||
You point at yourself. Insinuating something?
|
||||
$n points at $mself, suggesting that the center of matters is $e.
|
||||
|
||||
poke 0 0
|
||||
Poke who??
|
||||
#
|
||||
You poke $M in the ribs.
|
||||
$n pokes $N in the ribs.
|
||||
$n pokes you in the ribs.
|
||||
You can't poke someone who's not here!
|
||||
You poke yourself in the ribs, feeling very silly.
|
||||
$n pokes $mself in the ribs, looking very sheepish.
|
||||
|
||||
ponder 1 0
|
||||
You ponder over matters as they appear to you at this moment.
|
||||
$n sinks deeply into $s own thoughts.
|
||||
#
|
||||
|
||||
pout 0 0
|
||||
Ah, don't take it so hard.
|
||||
$n pouts.
|
||||
#
|
||||
|
||||
pray 0 0
|
||||
You feel righteous, and maybe a little foolish.
|
||||
$n begs and grovels to the powers that be.
|
||||
You crawl in the dust before $M.
|
||||
$n falls down and grovels in the dirt before $N.
|
||||
$n kisses the dirt at your feet.
|
||||
No such person around; your prayers vanish into the endless voids.
|
||||
Talk about narcissism...
|
||||
$n performs some strange yoga-exercises and mumbles a prayer to $mself.
|
||||
|
||||
puke 0 0
|
||||
You puke.
|
||||
$n pukes.
|
||||
You puke on $M.
|
||||
$n pukes on $N.
|
||||
$n pukes on your clothes!
|
||||
Once again?
|
||||
You puke on yourself.
|
||||
$n pukes on $s clothes.
|
||||
|
||||
punch 0 0
|
||||
Punch the air? Sure, go ahead, fine by me...
|
||||
$n starts shadow-boxing.
|
||||
You punch $M right in the face! Yuck, the BLOOD!
|
||||
$n punches weakly at $N, missing by miles.
|
||||
$n tries a punch at you but misses by a good quarter-mile...
|
||||
Punch who?
|
||||
You punch yourself in the face resulting in your own nose being bloodied.
|
||||
$n punches $mself in the face, looking kind of stupid.
|
||||
|
||||
purr 0 0
|
||||
MMMMEEEEEEEEOOOOOOOOOWWWWWWWWWWWW.
|
||||
$n purrs contentedly.
|
||||
#
|
||||
|
||||
roll 1 0
|
||||
You roll your eyes in disgust.
|
||||
$n rolls $s eyes in disgust.
|
||||
You look at $M and roll your eyes in disgust.
|
||||
$n looks at $N in contempt and rolls $s eyes with disgust.
|
||||
$n stares at you and rolls $s eyes in digust.
|
||||
Um... who?
|
||||
You roll your eyes, disgusted with your own incompetence.
|
||||
$n rolls $s eyes, disgusted with $mself.
|
||||
|
||||
ruffle 0 0
|
||||
You've got to ruffle SOMEONE.
|
||||
#
|
||||
You ruffle $N's hair playfully.
|
||||
$n ruffles $N's hair playfully.
|
||||
$n ruffles your hair playfully.
|
||||
Might be a bit difficult.
|
||||
You ruffle your hair, wondering how far you can go before the rest think you're crazy.
|
||||
$n ruffles $s hair -- weirdo!
|
||||
|
||||
scream 0 0
|
||||
ARRRRRRRRRRGH!!!!!
|
||||
$n screams loudly!
|
||||
#
|
||||
|
||||
shake 0 5
|
||||
You shake your head.
|
||||
$n shakes $s head.
|
||||
You shake $S hand.
|
||||
$n shakes $N's hand.
|
||||
$n shakes your hand.
|
||||
Sorry good buddy, but that person doesn't seem to be here.
|
||||
You are shaken by yourself.
|
||||
$n shakes and quivers like a bowlful of jelly.
|
||||
|
||||
shiver 0 0
|
||||
Brrrrrrrrr.
|
||||
$n shivers uncomfortably.
|
||||
#
|
||||
|
||||
shrug 0 0
|
||||
You shrug.
|
||||
$n shrugs helplessly.
|
||||
#
|
||||
|
||||
sigh 0 0
|
||||
You sigh.
|
||||
$n sighs loudly.
|
||||
#
|
||||
|
||||
sing 0 0
|
||||
You raise your clear (?) voice towards the sky.
|
||||
SEEK SHELTER AT ONCE! $n has begun to sing.
|
||||
#
|
||||
|
||||
slap 0 0
|
||||
Normally you slap SOMEBODY.
|
||||
#
|
||||
You slap $N.
|
||||
$n slaps $N.
|
||||
You are slapped by $n.
|
||||
How about slapping someone in the same room as you??
|
||||
You slap yourself, silly you.
|
||||
$n slaps $mself, really strange...
|
||||
|
||||
smile 1 0
|
||||
You smile happily.
|
||||
$n smiles happily.
|
||||
You smile at $M.
|
||||
$n beams a smile at $N.
|
||||
$n smiles at you.
|
||||
There's no one by that name around.
|
||||
You smile at yourself.
|
||||
$n smiles at $mself.
|
||||
|
||||
smirk 0 0
|
||||
You smirk.
|
||||
$n smirks.
|
||||
#
|
||||
|
||||
snap 0 0
|
||||
PRONTO! You snap your fingers.
|
||||
$n snaps $s fingers.
|
||||
#
|
||||
|
||||
snarl 0 0
|
||||
You snarl like a viscious animal.
|
||||
$n snarls like a cornered, viscious animal.
|
||||
You snarl at $M angrily. Control yourself!
|
||||
$n snarls angrily at $N. $e$u seems incapable of controlling $mself.
|
||||
$n snarls viciously at you. $U$s self-control seems to have gone bananas.
|
||||
Eh? Who? Not here, my friend.
|
||||
You snarl at yourself, obviously suffering from schizophrenia.
|
||||
$n snarls at $mself, and suddenly looks very frightened.
|
||||
|
||||
sneeze 0 0
|
||||
Gesundheit!
|
||||
$n sneezes.
|
||||
#
|
||||
|
||||
snicker 0 0
|
||||
You snicker softly.
|
||||
$n snickers softly.
|
||||
#
|
||||
|
||||
sniff 0 0
|
||||
You sniff sadly. *SNIFF*
|
||||
$n sniffs sadly.
|
||||
#
|
||||
|
||||
snore 0 0
|
||||
Zzzzzzzzzzzzzzzzz.
|
||||
$n snores loudly.
|
||||
#
|
||||
|
||||
snowball 0 0
|
||||
Who do you want to throw a snowball at??
|
||||
#
|
||||
You throw a snowball in $N's face.
|
||||
$n conjures a snowball from thin air and throws it at $N.
|
||||
$n conjures a snowball from thin air and throws it at you.
|
||||
You stand with the snowball in your hand because your victim is not here.
|
||||
You conjure a snowball from thin air and throw it at yourself.
|
||||
$n conjures a snowball out of the thin air and throws it at $mself.
|
||||
|
||||
snuggle 1 5
|
||||
Who?
|
||||
#
|
||||
you snuggle $M.
|
||||
$n snuggles up to $N.
|
||||
$n snuggles up to you.
|
||||
They aren't here.
|
||||
Hmmm...
|
||||
#
|
||||
|
||||
spank 0 8
|
||||
You spank WHO? Eh? How? Naaah, you'd never.
|
||||
$n spanks the thin air with a flat hand.
|
||||
You spank $M vigorously, long and hard. Your hand hurts.
|
||||
$n spanks $N over $s knee. It hurts to even watch.
|
||||
$n spanks you long and hard. You feel like a naughty child.
|
||||
Are you sure about this? I mean, that person isn't even here!
|
||||
Hmm, not likely.
|
||||
#
|
||||
|
||||
spit 0 0
|
||||
You spit over your left shoulder.
|
||||
$n spits over $s left shoulder.
|
||||
You spit on $M.
|
||||
$n spits in $N's face.
|
||||
$n spits in your face.
|
||||
Can you spit that far?
|
||||
You drool down your front.
|
||||
$n drools down $s front.
|
||||
|
||||
squeeze 0 0
|
||||
Where, what, how, WHO???
|
||||
#
|
||||
You squeeze $M fondly.
|
||||
$n squeezes $N fondly.
|
||||
$n squeezes you fondly.
|
||||
Where, what, how, WHO???
|
||||
You squeeze yourself -- try to relax a little!
|
||||
$n squeezes $mself.
|
||||
|
||||
stare 0 5
|
||||
You stare at the sky.
|
||||
$n stares at the sky.
|
||||
You stare dreamily at $N, completely lost in $S eyes..
|
||||
$n stares dreamily at $N.
|
||||
$n stares dreamily at you, completely lost in your eyes.
|
||||
You stare and stare but can't see that person anywhere...
|
||||
You stare dreamily at yourself - enough narcissism for now.
|
||||
$n stares dreamily at $mself - NARCISSIST!
|
||||
|
||||
steam 0 0
|
||||
You let out some steam, much to the others' relief (and your own!)
|
||||
$n lets out a lot of steam, much to your relief.
|
||||
#
|
||||
|
||||
stroke 0 0
|
||||
Whose thigh would you like to stroke?
|
||||
#
|
||||
You gently stroke $S inner thigh.
|
||||
$n gently strokes $N's inner thigh... hmm...
|
||||
$n gently strokes your inner thigh with feathery touches.
|
||||
That person is not within reach.
|
||||
You are about to do something you would rather not be caught doing.
|
||||
$n starts to do something disgusting and then stops.
|
||||
|
||||
strut 0 0
|
||||
Strut your stuff.
|
||||
$n struts proudly.
|
||||
#
|
||||
|
||||
sulk 1 0
|
||||
You sulk.
|
||||
$n sulks in the corner.
|
||||
#
|
||||
|
||||
tackle 0 5
|
||||
You tackle the air. It stands not a chance.
|
||||
$n starts running around $mself in a desparate attempt to tackle the air.
|
||||
You ruthlessly tackle $M to the ground.
|
||||
$n ruthlessly tackles $N, pinning $M to the ground.
|
||||
$n suddenly lunges at you and tackles you to the ground!
|
||||
That person isn't here (luck for them, it would seem...)
|
||||
Tackle yourself? Yeah, right....
|
||||
$n makes a dextrous move and kicks $s left leg away with $s right.
|
||||
|
||||
tango 0 8
|
||||
With whom would you like to tango?
|
||||
$n puts a rose between $s teeth, but takes out it since noone joins $m.
|
||||
You put a rose between your teeth and tango with $M seductively.
|
||||
$n puts a rose between $s teeth and tangos with $N seductively.
|
||||
$n puts a rose between $s teeth and tangos with you seductively.
|
||||
That person isn't around. Better sit this one out.
|
||||
Feels rather stupid, doesn't it?
|
||||
$n puts a rose between $s teeth and tries to tango with $mself.
|
||||
|
||||
taunt 0 0
|
||||
You taunt the nothing in front of you.
|
||||
$n taunts something that seems to be right in front of $m.
|
||||
You taunt $M, to your own delight.
|
||||
$n taunts $N rather insultingly. $U$n seems to enjoy it tremendously.
|
||||
$n taunts you. It really hurts your feelings.
|
||||
Hmmmmmmm.....nope, no one by that name here.
|
||||
You taunt yourself, almost making you cry...:(
|
||||
$n taunts $mself to tears.
|
||||
|
||||
thank 0 5
|
||||
Thank you too.
|
||||
#
|
||||
You thank $N heartily.
|
||||
$n thanks $N heartily.
|
||||
$n thanks you heartily.
|
||||
No one answers to that name here.
|
||||
You thank yourself since nobody else wants to!
|
||||
$n thanks $mself since you won't.
|
||||
|
||||
think 1 0
|
||||
You think about life, the universe and everything.
|
||||
$n sinks deeply into thought about the meaning of life.
|
||||
You think about what purpose $E has in relation to your part of life.
|
||||
$n stops and thinks about $N, completely lost in thought.
|
||||
Your ears burn as $n thinks about you.. you wonder what about.
|
||||
You'd better think harder, if you hope to make contact!
|
||||
You think about yourself (for once).
|
||||
$n thinks about $mself for a change.....(?)
|
||||
|
||||
tickle 0 0
|
||||
Who do you want to tickle??
|
||||
#
|
||||
You tickle $N.
|
||||
$n tickles $N.
|
||||
$n tickles you - hee hee hee.
|
||||
Who is that??
|
||||
You tickle yourself, how funny!
|
||||
$n tickles $mself.
|
||||
|
||||
twiddle 0 0
|
||||
You patiently twiddle your thumbs.
|
||||
$n patiently twiddles $s thumbs.
|
||||
#
|
||||
|
||||
wave 0 0
|
||||
You wave.
|
||||
$n waves happily.
|
||||
You wave goodbye to $N.
|
||||
$n waves goodbye to $N.
|
||||
$n waves goodbye to you. Have a good journey.
|
||||
They didn't wait for you to wave goodbye.
|
||||
Are you going on adventures as well??
|
||||
$n waves goodbye to $mself.
|
||||
|
||||
whine 0 0
|
||||
You whine pitifully.
|
||||
$n whines pitifully about the whole situation.
|
||||
#
|
||||
|
||||
whistle 0 0
|
||||
You whistle appreciatively.
|
||||
$n whistles appreciatively.
|
||||
#
|
||||
|
||||
wiggle 0 0
|
||||
Your wiggle your bottom.
|
||||
$n wiggles $s bottom.
|
||||
#
|
||||
|
||||
wink 0 5
|
||||
Have you got something in your eye?
|
||||
$n winks suggestively.
|
||||
You wink suggestively at $N.
|
||||
$n winks at $N.
|
||||
$n winks suggestively at you.
|
||||
No one with that name is present.
|
||||
You wink at yourself?? -- what are you up to?
|
||||
$n winks at $mself -- something strange is going on...
|
||||
|
||||
worship 0 5
|
||||
You find yourself head-down in the dirt, worshipping.
|
||||
$n starts worshipping nothing at all.
|
||||
You fall to your knees and worship $M deeply.
|
||||
$n falls to $s knees, worshipping $N with uncanny dedication.
|
||||
$n kneels before you in solemn worship.
|
||||
Uh.. who? They're not here, pal.
|
||||
You seem sure to have found a true deity.....
|
||||
$n falls to $s knees and humbly worships $mself.
|
||||
|
||||
yawn 0 0
|
||||
Gosh, will you trade those teeth for mine?? -- you get my glasseyes in the bargain too!
|
||||
$n yawns.
|
||||
#
|
||||
|
||||
yodel 0 0
|
||||
You start yodelling loudly and rather beautifully in your own ears.
|
||||
$n starts a yodelling session that goes right to the bone.
|
||||
#
|
||||
|
||||
$
|
7306
lib/misc/socials.new
Normal file
7306
lib/misc/socials.new
Normal file
File diff suppressed because it is too large
Load diff
0
lib/misc/typos
Normal file
0
lib/misc/typos
Normal file
24
lib/misc/xnames
Normal file
24
lib/misc/xnames
Normal file
|
@ -0,0 +1,24 @@
|
|||
asshole
|
||||
balls
|
||||
bastard
|
||||
basterd
|
||||
basturd
|
||||
bitch
|
||||
cock
|
||||
crap
|
||||
cum
|
||||
cunt
|
||||
dick
|
||||
fag
|
||||
fuck
|
||||
fuk
|
||||
lick
|
||||
orgasm
|
||||
penis
|
||||
piss
|
||||
prick
|
||||
pussy
|
||||
shit
|
||||
suck
|
||||
twat
|
||||
whore
|
1
lib/plralias/A-E/00
Normal file
1
lib/plralias/A-E/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plralias/F-J/00
Normal file
1
lib/plralias/F-J/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plralias/K-O/00
Normal file
1
lib/plralias/K-O/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plralias/P-T/00
Normal file
1
lib/plralias/P-T/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plralias/U-Z/00
Normal file
1
lib/plralias/U-Z/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plralias/ZZZ/00
Normal file
1
lib/plralias/ZZZ/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plrobjs/A-E/00
Normal file
1
lib/plrobjs/A-E/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plrobjs/F-J/00
Normal file
1
lib/plrobjs/F-J/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plrobjs/K-O/00
Normal file
1
lib/plrobjs/K-O/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plrobjs/P-T/00
Normal file
1
lib/plrobjs/P-T/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plrobjs/U-Z/00
Normal file
1
lib/plrobjs/U-Z/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plrobjs/ZZZ/00
Normal file
1
lib/plrobjs/ZZZ/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
7
lib/plrobjs/purgedir
Executable file
7
lib/plrobjs/purgedir
Executable file
|
@ -0,0 +1,7 @@
|
|||
#!/bin/sh
|
||||
|
||||
echo "Purging $1"
|
||||
cd $1
|
||||
date >> deleted
|
||||
../../../bin/delobjs ../../etc/players *.objs >> ../deleted
|
||||
cd ..
|
10
lib/plrobjs/purgeobjs
Executable file
10
lib/plrobjs/purgeobjs
Executable file
|
@ -0,0 +1,10 @@
|
|||
#!/bin/sh
|
||||
|
||||
echo "Purging old rent files, please wait..."
|
||||
purgedir A-E
|
||||
purgedir F-J
|
||||
purgedir K-O
|
||||
purgedir P-T
|
||||
purgedir U-Z
|
||||
rm -f ZZZ/*
|
||||
echo "Done."
|
7
lib/plrobjs/searchfor
Executable file
7
lib/plrobjs/searchfor
Executable file
|
@ -0,0 +1,7 @@
|
|||
#!/bin/sh
|
||||
|
||||
../../bin/listrent A-E/* | fgrep -i $1
|
||||
../../bin/listrent F-J/* | fgrep -i $1
|
||||
../../bin/listrent K-O/* | fgrep -i $1
|
||||
../../bin/listrent P-T/* | fgrep -i $1
|
||||
../../bin/listrent U-Z/* | fgrep -i $1
|
1
lib/plrvars/A-E/00
Normal file
1
lib/plrvars/A-E/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plrvars/F-J/00
Normal file
1
lib/plrvars/F-J/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plrvars/K-O/00
Normal file
1
lib/plrvars/K-O/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plrvars/P-T/00
Normal file
1
lib/plrvars/P-T/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
1
lib/plrvars/U-Z/00
Normal file
1
lib/plrvars/U-Z/00
Normal file
|
@ -0,0 +1 @@
|
|||
This is a placeholder file so the directory will be created
|
8
lib/text/background
Normal file
8
lib/text/background
Normal file
|
@ -0,0 +1,8 @@
|
|||
(lib/text/background)
|
||||
|
||||
There once was a guy who played MUDs
|
||||
But the MUDs that he played were all duds
|
||||
"I'll write one," said he.
|
||||
And he brushed off his C.
|
||||
And soon played his game with his buds.
|
||||
|
591
lib/text/contexthelp
Normal file
591
lib/text/contexthelp
Normal file
|
@ -0,0 +1,591 @@
|
|||
#001 * CONTEXT_OEDIT_MAIN_MENU
|
||||
*OEDIT-MENU~
|
||||
#002 * CONTEXT_OEDIT_EDIT_NAMELIST
|
||||
Enter a list of @ukeywords@n seperated by spaces.
|
||||
|
||||
The list may not contain color codes and should not contain small words
|
||||
like 'an', 'a', 'the' or 'of'.
|
||||
|
||||
When making drink containers, do not include the name of the liquid in
|
||||
this list. It will be added automatically.
|
||||
|
||||
Example: axe wood wooden
|
||||
~
|
||||
#003 * CONTEXT_OEDIT_SHORTDESC
|
||||
Enter a @ushort description@n for the object. A short description is
|
||||
used when the name of the object is put into sentences, or is listed
|
||||
in inventories, containers etc.
|
||||
|
||||
It should contain words like 'a', 'an' or 'the' if needed, but no
|
||||
capitalization or punctuation.
|
||||
|
||||
Example: a wooden axe
|
||||
|
||||
When making drink containers, do not include the name of the liquid in
|
||||
this list. It will be added automatically.
|
||||
~
|
||||
#004 * CONTEXT_OEDIT_LONGDESC
|
||||
Enter a @ulong description@n for the object. The long description is
|
||||
used when the object is in the room, ie. not in containers.
|
||||
|
||||
The long description is never put into lists or sentences, and should
|
||||
therefore have correct grammar, capitalization and punctuation.
|
||||
|
||||
Example: An axe with a wooden shaft has been thrown here.
|
||||
~
|
||||
#005 * CONTEXT_OEDIT_ACTDESC
|
||||
Never shown
|
||||
~
|
||||
#006 * CONTEXT_OEDIT_TYPE
|
||||
Select a type for the object. Depending on the choice of type, the
|
||||
values have different meaning. The types are:
|
||||
0) UNDEFINED - not meaningful. Do not use.
|
||||
1) LIGHT - a lightsource.
|
||||
2) SCROLL - a scroll with magical spells.
|
||||
3) WAND - a magical wand; point at target to use.
|
||||
4) STAFF - a magical staff; hit all in room with spell(s).
|
||||
5) WEAPON - any kind of damaging weapon.
|
||||
6) FIRE WEAPON - not implemented. Do not use.
|
||||
7) MISSILE - not implemented. Do not use.
|
||||
8) TREASURE - not implemented. Do not use.
|
||||
9) ARMOR - a piece of armor.
|
||||
10) POTION - a magical potion. Quaff to use.
|
||||
11) WORN - worn, but not armor.
|
||||
12) OTHER - if no other categori applies, use this.
|
||||
13) TRASH - what it says; taken by scavengers.
|
||||
14) TRAP - not implemented. Do not use.
|
||||
15) CONTAINER - something something else can be in.
|
||||
16) NOTE - can be written on with a PEN.
|
||||
17) LIQ CONTAINER- for storing liquids.
|
||||
18) KEY - for opening doors.
|
||||
19) FOOD - for eating.
|
||||
20) MONEY - a pile of gold.
|
||||
21) PEN - can write on NOTEs.
|
||||
22) BOAT - when carried, one can traverse water.
|
||||
23) FOUNTAIN - a BIG liquid container. Can fill other liquid conts.
|
||||
~
|
||||
#007 * CONTEXT_OEDIT_EXTRAS
|
||||
Select a set of bits from this list:
|
||||
1) GLOW Item is glowing (cosmetic).
|
||||
2) HUM Item is humming (cosmetic).
|
||||
3) NORENT Item cannot be rented.
|
||||
4) NODONATE Item cannot be donated.
|
||||
5) NOINVIS Item cannot be made invisible.
|
||||
6) INVISIBLE Item is invisible.
|
||||
7) MAGIC Item has a magical aura and cannot be enchanted.
|
||||
8) NODROP Item is cursed and cannot be dropped.
|
||||
9) BLESS Item is blessed (cosmetic).
|
||||
10) ANTI_GOOD Item cannot be used by good-aligned characters.
|
||||
11) ANTI_EVIL Item cannot be used by evil-aligned characters.
|
||||
12) ANTI_NEUTRAL Item cannot be used by neutral align characters.
|
||||
13) ANTI_MAGIC_USER Item cannot be used by the Mage class.
|
||||
14) ANTI_CLERIC Item cannot be used by the Cleric class.
|
||||
15) ANTI_THIEF Item cannot be used by the Thief class.
|
||||
16) ANTI_WARRIOR Item cannot be used by the Warrior class.
|
||||
17) NOSELL Shopkeepers will not buy or sell the item.
|
||||
|
||||
Use '0' to quit the menu.
|
||||
Any other number sets or removes the corresponding bit.
|
||||
~
|
||||
#008 * CONTEXT_OEDIT_WEAR
|
||||
A list of possible wear locations from this list:
|
||||
1) TAKE Item can be taken (picked up off the ground).
|
||||
2) FINGER Item can be worn on the fingers.
|
||||
3) NECK Item can be worn around the neck.
|
||||
4) BODY Item can be worn on the body.
|
||||
5) HEAD Item can be worn on the head.
|
||||
6) LEGS Item can be worn on the legs.
|
||||
7) FEET Item can be worn on the feet.
|
||||
8) HANDS Item can be worn on the hands.
|
||||
9) ARMS Item can be worn on the arms.
|
||||
10) SHIELD Item can be used as a shield.
|
||||
11) ABOUT Item can be worn about the body.
|
||||
12) WAIST Item can be worn around the waist.
|
||||
13) WRIST Item can be worn around the wrist.
|
||||
14) WIELD Item can be wielded; e.g. weapons.
|
||||
15) HOLD Item can be held (the "hold" command).
|
||||
|
||||
Most items should be 'TAKE' to be able to pick them up.
|
||||
Use '0' to quit the menu.
|
||||
Any other number sets or removes the corresponding bit.
|
||||
~
|
||||
#009 * CONTEXT_OEDIT_WEIGHT
|
||||
Enter the weight of the object in pounds. Weapons over 40 pounds are
|
||||
too heavy to use for most people. Be reasonable.
|
||||
~
|
||||
#010 * CONTEXT_OEDIT_COST
|
||||
Enter the cost in gold pieces for this object. This will be the base
|
||||
price used when dealing with shopkeepers.
|
||||
~
|
||||
#011 * CONTEXT_OEDIT_COSTPERDAY
|
||||
Enter the rent cost. This is how many gold pieces the object will cost
|
||||
per day when renting.
|
||||
~
|
||||
#012 * CONTEXT_OEDIT_TIMER
|
||||
You shouldn't have to alter this setting, except when making objects
|
||||
with otimer triggers attached. This counter will drop by one for each
|
||||
mud hour that passes. Unless there's a trigger attached, nothing more
|
||||
will happen.
|
||||
~
|
||||
#013 * CONTEXT_OEDIT_VALUE_1
|
||||
Depending on the @utype@n of the item this value have different meanings;
|
||||
|
||||
"Spell level" - the level of the spell cast by the item.
|
||||
"Modifier to hitroll" - the addition the item has to natural hitroll.
|
||||
"Apply to AC" - the apply to AC this item has. This is tripled if worn
|
||||
on body, and doubled on arms and legs.
|
||||
"Max weight to contain" - the weight this container can contain in pounds.
|
||||
"Max drink units" - the number of 'drink units' the container can hold.
|
||||
Note that one drinks some 4-6 drink units per time.
|
||||
"Hours to fill stomach" - the time this food will satiate you.
|
||||
"Number of gold coins" - the size of the money pile.
|
||||
~
|
||||
#014 * CONTEXT_OEDIT_VALUE_2
|
||||
Depending on the @utype@n of the item this value have different meanings;
|
||||
|
||||
A list of spells - choose one of them to have the item cast the spell.
|
||||
"Max number of charges" - how many charges does it have when fully recharged ?
|
||||
"Number of damage dice" - the number of dice to roll to determine the damage
|
||||
the item causes. This is calculated as xdy
|
||||
(read: x dice of size y)
|
||||
Ie. 1d5 would mean you enter '1' at the prompt.
|
||||
|
||||
Container flags:
|
||||
1) CLOSEABLE Container can be closed and locked.
|
||||
2) PICKPROOF Lock on container cannot be picked.
|
||||
3) CLOSED Container is closed when created.
|
||||
4) LOCKED Container is locked when created.
|
||||
Exit the menu with '0'.
|
||||
|
||||
"Initial drink units" - number of drink units in the item when loaded. This
|
||||
must be equal or less than the max capacity.
|
||||
~
|
||||
#015 * CONTEXT_OEDIT_VALUE_3
|
||||
Depending on the @utype@n of the item this value have different meanings;
|
||||
|
||||
A list of spells - choose one of them to have the item cast the spell.
|
||||
"Number of hours" - how long will the light burn. Use -1 to get infinate
|
||||
light. These are rare, though.
|
||||
"Number of charges remaining" - the number of charges in the item when
|
||||
loaded. This must be less than or equal to the max.
|
||||
"Size of damage dice" - the size of the dice to roll to determine the damage
|
||||
the item causes. This is calculated as xdy
|
||||
(read: x dice of size y)
|
||||
Ie. 1d5 would mean you enter '5' at the prompt.
|
||||
"Vnum of key to open container" - if the container is locked, you need to
|
||||
set a key to open it.
|
||||
|
||||
A list of liquid types. Choose one from the list.
|
||||
~
|
||||
#016 * CONTEXT_OEDIT_VALUE_4
|
||||
Depending on the @utype@n of the item this value have different meanings;
|
||||
|
||||
A list of spells - choose one of them to have the item cast the spell.
|
||||
A list of weapon types - choose one to have the weapon attack with the
|
||||
right sound effects.
|
||||
Only piercing and stabbing can backstab.
|
||||
"Poisoned" - anything besides '0' will make the item poisonous.
|
||||
~
|
||||
#017 * CONTEXT_OEDIT_APPLY
|
||||
Select an apply from the list below:
|
||||
|
||||
0 NONE No effect - used to quit the menu.
|
||||
1 STR Apply to strength.
|
||||
2 DEX Apply to dexterity.
|
||||
3 INT Apply to intelligence.
|
||||
4 WIS Apply to wisdom.
|
||||
5 CON Apply to constitution.
|
||||
6 CHA Apply to charisma.
|
||||
7 CLASS DO NOT USE!
|
||||
8 LEVEL DO NOT USE!
|
||||
9 AGE Apply to character's MUD age, in MUD-years.
|
||||
10 CHAR_WEIGHT Apply to weight.
|
||||
11 CHAR_HEIGHT Apply to height.
|
||||
12 MANA Apply to MAX mana points.
|
||||
13 HIT Apply to MAX hit points.
|
||||
14 MOVE Apply to MAX movement points.
|
||||
15 GOLD DO NOT USE!
|
||||
16 EXP DO NOT USE!
|
||||
17 AC Apply to armor class (AC).
|
||||
18 HITROLL Apply to hitroll.
|
||||
19 DAMROLL Apply to damage roll bonus.
|
||||
20 SAVING_PARA Apply to save throw: paralyze
|
||||
21 SAVING_ROD Apply to save throw: rods
|
||||
22 SAVING_PETRI Apply to save throw: petrif
|
||||
23 SAVING_BREATH Apply to save throw: breath
|
||||
24 SAVING_SPELL Apply to save throw: spells
|
||||
~
|
||||
#018 * CONTEXT_OEDIT_APPLYMOD
|
||||
Decide how this apply has effect by typing a number.
|
||||
The number may be negative, and this helps in some situations:
|
||||
|
||||
Good when positive:
|
||||
STR, DEX, INT, WIS, CON, CHA, MANA, HIT, MOVE, HITROLL, DAMROLL
|
||||
|
||||
Good when negative:
|
||||
AGE, AC, SAVING_*
|
||||
~
|
||||
#019 * CONTEXT_OEDIT_EXTRADESC_KEY
|
||||
Enter the keywordlist seperated by spaces, which is needed to see
|
||||
the description.
|
||||
|
||||
Example: table desk
|
||||
~
|
||||
#020 * CONTEXT_OEDIT_CONFIRM_SAVEDB
|
||||
Not used ?
|
||||
~
|
||||
#021 * CONTEXT_OEDIT_CONFIRM_SAVESTRING
|
||||
If you type 'y', the object is saved to disk right away.
|
||||
'n' will let you quit without saving, while
|
||||
'a' will abort the quit.
|
||||
~
|
||||
#022 * CONTEXT_OEDIT_PROMPT_APPLY
|
||||
Enter a number from the list to the left to alter one of the applies.
|
||||
|
||||
This is how you alter the effect on hitroll, damroll, saving throws, AC,
|
||||
age, height, weight or stats.
|
||||
~
|
||||
#023 * CONTEXT_OEDIT_EXTRADESC_DESCRIPTION
|
||||
Never shown
|
||||
~
|
||||
#024 * CONTEXT_OEDIT_EXTRADESC_MENU
|
||||
Select an option to the left.
|
||||
'1' to change the keyword list for this description.
|
||||
'2' to change the description shown.
|
||||
'3' to go to next description in this room.
|
||||
If no such description exists, and this one is used, make a new one.
|
||||
'0' to leave the menu.
|
||||
~
|
||||
#025 * CONTEXT_OEDIT_LEVEL
|
||||
Enter the minimum level one must be to wield/hold/wear the object.
|
||||
~
|
||||
#026 * CONTEXT_OEDIT_PERM
|
||||
Enter the effects this item has on people using it. These are permanent
|
||||
bits which are set when the object is worn/wielded/held.
|
||||
|
||||
When wearing an object with this flag,
|
||||
1) BLIND The wearer goes blind
|
||||
2) INVIS The wearer becomes invisible
|
||||
3) DET-ALIGN The wearer detects alignments
|
||||
4) DET-INVIS The wearer sees invisible objects and players.
|
||||
5) DET-MAGIC The wearer sees magic on objects
|
||||
6) SENSE-LIFE The wearer sees hidden mobs/players
|
||||
7) WATWALK The wearer can walk on water
|
||||
8) SANCT The wearer is protected by sanctuary
|
||||
9) GROUP DO NOT USE - reserved for internal use
|
||||
10) CURSE The wearer is influenced by a curse
|
||||
11) INFRA The wearer sees in the dark
|
||||
12) POISON The wearer is poisoned
|
||||
13) PROT-EVIL The wearer is protected from evil
|
||||
14) PROT-GOOD The wearer is protected from good
|
||||
15) SLEEP The wearer is magically put to sleep
|
||||
16) !TRACK The wearer cannot be tracked
|
||||
17) UNUSED DO NOT USE
|
||||
18) UNUSED DO NOT USE
|
||||
19) SNEAK The wearer moves silently
|
||||
20) HIDE The wearer is hidden - use with caution
|
||||
21) UNUSED DO NOT USE
|
||||
22) CHARM DO NOT USE - reserved for internal use
|
||||
~
|
||||
/* this line should not give any problems */
|
||||
#027 * CONTEXT_REDIT_MAIN_MENU
|
||||
test
|
||||
~
|
||||
#028 * CONTEXT_REDIT_NAME
|
||||
test
|
||||
~
|
||||
#029 * CONTEXT_REDIT_DESC
|
||||
Never shown
|
||||
~
|
||||
#030 * CONTEXT_REDIT_FLAGS
|
||||
test
|
||||
~
|
||||
#031 * CONTEXT_REDIT_SECTOR
|
||||
test
|
||||
~
|
||||
#032 * CONTEXT_REDIT_EXIT_MENU
|
||||
test
|
||||
~
|
||||
#033 * CONTEXT_REDIT_CONFIRM_SAVEDB
|
||||
test
|
||||
~
|
||||
#034 * CONTEXT_REDIT_CONFIRM_SAVESTRING
|
||||
test
|
||||
~
|
||||
#035 * CONTEXT_REDIT_EXIT_NUMBER
|
||||
test
|
||||
~
|
||||
#036 * CONTEXT_REDIT_EXIT_DESCRIPTION
|
||||
Never shown
|
||||
~
|
||||
#037 * CONTEXT_REDIT_EXIT_KEYWORD
|
||||
test
|
||||
~
|
||||
#038 * CONTEXT_REDIT_EXIT_KEY
|
||||
test
|
||||
~
|
||||
#039 * CONTEXT_REDIT_EXIT_DOORFLAGS
|
||||
test
|
||||
~
|
||||
#040 * CONTEXT_REDIT_EXTRADESC_MENU
|
||||
test
|
||||
~
|
||||
#041 * CONTEXT_REDIT_EXTRADESC_KEY
|
||||
test
|
||||
~
|
||||
#042 * CONTEXT_REDIT_EXTRADESC_DESCRIPTION
|
||||
Never shown
|
||||
~
|
||||
#043 * CONTEXT_ZEDIT_MAIN_MENU
|
||||
test
|
||||
~
|
||||
#044 * CONTEXT_ZEDIT_DELETE_ENTRY
|
||||
test
|
||||
~
|
||||
#045 * CONTEXT_ZEDIT_NEW_ENTRY
|
||||
test
|
||||
~
|
||||
#046 * CONTEXT_ZEDIT_CHANGE_ENTRY
|
||||
test
|
||||
~
|
||||
#047 * CONTEXT_ZEDIT_COMMAND_TYPE
|
||||
test
|
||||
~
|
||||
#048 * CONTEXT_ZEDIT_IF_FLAG
|
||||
test
|
||||
~
|
||||
#049 * CONTEXT_ZEDIT_ARG1
|
||||
test
|
||||
~
|
||||
#050 * CONTEXT_ZEDIT_ARG2
|
||||
test
|
||||
~
|
||||
#051 * CONTEXT_ZEDIT_ARG3
|
||||
test
|
||||
~
|
||||
#052 * CONTEXT_ZEDIT_ZONE_NAME
|
||||
test
|
||||
~
|
||||
#053 * CONTEXT_ZEDIT_ZONE_LIFE
|
||||
test
|
||||
~
|
||||
#054 * CONTEXT_ZEDIT_ZONE_BOT
|
||||
test
|
||||
~
|
||||
#055 * CONTEXT_ZEDIT_ZONE_TOP
|
||||
test
|
||||
~
|
||||
#056 * CONTEXT_ZEDIT_ZONE_RESET
|
||||
test
|
||||
~
|
||||
#057 * CONTEXT_ZEDIT_CONFIRM_SAVESTRING
|
||||
test
|
||||
~
|
||||
#058 * CONTEXT_ZEDIT_SARG1
|
||||
test
|
||||
~
|
||||
#059 * CONTEXT_ZEDIT_SARG2
|
||||
test
|
||||
~
|
||||
#060 * CONTEXT_MEDIT_MAIN_MENU
|
||||
test
|
||||
~
|
||||
#061 * CONTEXT_MEDIT_ALIAS
|
||||
test
|
||||
~
|
||||
#062 * CONTEXT_MEDIT_S_DESC
|
||||
test
|
||||
~
|
||||
#063 * CONTEXT_MEDIT_L_DESC
|
||||
test
|
||||
~
|
||||
#064 * CONTEXT_MEDIT_D_DESC
|
||||
Never shown
|
||||
~
|
||||
#065 * CONTEXT_MEDIT_NPC_FLAGS
|
||||
test
|
||||
~
|
||||
#066 * CONTEXT_MEDIT_AFF_FLAGS
|
||||
test
|
||||
~
|
||||
#067 * CONTEXT_MEDIT_CONFIRM_SAVESTRING
|
||||
test
|
||||
~
|
||||
#068 * CONTEXT_MEDIT_SEX
|
||||
test
|
||||
~
|
||||
#069 * CONTEXT_MEDIT_HITROLL
|
||||
test
|
||||
~
|
||||
#070 * CONTEXT_MEDIT_DAMROLL
|
||||
test
|
||||
~
|
||||
#071 * CONTEXT_MEDIT_NDD
|
||||
test
|
||||
~
|
||||
#072 * CONTEXT_MEDIT_SDD
|
||||
test
|
||||
~
|
||||
#073 * CONTEXT_MEDIT_NUM_HP_DICE
|
||||
test
|
||||
~
|
||||
#074 * CONTEXT_MEDIT_SIZE_HP_DICE
|
||||
test
|
||||
~
|
||||
#075 * CONTEXT_MEDIT_ADD_HP
|
||||
test
|
||||
~
|
||||
#076 * CONTEXT_MEDIT_AC
|
||||
test
|
||||
~
|
||||
#077 * CONTEXT_MEDIT_EXP
|
||||
test
|
||||
~
|
||||
#078 * CONTEXT_MEDIT_GOLD
|
||||
test
|
||||
~
|
||||
#079 * CONTEXT_MEDIT_POS
|
||||
test
|
||||
~
|
||||
#080 * CONTEXT_MEDIT_DEFAULT_POS
|
||||
test
|
||||
~
|
||||
#081 * CONTEXT_MEDIT_ATTACK
|
||||
test
|
||||
~
|
||||
#082 * CONTEXT_MEDIT_LEVEL
|
||||
test
|
||||
~
|
||||
#083 * CONTEXT_MEDIT_ALIGNMENT
|
||||
test
|
||||
~
|
||||
#084 * CONTEXT_SEDIT_MAIN_MENU
|
||||
test
|
||||
~
|
||||
#085 * CONTEXT_SEDIT_CONFIRM_SAVESTRING
|
||||
test
|
||||
~
|
||||
#086 * CONTEXT_SEDIT_NOITEM1
|
||||
test
|
||||
~
|
||||
#087 * CONTEXT_SEDIT_NOITEM2
|
||||
test
|
||||
~
|
||||
#088 * CONTEXT_SEDIT_NOCASH1
|
||||
test
|
||||
~
|
||||
#089 * CONTEXT_SEDIT_NOCASH2
|
||||
test
|
||||
~
|
||||
#090 * CONTEXT_SEDIT_NOBUY
|
||||
test
|
||||
~
|
||||
#091 * CONTEXT_SEDIT_BUY
|
||||
test
|
||||
~
|
||||
#092 * CONTEXT_SEDIT_SELL
|
||||
test
|
||||
~
|
||||
#093 * CONTEXT_SEDIT_PRODUCTS_MENU
|
||||
test
|
||||
~
|
||||
#094 * CONTEXT_SEDIT_ROOMS_MENU
|
||||
test
|
||||
~
|
||||
#095 * CONTEXT_SEDIT_NAMELIST_MENU
|
||||
test
|
||||
~
|
||||
#096 * CONTEXT_SEDIT_NAMELIST
|
||||
test
|
||||
~
|
||||
#097 * CONTEXT_SEDIT_OPEN1
|
||||
test
|
||||
~
|
||||
#098 * CONTEXT_SEDIT_OPEN2
|
||||
test
|
||||
~
|
||||
#099 * CONTEXT_SEDIT_CLOSE1
|
||||
test
|
||||
~
|
||||
#100 * CONTEXT_SEDIT_CLOSE2
|
||||
test
|
||||
~
|
||||
#101 * CONTEXT_SEDIT_KEEPER
|
||||
test
|
||||
~
|
||||
#102 * CONTEXT_SEDIT_BUY_PROFIT
|
||||
test
|
||||
~
|
||||
#103 * CONTEXT_SEDIT_SELL_PROFIT
|
||||
test
|
||||
~
|
||||
#104 * CONTEXT_SEDIT_TYPE_MENU
|
||||
test
|
||||
~
|
||||
#105 * CONTEXT_SEDIT_DELETE_TYPE
|
||||
test
|
||||
~
|
||||
#106 * CONTEXT_SEDIT_DELETE_PRODUCT
|
||||
test
|
||||
~
|
||||
#107 * CONTEXT_SEDIT_NEW_PRODUCT
|
||||
test
|
||||
~
|
||||
#108 * CONTEXT_SEDIT_DELETE_ROOM
|
||||
test
|
||||
~
|
||||
#109 * CONTEXT_SEDIT_NEW_ROOM
|
||||
test
|
||||
~
|
||||
#110 * CONTEXT_SEDIT_SHOP_FLAGS
|
||||
test
|
||||
~
|
||||
#111 * CONTEXT_SEDIT_NOTRADE
|
||||
test
|
||||
~
|
||||
#112 * CONTEXT_TRIGEDIT_MAIN_MENU
|
||||
This is the Trigger edit page.
|
||||
|
||||
From here you have access to all the options needed to create a script.
|
||||
The page is divided into two sections;
|
||||
One describing the triggers' type and arguments,
|
||||
and one showing the command list (point 6).
|
||||
~
|
||||
#113 * CONTEXT_TRIGEDIT_TRIGTYPE
|
||||
test
|
||||
~
|
||||
#114 * CONTEXT_TRIGEDIT_CONFIRM_SAVESTRING
|
||||
If you type 'y', the trigger is saved to disk right away.
|
||||
'n' will let you quit without saving, while
|
||||
'a' will abort the quit
|
||||
~
|
||||
#115 * CONTEXT_TRIGEDIT_NAME
|
||||
This will let you decide on the name of the trigger.
|
||||
Anything will go, but it is recommended you keep it
|
||||
short and to the point.
|
||||
~
|
||||
#116 * CONTEXT_TRIGEDIT_INTENDED
|
||||
Here you decide on the type of thing this trigger is made for.
|
||||
You can attach it to other types later, but this decides which
|
||||
list of types you will get when you get to that point.
|
||||
~
|
||||
#117 * CONTEXT_TRIGEDIT_TYPES
|
||||
test
|
||||
~
|
||||
#118 * CONTEXT_TRIGEDIT_COMMANDS
|
||||
test
|
||||
~
|
||||
#119 * CONTEXT_TRIGEDIT_NARG
|
||||
test
|
||||
~
|
||||
#120 * CONTEXT_TRIGEDIT_ARGUMENT
|
||||
test
|
||||
~
|
||||
#121 * CONTEXT_SCRIPT_MAIN_MENU
|
||||
test
|
||||
~
|
||||
#122 * CONTEXT_SCRIPT_NEW_TRIGGER
|
||||
test
|
||||
~
|
||||
#123 * CONTEXT_SCRIPT_DEL_TRIGGER
|
||||
~
|
35
lib/text/credits
Normal file
35
lib/text/credits
Normal file
|
@ -0,0 +1,35 @@
|
|||
(lib/text/credits)
|
||||
|
||||
C I R C L E M U D 3 . 5
|
||||
|
||||
|
||||
CircleMUD was developed from DikuMUD (Gamma 0.0) by Jeremy "Ras" Elson at
|
||||
Johns Hopkins University's Department of Computer Science. All code unique
|
||||
to CircleMUD is protected under a copyright by the Trustees of the Johns
|
||||
Hopkins University. Additional development coordinated by Alex Fletcher,
|
||||
George Greer, and Daniel Koepke with feedback from CircleMUD mailing list.
|
||||
|
||||
CircleMUD is freeware and can be downloaded via anonymous FTP from
|
||||
ftp.circlemud.org or ftp2.circlemud.org in pub/CircleMUD. Its developers
|
||||
can be contacted at cdev@@circlemud.org.
|
||||
|
||||
Type HELP CIRCLEMUD for more information.
|
||||
|
||||
============================================================================
|
||||
|
||||
|
||||
|
||||
Original game idea, concept, and design:
|
||||
|
||||
Katja Nyboe [Superwoman] (katz@@freja.diku.dk)
|
||||
Tom Madsen [Stormbringer] (noop@@freja.diku.dk)
|
||||
Hans Henrik Staerfeldt [God] (bombman@@freja.diku.dk)
|
||||
Michael Seifert [Papi] (seifert@@freja.diku.dk)
|
||||
Sebastian Hammer [Quinn] (quinn@@freja.diku.dk)
|
||||
|
||||
------------------------------------------------------------------------------
|
||||
Additional contributions from Michael Curran, Bill Wisner, Mads Haar, and
|
||||
Stephan Dahl.
|
||||
|
||||
Originally developed at:
|
||||
DIKU - The Department of Computer Science at the University of Copenhagen.
|
11
lib/text/greetings
Normal file
11
lib/text/greetings
Normal file
|
@ -0,0 +1,11 @@
|
|||
Your MUD Name Here
|
||||
lib/text/greetings
|
||||
|
||||
Based on CircleMUD 3.5,
|
||||
Created by Jeremy Elson
|
||||
|
||||
A derivative of DikuMUD (GAMMA 0.0),
|
||||
created by Hans-Henrik Staerfeldt, Katja Nyboe,
|
||||
Tom Madsen, Michael Seifert, and Sebastian Hammer
|
||||
|
||||
By what name do you wish to be known?
|
9
lib/text/handbook
Normal file
9
lib/text/handbook
Normal file
|
@ -0,0 +1,9 @@
|
|||
(lib/text/handbook)
|
||||
|
||||
This is the immortal handbook and should contain guidelines for immortals.
|
||||
|
||||
Right now it doesn't say anything particularly useful -- bug the higher-ups
|
||||
to write their policies here.
|
||||
|
||||
The Builder Academy tutorial zone begins in room 3. @RGOTO 3@n to begin your
|
||||
training.
|
1
lib/text/hedit/README
Normal file
1
lib/text/hedit/README
Normal file
|
@ -0,0 +1 @@
|
|||
This is the new help directory that works with the online help editor.
|
10960
lib/text/hedit/help.hlp
Normal file
10960
lib/text/hedit/help.hlp
Normal file
File diff suppressed because it is too large
Load diff
2
lib/text/hedit/index
Normal file
2
lib/text/hedit/index
Normal file
|
@ -0,0 +1,2 @@
|
|||
help.hlp
|
||||
$
|
2
lib/text/hedit/index.mini
Normal file
2
lib/text/hedit/index.mini
Normal file
|
@ -0,0 +1,2 @@
|
|||
help.hlp
|
||||
$
|
18
lib/text/hedit/iscreen
Normal file
18
lib/text/hedit/iscreen
Normal file
|
@ -0,0 +1,18 @@
|
|||
For a list of commands available to you, type: @RCOMMANDS@n
|
||||
For a list of immortal commands type: @RWIZHELP@n
|
||||
|
||||
To learn more about the above, type: @RHELP <COMMAND>@n
|
||||
|
||||
New to the game ? @RHANDBOOK@n
|
||||
@RPOLICY@n
|
||||
|
||||
Help with redit ? @RHELP REDIT@n | @RHELP REDIT-MENU@n
|
||||
Help with oedit ? @RHELP OEDIT@n | @RHELP OEDIT-MENU@n
|
||||
Help with medit ? @RHELP MEDIT@n | @RHELP MEDIT-MENU@n
|
||||
Help with zedit ? @RHELP ZEDIT@n | @RHELP ZEDIT-MENU@n
|
||||
Help with sedit ? @RHELP SEDIT@n | @RHELP SEDIT-MENU@n
|
||||
Help with trigedit ? @RHELP TRIGEDIT@n | @RHELP TRIGEDIT-MENU@n
|
||||
|
||||
Have other unanswered questions ? @RHELP BUILDING@n
|
||||
|
||||
Any capital letters in red should be typed for further information.
|
21
lib/text/hedit/screen
Normal file
21
lib/text/hedit/screen
Normal file
|
@ -0,0 +1,21 @@
|
|||
-------------------------------------------------------------------------------
|
||||
Movement: | Communication:
|
||||
NORTH SOUTH EAST WEST UP DOWN | SAY GSAY SHOUT HOLLER TELL ASK WHISPER
|
||||
LOOK EXITS ENTER LEAVE | MAIL RECEIVE CHECK GOSSIP GRATS AUCTION
|
||||
SLEEP WAKE REST SIT STAND | NOTELL NOSHOUT NOGOSSIP NOGRATS NOAUCTION
|
||||
(LOCK UNLOCK OPEN CLOSE) |
|
||||
-------------------------------------------------------------------------------
|
||||
Objects: | Information:
|
||||
GET DROP JUNK DONATE PUT GIVE WEAR | SCORE HELP INFO WHO NEWS TIME WEATHER
|
||||
GRAB INVENTORY EQUIPMENT REMOVE | WHERE CONSIDER LEVELS WIZLIST IMMLIST
|
||||
EXAMINE EAT DRINK TASTE SIP POUR | CREDITS TOGGLE FLAGS WIZHELP
|
||||
-------------------------------------------------------------------------------
|
||||
Combat: | Utility:
|
||||
KILL WIELD FLEE ASSIST TRACK | ! BUG IDEA TYPO QUIT SAVE BRIEF COMPACT
|
||||
(KICK BASH RESCUE BACKSTAB CAST) | TITLE NOSUMMON COMMANDS SOCIALS DISPLAY
|
||||
-------------------------------------------------------------------------------
|
||||
Further information available by HELP <keyword>, keyword being a command or
|
||||
(for example) one of the following:
|
||||
|
||||
SOCIAL SHOPS INNS CLERIC WARRIOR THIEF MAGIC SPELLS LINK
|
||||
-------------------------------------------------------------------------------
|
2
lib/text/help/README
Normal file
2
lib/text/help/README
Normal file
|
@ -0,0 +1,2 @@
|
|||
These are the stock helpfiles that are no longer used. The new helpfiles are
|
||||
in the hedit directory.
|
1426
lib/text/help/commands.hlp
Normal file
1426
lib/text/help/commands.hlp
Normal file
File diff suppressed because it is too large
Load diff
6
lib/text/help/index
Normal file
6
lib/text/help/index
Normal file
|
@ -0,0 +1,6 @@
|
|||
commands.hlp
|
||||
info.hlp
|
||||
socials.hlp
|
||||
spells.hlp
|
||||
wizhelp.hlp
|
||||
$
|
6
lib/text/help/index.mini
Normal file
6
lib/text/help/index.mini
Normal file
|
@ -0,0 +1,6 @@
|
|||
commands.hlp
|
||||
info.hlp
|
||||
socials.hlp
|
||||
spells.hlp
|
||||
wizhelp.hlp
|
||||
$
|
421
lib/text/help/info.hlp
Normal file
421
lib/text/help/info.hlp
Normal file
|
@ -0,0 +1,421 @@
|
|||
AC
|
||||
|
||||
"AC" is your armor class. It is a number from -10 to 10, roughly
|
||||
defined as follows:
|
||||
|
||||
|
||||
AC Roughly equivalent to
|
||||
-----------------------------------------------------------
|
||||
10 Naked person
|
||||
0 Very Heavily armored (Plate mail, and "two shields")
|
||||
-10 Armored battle tank
|
||||
|
||||
The score command displays your armor class as a number such as 78/10;
|
||||
this means 78 on a scale from -100 to 100 (i.e., 7.8 on the scale from
|
||||
-10 to 10.)
|
||||
|
||||
See also: SCORE
|
||||
#
|
||||
AREAS
|
||||
|
||||
This is a listing of the areas available for exploration on this
|
||||
CircleMUD.
|
||||
|
||||
Limbo -- DikuMud
|
||||
River Island Of Minos -- Mahatma of HexOynx
|
||||
God Simplex -- CircleMUD, modified by Taz of Tazmania
|
||||
The Straight Path -- Steppin of ChicagoMUD
|
||||
The High Tower Of Magic -- Skylar of SillyMUD*
|
||||
Midgaard -- DikuMud
|
||||
The Three Of Swords -- C.A.W.
|
||||
Miden'Nir -- Copper II, modified by VampLestat of MercMUD*
|
||||
The Chessboard -- Exxon of SillyMUD
|
||||
Mount Moria -- Redferne of DikuMud*
|
||||
The Great Eastern Desert -- Rorschach
|
||||
The Drow City -- Rorschach
|
||||
The City Of Thalos -- Rorschach
|
||||
The Great Pyramid -- Andersen of HexOynx*
|
||||
New Thalos -- Duke Of SillyMUD*
|
||||
The Haon-Dor Forest -- Quifael of DikuMud, extended by by Derkhil
|
||||
of CircleMUD
|
||||
The Orc Enclave -- C.A.W.
|
||||
Arachnos -- Mahatma of HexOynx
|
||||
Rand's Tower -- C.A.W.
|
||||
The Dwarven Kingdom -- Depeche of DikuMud
|
||||
The Sewers -- Redferne of DikuMud
|
||||
Redferne's Residence -- DikuMud, modified by Cyron of VieMud
|
||||
Rome -- Onivel of JediMUD
|
||||
King Welmar's Castle -- CircleMUD*
|
||||
Newbie Zone -- Maynard of StrangeMUD
|
||||
|
||||
All those marked with * have been heavily modified by Furry of VieMud
|
||||
C.A.W. stands for the Curious Areas Workshop. For more information
|
||||
mail <fletchra@qsilver.queensu.ca>.
|
||||
|
||||
See also: CREDITS
|
||||
#
|
||||
BOARDS
|
||||
|
||||
Bulletin boards are the forum of inter-player communication on the MUD.
|
||||
There are different bulletin boards for different purposes -- for example,
|
||||
a standard mortal board, a board for immortals, a board for fun "social"
|
||||
messages, etc. Naturally, not all players may be allowed to read all
|
||||
types of boards.
|
||||
|
||||
Type "LOOK BOARD" to see the messages already posted on a board. Type
|
||||
"WRITE <subject>" to post a message to a board; terminate a message with
|
||||
a '@' as the first character on a line. Type "READ <number>" to read a
|
||||
post. Type "REMOVE <number>" to remove your own messages.
|
||||
|
||||
Example:
|
||||
|
||||
> look at board
|
||||
> write Am I using these boards correctly?
|
||||
[writes the message; terminates with a '@']
|
||||
> look at board
|
||||
> read 6
|
||||
> remove 6
|
||||
|
||||
See also: MAIL, READ, WRITE
|
||||
#
|
||||
CLERIC
|
||||
|
||||
Clerics have an ancient belief in not carrying sharp weapons. Hence, they can
|
||||
only wield bludgeoning weapons. This class gives you the wisdom of peace,
|
||||
blessing and healing, though it is possible to learn more violent spells.
|
||||
|
||||
You can improve your spells by using the practice command.
|
||||
|
||||
See 'help spells' for a list of spells available.
|
||||
|
||||
See also: PRACTICE, SPELLS
|
||||
#
|
||||
EXPERIENCE XP
|
||||
|
||||
Whenever you kill a monster or a player, you earn experience points. When
|
||||
enough experience points are earned, you raise a level.
|
||||
Things you should know about experience points:
|
||||
|
||||
* When damaging a monster, you get experience points.
|
||||
|
||||
* If you kill a monster of higher level than yourself, you get bonus
|
||||
experience points. If killing a monster of lower level you'll gain
|
||||
less experience points
|
||||
|
||||
See also: GROUP, SCORE
|
||||
#
|
||||
FLAGS
|
||||
|
||||
Players sometimes have FLAGS after their names in the WHO list. These
|
||||
flags are always in parentheses, not brackets or braces.
|
||||
|
||||
FLAG MEANING
|
||||
----------- ---------------------------------------------------------
|
||||
(KILLER) Player is trying to kill other players. That means you
|
||||
can try to kill him/her without being flagged.
|
||||
(THIEF) Player is trying to steal from other players. Fire away.
|
||||
(invis) Player is invisible; you can see him/her because you are
|
||||
sensitive to the presence of invisible things.
|
||||
(writing) Player is writing on the board; do not disturb.
|
||||
(mailing) Player is writing mail; do not disturb.
|
||||
(deaf) Player has chosen not to hear shouts.
|
||||
(notell) Player has chosen not to accept tells.
|
||||
(quest) Player is participating in a quest currently being run by
|
||||
the Gods.
|
||||
|
||||
See also: NOSHOUT, NOTELL, QUEST, STEAL, VISIBLE
|
||||
#
|
||||
GUILD
|
||||
|
||||
The Guildhouse is the place where mortals may go to escape the troubles and
|
||||
perils of a cruel world. Each guild is heavily guarded, so that only members
|
||||
may enter the building. Guilds are also the places where people come to
|
||||
learn and practice the skills of their trade.
|
||||
|
||||
See also: PRACTICE
|
||||
#
|
||||
HOUSES
|
||||
|
||||
Houses have been implemented as of CircleMUD 3.0. A house entails two things:
|
||||
access control and crash protection. Only you and your guests will be allowed
|
||||
to enter the house. Your house will be crash-saved every five minutes. You
|
||||
can force your house to save by typing 'save' while standing in your house.
|
||||
In the event of a crash, the objects in your house as of the last crash-save
|
||||
will be loaded back into your house when the MUD reboots. Also, if you own
|
||||
a house, and quit from the game while standing in your house, you will be
|
||||
loaded into your house next time you enter the game.
|
||||
|
||||
Guests of your house can be defined using the HOUSE command. See HOUSE for
|
||||
more information.
|
||||
|
||||
Houses are an alternative to renting. You can simply enter your house and
|
||||
quit; your objects will drop to the ground and be crash-saved for when you
|
||||
return. There is currently no limit to the number of objects which can be
|
||||
stored in your house. Of course, players must expect to pay a much higher
|
||||
premium for the convenience of houses; contact your local Implementor for
|
||||
a fee schedule.
|
||||
|
||||
See also: HOUSE
|
||||
#
|
||||
IMPLEMENTOR
|
||||
|
||||
The most powerful being in existence.
|
||||
#
|
||||
INN INNS CRYOGENIC CRYO RECEPTION
|
||||
|
||||
Inns are places where the weary traveler may rest while the innkeeper looks
|
||||
after his equipment and treasure.
|
||||
|
||||
Specifically, the game will save your equipment while you are logged out.
|
||||
There is a daily cost for renting, based on your equipment. Each item has
|
||||
a per diem charge. The per diem charge is calculated to the nearest second,
|
||||
however -- if you rent at the rate of 2400 coins per day, and you come back
|
||||
39 hours later, you will be charged 3900 coins.
|
||||
|
||||
A CRYOGENIC CENTER will store your items for a one-time charge of four
|
||||
days rent.
|
||||
|
||||
Rent files are deleted if you run out of money to pay the per diem charges
|
||||
or after 30 days. Cryogenic-rent files are deleted after 60 days.
|
||||
|
||||
See also: OFFER, RENT
|
||||
#
|
||||
LINK
|
||||
|
||||
A lot of players have problems with their links to the game. This can be
|
||||
very hazardous to your health in the middle of a battle, of course.
|
||||
|
||||
I. If your link is broken, you will automatically attempt to flee each
|
||||
time someone attempts to hit you. If you manage to flee, then you
|
||||
will be saved by divine forces, and put in a safe place until you
|
||||
reconnect to the game.
|
||||
|
||||
II. If your link jams (freezes), you have a problem. The only solution we
|
||||
can give is that you break your link as quickly as possible. By
|
||||
breaking the link you can hope that the above procedure is initiated.
|
||||
|
||||
Do not try to get out of a fight by breaking link. You will be not
|
||||
reimbursed for any experience or equipment if you purposefully
|
||||
cut your link.
|
||||
#
|
||||
"MAGIC USER" WIZARD MAGE
|
||||
|
||||
This is the class of powerful and violent magic, but the magic user do not
|
||||
control the nature, and can therefore not bless and such.
|
||||
|
||||
You can improve your spells by using the practice command.
|
||||
|
||||
See 'help spells' for a list of spells available.
|
||||
|
||||
See also: PRACTICE, SPELLS
|
||||
#
|
||||
MANA
|
||||
|
||||
Mana is used when casting spells. You must have a certain amount of mana
|
||||
in order to cast any particular spell. If you do not have enough mana to
|
||||
cast the spell you must rest until you gain enough points to cast.
|
||||
|
||||
See also: SPELLS
|
||||
#
|
||||
MIDGAARD MAP
|
||||
|
||||
Temple Altar
|
||||
|
|
||||
|
|
||||
Reading -- Temple -- Donations
|
||||
Room of
|
||||
Midgaard Post Reception
|
||||
| Office /
|
||||
Cleric | | /
|
||||
Guild----Temple Square----Grunting---Bar
|
||||
(Fountain) Boar Inn
|
||||
Magic |
|
||||
Shop Bakery | Grocer Weaponsmith
|
||||
| | | | | East
|
||||
<---West-----+------+----Market----+--------+--------Gate--->
|
||||
Gate | | Square | | |
|
||||
| Mage Armory | Pet Warrior Wally's
|
||||
(Wall Guild | Shop Guild World of Water
|
||||
Road) |
|
||||
| | Uncle Juans's
|
||||
| | |
|
||||
+-(Poor-Alley)-+----Square----+(Dark-Alley)-------+
|
||||
| | | | | |
|
||||
| Grubby | Thieves Levee Warehouse
|
||||
| Inn | Guild |
|
||||
(Wall Dump |
|
||||
Road) Sewers/ |
|
||||
| |
|
||||
| Midgaard
|
||||
<=== [Bridge] =============================== River =============>
|
||||
|
|
||||
|
|
||||
+(Concourse)+------------+-------------+----------+
|
||||
| | | | |
|
||||
| + +----Cafe +---Penny |
|
||||
| | Park--v | | Lane |
|
||||
| City | +--+--+ | |
|
||||
| Guard----+----+----+--o--+-----+----+---City |
|
||||
| HQ | | Hall |
|
||||
| + +--(Emerald)--+ |
|
||||
(Concourse) | | (Concourse)
|
||||
| +------(Park-+-Road)-------+ |
|
||||
| | | |
|
||||
| +--(Emerald)-+ +---Elm |
|
||||
| | | Street |
|
||||
| + + |
|
||||
| | | |
|
||||
+-----------+------(Concourse)---------+----------+
|
||||
|
|
||||
Graveyard
|
||||
Entrance
|
||||
#
|
||||
SHOPS
|
||||
|
||||
Shops are places where the adventurer may purchase equipment for his quests,
|
||||
and where he may sell his treasure if he should manage to survive the perils
|
||||
with his life and sanity intact. Many shops trade only in a specific type of
|
||||
merchandise. Thus, a baker may well refuse to buy your armor, even if it is
|
||||
of high quality!
|
||||
|
||||
To some people, the prospect of obtaining the entire inventory of a shop by
|
||||
murdering the keeper may appear tempting - but beware: The shopkeepers are
|
||||
often rugged, capable men; roughened by years of trading and, indeed, surviving
|
||||
in a world where the only safe prospect is death in the end.
|
||||
|
||||
See also: BUY, SELL, LIST, VALUE
|
||||
#
|
||||
SPELL SPELLS
|
||||
|
||||
Magic User Cleric
|
||||
|
||||
(1) Magic Missile (1) Armor
|
||||
(1) - (1) Cure Light
|
||||
|
||||
(2) Detect Magic (2) Create Water
|
||||
(2) Detect Invisible (2) Create Food
|
||||
|
||||
(3) Chill Touch (3) Detect Poison
|
||||
(3) Infravision (3) -
|
||||
|
||||
(4) Invisibility (4) Cure Blindness
|
||||
(4) Armor (4) Detect Evil
|
||||
(4) - (4) Detect Alignment
|
||||
|
||||
(5) Burning Hands (5) Bless
|
||||
|
||||
(6) Locate Object (6) Blindness
|
||||
(6) Strength (6) Detect Invisible
|
||||
|
||||
(7) Shocking Grasp (7) Infravision
|
||||
|
||||
(8) Sleep (8) Protection From Evil
|
||||
(8) - (8) Poison
|
||||
|
||||
(9) Lightning Bolt (9) Cure Critical
|
||||
(9) Blindness (9) Group Armor
|
||||
|
||||
(10) Detect Poison (10) Summon
|
||||
(10) - (10) Remove Poison
|
||||
|
||||
(11) Color Spray (11) -
|
||||
|
||||
(12) - (12) Earthquake
|
||||
(12) - (12) Word of Recall
|
||||
|
||||
(13) Energy Drain (13) -
|
||||
|
||||
(14) Curse (14) Detect Evil
|
||||
(14) Poison (14) Detect Good
|
||||
(14) - (14) Dispel Evil
|
||||
(14) - (14) Dispel Good
|
||||
|
||||
(15) Fireball (15) Call Lightning
|
||||
(15) - (15) Sanctuary
|
||||
|
||||
(16) Charm Person (16) Heal
|
||||
|
||||
(17) Sense Life (17) Control Weather
|
||||
|
||||
(19) - (19) Harm
|
||||
|
||||
(22) - (22) Group Heal
|
||||
|
||||
(26) Enchant Weapon (26) Remove Curse
|
||||
#
|
||||
THIEF THIEVES
|
||||
|
||||
Thieves are known to have very special qualities, that no other class offers.
|
||||
Their specialty tends to be in the darker, sneakier art. Many of these
|
||||
qualities can come in handy in many situations, such as picking locks.
|
||||
|
||||
You can improve you skills by using the practice command.
|
||||
|
||||
Skills available to thieves:
|
||||
|
||||
sneak, hide, steal, backstab, pick lock, track
|
||||
|
||||
See the help on each skill for more information.
|
||||
|
||||
See also: PRACTICE
|
||||
#
|
||||
WARRIOR FIGHTER
|
||||
|
||||
Warriors are known to have more strength than the average player. This makes
|
||||
them better at hand-to-hand-combat, as they possess skills of violence and
|
||||
fighting unequaled by the members of any other class. However, they lack the
|
||||
ability to use magic of any sort.
|
||||
|
||||
You can improve your skills by using the practice command.
|
||||
|
||||
Skills available to warriors:
|
||||
|
||||
kick, rescue, track, bash
|
||||
|
||||
See also: PRACTICE
|
||||
#
|
||||
CIRCLE CIRCLEMUD CREDITS
|
||||
C I R C L E M U D 3 . 0
|
||||
|
||||
CircleMUD was developed from DikuMud (Gamma 0.0) by Jeremy "Ras" Elson at
|
||||
Johns Hopkins University's Department of Computer Science. All code unique
|
||||
to CircleMUD is protected under a copyright by the Trustees of the Johns
|
||||
Hopkins University.
|
||||
|
||||
Many, many people contributed to CircleMUD in one way or another throughout
|
||||
the course of its development. Although it's impossible for me to remember
|
||||
them all, I'd like to extend special thanks to certain people:
|
||||
|
||||
-- Jeff Fink and George Greer, for submitting a veritable mountain of
|
||||
excellent code.
|
||||
-- Chris Epler and Chris Herringshaw for extensive beta-testing and bug
|
||||
reporting.
|
||||
-- Furry (Alex Fletcher), for single-handedly managing Circle's world files.
|
||||
-- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for other
|
||||
code and area submissions.
|
||||
-- Jean-Jack Riethoven for porting the code to the Amiga, David Carver
|
||||
for porting it to OS/2, and Jack Patton and Steffen Haeuser for the
|
||||
Amiga port.
|
||||
-- Bill Bogstad and Tim Stearns for allowing Circle to exist at JHU.
|
||||
-- The DikuMud folk, and the good old WhatMUD implementors Dave & Justin,
|
||||
for starting the ball rolling.
|
||||
-- Bryan Jolson, Steven Lacher, Cat Stanton, and Naved Surve, for being
|
||||
there in the very early days of Circle's development.
|
||||
-- Sharon, Ben, Erica, Aly, and Josh, for keeping me sane.
|
||||
-- Jules (hamotek sheli) for being the greatest.
|
||||
|
||||
...plus everyone else in the Circle community who has submitted material!
|
||||
Thanks everyone!
|
||||
|
||||
Anonymous FTP: ftp.circlemud.org or ftp2.circlemud.org in pub/CircleMUD
|
||||
To report bugs: bugs@circlemud.org
|
||||
To get help: help@circlemud.org
|
||||
URL: http://www.circlemud.org/
|
||||
Mailing List: listserv@post.queensu.ca
|
||||
(write "subscribe circle <first name> <last name>")
|
||||
|
||||
--Jeremy Elson (jelson@circlemud.org)
|
||||
|
||||
See also: AREAS
|
||||
#
|
||||
$
|
35
lib/text/help/socials.hlp
Normal file
35
lib/text/help/socials.hlp
Normal file
|
@ -0,0 +1,35 @@
|
|||
FRENCH
|
||||
|
||||
Don't you know how they kiss in France?? -- try it!
|
||||
#
|
||||
KISS
|
||||
|
||||
Well can't you guess?
|
||||
#
|
||||
SMILE
|
||||
|
||||
Whenever you feel like smiling...
|
||||
#
|
||||
SOCIALS
|
||||
|
||||
Usage: <social> [<victim>]
|
||||
|
||||
Socials are commands used to show your affective state to others. The
|
||||
actor, victim and bystanders may receive different messages. Generally,
|
||||
social commands are used only to express emotion and not to take action,
|
||||
but it is possible that some mobs (or players) will take action based on
|
||||
the social. (Slap a dragon lately?)
|
||||
|
||||
Example:
|
||||
|
||||
> shake homer
|
||||
> applaud marge
|
||||
> stare
|
||||
|
||||
The SOCIALS command generates a canonical listing of all available socials.
|
||||
|
||||
> socials
|
||||
|
||||
See also: EMOTE
|
||||
#
|
||||
$
|
557
lib/text/help/spells.hlp
Normal file
557
lib/text/help/spells.hlp
Normal file
|
@ -0,0 +1,557 @@
|
|||
ARMOR
|
||||
|
||||
Usage : cast 'armor' [target]
|
||||
Accumulative: No
|
||||
Duration : 24 Hours
|
||||
Level : Mage level 4, Cleric level 1.
|
||||
|
||||
The Armor spell will improve your AC by 2.
|
||||
|
||||
See also: AC
|
||||
#
|
||||
BLESS
|
||||
|
||||
Usage : cast 'bless' <victim | object>
|
||||
Accumulative: No
|
||||
Duration : 6 Hours, permanent for objects.
|
||||
Level : Cleric level 5.
|
||||
|
||||
Bless on a victim will improve the victims saving throw versus spells
|
||||
by 1, and furthermore improve the hitroll by 2.
|
||||
|
||||
Bless on an item currently has no defined action. It is only possible
|
||||
to bless non-evil items, and the object blessed may weigh no more
|
||||
than five pounds per level of caster.
|
||||
#
|
||||
BLINDNESS
|
||||
|
||||
Usage : cast 'blindness' <victim>
|
||||
Accumulative: No
|
||||
Duration : 2 hours.
|
||||
Level : Mage level 9, Cleric level 6.
|
||||
|
||||
Blindness will blind a victim failing its saving throw.
|
||||
A blinded person will have -4 penalty to both hitroll and AC.
|
||||
|
||||
See also: AC
|
||||
#
|
||||
"BURNING HANDS"
|
||||
|
||||
Usage : cast 'burning hands' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 5.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the chill touch spell.
|
||||
|
||||
See also: "CHILL TOUCH"
|
||||
#
|
||||
"CALL LIGHTNING"
|
||||
|
||||
Usage : cast 'call lightning' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 15.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell will use the "force of nature" to make a lightning
|
||||
strike the victim. It is therefore only possible to call lightning
|
||||
outside, and it has to be raining (or worse).
|
||||
|
||||
See also: "CONTROL WEATHER", WEATHER
|
||||
#
|
||||
CAST
|
||||
|
||||
Usage: cast '<spell name>' [target]
|
||||
|
||||
For "magical" people. If you want to throw a spell at someone or something.
|
||||
|
||||
Example:
|
||||
|
||||
> cast 'burning hands' <player>
|
||||
Note that the name of the spell must be enclosed by "'"s.
|
||||
|
||||
See also: help on each individual spell:
|
||||
|
||||
Examples:
|
||||
|
||||
> help cure ligh
|
||||
> help ventri
|
||||
> help energy drain
|
||||
#
|
||||
"CHARM PERSON"
|
||||
|
||||
Usage : cast 'charm person' <victim>
|
||||
Accumulative: No
|
||||
Duration : (432/Intelligence points of person) hours
|
||||
Level : Mage level 16.
|
||||
|
||||
Is is not possible to charm anyone that is already charmed, if
|
||||
you're charmed yourself, or if the person is higher level than
|
||||
yourself. The person will get a saving throw versus "paralysation".
|
||||
|
||||
A charmed person will follow you, and not be able to attack you, you
|
||||
can order the charmed person using the order command.
|
||||
|
||||
See also: FOLLOW, ORDER
|
||||
#
|
||||
"CHILL TOUCH"
|
||||
|
||||
Usage : cast 'chill touch' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 3.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the magic missile spell.
|
||||
A victim failing its saving throw will get its strength
|
||||
reduced by one.
|
||||
|
||||
See also: "MAGIC MISSILE"
|
||||
#
|
||||
COLORSPRAY "COLOR SPRAY"
|
||||
|
||||
Usage : cast 'color spray' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 11.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the lightning bolt spell.
|
||||
|
||||
See also: "LIGHTNING BOLT"
|
||||
|
||||
For help on actual color, see: ANSI
|
||||
#
|
||||
"CONTROL WEATHER"
|
||||
|
||||
Usage : cast 'control weather' <'better' | 'worse'>
|
||||
Accumulative: Yes
|
||||
Duration : -
|
||||
Level : Cleric level 17.
|
||||
|
||||
This spell will change the "course" of the current weather.
|
||||
|
||||
Example:
|
||||
|
||||
> cast 'control wea' worse
|
||||
#
|
||||
"CREATE FOOD"
|
||||
|
||||
Usage : cast 'create food'
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 2.
|
||||
|
||||
This spell instantly creates a fresh waybread. The waybread will be
|
||||
filling for the next (5+level) hours, up to a maximum of 24 hours.
|
||||
|
||||
See also: "CREATE WATER"
|
||||
#
|
||||
"CREATE WATER"
|
||||
|
||||
Usage : cast 'create water' <drink container>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 2.
|
||||
|
||||
Expect disastrous results if cast upon a drink container which contains
|
||||
another liquid than water. Empty or water containers will be filled
|
||||
depending on the level of the caster.
|
||||
|
||||
Double amount of water will be created if it is raining (or worse).
|
||||
|
||||
See also: "CREATE FOOD"
|
||||
#
|
||||
"CURE BLIND"
|
||||
|
||||
Usage : cast 'cure blind' <victim>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 4.
|
||||
|
||||
This spell will cure a person blinded by the "blindness" spell, it
|
||||
can not remove blindness caused by for example cursed items.
|
||||
#
|
||||
"CURE CRITIC"
|
||||
|
||||
Usage : cast 'cure critic' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 9.
|
||||
|
||||
This spell cures 3d8+3 hitpoints of damage.
|
||||
#
|
||||
"CURE LIGHT"
|
||||
|
||||
Usage : cast 'cure light' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 1.
|
||||
|
||||
Cures minor wounds and scratches.
|
||||
#
|
||||
CURSE
|
||||
|
||||
Usage : cast 'curse' <victim | object>
|
||||
Accumulative: Yes
|
||||
Duration : 7 Days, permanent on objects.
|
||||
Level : Mage level 14.
|
||||
|
||||
Curse cast on a person that fails the saving throw, will reduce their
|
||||
hitroll and damage roll both by one. It will also reduce the saving
|
||||
throw versus paralysation by one.
|
||||
|
||||
When cast upon an object, the object will become undropable.
|
||||
#
|
||||
"DETECT ALIGNMENT"
|
||||
|
||||
Usage : cast 'detect alignment'
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 12 hours + level
|
||||
Level : Cleric level 4.
|
||||
|
||||
Allows the caster to detect the alignment of those around them.
|
||||
Evil will show as a red aura, good in a blue aura.
|
||||
|
||||
See also: "DETECT INVISIBILITY"
|
||||
#
|
||||
"DETECT INVISIBILITY"
|
||||
|
||||
Usage : cast 'detect invisibility' [self]
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 12 hours + level/4
|
||||
Level : Mage level 2, Cleric level 6.
|
||||
|
||||
This spell enables you to see invisible items and players.
|
||||
#
|
||||
"DETECT MAGIC"
|
||||
|
||||
Usage : cast 'detect magic' [self]
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 12 hours + level
|
||||
Level : Mage level 2.
|
||||
|
||||
This spell will let you see the magical aura surrounding magical
|
||||
objects.
|
||||
#
|
||||
"DETECT POISON"
|
||||
|
||||
Usage : cast 'detect poison' <victim | food | drink>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 10, Cleric level 3.
|
||||
|
||||
Cast on food or drinks (drink containers) you will be able to
|
||||
sense if it is poisoned.
|
||||
|
||||
Cast on a person you will be able to see if that person is
|
||||
poisoned.
|
||||
#
|
||||
"DISPEL EVIL"
|
||||
|
||||
Usage : cast 'dispel evil' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 14.
|
||||
Save : Special
|
||||
|
||||
This spell will only affect evil creatures. An evil person of level
|
||||
equal or less than caster will suffer 100 damage points.
|
||||
|
||||
If the victim is higher level than caster, the spell will inflict
|
||||
(caster_level)d4 damage points, saving throw versus half damage.
|
||||
|
||||
See also: DISPEL GOOD
|
||||
#
|
||||
"DISPEL GOOD"
|
||||
|
||||
Usage : cast 'dispel good' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 14.
|
||||
Save : Special
|
||||
|
||||
This spell will only affect good creatures. A good person of level
|
||||
equal or less than caster will suffer 100 damage points.
|
||||
|
||||
If the victim is higher level than caster, the spell will inflict
|
||||
(caster_level)d4 damage points, saving throw versus half damage.
|
||||
|
||||
See also: DISPEL EVIL
|
||||
#
|
||||
EARTHQUAKE
|
||||
|
||||
Usage : cast 'earthquake'
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 12.
|
||||
Save : -
|
||||
|
||||
This spell will damage everybody except the caster by
|
||||
1d8+level_of_caster hitpoints.
|
||||
#
|
||||
"ENCHANT WEAPON"
|
||||
|
||||
Usage : cast 'enchant weapon' <weapon>
|
||||
Accumulative: No
|
||||
Duration : Permanent
|
||||
Level : Mage level 26.
|
||||
|
||||
This spell will enchant non-magical (non-modifying) weapons only.
|
||||
By non-modifying weapons we refer to weapons that might alter any
|
||||
ability such as for example damage. The only way to know if a weapon
|
||||
is suitable for enchantment is to fully identify it.
|
||||
|
||||
The enchantment will modify the weapon as:
|
||||
|
||||
Level Hit Roll Damage
|
||||
|
||||
0..17 +1 +1
|
||||
18..19 +2 +1
|
||||
20..20+ +2 +2
|
||||
#
|
||||
"ENERGY DRAIN"
|
||||
|
||||
Usage : cast 'energy drain' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 13.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell does not give much damage, but victims failing their
|
||||
saving throws will loose up to 40,000 XP points. You will gain
|
||||
a quarter of this XP.
|
||||
|
||||
Beware that this spell is evil.
|
||||
#
|
||||
FIREBALL
|
||||
|
||||
Usage : cast 'fireball' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 15.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is the most powerful spell a magic user can cast.
|
||||
|
||||
See also: "COLOR SPRAY"
|
||||
#
|
||||
HARM
|
||||
|
||||
Usage : cast 'harm' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 19.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell removes all but 1d4 hitpoints from the victim. The
|
||||
maximum number of damage points are 100. It is not possible to
|
||||
kill using this spell (but almost).
|
||||
#
|
||||
HEAL
|
||||
|
||||
Usage : cast 'heal' <victim>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 16.
|
||||
|
||||
Heal will heal all the hitpoints from a person, except 1d4 points.
|
||||
Maximum 100 points can be healed. A victim who is blinded will also
|
||||
be cured by the heal spell.
|
||||
|
||||
See also: "CURE BLINDNESS"
|
||||
#
|
||||
INFRAVISION
|
||||
|
||||
Usage : cast 'infravision'
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 12 hours + level
|
||||
Level : Mage level 3, Cleric level 7.
|
||||
|
||||
Allows the caster to detect the heat given off by objects giving them
|
||||
the ability to have much better vision in dark conditions.
|
||||
|
||||
See also: "DETECT INVISIBILITY"
|
||||
#
|
||||
INVISIBILITY
|
||||
|
||||
Usage : cast 'invisibility' <victim | object>
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 24 hours, permanent on objects.
|
||||
Level : Mage level 4.
|
||||
|
||||
Makes the target of the spell invisible to everyone except those who have
|
||||
the "detect invisibility" spell.
|
||||
|
||||
Attacking while invisible will immediately break the spell.
|
||||
|
||||
See also: "DETECT INVISIBILITY"
|
||||
#
|
||||
"LIGHTNING BOLT"
|
||||
|
||||
Usage : cast 'lightning bolt' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 9.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the shocking grasp spell.
|
||||
|
||||
See also: "SHOCKING GRASP"
|
||||
#
|
||||
"LOCATE OBJECT"
|
||||
|
||||
Usage : cast 'locate object' <object>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 6.
|
||||
|
||||
If possible you will know exactly where an object is, or the
|
||||
name of the person using it. If more than one object by the
|
||||
same name exists, you will get a listing of several objects.
|
||||
The maximum number of objects you can simultaneously locate is
|
||||
your level divided by 2.
|
||||
#
|
||||
"MAGIC MISSILE"
|
||||
|
||||
Usage : cast 'magic missile' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 1.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
Causes a bolt of magical energy to be thrown from the casters hands at the
|
||||
victim.
|
||||
#
|
||||
POISON
|
||||
|
||||
Usage : cast 'poison' <victim | food | drink>
|
||||
Accumulative: Yes on persons.
|
||||
Duration : Level hours, or permanent on food and drinks.
|
||||
Level : Cleric Level 8, Mage level 14.
|
||||
|
||||
Casting poison on food or drink (containers) will poison it. Eating
|
||||
poisoned food/drinks will poison the person eating or drinking.
|
||||
|
||||
A person who is poisoned will suffer damage every hour, lose strength, and
|
||||
gain less points than usual.
|
||||
|
||||
See also: "REMOVE POISON", "DETECT POISON"
|
||||
#
|
||||
"PROTECTION FROM EVIL"
|
||||
|
||||
Usage : cast 'protection from evil' [self]
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 24 hours
|
||||
Level : Cleric level 8.
|
||||
|
||||
The meaning of this spell is not yet fully defined.
|
||||
#
|
||||
"REMOVE CURSE"
|
||||
|
||||
Usage : cast 'remove curse' <victim | object>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 26.
|
||||
|
||||
Will remove a curse on carried objects or any persons in the room.
|
||||
#
|
||||
"REMOVE POISON"
|
||||
|
||||
Usage : cast 'remove poison' <victim | food | drink>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 10.
|
||||
|
||||
Will remove the affects of poison from a victim or an object.
|
||||
|
||||
See also: POISON
|
||||
#
|
||||
SANCTUARY
|
||||
|
||||
Usage : cast 'sanctuary' [self]
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 4 hours
|
||||
Level : Cleric level 15.
|
||||
|
||||
When protected by sanctuary you will only receive 1/2 the normal damage
|
||||
caused by a particular blow.
|
||||
|
||||
See also: ARMOR, BLESS
|
||||
#
|
||||
"SHOCKING GRASP"
|
||||
|
||||
Usage : cast 'shocking grasp' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 7.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the burning hands spell.
|
||||
|
||||
See also: "BURNING HANDS"
|
||||
#
|
||||
"SENSE LIFE"
|
||||
|
||||
Usage : cast 'sense life'
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : Level hours.
|
||||
Level : Cleric level 5, Mage level 17.
|
||||
|
||||
Allows the caster to sense the presence of a player or monster in the
|
||||
room which is hiding. The true identity will remain hidden however.
|
||||
Invisible persons are also considered hidden.
|
||||
|
||||
See also: HIDE
|
||||
#
|
||||
STRENGTH
|
||||
|
||||
Usage : cast 'strength' <victim>
|
||||
Accumulative: Yes
|
||||
Duration : Level/2 + 4
|
||||
Level : Mage level 6.
|
||||
|
||||
A person will gain 1 strength point per spell (2 points if level of
|
||||
caster is greater than 18). Maximum strength is 18/100.
|
||||
#
|
||||
SUMMON
|
||||
|
||||
Usage : cast 'summon' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 10.
|
||||
|
||||
Will summon a person of the name spoken. It is not possible to
|
||||
summon someone of three or more levels above yourself.
|
||||
If you attempt to summon a monster, it will get a saving throw.
|
||||
|
||||
See also: NOSUMMON
|
||||
#
|
||||
VENTRILOQUATE
|
||||
|
||||
Usage : cast 'ventriloquate' <victim | object> <text>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 1.
|
||||
Save : Versus spell victim only sees attempted cast.
|
||||
|
||||
For all people in the same room as the caster that fail a saving throw, the
|
||||
spell will make the object or victim appear to say the text written.
|
||||
|
||||
Example:
|
||||
|
||||
> cast 'vent' Mirlen I got 399,823 coins, don't even consider killing me!
|
||||
#
|
||||
"WORD OF RECALL"
|
||||
|
||||
Usage : cast 'word of recall'
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 12.
|
||||
|
||||
The caster will be transferred back to his hometown sanctuary (usually the
|
||||
Temple of Midgaard).
|
||||
#
|
||||
$
|
728
lib/text/help/wizhelp.hlp
Normal file
728
lib/text/help/wizhelp.hlp
Normal file
|
@ -0,0 +1,728 @@
|
|||
ADVANCE
|
||||
|
||||
Usage: advance <victim> <level>
|
||||
|
||||
ADVANCE moves a player to a new level. If used to promote a player to an
|
||||
immortal level, and if you have the autowiz program installed, the wizlist and
|
||||
immlist will automatically be recreated.
|
||||
|
||||
Example:
|
||||
|
||||
> advance rasmussen 34
|
||||
|
||||
See also: SET
|
||||
#
|
||||
WIZAT
|
||||
|
||||
Usage: at <room VNUM | item | mob | player name> <command> <arguments>
|
||||
|
||||
AT can be used to perform an action in a location other than where you are
|
||||
standing. The first argument can be a virtual room number or the name of a
|
||||
character or object. The remainder of the line is passed to the command
|
||||
interpreter.
|
||||
|
||||
Examples:
|
||||
|
||||
> at 3001 look
|
||||
> at fido kill fido
|
||||
> at 3.corpse get all corpse
|
||||
> at catje wave catje
|
||||
|
||||
See also: GOTO
|
||||
#
|
||||
BAN UNBAN
|
||||
|
||||
Usage: ban [<all | new | select> <site>]
|
||||
unban <site>
|
||||
|
||||
These commands prevent anyone from a site with a hostname containing the
|
||||
site substring from logging in to the game. You may ban a site to ALL, NEW
|
||||
or SELECT players. Banning a site to NEW players prevents any new players
|
||||
from registering. Banning a site to ALL players disallows ANY connections
|
||||
from that site. Banning a site SELECTively allows only players with site-ok
|
||||
flags to log in from that site. Ban with no argument returns a list of
|
||||
currently banned sites.
|
||||
|
||||
Unban removes the ban.
|
||||
|
||||
Examples:
|
||||
|
||||
> ban all whitehouse.gov
|
||||
> unban ai.mit.edu
|
||||
|
||||
See also: WIZLOCK
|
||||
#
|
||||
DATE
|
||||
|
||||
Shows the current real time. (Not a social)
|
||||
#
|
||||
DC
|
||||
|
||||
Usage: dc <descriptor number>
|
||||
|
||||
DC (DisConnect) is used to disconnect a socket. If used on a playing socket,
|
||||
the player will lose his/her link, but, unlike PURGE, will not extract the
|
||||
player or dump the player's inventory on the ground.
|
||||
|
||||
DC is also useful for disconnecting people who have accidentally left
|
||||
themselves at the main menu, or connections sitting in the "Get name" state.
|
||||
|
||||
See also: USERS
|
||||
#
|
||||
ECHO GECHO QECHO SEND
|
||||
|
||||
Usage: echo <message>
|
||||
gecho <message>
|
||||
send <victim> <message>
|
||||
qecho <message>
|
||||
|
||||
ECHO displays a string to everyone in your room.
|
||||
GECHO displays the string to everyone in the game.
|
||||
QECHO displays the string to everyone with the QUEST flag.
|
||||
SEND displays the string to a particular person.
|
||||
|
||||
Examples:
|
||||
|
||||
> echo Hi, everyone in the room.
|
||||
> gecho Hi, everyone in the game, isn't this annoying?
|
||||
> send rasmussen You are being watched.
|
||||
#
|
||||
FORCE
|
||||
|
||||
Usage: force <victim | all> <command> <arguments>
|
||||
|
||||
FORCE forces a character, either monster or player, to perform a certain
|
||||
action. FORCE ALL forces everyone in the game; FORCE ROOM forces everyone in
|
||||
your room.
|
||||
|
||||
Example:
|
||||
|
||||
> force fido drop meat
|
||||
> force all save
|
||||
> force room look fido
|
||||
|
||||
If you are invisible to the one being forced, the force will be performed
|
||||
silently.
|
||||
#
|
||||
FREEZE THAW
|
||||
|
||||
Usage: freeze <victim>
|
||||
thaw <victim>
|
||||
|
||||
FREEZE, originally invented here at CircleMUD (we think), is used to prevent
|
||||
a player from playing. If frozen, the game will ignore all commands entered
|
||||
by the player, including QUIT, until the player is unfrozen with THAW.
|
||||
|
||||
Obviously, this command should only be used in extreme disciplinary
|
||||
circumstances.
|
||||
|
||||
See also: SET -> FROZEN
|
||||
#
|
||||
GOTO TRANS WIZTELEPORT
|
||||
|
||||
Usage: goto <location>
|
||||
trans <victim>
|
||||
teleport <victim> <location>
|
||||
|
||||
These commands are used to transports yourself and others to different rooms.
|
||||
GOTO allows you to go to other rooms; TRANS transports a person from wherever
|
||||
they are to the room YOU are in; TELEPORT transports your victim to some other
|
||||
location.
|
||||
|
||||
For both GOTO and TELEPORT, the location specifier can be either a virtual
|
||||
room number, or the name of a character or object.
|
||||
|
||||
Examples:
|
||||
|
||||
> goto 3001
|
||||
> goto rasmussen
|
||||
> trans fido
|
||||
> teleport fido 3001
|
||||
> teleport fido 2.fido
|
||||
|
||||
See also: POOFIN, POOFOUT, SET -> ROOM, WIZAT
|
||||
#
|
||||
HANDBOOK
|
||||
|
||||
Usage: handbook
|
||||
|
||||
Guidelines for having an Immortal character -- you should read it.
|
||||
#
|
||||
HCONTROL
|
||||
|
||||
Usage: hcontrol build <house vnum> <exit dir> <player name>
|
||||
hcontrol destroy <house vnum>
|
||||
hcontrol pay <house vnum>
|
||||
hcontrol show
|
||||
|
||||
House control, controls the addition, removal, and payments of houses.
|
||||
Hcontrol show will show all the houses currently defined in the game
|
||||
along with their last 'rent' payment date.
|
||||
|
||||
See also: HOUSE, HOUSES
|
||||
#
|
||||
HOLYLIGHT
|
||||
|
||||
Usage: holylight
|
||||
|
||||
A toggle which allows you to see:
|
||||
Invisible people and objects, even if you don't have 'detect invisibility'
|
||||
Hidden people, even if you don't have 'sense life'
|
||||
Dark rooms, even if you don't have a light
|
||||
|
||||
It is expected most immortals will keep HOLYLIGHT on most of the time;
|
||||
it exists so that you have the ability to see what mortals see for
|
||||
debugging purposes.
|
||||
#
|
||||
IMOTD
|
||||
|
||||
Usage: imotd
|
||||
|
||||
Displays the Immortal message of the day. This file usually contains
|
||||
new information on commands recently added, new features and other
|
||||
important information that immortals should be aware of.
|
||||
|
||||
See also: MOTD
|
||||
#
|
||||
INVIS
|
||||
|
||||
Usage: invis [level]
|
||||
|
||||
INVIS sets your invisibility level. With no argument, invis toggles between
|
||||
making you fully visible and fully invisible. If you specify a level, only
|
||||
people at and above the level you specify will be able to see you.
|
||||
|
||||
Examples:
|
||||
|
||||
> invis
|
||||
> invis 31
|
||||
|
||||
See also: VISIBLE
|
||||
#
|
||||
LAST
|
||||
|
||||
Usage: last <player_name>
|
||||
|
||||
For checking the last time a person logged on, their sitename, and their
|
||||
ID number.
|
||||
|
||||
Example:
|
||||
|
||||
> last ras
|
||||
[ 24] [14 Cl] Ras : somesite.edu : Tue May 16 22:07:09 1995
|
||||
|
||||
See also: STAT
|
||||
#
|
||||
LOAD
|
||||
|
||||
Usage: load <mob | obj> <virtual number>
|
||||
|
||||
LOAD is used to create mobiles and objects. The first argument specifies if
|
||||
you are trying to load a mobile or an object; the second is the virtual
|
||||
number.
|
||||
|
||||
Example:
|
||||
|
||||
> load obj 3099
|
||||
You create a bulletin board.
|
||||
|
||||
> load mob 3005
|
||||
You create the receptionist.
|
||||
|
||||
See also: VNUM
|
||||
#
|
||||
MUTE
|
||||
|
||||
Usage: mute <victim>
|
||||
|
||||
MUTE is used to shut a player up. When muted, a player will not be able to
|
||||
use most communication channels until he/she is unmuted.
|
||||
|
||||
See also: FLAGS
|
||||
#
|
||||
NOHASSLE
|
||||
|
||||
Usage: nohassle
|
||||
|
||||
Toggles a flag to prevent aggressive monsters from attacking.
|
||||
#
|
||||
NOTITLE
|
||||
|
||||
Usage: notitle <vicitim>
|
||||
|
||||
Prevent players from being able to set their own titles; i.e., if the
|
||||
player consistently has an offensive title. The definition of offensive
|
||||
is left as an exercise for the reader.
|
||||
|
||||
See also: TITLE
|
||||
#
|
||||
NOWIZ
|
||||
|
||||
Usage: nowiz
|
||||
|
||||
Allows you to hear or ignore messages coming over the wiznet.
|
||||
|
||||
See also: WIZNET
|
||||
#
|
||||
OLC
|
||||
|
||||
Usage: olc { . | set | show | obj | mob | room} [args]
|
||||
|
||||
.: Repeat last modification command
|
||||
set: Set OLC characteristics
|
||||
show: Show OLC characteristics
|
||||
obj: Modify an object
|
||||
mob: Modify a mob
|
||||
room: Modify a room
|
||||
|
||||
OnLine Creation. A feature which will eventually allow the creation
|
||||
of areas ONLINE, without having to reboot the system.
|
||||
|
||||
See also: SHOW->ZONES, ZRESET
|
||||
#
|
||||
PAGE
|
||||
|
||||
Usage: page <player | all> <message>
|
||||
|
||||
PAGE is used to send a message, along with a beep, to another player. Use
|
||||
PAGE ALL to send a message and a beep to everyone in the game.
|
||||
|
||||
Examples:
|
||||
|
||||
> page rasmussen Hey, are you still at the keyboard?
|
||||
> page all GAME WILL BE SHUTTING DOWN IN 10 MINUTES
|
||||
|
||||
Do not abuse this command.
|
||||
#
|
||||
PARDON
|
||||
|
||||
Usage: pardon <victim>
|
||||
|
||||
Removes killer and thief flags from a player.
|
||||
#
|
||||
POOFIN POOFOUT
|
||||
|
||||
Usage: poofin <message>
|
||||
poofout <message>
|
||||
|
||||
Sets the message seen by players when you use GOTO to move to a different
|
||||
room. POOFIN with no argument resets your poofin to the default "appears with
|
||||
an ear-splitting bang"; POOFOUT with no argument defaults to "disappears in
|
||||
a puff of smoke."
|
||||
|
||||
See also: GOTO
|
||||
#
|
||||
PURGE
|
||||
|
||||
Usage: purge [name]
|
||||
|
||||
Purge destroys things. If used with no arguments, it will clear a room of all
|
||||
mobiles and objects, but will not harm players. If the argument is an object,
|
||||
that object (and all of its contents, if any) will be destroyed. If the
|
||||
argument is a mobile, the mobile will be destroyed, leaving its inventory and
|
||||
equipment lying on the ground.
|
||||
|
||||
If the argument is the name of a player, the player's inventory and equipment
|
||||
will drop on the ground and the player will lose his/her connection. For this
|
||||
reason, PURGE should only be used on players in disciplinary situations.
|
||||
|
||||
Examples:
|
||||
|
||||
> purge
|
||||
> purge Pom
|
||||
> purge sword
|
||||
> purge dragon
|
||||
|
||||
See also: DC
|
||||
#
|
||||
RELOAD
|
||||
|
||||
Usage: reload < '*' | all | file >
|
||||
|
||||
Reload is used to reload text files such as the MOTD from disk into memory.
|
||||
reload * reloads all the text files below.
|
||||
|
||||
Valid files are:
|
||||
|
||||
background (/mud_dir/lib/text/background)
|
||||
credits (/mud_dir/lib/text/credits)
|
||||
greetings (/mud_dir/lib/text/greetings)
|
||||
handbook (/mud_dir/lib/text/handbook)
|
||||
help (/mud_dir/lib/text/help)
|
||||
immlist (/mud_dir/lib/text/immlist)
|
||||
imotd (/mud_dir/lib/text/imotd)
|
||||
news (/mud_dir/lib/text/news)
|
||||
motd (/mud_dir/lib/text/motd)
|
||||
info (/mud_dir/lib/text/info)
|
||||
policy (/mud_dir/lib/text/policies)
|
||||
wizlist (/mud_dir/lib/text/wizlist)
|
||||
xhelp (/mud_dir/lib/text/help/*)
|
||||
#
|
||||
REROLL
|
||||
|
||||
Usage: reroll <player>
|
||||
|
||||
REROLL gives a player new stats (i.e., Str, Int, Wis, Dex, Con, and Cha)
|
||||
|
||||
See also: STAT
|
||||
#
|
||||
RESTORE
|
||||
|
||||
Usage: restore <player | mobile>
|
||||
|
||||
RESTORE restores a player or mobile to full hit, mana, and movement points.
|
||||
If used on immortals, it also sets all skill levels to 100%.
|
||||
#
|
||||
RETURN
|
||||
|
||||
Usage: return
|
||||
|
||||
RETURN returns you to your regular body if you are switched into a mob.
|
||||
|
||||
See also: SWITCH
|
||||
#
|
||||
ROOMFLAGS
|
||||
|
||||
Usage: roomflags
|
||||
|
||||
Toggles a flag which causes the virtual room number and room flags, if any,
|
||||
to be displayed next to room names.
|
||||
#
|
||||
SET
|
||||
|
||||
Usage: set [ file | player ] <character> <field> <value>
|
||||
|
||||
SET is an extremely powerful command, capable of setting dozens of aspects of
|
||||
characters, both players and mobiles.
|
||||
|
||||
SET PLAYER forces set to look for a player and not a mobile; useful for
|
||||
players with names such as 'guard'.
|
||||
|
||||
SET FILE lets you change players who are not logged on. If you use SET FILE
|
||||
on a player who IS logged on, your change will be lost. If you wish to set
|
||||
a player who is in the game but is linkless, use set twice -- once with the
|
||||
FILE argument, and once without -- to make sure that the change takes.
|
||||
|
||||
For toggled fields (BINARY), the value must be ON, OFF, YES, or NO.
|
||||
|
||||
The following are valid fields:
|
||||
|
||||
Field Level Required Who Value Type Decription
|
||||
-----------------------------------------------------------------------------
|
||||
age LVL_GRGOD BOTH NUMBER Character's age
|
||||
brief LVL_GOD PC BINARY Brief mode
|
||||
invstart LVL_GOD PC BINARY Invisible @ Start
|
||||
title LVL_GOD PC MISC Player's title
|
||||
nosummon LVL_GRGOD PC BINARY NOSUMMON flag
|
||||
maxhit LVL_GRGOD BOTH NUMBER Max HP
|
||||
maxmana LVL_GRGOD BOTH NUMBER Max mana
|
||||
maxmove LVL_GRGOD BOTH NUMBER Max movement
|
||||
hit LVL_GRGOD BOTH NUMBER Current HP
|
||||
mana LVL_GRGOD BOTH NUMBER Current mana
|
||||
move LVL_GRGOD BOTH NUMBER Current movement
|
||||
align LVL_GOD BOTH NUMBER Alignment
|
||||
str LVL_GRGOD BOTH NUMBER Strength
|
||||
stradd LVL_GRGOD BOTH NUMBER Additional STR (18/xx)
|
||||
int LVL_GRGOD BOTH NUMBER Inteligence
|
||||
wis LVL_GRGOD BOTH NUMBER Wisdom
|
||||
dex LVL_GRGOD BOTH NUMBER Dexterity
|
||||
con LVL_GRGOD BOTH NUMBER Constitution
|
||||
cha LVL_GRGOD BOTH NUMBER Charisma
|
||||
sex LVL_GRGOD BOTH MISC Sex
|
||||
ac LVL_GRGOD BOTH NUMBER Armor class
|
||||
gold LVL_GOD BOTH NUMBER Gold (On hand)
|
||||
bank LVL_GOD PC NUMBER Gold in bank
|
||||
exp LVL_GRGOD BOTH NUMBER Experience points
|
||||
hitroll LVL_GRGOD BOTH NUMBER To-Hit modifier
|
||||
damroll LVL_GRGOD BOTH NUMBER Damage modifier
|
||||
invis LVL_IMPL PC NUMBER Invisible (level)
|
||||
nohassle LVL_GRGOD PC BINARY NOHASSLE flag
|
||||
frozen LVL_FREEZE PC BINARY FROZEN flag
|
||||
practices LVL_GRGOD PC NUMBER # of practices
|
||||
lessons LVL_GRGOD PC NUMBER # of practices
|
||||
drunk LVL_GRGOD BOTH MISC Drunkeness
|
||||
hunger LVL_GRGOD BOTH MISC Hrs to hunger
|
||||
thirst LVL_GRGOD BOTH MISC Hrs to thirst
|
||||
killer LVL_GOD PC BINARY KILLER flag
|
||||
thief LVL_GOD PC BINARY THIEF flag
|
||||
level LVL_IMPL BOTH NUMBER Level
|
||||
room LVL_IMPL BOTH NUMBER Move to room
|
||||
roomflag LVL_GRGOD PC BINARY ROOMFLAGS flag
|
||||
siteok LVL_GRGOD PC BINARY SITEOK flag
|
||||
deleted LVL_IMPL PC BINARY DELETED flag
|
||||
class LVL_GRGOD BOTH MISC Class (W/T/C/M)
|
||||
nowizlist LVL_GOD PC BINARY Not Wizlistable flag
|
||||
quest LVL_GOD PC BINARY QUESTING flag
|
||||
loadroom LVL_GRGOD PC MISC Room to load in (#/off)
|
||||
color LVL_GOD PC BINARY COLOR flag
|
||||
idnum LVL_IMPL PC NUMBER ID Number
|
||||
passwd LVL_IMPL PC MISC Player password
|
||||
nodelete LVL_GOD PC BINARY Undeletable flag
|
||||
|
||||
See also: STAT
|
||||
#
|
||||
SHOW
|
||||
|
||||
Usage: show <mode> [argument]
|
||||
|
||||
Valid Modes:
|
||||
|
||||
death errors godrooms houses
|
||||
player rent shops stats
|
||||
zones
|
||||
|
||||
The SHOW command displays information. Some modes of show require additional
|
||||
information, such as a player name.
|
||||
|
||||
death: Shows all death traps in the game.
|
||||
errors: Shows errant rooms.
|
||||
godrooms: Shows the rooms in the 'god zone'.
|
||||
houses: Shows the houses that are currently defined.
|
||||
player: Shows player summary information, simply provide a player name.
|
||||
rent: Shows the filename and path to a players rent file.
|
||||
shops: Shows all the shops in the game and their buy/sell parameters.
|
||||
stats: Shows game status information including players in game, mobs etc.
|
||||
zones: Shows all the zones in the game and their current reset status.
|
||||
An age of -1 means it is in the 'to be reset next' queue.
|
||||
|
||||
See also: STAT, ZRESET
|
||||
#
|
||||
SHUTDOWN
|
||||
|
||||
Usage: shutdown [reboot | die | pause]
|
||||
|
||||
SHUTDOWN shuts the MUD down. The SHUTDOWN command works in conjunction with
|
||||
CircleMUD's 'autorun' script. If you are not using autorun, the arguments are
|
||||
meaningless. If you are using autorun, the following arguments are available:
|
||||
|
||||
REBOOT Pause only 5 seconds instead of the normal 40 before trying to
|
||||
restart the MUD.
|
||||
|
||||
DIE Kill the autorun script; the MUD will not reboot until autorun is
|
||||
explicitly run again.
|
||||
|
||||
PAUSE Create a file called 'paused' in Circle's root directory; do not
|
||||
try to restart the MUD until 'paused' is removed.
|
||||
#
|
||||
SKILLSET
|
||||
|
||||
Usage: skillset <name> '<skill>' <value>
|
||||
|
||||
Sets the specified skill to the specified value.
|
||||
|
||||
See also: SET
|
||||
#
|
||||
SLOWNS
|
||||
|
||||
Usage: slowns
|
||||
|
||||
Toggles whether or not IP addresses are resolved into readable site names.
|
||||
If slow nameserver is enabled, USERS will show only IP addresses.
|
||||
(128.123.222.111 etc).
|
||||
|
||||
See also: USERS
|
||||
#
|
||||
SNOOP
|
||||
|
||||
Usage: snoop [player]
|
||||
|
||||
Snoop allows you to listen in on another player's session; everything the
|
||||
player sees or types will be displayed on your terminal preceded by a '%'.
|
||||
|
||||
Obviously, there are many ethical considerations to the use of this command;
|
||||
snoop should be used minimally, and only for disciplinary purposes.
|
||||
|
||||
Type snoop <your name> or just snoop to stop snooping.
|
||||
#
|
||||
SNOWBALL
|
||||
|
||||
Snowball is just a social -- it prints a funny message, and nothing more.
|
||||
#
|
||||
STAT
|
||||
|
||||
Usage: stat [player | object | mobile | file] <name>
|
||||
|
||||
Gives information about players, monsters, and objects in the game. The type
|
||||
argument is optional.
|
||||
|
||||
STAT PLAYER will search only for players; useful for statting people with
|
||||
names such as Red or Cityguard.
|
||||
|
||||
STAT OBJECT will search only for objects.
|
||||
|
||||
STAT MOBILE will search only for monsters.
|
||||
|
||||
STAT FILE is used to stat players who are not logged in; the information
|
||||
displayed comes from the playerfile.
|
||||
|
||||
Examples:
|
||||
|
||||
> stat fido
|
||||
> stat player red
|
||||
> stat mobile red
|
||||
> stat file niandra
|
||||
> stat object thunderbolt
|
||||
|
||||
See also: VSTAT
|
||||
#
|
||||
STRING
|
||||
|
||||
Usage: string <type> <name> <field> [<string> | <keyword>]
|
||||
|
||||
For changing the text-strings associated with objects and characters. The
|
||||
format is:
|
||||
|
||||
Type is either 'obj' or 'char'.
|
||||
|
||||
Field is one of the following(the names may be abbreviated):
|
||||
|
||||
Name (the call-name of an obj/char - kill giant)
|
||||
Short (for inventory lists (obj's) and actions (char's))
|
||||
Long (for when obj/character is seen in room)
|
||||
Title (for players)
|
||||
Description (For look at. For obj's, must be followed by a keyword)
|
||||
Delete-description (only for obj's. Must be followed by keyword)
|
||||
|
||||
Where a string is expected as the last argument, a newline will make you enter
|
||||
a string mode, and the game will prompt you for new lines to the string until
|
||||
you exceed the maximum length for the string or you end a line with a '@'.
|
||||
|
||||
Mobiles and objects currently cannot be strung.
|
||||
#
|
||||
SWITCH
|
||||
|
||||
Usage: switch <monster>
|
||||
|
||||
SWITCH is used to take over the body of mobiles; useful for interactive
|
||||
adventures. If the monster in which you are switched is killed you will be
|
||||
returned to your own body.
|
||||
|
||||
See also: RETURN
|
||||
#
|
||||
SYSLOG
|
||||
|
||||
Usage: syslog [off | brief | normal | complete]
|
||||
|
||||
The SYSLOG command controls how detailed of an on-line system log you see.
|
||||
Messages surrounded by '[' and ']' are syslog messages and are in green
|
||||
if you have color on.
|
||||
|
||||
The messages you receive are level dependent.
|
||||
|
||||
Examples:
|
||||
|
||||
> syslog complete
|
||||
> syslog off
|
||||
|
||||
See also: COLOR
|
||||
#
|
||||
UNAFFECT
|
||||
|
||||
Usage: unaffect <victim>
|
||||
|
||||
Removes all affections (i.e., spell effects) from a player.
|
||||
|
||||
See also: STAT
|
||||
#
|
||||
UPTIME
|
||||
|
||||
Usage: uptime
|
||||
|
||||
Displays when the game was booted and calculates how long ago that was.
|
||||
#
|
||||
USERS
|
||||
|
||||
Usage: users [switches]
|
||||
|
||||
USERS gives a list of all sockets (i.e., connections) currently active on the
|
||||
MUD. The multi-column display shows the socket number (used by DC), class,
|
||||
level, and name of the player connected, connection state, idle time, and
|
||||
hostname.
|
||||
|
||||
The following switches are available:
|
||||
|
||||
-k or -o Show only outlaws (killers and thieves).
|
||||
-p Show only sockets in the playing sockets.
|
||||
-d Show only non-playing (deadweight) sockets.
|
||||
-l min-max Show only sockets whose characters are from level min to max.
|
||||
-n <name> Show the socket with <name> associated with it.
|
||||
-h <host> Show all sockets from <host>.
|
||||
-c list Show only sockets whose characters' classes are in list.
|
||||
|
||||
See also: DC, SLOWNS
|
||||
#
|
||||
VNUM
|
||||
|
||||
Usage: vnum <mob | obj> <name>
|
||||
|
||||
Gives a list of the virtual numbers of objects or mobiles which have the
|
||||
specified name.
|
||||
|
||||
Examples:
|
||||
|
||||
> vnum obj ring
|
||||
1. [ 904] a platinum ring
|
||||
2. [ 2543] a seashell ring
|
||||
3. [ 2588] a small emerald ring
|
||||
|
||||
> vnum mob dragon
|
||||
1. [ 1] Puff
|
||||
2. [ 908] the dragon turtle
|
||||
3. [ 2548] the Master of Illusions
|
||||
#
|
||||
VSTAT
|
||||
|
||||
Usage: vstat < mob | obj > <virtual number>
|
||||
|
||||
Used to stat a prototypical mobile or object by virtual number.
|
||||
|
||||
Examples:
|
||||
|
||||
> vstat obj 3000
|
||||
> vstat mob 3001
|
||||
|
||||
See also: LOAD, STAT, VNUM
|
||||
#
|
||||
WIZHELP
|
||||
|
||||
Usage: wizhelp
|
||||
|
||||
Gives a list of the special commands available at your level.
|
||||
#
|
||||
WIZLOCK
|
||||
|
||||
Usage: wizlock [value]
|
||||
|
||||
WIZLOCK allows you to restrict the game. WIZLOCK 1 prevents new characters
|
||||
from being created. WIZLOCK n, 2 <= n <= 34, prevents new characters and
|
||||
allows only characters level n and above to log on. WIZLOCK with no argument
|
||||
displays the current WIZLOCK level.
|
||||
|
||||
See also: BAN
|
||||
#
|
||||
WIZNET ;
|
||||
|
||||
The immortal communication channel.
|
||||
|
||||
Usage: wiznet [ '@' | '+' | '-' | '#' ] [<text>]
|
||||
|
||||
Examples:
|
||||
|
||||
>; <text> - just sends text
|
||||
>; @ - shows all gods that are on and visible to you
|
||||
- also shows if the gods who are visible to you are writing
|
||||
|
||||
This code was provided by Gnort.
|
||||
|
||||
See also: NOWIZ
|
||||
#
|
||||
ZRESET
|
||||
|
||||
Usage: zreset < zone | '*' | '.' >
|
||||
|
||||
Used to force a zone to reset. '*' forces all zones to reset. '.' forces
|
||||
the zone you are in to reset.
|
||||
|
||||
See also: SHOW -> ZONES
|
||||
#
|
||||
$
|
9
lib/text/immlist
Normal file
9
lib/text/immlist
Normal file
|
@ -0,0 +1,9 @@
|
|||
*************************************************************************
|
||||
* The following people have reached immortality on CircleMUD. They are *
|
||||
* to be treated with respect and awe. Occasional prayers to them are *
|
||||
* advisable. Annoying them is not recommended. Stealing from them is *
|
||||
* punishable by immediate death. *
|
||||
*************************************************************************
|
||||
|
||||
Immortals
|
||||
~~~~~~~~~
|
11
lib/text/imotd
Normal file
11
lib/text/imotd
Normal file
|
@ -0,0 +1,11 @@
|
|||
(lib/text/imotd)
|
||||
|
||||
Welcome to CircleMUD 3.5!
|
||||
|
||||
This is the immortal MOTD -- the file that immortals will see when they
|
||||
log in to the game. You should change it to something more interesting
|
||||
when you get a chance (as well as most of the other files in lib/text.)
|
||||
|
||||
If you need help, find a bug, or wish to contribute please stop by
|
||||
The Builder Academy at: builderacademy.net 9091
|
||||
|
48
lib/text/info
Normal file
48
lib/text/info
Normal file
|
@ -0,0 +1,48 @@
|
|||
(lib/text/info)
|
||||
|
||||
[Note: Further information can be gained on the capitalized words by using the
|
||||
HELP-command]
|
||||
|
||||
Classes, skills, and guilds:
|
||||
|
||||
When you enter the game the first time, you are asked to select a class; either
|
||||
THIEF, WARRIOR, CLERIC, or MAGIC user. Characters belonging to each of these
|
||||
classes have their own qualities, abilities, and handicaps.
|
||||
It is not unusual that people belonging to different classes, by joining
|
||||
their efforts and combining their skills, find their chances of survival and
|
||||
progress greatly improved. Indeed, a team consisting of members from all four
|
||||
classes can be an extremely powerful unit; capable of opening doors without
|
||||
keys, creating food supplies out of nothing, and destroying an enemy in
|
||||
several different ways. It is not advisable for a new player to offend the
|
||||
members of such a group!
|
||||
|
||||
In order to learn the tricks of your specific trade, you need to find your
|
||||
GUILD, which may take a little exploring. However, you can usually find a
|
||||
guild in any reasonably populated city. Once you've found it, you need to
|
||||
look up your guildmaster and PRACTICE.
|
||||
|
||||
Equipment:
|
||||
|
||||
It is never wise to travel without the proper equipment. You may purchase this
|
||||
in the SHOPS found in any larger city, or you may be lucky and find some left
|
||||
around, dropped by someone who doesn't need it anymore, for one reason or
|
||||
another.
|
||||
|
||||
About Staying Fit - Eating and Drinking:
|
||||
|
||||
At one time or another, you'll see the message "You are hungry". This means
|
||||
that it's time to find something edible before too long. People don't starve
|
||||
to death in this world, so have no fear. However, when you are hungry, you do
|
||||
not build up lost energy, so eventually you'll be unable to do anything but sit
|
||||
around and feel sorry for yourself, until someone comes by. Then, you can only
|
||||
hope that it's a benevolent person, rather than a greedy thief or a warrior
|
||||
lusting for blood.
|
||||
|
||||
General hints:
|
||||
|
||||
See help on the group command.
|
||||
See help on the consider command.
|
||||
See help on resting.
|
||||
See help on your class (magic user, cleric, warrior or thief).
|
||||
|
||||
See Also: HELP
|
8
lib/text/motd
Normal file
8
lib/text/motd
Normal file
|
@ -0,0 +1,8 @@
|
|||
(lib/text/motd)
|
||||
|
||||
Welcome to
|
||||
|
||||
C I R C L E M U D 3 . 5
|
||||
"We addict players for their own enjoyment."
|
||||
Created by Jeremy Elson
|
||||
|
84
lib/text/news
Normal file
84
lib/text/news
Normal file
|
@ -0,0 +1,84 @@
|
|||
(lib/text/news)
|
||||
|
||||
THE CIRCLEMUD HERALD
|
||||
"We addict players for their own enjoyment."
|
||||
December, 2006
|
||||
|
||||
|
||||
NEW COMMANDS AND NEW MUD BEHAVIOR:
|
||||
---------------------------------
|
||||
|
||||
** You can now use the history command to see the last 100 communications
|
||||
from all the channels. It clears upon viewing or log off.
|
||||
|
||||
** Your mail will now be saved so you will not lose it when you log off.
|
||||
|
||||
** You can now use the AFK toggle to let people see you are gone under
|
||||
who.
|
||||
|
||||
** You now have almost 180 stock zones to play.
|
||||
|
||||
** You can now interact with rooms, mobs, and objects through triggers.
|
||||
|
||||
** Multiple objects will now be stacked and preceeded by a quantity so
|
||||
your inventory won't be as long. (3) A waybread.
|
||||
|
||||
** Over 100 new socials, and the gemote command to use socials over the
|
||||
gossip channel. Socials can now target bodyparts too, behave.
|
||||
|
||||
** You can now use color! @RHELP COLORCODES@n.
|
||||
|
||||
** Added new invisible mobs and objects so everything may not be as it
|
||||
appears (not even visible with detect invis).
|
||||
|
||||
** Added an online dictionary. Tell m-w <word>.
|
||||
|
||||
** The player description length has been increased so please write a
|
||||
decent description for yourself.
|
||||
|
||||
** You can now set your pagelength with the same command.
|
||||
|
||||
** You can now "look around" to see anything of interest in the room. But,
|
||||
some things may still be hidden and require further investigation.
|
||||
|
||||
** You can now use "all" and "all.x" very generally with the get, put,
|
||||
drop, junk, donate, give, wear and remove commands. Type HELP GET
|
||||
for more info.
|
||||
|
||||
** The "track" function will show you the first step on the shortest
|
||||
path to anyone in the game.
|
||||
|
||||
** You can now remove your own messages from the board. Also, if you
|
||||
put someone else's name in parentheses in the message header, they
|
||||
will be able to remove the message too.
|
||||
|
||||
** The MIDGAARD MAIL SYSTEM is now complete. The Post Office is north
|
||||
of the entrance to the Grunting Boar inn. Stamps cost 150 coins.
|
||||
|
||||
** Fountains have now been implemented. You can drink from fountains
|
||||
or fill containers from fountains using the FILL command.
|
||||
|
||||
** The SHOUT command, as always, only reaches people in your zone (you
|
||||
can see who these people are by typing WHERE). The HOLLER command
|
||||
reaches everyone in the game but costs extra movement points.
|
||||
|
||||
** When you are writing a message, you will now not be interrupted
|
||||
by tells, shouts, emotes, socials, and even people talking in the
|
||||
same room.
|
||||
|
||||
*****************************************************************************
|
||||
IF YOU LEAVE THE GAME FOR MORE THAN AN HOUR, either by renting or plain
|
||||
quitting, your hit points, move points, and mana will be fully restored
|
||||
when you come back! This doesn't work if you're poisoned.
|
||||
*****************************************************************************
|
||||
|
||||
** Use the ASSIST command to engage in mortal combat with someone in the
|
||||
room who is getting pummeled.
|
||||
|
||||
** Use the SPLIT command to split gold among the members of your group
|
||||
(including yourself) who are in the room. i.e. If you are in a group
|
||||
with 4 other people who are in the room with you, type "SPLIT 100"
|
||||
to give each of them 20 coins.
|
||||
|
||||
** You can use the VISIBLE command to break a spell of invisibility before
|
||||
it expires.
|
8
lib/text/policies
Normal file
8
lib/text/policies
Normal file
|
@ -0,0 +1,8 @@
|
|||
(lib/text/policies)
|
||||
|
||||
This file should list, in no uncertain terms, the policies you must abide
|
||||
by on this MUD.
|
||||
|
||||
Bug the higher-ups to make some policies and write them in this file, lest
|
||||
a political disaster ensue...
|
||||
|
16
lib/text/wizlist
Normal file
16
lib/text/wizlist
Normal file
|
@ -0,0 +1,16 @@
|
|||
*************************************************************************
|
||||
* The following people have reached immortality on CircleMUD. They are *
|
||||
* to be treated with respect and awe. Occasional prayers to them are *
|
||||
* advisable. Annoying them is not recommended. Stealing from them is *
|
||||
* punishable by immediate death. *
|
||||
*************************************************************************
|
||||
|
||||
Implementors
|
||||
~~~~~~~~~~~~
|
||||
|
||||
Greater Gods
|
||||
~~~~~~~~~~~~
|
||||
|
||||
Gods
|
||||
~~~~
|
||||
|
598
lib/world/mob/0.mob
Normal file
598
lib/world/mob/0.mob
Normal file
|
@ -0,0 +1,598 @@
|
|||
#0
|
||||
An undefined string.~
|
||||
an undefined string.~
|
||||
An undefined string.~
|
||||
An undefined string.~
|
||||
d 0 0 E
|
||||
0 20 0 0d0+0 0d0+0
|
||||
0 0
|
||||
0 0 0
|
||||
Str: 3
|
||||
Dex: 3
|
||||
Int: 3
|
||||
Wis: 3
|
||||
E
|
||||
#1
|
||||
Puff dragon fractal~
|
||||
Puff~
|
||||
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?
|
||||
~
|
||||
bdnopqr dkp 1000 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 2
|
||||
BareHandAttack: 12
|
||||
E
|
||||
T 95
|
||||
#2
|
||||
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.
|
||||
~
|
||||
bdnopr 0 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 2
|
||||
E
|
||||
#3
|
||||
questmaster~
|
||||
the questmaster~
|
||||
The questmaster is waiting for a brave adventurer to step forth.
|
||||
~
|
||||
Many adventurers come here to seek glory by attempting to solve the quests
|
||||
given to them by this old man. The quests are not easy, sometimes nearly
|
||||
impossible. But they will always be a challenge. The questmaster looks at you
|
||||
and says, 'help autoquest should show you all you need to know'.
|
||||
~
|
||||
bdnopr 0 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 1
|
||||
E
|
||||
T 138
|
||||
T 139
|
||||
T 143
|
||||
#4
|
||||
healer~
|
||||
the healer~
|
||||
A healer in a white luminescent robe is tending to the wounded.
|
||||
~
|
||||
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. Type 'heal <spell>' to buy one of her spells.
|
||||
~
|
||||
bdnopqr 0 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 2
|
||||
E
|
||||
#5
|
||||
jack russell~
|
||||
Jack Russell~
|
||||
Jack Russell hunts with his dogs.
|
||||
~
|
||||
The Jack Russell takes its name from the Reverend John Russell who bred one
|
||||
of the finest strains of terriers for working fox in Devonshire, England in the
|
||||
mid-to-late 1800's. Rev. Russell (1795-1883), apart from his church
|
||||
activities, had a passion for fox hunting and the breeding of fox hunting dogs
|
||||
he is also said to be a rather flamboyant character, probably accounting for his
|
||||
strain of terrier's notability and the name of our terrier today.
|
||||
~
|
||||
dg 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 1
|
||||
E
|
||||
#6
|
||||
john russell~
|
||||
John Russell~
|
||||
John Russell seems to have lost his dog.
|
||||
~
|
||||
John Russell maintained his strain of fox terriers bred strictly for working,
|
||||
and the terrier we know of today as the Jack Russell is much the same as the
|
||||
pre-1900's fox terrier. The Jack Russell has survived the changes that have
|
||||
occured in the modern-day Fox Terrier because it has been preserved by working
|
||||
terrier enthusiasts in England for more than 100 years.
|
||||
~
|
||||
bd 0 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
10 100
|
||||
8 8 1
|
||||
E
|
||||
#7
|
||||
jack russell terrier~
|
||||
the Jack Russell terrier~
|
||||
A Jack Russell terrier is following a scent.
|
||||
~
|
||||
Jack Russell Terriers are a type, or strain, of working terrier they are not
|
||||
purebred in the sense that they have a broad genetic make-up, a broad standard,
|
||||
and do not breed true to type. You will see different "types" of JRTs, from
|
||||
long-bodied, short, crooked legs to a more proportioned length of body and
|
||||
longer legs. This is a result of having been bred strictly for hunting since
|
||||
their beginning in the early 1800's, and their preservation as a working breed
|
||||
since.
|
||||
~
|
||||
bd 0 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 1
|
||||
E
|
||||
#8
|
||||
wishbone~
|
||||
Wishbone~
|
||||
Wishbone begins yet another adventure.
|
||||
~
|
||||
Wishbone is a Jack Russell Terrier played by a dog named Soccer. This
|
||||
adorable little actor has his own series on PBS and gets credit for introducing
|
||||
children to over 40 stories from classic literature. Wishbone became so popular
|
||||
after his series started in 1994 that he now has his own line of children's
|
||||
books and plush toys.
|
||||
~
|
||||
bd 0 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
10 100
|
||||
8 8 1
|
||||
E
|
||||
#9
|
||||
sick looking dog~
|
||||
a sick looking dog~
|
||||
A sick looking dog gags on something in its mouth.
|
||||
~
|
||||
The dog is unkept and unhealthy. It does not look like it has been eating
|
||||
very well.
|
||||
~
|
||||
bd 0 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
10 100
|
||||
8 8 1
|
||||
E
|
||||
T 95
|
||||
#10
|
||||
clone~
|
||||
the clone~
|
||||
A boring old clone is standing here.
|
||||
~
|
||||
This clone is nothing to look at. No, really, it is quite boring.
|
||||
~
|
||||
bdnopr 0 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
10 100
|
||||
8 8 0
|
||||
E
|
||||
#11
|
||||
zombie undead humanoid~
|
||||
the zombie~
|
||||
A strange humanoid is here. How odd, its flesh seems to be falling off!
|
||||
~
|
||||
This strange humanoid is moving rather slowly, and appears to be a corpse, a
|
||||
walking corpse! It must be a zombie or something of the sort.
|
||||
~
|
||||
bdnopr 0 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
10 100
|
||||
8 8 0
|
||||
BareHandAttack: 7
|
||||
E
|
||||
#12
|
||||
moose eddie~
|
||||
Moose, the Jack Russel Terrier~
|
||||
Moose is lounging about enjoying his fame.
|
||||
~
|
||||
Moose is the name of the cute little Jack Russell Terrier who became famous
|
||||
when he landed the role of Eddie in the TV show Frasier. Moose is also a
|
||||
leading star in the movie My Dog Skip and is known for his performances
|
||||
throughout the U. S. Currently Moose lives in Los Angeles with two of his
|
||||
sons, Enzo and Moosie.
|
||||
~
|
||||
bd 0 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
10 100
|
||||
8 8 1
|
||||
E
|
||||
#13
|
||||
kind soul~
|
||||
a kind soul~
|
||||
A very kind and caring soul is here looking out for those who need it.
|
||||
~
|
||||
She immediately reminds you of your mother. Constantly worrying about
|
||||
everyone and everything. She is always around to help out those who have hit
|
||||
hard times and need a little boost.
|
||||
~
|
||||
bdnopqr 0 0 E
|
||||
30 10 -8 6d6+300 5d5+5
|
||||
300 90000
|
||||
8 8 2
|
||||
E
|
||||
T 94
|
||||
#14
|
||||
tutorial questmaster~
|
||||
the tutorial questmaster~
|
||||
A questmaster is waiting for a brave adventurer to step forth.
|
||||
~
|
||||
Many adventurers come here to seek glory by attempting to solve the quests
|
||||
given to them by this old woman. The quests are not easy, sometimes nearly
|
||||
impossible. But they will always be a challenge. The questmaster looks at you
|
||||
and says, 'are you up for a challenge? '
|
||||
~
|
||||
bdnopqr 0 0 E
|
||||
30 10 -8 6d6+300 5d5+5
|
||||
300 90000
|
||||
8 8 2
|
||||
E
|
||||
T 3
|
||||
T 1
|
||||
#15
|
||||
quest mobile~
|
||||
a quest mob~
|
||||
A quest mob wanders around aimlessly waiting to be slaughtered.
|
||||
~
|
||||
This mobiles sole purpose is to be hunted down and killed.
|
||||
~
|
||||
bd 0 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
10 100
|
||||
8 8 0
|
||||
E
|
||||
T 144
|
||||
#16
|
||||
ogre questogre~
|
||||
a quest ogre~
|
||||
A huge quest ogre has a pair of wings attached to its back as if he could fly.
|
||||
~
|
||||
Though large and intimidating this ogre does not seem to realize that he
|
||||
would strike fear into the hearts of most mortals. Instead everything seems to
|
||||
scare it to death. It is as if he has seen the future and he knows he is going
|
||||
to die. A crude pair of small wings are attached to its back and it seems to be
|
||||
trying to fly away.
|
||||
~
|
||||
bdnopqr 0 0 E
|
||||
1 20 10 0d0+10 0d0+0
|
||||
10 100
|
||||
8 8 1
|
||||
E
|
||||
T 2
|
||||
#17
|
||||
Socrates~
|
||||
Socrates~
|
||||
Socrates patiently waits to help new builders.
|
||||
~
|
||||
Socrates (469-399BC), Greek philosopher, who profoundly affected Western
|
||||
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.
|
||||
~
|
||||
bdnopqr dfk 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 1
|
||||
E
|
||||
T 196
|
||||
T 194
|
||||
T 183
|
||||
#18
|
||||
Friedrich Nietzsche~
|
||||
Friedrich Nietzsche~
|
||||
Friedrich Nietzsche searches for those wishing to become Overmen.
|
||||
~
|
||||
Nietzsche, Friedrich Wilhelm (1844-1900), German philosopher, poet, and
|
||||
classical philologist, who was one of the most provocative and influential
|
||||
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.
|
||||
~
|
||||
bdnopqr dfk 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 1
|
||||
E
|
||||
T 199
|
||||
#19
|
||||
aerial servant shape~
|
||||
the aerial servant~
|
||||
An amorphous shape is floating in the air.
|
||||
~
|
||||
As you stare at this amorphous shape, it begins to appear to take the shape
|
||||
of a cloud-like humanoid.
|
||||
~
|
||||
bdnopr 0 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
10 100
|
||||
8 8 0
|
||||
E
|
||||
#20
|
||||
elemental~
|
||||
the elemental~
|
||||
An elemental is standing patiently here.
|
||||
~
|
||||
This creature is the essence of the elements, and appears to be waiting
|
||||
patiently for something to occur.
|
||||
~
|
||||
bdnopr 0 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
10 100
|
||||
8 8 0
|
||||
E
|
||||
#21
|
||||
Plato~
|
||||
Plato~
|
||||
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.
|
||||
~
|
||||
bdnopqr dfk 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 1
|
||||
E
|
||||
T 198
|
||||
T 184
|
||||
#22
|
||||
aristotle~
|
||||
Aristotle~
|
||||
Aristotle wanders the hallways constantly in search of more knowledge.
|
||||
~
|
||||
Aristotle (384-322 BC), Greek philosopher and scientist, who shares with
|
||||
Plato and Socrates the distinction of being the most famous of ancient
|
||||
philosophers.
|
||||
~
|
||||
bdnopqr dfk 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 1
|
||||
E
|
||||
T 197
|
||||
T 185
|
||||
#23
|
||||
confucius~
|
||||
Confucius~
|
||||
Confucius is busy following the way.
|
||||
~
|
||||
Confucianism, major system of thought in China, developed from the teachings
|
||||
of Confucius and his disciples, and concerned with the principles of good
|
||||
conduct, practical wisdom, and proper social relationships. Confucianism has
|
||||
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.
|
||||
~
|
||||
bdnopqr dfk 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 1
|
||||
E
|
||||
T 186
|
||||
#24
|
||||
gateguard guard~
|
||||
the gateguard~
|
||||
The gateguard watches the gate carefully swinging the key around on its chain.
|
||||
~
|
||||
He stands his watch carefully eyeing anyone who approaches. Disdain for the
|
||||
local government and the miserable wages has corrupted most of the gateguards.
|
||||
A simple bribe of about 10 gold is all it takes to get past them.
|
||||
~
|
||||
bdnopqr 0 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 1
|
||||
E
|
||||
T 4
|
||||
T 5
|
||||
T 7
|
||||
T 8
|
||||
#25
|
||||
variable questmaster master~
|
||||
the variable questmaster~
|
||||
The variable questmaster is waiting to set you.
|
||||
~
|
||||
This questmaster will save a variable to your player file to remember wether
|
||||
or not you have done his quest. This way you can only do this quest once.
|
||||
~
|
||||
bdnopqr 0 0 E
|
||||
0 20 10 1d1+0 1d1+0
|
||||
0 0
|
||||
8 8 1
|
||||
E
|
||||
T 192
|
||||
T 191
|
||||
T 190
|
||||
#26
|
||||
protector magic eight ball~
|
||||
the protector of the magic eight ball~
|
||||
The protector of the magic eight balls ensures everyone gets an eight ball before they leave.
|
||||
~
|
||||
This strange humanoid lacks any distinguishing features. It is dressed in a
|
||||
white robe cinched about the waist with a white rope. It seems to have a
|
||||
strange power about it.
|
||||
~
|
||||
bdnopqr 0 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 0
|
||||
E
|
||||
T 188
|
||||
#27
|
||||
man james bond stockdale admiral~
|
||||
James Stockdale~
|
||||
A man beaten to the brink of his life stares up at you with powerful eyes.
|
||||
~
|
||||
James Stockdale was shotdown by anti-aircraft fire during Vietnam. He was
|
||||
held as a POW for seven years. He spent over half of this time in solitary
|
||||
confinement in leg irons. Even being incapacitated he was still able to lead
|
||||
the POW underground resistance successfully. For this he was routinely tortured
|
||||
and beaten resulting in permament disablement from a repeatedly broken leg,
|
||||
broken back, and shoulders being wrenched from their sockets. When his captors
|
||||
attempted to use him as televised propaganda he slit his scalp with a razor.
|
||||
When they covered the cut with a hat he beat himself with a stool until his face
|
||||
was swollen beyond recognition. As a final attempt he slit his wrists rather
|
||||
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.
|
||||
~
|
||||
bd 0 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 1
|
||||
E
|
||||
T 187
|
||||
#28
|
||||
carl von clausewitz~
|
||||
Carl Von Clausewitz~
|
||||
Carl Von Clausewitz is hunkered down in a corner of the cell plotting an escape plan.
|
||||
~
|
||||
Carl von Clausewitz was born in Burg bei Magdeburg, Prussia in 1780.
|
||||
Clausewitz's father was an officer in the Prussian Army Carl entered the
|
||||
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.
|
||||
~
|
||||
bd 0 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 1
|
||||
E
|
||||
T 182
|
||||
#29
|
||||
epictetus crippled man~
|
||||
Epictetus~
|
||||
A crippled man seems content with his life and abysmal surroundings.
|
||||
~
|
||||
Epictetus spent his youth as a slave in Rome to Epaphroditos, a very wealthy
|
||||
freedman of Nero. Even as a slave, Epictetus used his time productively,
|
||||
studying Stoic Philosophy under Musonius Rufus. He was eventually freed and
|
||||
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.
|
||||
~
|
||||
bd 0 0 E
|
||||
34 9 -10 6d6+340 5d5+5
|
||||
340 115600
|
||||
8 8 1
|
||||
E
|
||||
T 181
|
||||
#30
|
||||
spy underground resistance~
|
||||
the spy for the underground~
|
||||
A spy from the underground resistance is discreetly looking for some new recruits.
|
||||
~
|
||||
The underground resistance has been blamed for most of the crime in the city
|
||||
and it has been rumoured that many new recruits often end up missing. The few
|
||||
that do manage to come back are often damaged both physically and mentally.
|
||||
~
|
||||
d 0 0 E
|
||||
6 18 6 1d1+60 1d2+1
|
||||
60 3600
|
||||
8 8 2
|
||||
E
|
||||
T 174
|
||||
#31
|
||||
prison commissar~
|
||||
the Commissar~
|
||||
The prison commissar walks with his back straight and his nose held high.
|
||||
~
|
||||
The Commissar is the highest ranking official in the prison and is
|
||||
responsible for all interrogation and the propaganda it produces.
|
||||
~
|
||||
bd 0 0 E
|
||||
10 17 4 2d2+100 1d2+1
|
||||
100 10000
|
||||
8 8 1
|
||||
E
|
||||
T 173
|
||||
#32
|
||||
hired muscle~
|
||||
the hired muscle~
|
||||
Some hired muscle is willing to do just about anything for the right price.
|
||||
~
|
||||
This grisly mercenary is covered in scars from numerous fights. His eyes
|
||||
show an intense hatred and a blankness of intelligence that seems to convey the
|
||||
truth about brawn without brains.
|
||||
~
|
||||
d 0 0 E
|
||||
10 17 4 2d2+100 1d2+1
|
||||
100 10000
|
||||
8 8 1
|
||||
E
|
||||
#33
|
||||
Homer Simpson~
|
||||
Homer Simpson~
|
||||
Homer Simpson is wandering around aimlessly in a dream like state.
|
||||
~
|
||||
The infamous cartoon character has come to life and roams this World spouting
|
||||
words of wisdom to fellow travellers. He is decked out in his usual blue pants
|
||||
and food stained white t-shirt.
|
||||
~
|
||||
d 0 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
10 100
|
||||
8 8 1
|
||||
E
|
||||
T 178
|
||||
#34
|
||||
chuck norris~
|
||||
Chuck Norris~
|
||||
The one, the only, Chuck Norris dominates the World around him.
|
||||
~
|
||||
Chuck is a martial arts star, winning numerous martial arts championships
|
||||
including being a six-time undefeated World Professional MiddleWeight Karate
|
||||
Champion with a record of 65-5. He is also a renowned teacher in the martial
|
||||
arts and if you are lucky he may pass on some of his wisdom to you.
|
||||
~
|
||||
bdnopqr dkp 0 E
|
||||
30 10 -8 6d6+300 5d5+5
|
||||
300 90000
|
||||
8 8 1
|
||||
E
|
||||
T 175
|
||||
#97
|
||||
waitress jenny jennifer woman girl maiden~
|
||||
Jenny the waitress~
|
||||
The waitress is waiting with a pot of coffee.
|
||||
~
|
||||
Although she seems to be a mere maiden, Jennifer is a veteran of the greasy
|
||||
spoon, and enjoys serving the builders who come here in their overalls after a
|
||||
hard day laying bricks and writing triggers.
|
||||
~
|
||||
bdno 0 10 E
|
||||
10 10 4 10d10+100 10d10+10
|
||||
100 10000
|
||||
8 8 2
|
||||
E
|
||||
#98
|
||||
travelling saleswoman woman~
|
||||
the travelling saleswoman~
|
||||
This saleswoman is laden with gagdets and gizmos that are outrageously priced.
|
||||
~
|
||||
A combination of good business sense, charming personality, and good looks
|
||||
has made her a success at pushing useless products on uneducated buyers. Only
|
||||
on a rare occasion does she sell anything useful.
|
||||
~
|
||||
bd 0 0 E
|
||||
33 9 -9 6d6+330 5d5+5
|
||||
330 108900
|
||||
8 8 2
|
||||
E
|
||||
T 98
|
||||
#99
|
||||
death grim reaper Hookah~
|
||||
Death~
|
||||
Death the Grim Reaper is smoking a Hookah.
|
||||
~
|
||||
The dark-robed skeletal figure radiates an unendurable coldness. It is
|
||||
however, his day off, and he is using a water pipe that he picked up in
|
||||
Istanbul. It smells like he is smoking strawberries.
|
||||
~
|
||||
bdelnopqr dfkp 0 E
|
||||
1 20 9 0d0+10 1d2+0
|
||||
10 100
|
||||
8 8 0
|
||||
E
|
||||
$
|
1426
lib/world/mob/1.mob
Normal file
1426
lib/world/mob/1.mob
Normal file
File diff suppressed because it is too large
Load diff
256
lib/world/mob/100.mob
Normal file
256
lib/world/mob/100.mob
Normal file
|
@ -0,0 +1,256 @@
|
|||
#10000
|
||||
hermit~
|
||||
the hermit~
|
||||
A hermit is standing here, oblivious to you and the rest of the world.
|
||||
~
|
||||
This recluse has been living outside of the city for too long. He is
|
||||
disheveled and in depserate need of a bath and clean clothes. He must be strong
|
||||
and determined to survive out here on his own.
|
||||
~
|
||||
cdgl f 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 1
|
||||
BareHandAttack: 13
|
||||
E
|
||||
#10001
|
||||
bobcat~
|
||||
the bobcat~
|
||||
A bobcat is crouching here, protectively guarding her young.
|
||||
~
|
||||
Normally this animal would flee at the first sign of humans, but she has her
|
||||
young close by and will not leave them. You have heard about how ferocious
|
||||
animals can become when protecting their young. Now you are about to experience
|
||||
it first hand.
|
||||
~
|
||||
bdgm 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 2
|
||||
BareHandAttack: 8
|
||||
E
|
||||
#10002
|
||||
chipmunk~
|
||||
the chipmunk~
|
||||
A cute little chipmunk scurries around gathering nuts.
|
||||
~
|
||||
It's cheeks are puffed out to the max and look like they are ready to
|
||||
explode. It must be gathering food to stash away for emergencies. It's a small
|
||||
brown furry critter with black and white strips running from the top of it's
|
||||
head all the way down to it's tail.
|
||||
~
|
||||
dgh 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 1
|
||||
BareHandAttack: 4
|
||||
E
|
||||
#10003
|
||||
fox~
|
||||
the fox~
|
||||
A red fox sneaks slowly away from you, trying to go unnoticed.
|
||||
~
|
||||
It looks more of a brown than red. The fox is extremely alert with it's ears
|
||||
coming to fine points listening for any sound of danger. It's big bushy tail is
|
||||
a sure sign of it's good health. It saw you coming a mile away and does not
|
||||
seem very scared.
|
||||
~
|
||||
cdg 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 1
|
||||
BareHandAttack: 4
|
||||
E
|
||||
#10004
|
||||
coyote~
|
||||
the coyote~
|
||||
A skinny grey coyote fades into the trees as you approach.
|
||||
~
|
||||
Although the coyote looks a little too skinny it is definitely still in very
|
||||
good shape. This scavenger has learned to live off the land and has become a
|
||||
common nuisance to the farmers in the area. Entire packs have been known to
|
||||
take down a stray cow
|
||||
~
|
||||
cdeg 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 1
|
||||
BareHandAttack: 4
|
||||
E
|
||||
#10005
|
||||
doe~
|
||||
the doe~
|
||||
A graceful doe flicks it's white tail at you.
|
||||
~
|
||||
The doe stares at you carefully. You see a flash of white from the underside
|
||||
of it's tail as it warns other deer of your presence. It looks very frightened
|
||||
of you and could run at any second.
|
||||
~
|
||||
dgh 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 2
|
||||
BareHandAttack: 4
|
||||
E
|
||||
#10006
|
||||
buck~
|
||||
the buck~
|
||||
A large buck with a full rack of antlers stares back at you.
|
||||
~
|
||||
There must be at least 12 points on the impressive antlers this buck is
|
||||
wielding. You wonder what it would feel like to be butted with those things.
|
||||
Maybe you're about to find out.
|
||||
~
|
||||
dg 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 1
|
||||
BareHandAttack: 10
|
||||
E
|
||||
#10007
|
||||
merchant~
|
||||
the merchant~
|
||||
A merchant is here travelling between the capital and Dun Maura.
|
||||
~
|
||||
This merchant looks like he has been travelling for some time between cities.
|
||||
He is definitely gifted at the art of selling useless junk that no one really
|
||||
needs. He looks experienced and you wonder how many times he's had to defend
|
||||
himself being out in the wilderness like this.
|
||||
~
|
||||
bdgl 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 1
|
||||
E
|
||||
#10008
|
||||
peddler~
|
||||
the peddler~
|
||||
A peddler is bringing his wares to the city to sell.
|
||||
~
|
||||
This peddler has a bunch of useless junk that he hopes to be able to sell at
|
||||
a profit to the suckers in the city. He looks very untrustworthy. You hold
|
||||
your purse a little tighter as you walk by.
|
||||
~
|
||||
bdgl 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 1
|
||||
E
|
||||
#10009
|
||||
possum~
|
||||
the possum~
|
||||
A possum is hanging from a tree by it's tail.
|
||||
~
|
||||
This odd creature has eyes that look to be made for seeing in the dark.
|
||||
It's about 2 feet long including a hairless tail. It looks stupid and slow.
|
||||
~
|
||||
dg 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 1
|
||||
BareHandAttack: 4
|
||||
E
|
||||
#10010
|
||||
alligator~
|
||||
the alligator~
|
||||
An alligator crawls slowly towards you.
|
||||
~
|
||||
This large scaly creature has a set of jaws on it that make you take a few
|
||||
steps back. It looks extremely tough and you doubt many weapons could penetrate
|
||||
that thick hide.
|
||||
~
|
||||
bdfg 0 0 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 1
|
||||
BareHandAttack: 4
|
||||
E
|
||||
#10011
|
||||
raccoon~
|
||||
the raccoon~
|
||||
A raccoon is sitting in a tree just above you.
|
||||
~
|
||||
This miniature bandit looks very interested in what you're doing. He watches
|
||||
you without any sign of fear. It uses it's human like hands to climb around in
|
||||
the trees. It is grey and black with the unforgettable mask around it's eyes.
|
||||
|
||||
~
|
||||
cdg 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 1
|
||||
BareHandAttack: 8
|
||||
E
|
||||
#10012
|
||||
skunk~
|
||||
the skunk~
|
||||
A skunk waddles slowly past.
|
||||
~
|
||||
You freeze in your footsteps as you see the familiar black feline with a
|
||||
white stripe down it's back and on it's tail. This animal is scared of no one
|
||||
since only an idiot would attack it and chance being skunked.
|
||||
~
|
||||
dg 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 2
|
||||
BareHandAttack: 8
|
||||
E
|
||||
#10013
|
||||
bobcat baby~
|
||||
the baby bobcat~
|
||||
A little baby bobcat is playing here.
|
||||
~
|
||||
This cute little critter looks like a house pet. Except for those sharp
|
||||
claws and teeth that it must just be learning how to use. It's tempting to go
|
||||
ahead and pet the cute little fella.
|
||||
~
|
||||
bdg 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 1
|
||||
BareHandAttack: 8
|
||||
E
|
||||
#10014
|
||||
lynx~
|
||||
the lynx~
|
||||
A lynx hisses at you as you walk by.
|
||||
~
|
||||
This small and stocky feline has definitely adapted to these forests. It's
|
||||
ears have small tufts of hair sticking out of the ends. It is about two or
|
||||
three times the size of any cat you've ever seen. It walks with agility and
|
||||
purpose.
|
||||
~
|
||||
dg 0 0 E
|
||||
3 19 8 0d0+30 1d2+0
|
||||
30 900
|
||||
8 8 1
|
||||
BareHandAttack: 8
|
||||
E
|
||||
#10015
|
||||
hunter~
|
||||
the hunter~
|
||||
A hunter roams these woods in pursuit of a big buck.
|
||||
~
|
||||
Clad in hides from his latest kills this veteran of the wilderness stalks his
|
||||
prey silently. Waiting for the opportunity to strike.
|
||||
~
|
||||
dg s 0 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 1
|
||||
E
|
||||
#10016
|
||||
huntress~
|
||||
the huntress~
|
||||
The huntress tracks her prey with skill and determination.
|
||||
~
|
||||
Covered in hides and fur from her past killings she looks very experienced
|
||||
and adept.
|
||||
~
|
||||
dg s 0 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 2
|
||||
E
|
||||
$
|
170
lib/world/mob/101.mob
Normal file
170
lib/world/mob/101.mob
Normal file
|
@ -0,0 +1,170 @@
|
|||
#10100
|
||||
farmer bob~
|
||||
farmer Bob~
|
||||
Farmer Bob wanders about looking for his lost cow.
|
||||
~
|
||||
He looks very old and tired. A lifetime's worth of hard work on the farm has
|
||||
aged him beyond his years.
|
||||
~
|
||||
dg 0 400 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 1
|
||||
E
|
||||
#10101
|
||||
lost cow~
|
||||
a lost cow~
|
||||
A cow roams about aimlessly, munching on any grass it can find.
|
||||
~
|
||||
The cow is large and brown, with a short fur coat. It is extremely docile
|
||||
and friendly. Domesticated to life on a farm. Strange for it to be out roaming
|
||||
around.
|
||||
~
|
||||
dg 0 0 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 2
|
||||
E
|
||||
#10102
|
||||
reddish brown weasel~
|
||||
the reddish brown weasel~
|
||||
A reddish brown weasel slinks along the road.
|
||||
~
|
||||
The weasel is a rodent that can prey on animals larger than itself. It is
|
||||
very intelligent and resourceful.
|
||||
~
|
||||
dg 0 0 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 0
|
||||
E
|
||||
#10103
|
||||
cow calf~
|
||||
the calf~
|
||||
A newborn cow calf looks for its mother.
|
||||
~
|
||||
The calf can barely walk on it's own four feet. It stumbles awkwardly
|
||||
towards you looking for it's mother.
|
||||
~
|
||||
dg 0 0 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 0
|
||||
E
|
||||
#10104
|
||||
heifer ~
|
||||
the heifer~
|
||||
A heifer looks up at you.
|
||||
~
|
||||
The heifer is a young cow that has not yet calfed.
|
||||
~
|
||||
dg 0 0 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 2
|
||||
E
|
||||
#10105
|
||||
fisherman~
|
||||
the fisherman~
|
||||
A fisherman walks between the cities to sell his latest catch.
|
||||
~
|
||||
He walks past with a long purposeful stride. On his way to making some
|
||||
money.
|
||||
~
|
||||
dg 0 300 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 1
|
||||
E
|
||||
#10106
|
||||
bandit pillaging~
|
||||
a pillaging bandit~
|
||||
A bandit pillages everything in sight.
|
||||
~
|
||||
The bandit has a big grin on his face and greets you with a wave. He must
|
||||
have just made a killing.
|
||||
~
|
||||
dg 0 -500 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 1
|
||||
E
|
||||
#10107
|
||||
merchant robbed~
|
||||
a robbed merchant~
|
||||
A merchant is here crying at his recent losses.
|
||||
~
|
||||
A shame to see a grown man cry, but he has lost alot. He relates to you how
|
||||
his caravan was looted by bandits. All his accumulated wealth taken away in an
|
||||
instant.
|
||||
~
|
||||
dg 0 400 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 1
|
||||
E
|
||||
#10108
|
||||
clairvoyant gypsy~
|
||||
a clairvoyant gypsy~
|
||||
A gypsy brags of her clairvoyant ability and stares at you shocked by your future.
|
||||
~
|
||||
She grasps your palm and stares in horror up into your eyes. She says, 'for
|
||||
a minimal fee I can tell you of yer future. '
|
||||
~
|
||||
dg 0 100 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 0
|
||||
E
|
||||
#10109
|
||||
trader greedy~
|
||||
a greedy trader~
|
||||
A greedy trader has been mugged recently and has nothing of value.
|
||||
~
|
||||
He is upset at his loss, but knows how to get it all back.
|
||||
~
|
||||
dg 0 0 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 1
|
||||
E
|
||||
#10110
|
||||
groundhog~
|
||||
the groundhog~
|
||||
A small brown furry groundhog runs towards it's hole as you approach.
|
||||
~
|
||||
It is a grizzled thickset marmot. Built low to the ground and about the size
|
||||
of a small dog.
|
||||
~
|
||||
dg 0 0 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 0
|
||||
E
|
||||
#10111
|
||||
wanderer~
|
||||
the wanderer~
|
||||
The wanderer is out on one her missions.
|
||||
~
|
||||
She is clad in only a burlap sack and roams the realm looking for something
|
||||
or someone only known to her.
|
||||
~
|
||||
dg 0 800 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 2
|
||||
E
|
||||
#10112
|
||||
Bubba~
|
||||
Bubba~
|
||||
Bubba staggers by, a little tipsy from his moonshine.
|
||||
~
|
||||
He reeks of homemade moonshine. Most likely made from corn. He is the
|
||||
typical hillbilly, and fits his name to a tee.
|
||||
~
|
||||
dg 0 0 E
|
||||
7 18 5 1d1+70 1d2+1
|
||||
70 4900
|
||||
8 8 1
|
||||
E
|
||||
$
|
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Reference in a new issue