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Updated help/socials/World/ChangeLog for tbaMUD 3.51 RC. --Rumble
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29 changed files with 5747 additions and 5413 deletions
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@ -2,6 +2,9 @@ tbaMUD is currently being developed by The Builder Academy. If you need any
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help or find any bugs please stop by: builderacademy.net 9091
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help or find any bugs please stop by: builderacademy.net 9091
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tbaMUD 3.51
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tbaMUD 3.51
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- Limited trigedit numeric arg to 0-100.
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- Removed the magic numbers for setting DRUNK, HUNGER, THIRST. Renamed FULL to
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HUNGER.
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- Changed page to level 1.
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- Changed page to level 1.
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- Snooping log message is now only visible by higher imms.
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- Snooping log message is now only visible by higher imms.
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- Moved nohassle, holylight, showvnums, color, compact, syslog, poofin,
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- Moved nohassle, holylight, showvnums, color, compact, syslog, poofin,
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@ -1934,7 +1934,7 @@ You look at $p and go 'eep'.
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$n looks at $p and goes 'eep'.
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$n looks at $p and goes 'eep'.
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~ego ego 0 8 8 0
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~ego ego 0 8 8 0
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You watch $N's ego inflate like a balloon.
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Your ego inflates like a giant balloon.
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$n's ego inflates like a giant balloon!
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$n's ego inflates like a giant balloon!
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You watch $N's ego inflate like a balloon.
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You watch $N's ego inflate like a balloon.
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$n watches $N's ego inflate like a balloon.
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$n watches $N's ego inflate like a balloon.
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@ -3328,6 +3328,21 @@ Someone tell $n to quit and go to sleep.
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#
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#
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#
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#
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~jaw jaw 0 8 8 0
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Your jaw drops to the ground in disbelief.
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$n's jaw drops to the ground in disbelief.
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#
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#
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#
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#
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#
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#
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#
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#
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#
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#
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#
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~jeer jeer 0 5 0 0
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~jeer jeer 0 5 0 0
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You jeer at the world in general.
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You jeer at the world in general.
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$n seems upset with the world.
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$n seems upset with the world.
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@ -3725,7 +3740,7 @@ You gently massage $N's shoulders.
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$n massages $N's shoulders.
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$n massages $N's shoulders.
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$n gently massages your shoulders...ahhhhhhhhhh...
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$n gently massages your shoulders...ahhhhhhhhhh...
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You can only massage someone in the same room as you.
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You can only massage someone in the same room as you.
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You practise yoga as you try to massage yourself.
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You practice yoga as you try to massage yourself.
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$n gives a show on yoga-positions, trying to massage $mself.
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$n gives a show on yoga-positions, trying to massage $mself.
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You gently massage $S $t.
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You gently massage $S $t.
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$n gently massages $N's $t.
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$n gently massages $N's $t.
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@ -5971,7 +5986,7 @@ $n looks at $p and demands a sponge bath.
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~spork spork 0 8 8 0
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~spork spork 0 8 8 0
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You whip out your spork and prepare for the worst.
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You whip out your spork and prepare for the worst.
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$n pulls out a spork.
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$n pulls out a spork.
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Your spork $M ruthlessly.
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You spork $N ruthlessly.
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$n sporks $N ruthlessly.
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$n sporks $N ruthlessly.
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You are sporked by $n. It hurts!
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You are sporked by $n. It hurts!
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They did not wait for you to spork them.
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They did not wait for you to spork them.
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@ -2476,8 +2476,8 @@ The following are valid fields:
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Field Level Required Who Value Type Description
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Field Level Required Who Value Type Description
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----------------------------------------------------------------------------
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----------------------------------------------------------------------------
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afk LVL_BUILDER BOTH NUMBER AFK flag
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ac LVL_BUILDER BOTH NUMBER Armor class
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ac LVL_BUILDER BOTH NUMBER Armor class
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afk LVL_BUILDER BOTH NUMBER AFK flag
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age LVL_GOD BOTH NUMBER Character's age
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age LVL_GOD BOTH NUMBER Character's age
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align LVL_BUILDER BOTH NUMBER Alignment
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align LVL_BUILDER BOTH NUMBER Alignment
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bank LVL_BUILDER PC NUMBER Gold in bank
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bank LVL_BUILDER PC NUMBER Gold in bank
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@ -2497,12 +2497,10 @@ height LVL_BUILDER BOTH NUMBER Height
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hit LVL_BUILDER BOTH NUMBER Current HP
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hit LVL_BUILDER BOTH NUMBER Current HP
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hitroll LVL_BUILDER BOTH NUMBER To-Hit modifier
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hitroll LVL_BUILDER BOTH NUMBER To-Hit modifier
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hunger LVL_BUILDER BOTH MISC Hrs to hunger
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hunger LVL_BUILDER BOTH MISC Hrs to hunger
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idnum LVL_IMPL PC NUMBER ID Number
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int LVL_BUILDER BOTH NUMBER Intelligence
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int LVL_BUILDER BOTH NUMBER Intelligence
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invis LVL_GOD PC NUMBER Invisible (level)
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invis LVL_GOD PC NUMBER Invisible (level)
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invstart LVL_BUILDER PC BINARY Invisible Start
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invstart LVL_BUILDER PC BINARY Invisible Start
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killer LVL_GOD PC BINARY KILLER flag
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killer LVL_GOD PC BINARY KILLER flag
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lessons LVL_GOD PC NUMBER # of practices
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level LVL_GRGOD BOTH NUMBER Level
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level LVL_GRGOD BOTH NUMBER Level
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loadroom LVL_BUILDER PC MISC Room to load in
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loadroom LVL_BUILDER PC MISC Room to load in
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mana LVL_BUILDER BOTH NUMBER Current mana
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mana LVL_BUILDER BOTH NUMBER Current mana
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@ -2515,15 +2513,14 @@ nohassle LVL_GOD PC BINARY NOHASSLE flag
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nosummon LVL_BUILDER PC BINARY NOSUMMON flag
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nosummon LVL_BUILDER PC BINARY NOSUMMON flag
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nowizlist LVL_GRGOD PC BINARY Not Wizlistable flag
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nowizlist LVL_GRGOD PC BINARY Not Wizlistable flag
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olc LVL_GRGOD PC MISC Zone to OLC
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olc LVL_GRGOD PC MISC Zone to OLC
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passwd LVL_IMPL PC MISC Player password
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password LVL_IMPL PC MISC Player password
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poofin LVL_IMMORT PC MISC Poofin
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poofin LVL_IMMORT PC MISC Poofin
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poofout LVL_IMMORT PC MISC Poofout
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poofout LVL_IMMORT PC MISC Poofout
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practices LVL_GOD PC NUMBER # of practices
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practices LVL_GOD PC NUMBER # of practices
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quest LVL_GOD PC BINARY QUEST flag
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quest LVL_GOD PC BINARY QUEST flag
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race LVL_BUILDER BOTH MISC Race h/e/g/a/b/m/w/t/d/r/s
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room LVL_BUILDER BOTH NUMBER Move to room
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room LVL_IMPL BOTH NUMBER Move to room
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showvnum LVL_GOD PC BINARY ShowVnums
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sex LVL_GOD BOTH MISC Sex
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sex LVL_GOD BOTH MISC Sex
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showvnums LVL_BUILDER PC BINARY ShowVnums
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siteok LVL_GOD PC BINARY SITEOK
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siteok LVL_GOD PC BINARY SITEOK
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str LVL_BUILDER BOTH NUMBER Strength
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str LVL_BUILDER BOTH NUMBER Strength
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stradd LVL_BUILDER BOTH NUMBER Additional STR (18/xx)
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stradd LVL_BUILDER BOTH NUMBER Additional STR (18/xx)
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@ -3489,7 +3486,7 @@ EVALUATE TRIG-EVALS EVALS
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Usage: eval <variable> <expression>
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Usage: eval <variable> <expression>
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* this example immediately evaluates the expression below and stores the result
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* this example immediately evaluates the expression below and stores the result
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* in %result%:
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* in %result%
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eval result %self.hitp% * 100 / %self.maxhitp%
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eval result %self.hitp% * 100 / %self.maxhitp%
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say My hitpoint percentage is %result%
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say My hitpoint percentage is %result%
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* this result will not change after the evaluation even if %self.hitp% changes.
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* this result will not change after the evaluation even if %self.hitp% changes.
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@ -3505,9 +3502,9 @@ TRIG-SET %SET% MSET
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Usage: set <variable> <value>
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Usage: set <variable> <value>
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Set sets variable to value, without evaluating it.
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Set creates a variable without evaluating it. For example:
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Example: set foobar 15 - 5
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set foobar 15 - 5
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sets the variable foobar to the string "15 - 5"
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Sets the variable foobar to the string "15 - 5"
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* this example sets the value of result to '%self.hitp% * 100 / %self.maxhitp%'
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* this example sets the value of result to '%self.hitp% * 100 / %self.maxhitp%'
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set result %self.hitp% * 100 / %self.maxhitp%
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set result %self.hitp% * 100 / %self.maxhitp%
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@ -4422,9 +4419,10 @@ Example: @RTSTAT 59@n
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#31
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#31
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TRIGEDIT-ROOM-TIME TRIGEDIT-TIME
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TRIGEDIT-ROOM-TIME TRIGEDIT-TIME
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Activated when MUD hour equals numeric arg.
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Activated by MUD hour listed in Numeric Arg. A player must be in the room for
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it to work unless you use it in conjunction with @RTRIGEDIT-ROOM-GLOBAL@n.
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Numeric Arg : MUD hour to trigger off.
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Numeric Arg : MUD hour to trigger off (0-23).
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Argument : not used.
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Argument : not used.
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Variables:
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Variables:
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@ -371,8 +371,8 @@ bdnopqr dfk 0 E
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E
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E
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T 186
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T 186
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#24
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#24
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gateguard guard~
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gateguard guard quest~
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the gateguard~
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the example gateguard~
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The gateguard watches the gate carefully swinging the key around on its chain.
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The gateguard watches the gate carefully swinging the key around on its chain.
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~
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~
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He stands his watch carefully eyeing anyone who approaches. Disdain for the
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He stands his watch carefully eyeing anyone who approaches. Disdain for the
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@ -249,8 +249,8 @@ The Weatherman watches the sky.
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clothes.
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clothes.
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~
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~
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bd 0 0 E
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bd 0 0 E
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1 20 9 0d0+10 1d2+0
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30 10 -8 6d6+300 5d5+5
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10 100
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300 90000
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8 8 1
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8 8 1
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E
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E
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T 10416
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T 10416
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@ -803,6 +803,240 @@ comfy bed~
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This bed is beckoning you to lay down and get some much needed sleep.
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This bed is beckoning you to lay down and get some much needed sleep.
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Just "sleep bed"
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Just "sleep bed"
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~
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~
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#50
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generic light~
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a generic light~
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A generic light is lying here.~
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~
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1 0 ao 0
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0 0 -1 0
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1 1 0 0
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E
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generic light~
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Since this light is completely generic there are no distinctive features
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worth noticing.
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~
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#51
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generic ring rfinger~
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a generic ring~
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A generic ring is lying here.~
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~
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9 0 abo 0
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0 0 0 0
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1 1 0 0
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E
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generic ring right~
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Since this ring is completely generic there are no distinctive features worth
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noticing.
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~
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#52
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generic ring lfinger~
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a generic ring~
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A generic ring is lying here.~
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~
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9 0 ab 0
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0 0 0 0
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1 1 0 0
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E
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generic ring left~
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Since this ring is completely generic there are no distinctive features worth
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noticing.
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~
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#53
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generic neck1 necklace~
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a generic necklace~
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A generic necklace is lying here.~
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~
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9 0 ac 0
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0 0 0 0
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1 1 0 0
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E
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generic neck1 necklace~
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Since this necklace is completely generic there are no distinctive features
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worth noticing.
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~
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#54
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generic neck2 necklace~
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a generic necklace~
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A generic necklace is lying here.~
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~
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9 0 ac 0
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0 0 0 0
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1 1 0 0
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E
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generic neck2 necklace~
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Since this necklace is completely generic there are no distinctive features
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worth noticing.
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~
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#55
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generic body armor~
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a set of generic body armor~
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A set of generic body armor is lying here.~
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~
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9 0 ad 0
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0 0 0 0
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1 1 0 0
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E
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generic body armor~
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Since this body armor is completely generic there are no distinctive features
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worth noticing.
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~
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#56
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generic helm~
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a generic helm~
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A generic helm is lying here.~
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~
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9 0 ae 0
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0 0 0 0
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1 1 0 0
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E
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generic helm~
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Since this helm is completely generic there are no distinctive features worth
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noticing.
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~
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#57
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generic leggings~
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a pair of generic leggings~
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A pair of generic leggings are lying here.~
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~
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9 0 af 0
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0 0 0 0
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1 1 0 0
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E
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generic leggings~
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Since this pair of leggings is completely generic there are no distinctive
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features worth noticing.
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~
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#58
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generic boots~
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a pair of generic boots~
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A pair of generic boots are lying here.~
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~
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9 0 ag 0
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0 0 0 0
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1 1 0 0
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E
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generic boots~
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Since the pair of boots are completely generic there are no distinctive
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features worth noticing.
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~
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#59
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generic gloves~
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a pair of generic gloves~
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A pair of generic gloves are lying here.~
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~
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9 0 ah 0
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0 0 0 0
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1 1 0 0
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E
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generic gloves~
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Since the pair of gloves are completely generic there are no distinctive
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features worth noticing.
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~
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#60
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generic sleeves~
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a pair of generic sleeves~
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A pair of generic sleeves are lying here.~
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~
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9 0 ai 0
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0 0 0 0
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1 1 0 0
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E
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generic sleeves~
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Since the pair of sleeves are completely generic there are no distinctive
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features worth noticing.
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~
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#61
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generic shield~
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a generic shield~
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A generic shield is lying here.~
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~
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9 0 aj 0
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0 0 0 0
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1 1 0 0
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E
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generic shield~
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Since the shield is completely generic there are no distinctive features
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worth noticing.
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~
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#62
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generic cape~
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a generic cape~
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A generic cape is lying here.~
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~
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9 0 ak 0
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0 0 0 0
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1 1 0 0
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E
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generic cape~
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Since the cape is completely generic there are no distinctive features worth
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noticing.
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~
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#63
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generic belt~
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a generic belt~
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A generic belt is lying here.~
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~
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9 0 al 0
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0 0 0 0
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||||||
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1 1 0 0
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|
E
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generic belt~
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Since the belt is completely generic there are no distinctive features worth
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noticing.
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~
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||||||
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#64
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generic wristguard~
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a generic wristguard~
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A generic wristguard is lying here.~
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~
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||||||
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9 0 am 0
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||||||
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0 0 0 0
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||||||
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1 1 0 0
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||||||
|
E
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||||||
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generic wristguard~
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||||||
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Since the wristguard is completely generic there are no distinctive features
|
||||||
|
worth noticing.
|
||||||
|
~
|
||||||
|
#65
|
||||||
|
generic wristguard~
|
||||||
|
a generic wristguard~
|
||||||
|
A generic wristguard is lying here.~
|
||||||
|
~
|
||||||
|
9 0 am 0
|
||||||
|
0 0 0 0
|
||||||
|
1 1 0 0
|
||||||
|
E
|
||||||
|
generic wristguard~
|
||||||
|
Since the wristguard is completely generic there are no distinctive features
|
||||||
|
worth noticing.
|
||||||
|
~
|
||||||
|
#66
|
||||||
|
generic weapon~
|
||||||
|
a generic weapon~
|
||||||
|
A generic weapon is lying here.~
|
||||||
|
~
|
||||||
|
5 0 an 0
|
||||||
|
1 2 2 0
|
||||||
|
1 2 0 0
|
||||||
|
E
|
||||||
|
generic weapon~
|
||||||
|
Since this weapon is completely generic there are no distinctive features
|
||||||
|
worth noticing.
|
||||||
|
~
|
||||||
|
#67
|
||||||
|
generic staff~
|
||||||
|
a generic staff~
|
||||||
|
A generic staff is lying here.~
|
||||||
|
~
|
||||||
|
9 0 ao 0
|
||||||
|
0 0 0 0
|
||||||
|
1 1 0 0
|
||||||
|
E
|
||||||
|
generic staff~
|
||||||
|
Since this staff is completely generic there are no distinctive features
|
||||||
|
worth noticing.
|
||||||
|
~
|
||||||
#80
|
#80
|
||||||
paintball gun red~
|
paintball gun red~
|
||||||
a red paintball gun~
|
a red paintball gun~
|
||||||
|
|
|
||||||
|
|
@ -399,35 +399,28 @@ A Master Map lies on the ground here.~
|
||||||
0 0 0 0
|
0 0 0 0
|
||||||
4 1000 0 0
|
4 1000 0 0
|
||||||
E
|
E
|
||||||
master map~
|
3~
|
||||||
@bMaster Map
|
|
||||||
@r*=================+==================================*
|
|
||||||
@r| @bPage 1 @r| @bForest Map @r|
|
|
||||||
@r| @bPage 2 @r| @bVillage Map @r|
|
|
||||||
@r| @bPage 3 @r| @bMaze Map @r|
|
|
||||||
@r+=================+==================================+
|
|
||||||
| |
|
|
||||||
| @b@uTo look at any of these maps, it is look (#)@n@r |
|
|
||||||
| |
|
|
||||||
*====================================================*@n
|
|
||||||
~
|
|
||||||
E
|
|
||||||
1~
|
|
||||||
@bArea : A Small Forest
|
|
||||||
@bLevel : Any Level
|
|
||||||
@r-------------------------------------------------------
|
@r-------------------------------------------------------
|
||||||
@b WOD
|
|
||||||
|
|
@b DED
|
||||||
BET--WOP--NTF--FTF ENF
|
@b |
|
||||||
| | | |
|
@b DED DED DED--MOD--DED X --MOD
|
||||||
HSE LLP--ENF SHK--LKE
|
@b | | | | |
|
||||||
@r-------------------------------------------------------
|
@b X -- X -- X CNT-- X X --MOD--DED
|
||||||
@bWOD: Further into the Woods LLP: Lightly Lit Path
|
@b | | | |
|
||||||
BET: Barricade of Trees ENF: End of Forest
|
@b DED-- X X --MOD-- X -- X -- X -- X
|
||||||
WOP: Woodland Path NTF: Near the Tree Fort
|
@b | | | |
|
||||||
FTF: Foot of the Fort SHK: A Small Shack
|
@b X -- X -- X DED X MOD
|
||||||
LKE: Lake
|
@b | |
|
||||||
|
@b X DED
|
||||||
|
@b |
|
||||||
|
@b ENT
|
||||||
|
|
||||||
@r-------------------------------------------------------
|
@r-------------------------------------------------------
|
||||||
|
@yENT: Beginning MOD: Monsters Den
|
||||||
|
@yDED: Dead End X: Just a Regular Maze Room
|
||||||
|
@yCNT: Center of the Maze @BRooms: 31
|
||||||
|
@r-------------------------------------------------------@n
|
||||||
~
|
~
|
||||||
E
|
E
|
||||||
2~
|
2~
|
||||||
|
|
@ -453,28 +446,35 @@ ACS: Amor Shop MSH: Map Shop
|
||||||
@r-------------------------------------------------------
|
@r-------------------------------------------------------
|
||||||
~
|
~
|
||||||
E
|
E
|
||||||
3~
|
1~
|
||||||
|
@bArea : A Small Forest
|
||||||
|
@bLevel : Any Level
|
||||||
@r-------------------------------------------------------
|
@r-------------------------------------------------------
|
||||||
|
@b WOD
|
||||||
@b DED
|
|
|
||||||
@b |
|
BET--WOP--NTF--FTF ENF
|
||||||
@b DED DED DED--MOD--DED X --MOD
|
| | | |
|
||||||
@b | | | | |
|
HSE LLP--ENF SHK--LKE
|
||||||
@b X -- X -- X CNT-- X X --MOD--DED
|
|
||||||
@b | | | |
|
|
||||||
@b DED-- X X --MOD-- X -- X -- X -- X
|
|
||||||
@b | | | |
|
|
||||||
@b X -- X -- X DED X MOD
|
|
||||||
@b | |
|
|
||||||
@b X DED
|
|
||||||
@b |
|
|
||||||
@b ENT
|
|
||||||
|
|
||||||
@r-------------------------------------------------------
|
@r-------------------------------------------------------
|
||||||
@yENT: Beginning MOD: Monsters Den
|
@bWOD: Further into the Woods LLP: Lightly Lit Path
|
||||||
@yDED: Dead End X: Just a Regular Maze Room
|
BET: Barricade of Trees ENF: End of Forest
|
||||||
@yCNT: Center of the Maze @BRooms: 31
|
WOP: Woodland Path NTF: Near the Tree Fort
|
||||||
@r-------------------------------------------------------@n
|
FTF: Foot of the Fort SHK: A Small Shack
|
||||||
|
LKE: Lake
|
||||||
|
@r-------------------------------------------------------
|
||||||
|
~
|
||||||
|
E
|
||||||
|
master map~
|
||||||
|
@bMaster Map
|
||||||
|
@r*=================+==================================*
|
||||||
|
@r| @bPage 1 @r| @bForest Map @r|
|
||||||
|
@r| @bPage 2 @r| @bVillage Map @r|
|
||||||
|
@r| @bPage 3 @r| @bMaze Map @r|
|
||||||
|
@r+=================+==================================+
|
||||||
|
| |
|
||||||
|
| @b@uTo look at any of these maps, it is look (#)@n@r |
|
||||||
|
| |
|
||||||
|
*====================================================*@n
|
||||||
~
|
~
|
||||||
#10432
|
#10432
|
||||||
map~
|
map~
|
||||||
|
|
@ -485,23 +485,6 @@ DO NOT LOOK!~
|
||||||
0 0 0 0
|
0 0 0 0
|
||||||
1 200 0 0
|
1 200 0 0
|
||||||
E
|
E
|
||||||
legend~
|
|
||||||
+------+
|
|
||||||
|LEGEND|
|
|
||||||
+---------------------+------+--------------------+
|
|
||||||
| ---: Gate :X:: A Dead End |
|
|
||||||
| : :: Golden Road EHS: Elders House |
|
|
||||||
| MST: Main Street PSH: Items Shop |
|
|
||||||
| TSQ: Town Square BRD: Brick Road |
|
|
||||||
| SIN: Small Intersection INN: Inn |
|
|
||||||
| TPT: Trodden Path JSH: Jaks Shop |
|
|
||||||
| CRD: Cement Road PND: Pond |
|
|
||||||
| DRD: Dirt Road QLA: Quan Road |
|
|
||||||
| STB: Stable CTY: Court Yard |
|
|
||||||
| GRD: Gold Road WEL: Well |
|
|
||||||
+-------------------------------------------------+
|
|
||||||
~
|
|
||||||
E
|
|
||||||
map~
|
map~
|
||||||
______________________________ ___________________________
|
______________________________ ___________________________
|
||||||
| |---| |
|
| |---| |
|
||||||
|
|
@ -535,6 +518,23 @@ map~
|
||||||
|
|
||||||
To see the legend it is 'look legend'
|
To see the legend it is 'look legend'
|
||||||
~
|
~
|
||||||
|
E
|
||||||
|
legend~
|
||||||
|
+------+
|
||||||
|
|LEGEND|
|
||||||
|
+---------------------+------+--------------------+
|
||||||
|
| ---: Gate :X:: A Dead End |
|
||||||
|
| : :: Golden Road EHS: Elders House |
|
||||||
|
| MST: Main Street PSH: Items Shop |
|
||||||
|
| TSQ: Town Square BRD: Brick Road |
|
||||||
|
| SIN: Small Intersection INN: Inn |
|
||||||
|
| TPT: Trodden Path JSH: Jaks Shop |
|
||||||
|
| CRD: Cement Road PND: Pond |
|
||||||
|
| DRD: Dirt Road QLA: Quan Road |
|
||||||
|
| STB: Stable CTY: Court Yard |
|
||||||
|
| GRD: Gold Road WEL: Well |
|
||||||
|
+-------------------------------------------------+
|
||||||
|
~
|
||||||
#10433
|
#10433
|
||||||
spy glasses~
|
spy glasses~
|
||||||
spy glasses~
|
spy glasses~
|
||||||
|
|
@ -544,6 +544,20 @@ A pair of spy glasses lies here.~
|
||||||
0 0 0 0
|
0 0 0 0
|
||||||
1 1000 0 10
|
1 1000 0 10
|
||||||
T 10417
|
T 10417
|
||||||
|
#10434
|
||||||
|
Infra Armor~
|
||||||
|
the Infra Armor~
|
||||||
|
Infra armor sits here~
|
||||||
|
~
|
||||||
|
9 ag d n
|
||||||
|
30 0 0 0
|
||||||
|
16 892 0 7
|
||||||
|
A
|
||||||
|
1 3
|
||||||
|
A
|
||||||
|
17 10
|
||||||
|
A
|
||||||
|
5 3
|
||||||
#10499
|
#10499
|
||||||
a bag~
|
a bag~
|
||||||
a bag~
|
a bag~
|
||||||
|
|
|
||||||
|
|
@ -72,7 +72,7 @@ odylic wristlock~
|
||||||
a broken odylic wristlock~
|
a broken odylic wristlock~
|
||||||
Looks like someone has escaped an odylic wristlock, and just left it here.~
|
Looks like someone has escaped an odylic wristlock, and just left it here.~
|
||||||
~
|
~
|
||||||
12 fg am 0
|
12 g am 0
|
||||||
0 0 0 0
|
0 0 0 0
|
||||||
1 310 31 0
|
1 310 31 0
|
||||||
E
|
E
|
||||||
|
|
|
||||||
|
|
@ -249,7 +249,7 @@ A black rod has been left here.~
|
||||||
20 3 3 22
|
20 3 3 22
|
||||||
4 800 200 0
|
4 800 200 0
|
||||||
#2528
|
#2528
|
||||||
wand wooden~
|
stick wooden wand~
|
||||||
a wooden stick~
|
a wooden stick~
|
||||||
A wooden stick is here~
|
A wooden stick is here~
|
||||||
~
|
~
|
||||||
|
|
|
||||||
|
|
@ -379,7 +379,7 @@ switch %random.3%
|
||||||
* only the person entering the room will see this.
|
* only the person entering the room will see this.
|
||||||
%send% %actor% You trip over a root as you walk into the room.
|
%send% %actor% You trip over a root as you walk into the room.
|
||||||
* everyone in the room except the actor will see this.
|
* everyone in the room except the actor will see this.
|
||||||
%echoaround% %actor% %actor.name% trips on a root walking into the room.
|
%echoaround% %actor% %actor.name% trips on a root while walking into the room.
|
||||||
* everyone in the room will see this.
|
* everyone in the room will see this.
|
||||||
%echo% The root suddenly springs to life and attacks!
|
%echo% The root suddenly springs to life and attacks!
|
||||||
* let everyone in the zone hear about this.
|
* let everyone in the zone hear about this.
|
||||||
|
|
@ -403,7 +403,7 @@ done
|
||||||
AT Example~
|
AT Example~
|
||||||
2 b 100
|
2 b 100
|
||||||
~
|
~
|
||||||
%at% 1233 %echo% at'd to a room
|
%at% 33 %echo% at'd to a room
|
||||||
%at% Rumble %echo% at'd to Rumble
|
%at% Rumble %echo% at'd to Rumble
|
||||||
~
|
~
|
||||||
#20
|
#20
|
||||||
|
|
@ -1562,6 +1562,17 @@ end
|
||||||
Room Speech Example~
|
Room Speech Example~
|
||||||
2 d 1
|
2 d 1
|
||||||
*~
|
*~
|
||||||
|
* By Rumble
|
||||||
|
*
|
||||||
|
* .car returns the first word in a string.
|
||||||
|
* .cdr returns the remaining string.
|
||||||
|
*
|
||||||
|
%echo% The first word is: %speech.car%
|
||||||
|
%echo% The rest of the string is: %speech.cdr%
|
||||||
|
*
|
||||||
|
* To go through a long string of text looking at each word you can
|
||||||
|
* use a while loop. You could also check for matching text.
|
||||||
|
*
|
||||||
* evaluate the first word
|
* evaluate the first word
|
||||||
eval word %speech.car%
|
eval word %speech.car%
|
||||||
* evaluate the rest of the speech string
|
* evaluate the rest of the speech string
|
||||||
|
|
@ -2194,111 +2205,111 @@ if %actor.is_pc% && %actor.level% < 3
|
||||||
wait 2 sec
|
wait 2 sec
|
||||||
if !%actor.eq(*)%
|
if !%actor.eq(*)%
|
||||||
say get some clothes on! Here, I will help.
|
say get some clothes on! Here, I will help.
|
||||||
%load% obj 200 %actor% light
|
%load% obj 50 %actor% light
|
||||||
%load% obj 201 %actor% rfinger
|
%load% obj 51 %actor% rfinger
|
||||||
%load% obj 202 %actor% lfinger
|
%load% obj 52 %actor% lfinger
|
||||||
%load% obj 203 %actor% neck1
|
%load% obj 53 %actor% neck1
|
||||||
%load% obj 204 %actor% neck2
|
%load% obj 54 %actor% neck2
|
||||||
%load% obj 205 %actor% body
|
%load% obj 55 %actor% body
|
||||||
%load% obj 206 %actor% head
|
%load% obj 56 %actor% head
|
||||||
%load% obj 207 %actor% legs
|
%load% obj 57 %actor% legs
|
||||||
%load% obj 208 %actor% feet
|
%load% obj 58 %actor% feet
|
||||||
%load% obj 209 %actor% hands
|
%load% obj 59 %actor% hands
|
||||||
%load% obj 210 %actor% arms
|
%load% obj 60 %actor% arms
|
||||||
%load% obj 211 %actor% shield
|
%load% obj 61 %actor% shield
|
||||||
%load% obj 212 %actor% about
|
%load% obj 62 %actor% about
|
||||||
%load% obj 213 %actor% waist
|
%load% obj 63 %actor% waist
|
||||||
%load% obj 214 %actor% rwrist
|
%load% obj 64 %actor% rwrist
|
||||||
%load% obj 215 %actor% lwrist
|
%load% obj 65 %actor% lwrist
|
||||||
%load% obj 216 %actor% wield
|
%load% obj 66 %actor% wield
|
||||||
%load% obj 217 %actor% hold
|
%load% obj 67 %actor% hold
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(light)%
|
if !%actor.eq(light)%
|
||||||
Say you really shouldn't be wandering these parts without a light source %actor.name%.
|
Say you really shouldn't be wandering these parts without a light source %actor.name%.
|
||||||
shake
|
shake
|
||||||
%load% obj 200
|
%load% obj 50
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(rfinger)% || !%actor.eq(lfinger)%
|
if !%actor.eq(rfinger)% || !%actor.eq(lfinger)%
|
||||||
Say did you lose one of your rings?
|
Say did you lose one of your rings?
|
||||||
sigh
|
sigh
|
||||||
%load% obj 201
|
%load% obj 51
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(neck1)% || !%actor.eq(neck2)%
|
if !%actor.eq(neck1)% || !%actor.eq(neck2)%
|
||||||
Say you lose everything don't you?
|
Say you lose everything don't you?
|
||||||
roll
|
roll
|
||||||
%load% obj 203
|
%load% obj 53
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(body)%
|
if !%actor.eq(body)%
|
||||||
say you won't get far without some body armor %actor.name%.
|
say you won't get far without some body armor %actor.name%.
|
||||||
%load% obj 205
|
%load% obj 55
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(head)%
|
if !%actor.eq(head)%
|
||||||
Say protect that noggin of yours, %actor.name%.
|
Say protect that noggin of yours, %actor.name%.
|
||||||
%load% obj 206
|
%load% obj 56
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(legs)%
|
if !%actor.eq(legs)%
|
||||||
Say why do you always lose your pants %actor.name%?
|
Say why do you always lose your pants %actor.name%?
|
||||||
%load% obj 207
|
%load% obj 57
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(feet)%
|
if !%actor.eq(feet)%
|
||||||
Say you can't go around barefoot %actor.name%.
|
Say you can't go around barefoot %actor.name%.
|
||||||
%load% obj 208
|
%load% obj 58
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(hands)%
|
if !%actor.eq(hands)%
|
||||||
Say need some gloves %actor.name%?
|
Say need some gloves %actor.name%?
|
||||||
%load% obj 209
|
%load% obj 59
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(arms)%
|
if !%actor.eq(arms)%
|
||||||
Say you must be freezing %actor.name%.
|
Say you must be freezing %actor.name%.
|
||||||
%load% obj 210
|
%load% obj 60
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(shield)%
|
if !%actor.eq(shield)%
|
||||||
Say you need one of these to protect yourself %actor.name%.
|
Say you need one of these to protect yourself %actor.name%.
|
||||||
%load% obj 211
|
%load% obj 61
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(about)%
|
if !%actor.eq(about)%
|
||||||
Say you are going to catch a cold %actor.name%.
|
Say you are going to catch a cold %actor.name%.
|
||||||
%load% obj 212
|
%load% obj 62
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(waist)%
|
if !%actor.eq(waist)%
|
||||||
Say better use this to hold your pants up %actor.name%.
|
Say better use this to hold your pants up %actor.name%.
|
||||||
%load% obj 213
|
%load% obj 63
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(rwrist)% || !%actor.eq(lwrist)%
|
if !%actor.eq(rwrist)% || !%actor.eq(lwrist)%
|
||||||
Say misplace something?
|
Say misplace something?
|
||||||
smile
|
smile
|
||||||
%load% obj 215
|
%load% obj 65
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
if !%actor.eq(wield)%
|
if !%actor.eq(wield)%
|
||||||
Say without a weapon you will be Fido food %actor.name%.
|
Say without a weapon you will be Fido food %actor.name%.
|
||||||
%load% obj 216
|
%load% obj 66
|
||||||
give generic %actor.name%
|
give generic %actor.name%
|
||||||
halt
|
halt
|
||||||
end
|
end
|
||||||
|
|
@ -2311,7 +2322,7 @@ Puff - Random Advice~
|
||||||
eval max %random.200%
|
eval max %random.200%
|
||||||
set text[1] My god! It's full of stars!
|
set text[1] My god! It's full of stars!
|
||||||
set text[2] How'd all those fish get up here?
|
set text[2] How'd all those fish get up here?
|
||||||
set text[3] I'm a very female dragon.
|
set text[3] Some people are like Slinkies. Not really good for anything, but still bring a smile to your face when you push them down a flight of stairs.
|
||||||
set text[4] I've got a peaceful, easy feeling.
|
set text[4] I've got a peaceful, easy feeling.
|
||||||
set text[5] Ahhh, spring is in the air.
|
set text[5] Ahhh, spring is in the air.
|
||||||
set text[6] I'm one of those bad things that happen to good people.
|
set text[6] I'm one of those bad things that happen to good people.
|
||||||
|
|
@ -2508,7 +2519,6 @@ set text[196] It is as bad as you think and they are out to get you.
|
||||||
set text[197] Isn't it scary that doctors call what they do "practice"?
|
set text[197] Isn't it scary that doctors call what they do "practice"?
|
||||||
set text[198] Accept that some days you're the pigeon, and some days you're the statue.
|
set text[198] Accept that some days you're the pigeon, and some days you're the statue.
|
||||||
set text[199] I'm not crazy, I've just been in a very bad mood for years.
|
set text[199] I'm not crazy, I've just been in a very bad mood for years.
|
||||||
set text[200] All I ask is a chance to prove money can't make me happy.
|
|
||||||
set speech %%text[%max%]%%
|
set speech %%text[%max%]%%
|
||||||
eval speech %speech%
|
eval speech %speech%
|
||||||
say %speech%
|
say %speech%
|
||||||
|
|
@ -2563,24 +2573,24 @@ has entered the game.~
|
||||||
* By Rumble
|
* By Rumble
|
||||||
if %actor.is_pc%
|
if %actor.is_pc%
|
||||||
if !%actor.eq(*)%
|
if !%actor.eq(*)%
|
||||||
%load% obj 200 %actor% light
|
%load% obj 50 %actor% light
|
||||||
%load% obj 201 %actor% rfinger
|
%load% obj 51 %actor% rfinger
|
||||||
%load% obj 202 %actor% lfinger
|
%load% obj 52 %actor% lfinger
|
||||||
%load% obj 203 %actor% neck1
|
%load% obj 53 %actor% neck1
|
||||||
%load% obj 204 %actor% neck2
|
%load% obj 54 %actor% neck2
|
||||||
%load% obj 205 %actor% body
|
%load% obj 55 %actor% body
|
||||||
%load% obj 206 %actor% head
|
%load% obj 56 %actor% head
|
||||||
%load% obj 207 %actor% legs
|
%load% obj 57 %actor% legs
|
||||||
%load% obj 208 %actor% feet
|
%load% obj 58 %actor% feet
|
||||||
%load% obj 209 %actor% hands
|
%load% obj 59 %actor% hands
|
||||||
%load% obj 210 %actor% arms
|
%load% obj 60 %actor% arms
|
||||||
%load% obj 211 %actor% shield
|
%load% obj 61 %actor% shield
|
||||||
%load% obj 212 %actor% about
|
%load% obj 62 %actor% about
|
||||||
%load% obj 213 %actor% waist
|
%load% obj 63 %actor% waist
|
||||||
%load% obj 214 %actor% rwrist
|
%load% obj 64 %actor% rwrist
|
||||||
%load% obj 215 %actor% lwrist
|
%load% obj 65 %actor% lwrist
|
||||||
%load% obj 216 %actor% wield
|
%load% obj 66 %actor% wield
|
||||||
%load% obj 217 %actor% hold
|
%load% obj 67 %actor% hold
|
||||||
end
|
end
|
||||||
wait 2 sec
|
wait 2 sec
|
||||||
if !(%actor.inventory(82)%)
|
if !(%actor.inventory(82)%)
|
||||||
|
|
@ -2599,6 +2609,7 @@ if %actor.is_pc%
|
||||||
wait 2 s
|
wait 2 s
|
||||||
say HELP AREAS
|
say HELP AREAS
|
||||||
end
|
end
|
||||||
|
end
|
||||||
~
|
~
|
||||||
#99
|
#99
|
||||||
Obj Command 82 - Teleporter~
|
Obj Command 82 - Teleporter~
|
||||||
|
|
|
||||||
|
|
@ -2081,7 +2081,7 @@ say The best advice for new builders is under @RHELP SUGGESTIONS@n.
|
||||||
TBA Welcome - 18~
|
TBA Welcome - 18~
|
||||||
0 e 1
|
0 e 1
|
||||||
entered reconnected~
|
entered reconnected~
|
||||||
if %actor.is_pc%
|
if %actor.is_pc% && %actor.level% == 1
|
||||||
wait 1 sec
|
wait 1 sec
|
||||||
if %actor.varexists(TBA_mortal_greeting)%
|
if %actor.varexists(TBA_mortal_greeting)%
|
||||||
say Welcome back %actor.name%. Tell someone level 32 or above when you complete the application.
|
say Welcome back %actor.name%. Tell someone level 32 or above when you complete the application.
|
||||||
|
|
@ -2093,6 +2093,9 @@ if %actor.is_pc%
|
||||||
say Please fill out the application at: geocities.com/buildersacademy/
|
say Please fill out the application at: geocities.com/buildersacademy/
|
||||||
set TBA_mortal_greeting 1
|
set TBA_mortal_greeting 1
|
||||||
remote TBA_mortal_greeting %actor.id%
|
remote TBA_mortal_greeting %actor.id%
|
||||||
|
if !%actor.has_item(1233)%
|
||||||
|
%load% obj 1332 %actor% inv
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
~
|
~
|
||||||
|
|
|
||||||
|
|
@ -54,12 +54,16 @@ board~
|
||||||
if board /= %cmd% && cloud /= %arg% && %arg%
|
if board /= %cmd% && cloud /= %arg% && %arg%
|
||||||
%send% %actor% You jump onto the cloud and take a seat.
|
%send% %actor% You jump onto the cloud and take a seat.
|
||||||
%echoaround% %actor% %actor.name% jumps up onto nimbus.
|
%echoaround% %actor% %actor.name% jumps up onto nimbus.
|
||||||
|
wait 3 sec
|
||||||
|
%send% %actor% The nimbus cloud takes off down the tower.
|
||||||
%echoaround% %actor% The nimbus cloud takes off down the tower.
|
%echoaround% %actor% The nimbus cloud takes off down the tower.
|
||||||
%teleport% %actor% 10306
|
%teleport% %actor% 10306
|
||||||
|
wait 10 sec
|
||||||
%echoaround% %actor% The cloud lands and %actor.name% steps off.
|
%echoaround% %actor% The cloud lands and %actor.name% steps off.
|
||||||
%echoaround% %actor% The cloud flies off to the top of the tower.
|
%echoaround% %actor% The cloud flies off to the top of the tower.
|
||||||
|
%send% %actor% The cloud lands and you jump off landing safely on the ground.
|
||||||
|
wait 2 sec
|
||||||
%force% %actor% look
|
%force% %actor% look
|
||||||
%send% %actor% You jump off the nimbus cloud.
|
|
||||||
else
|
else
|
||||||
%send% %actor% board what?
|
%send% %actor% board what?
|
||||||
end
|
end
|
||||||
|
|
@ -121,6 +125,7 @@ wait 2 sec
|
||||||
say Master Vegeta is in his atire.
|
say Master Vegeta is in his atire.
|
||||||
wait 1 sec
|
wait 1 sec
|
||||||
say And there is a fighter here to help you train.
|
say And there is a fighter here to help you train.
|
||||||
|
end
|
||||||
~
|
~
|
||||||
#10315
|
#10315
|
||||||
Newbie Fighter Sacrifice - 10318~
|
Newbie Fighter Sacrifice - 10318~
|
||||||
|
|
|
||||||
|
|
@ -164,9 +164,14 @@ if %object.vnum% == 10429
|
||||||
wait 2 s
|
wait 2 s
|
||||||
say Hmmm, this looks like the armor.
|
say Hmmm, this looks like the armor.
|
||||||
wait 2 s
|
wait 2 s
|
||||||
say You may have this.
|
say If you obtained this armor, you must be strong.
|
||||||
wait 2 s
|
wait 2 s
|
||||||
%send% %actor% You watch as %self.name% rummages through a bag on his side and pulls out some coins.
|
say The armor is yours, take it.
|
||||||
|
%load% obj 10434 %actor% inv
|
||||||
|
wait 2 sec
|
||||||
|
%send% %actor% The Village Elder hands you the armor then you watch as %self.name% rummages through a bag on his side and pulls out some coins.
|
||||||
|
wait 2 s
|
||||||
|
say You may also have this.
|
||||||
wait 2 s
|
wait 2 s
|
||||||
%send% %actor% %self.name% hands you the coins, you feel a slight surge of energy.
|
%send% %actor% %self.name% hands you the coins, you feel a slight surge of energy.
|
||||||
%echoaround% %actor% %self.name% rummages through a bag and pulls out a couple coins.
|
%echoaround% %actor% %self.name% rummages through a bag and pulls out a couple coins.
|
||||||
|
|
@ -191,22 +196,32 @@ whats the weather~
|
||||||
eval here %self.room%
|
eval here %self.room%
|
||||||
eval today %here.weather%
|
eval today %here.weather%
|
||||||
say The weather eh? Give me a little.
|
say The weather eh? Give me a little.
|
||||||
%echo The Weatherman looks up into the sky and pulls a notepad out of his pocket.
|
|
||||||
wait 1 sec
|
wait 1 sec
|
||||||
%echo% The Weatherman begins to jot down something on his notepad.
|
%echo %self.name% looks up into the sky and pulls a notepad out of his pocket.
|
||||||
wait 1 sec
|
wait 3 sec
|
||||||
%echo% The Weatherman sctatches his head then looks a %actor.name%
|
%echo% %self.name% begins to jot down something on his notepad.
|
||||||
|
wait 3 sec
|
||||||
|
%echo% %self.name% scratches his head then looks a %actor.name%.
|
||||||
|
wait 10 sec
|
||||||
if %today% == rainy
|
if %today% == rainy
|
||||||
%echo% The Weatherman places a raincoat on, then pulls out an umbrella.
|
%echo% %self.name% places a raincoat on, then pulls out an umbrella.
|
||||||
|
wait 2 sec
|
||||||
say It's pouring out today.
|
say It's pouring out today.
|
||||||
elseif %today% == sunny
|
elseif %today% == sunny
|
||||||
%echo% The Weatherman puts on some sunglasses and places some sunscreen on his nose.
|
%echo% %self.name% puts on some sunglasses and places some sunscreen on his nose.
|
||||||
|
wait 2 sec
|
||||||
say I just might go to the beach today.
|
say I just might go to the beach today.
|
||||||
|
wait 2 sec
|
||||||
|
say Well, my forecast for taday is simple, it is bright and clear.
|
||||||
elseif %today% == lightning
|
elseif %today% == lightning
|
||||||
%echo% The Weatherman watches the flashing lights in the sky smiling.
|
%echo% %self.name% watches the flashing lights in the sky smiling.
|
||||||
|
wait 2 sec
|
||||||
say Pretty ain't it?
|
say Pretty ain't it?
|
||||||
|
wait 2 sec
|
||||||
|
say Well, my forecast is simple, we have scattered lighting, with a slight chance of rain.
|
||||||
elseif %today% == cloudy
|
elseif %today% == cloudy
|
||||||
%echo% The Weatherman takes cover under a tree.
|
%echo% %self.name% takes cover under a tree.
|
||||||
|
wait 2 sec
|
||||||
say Looks like it might rain today, thoase clouds are rather dark.
|
say Looks like it might rain today, thoase clouds are rather dark.
|
||||||
else
|
else
|
||||||
say I cannot tell you the weather while Im indoors.
|
say I cannot tell you the weather while Im indoors.
|
||||||
|
|
|
||||||
|
|
@ -290,6 +290,25 @@ else
|
||||||
%send% %actor% The feather seems powerless.
|
%send% %actor% The feather seems powerless.
|
||||||
end
|
end
|
||||||
~
|
~
|
||||||
|
#1218
|
||||||
|
Multiple Command Example Trig~
|
||||||
|
2 c 100
|
||||||
|
test~
|
||||||
|
if %cmd% == test
|
||||||
|
* Careful not to use Arguments * or this trig will freeze you.
|
||||||
|
* evaluate the first arg
|
||||||
|
eval command %arg.car%
|
||||||
|
* evaluate the rest of the arg string
|
||||||
|
eval therest %arg.cdr%
|
||||||
|
* while there is an arg keep going
|
||||||
|
while %command%
|
||||||
|
%echo% the first arg is: %command%
|
||||||
|
%echo% the remaining arg is: %therest%
|
||||||
|
eval command %therest.car%
|
||||||
|
eval therest %therest.cdr%
|
||||||
|
done
|
||||||
|
end
|
||||||
|
~
|
||||||
#1220
|
#1220
|
||||||
book keeping~
|
book keeping~
|
||||||
2 c 100
|
2 c 100
|
||||||
|
|
|
||||||
|
|
@ -34,15 +34,34 @@ else
|
||||||
end
|
end
|
||||||
~
|
~
|
||||||
#202
|
#202
|
||||||
Free Trig~
|
Object Spells~
|
||||||
0 b 100
|
1 c 1
|
||||||
~
|
c~
|
||||||
if %mhunt_target.room% == %self.room%
|
* if command is cast and arg is fireshield (and all abbrevs of each)
|
||||||
mkill %mhunt_target%
|
if %cmd.mudcommand% == cast && fireshield /= %arg%
|
||||||
%echo% killing %mhunt_target.name%.
|
switch %random.1%
|
||||||
else
|
case 1
|
||||||
%echo% hunting %mhunt_target.name%
|
if %actor.class% == Magic User
|
||||||
mhunt %mhunt_target%
|
%echoaround% %actor% %self.shortdesc% that %actor.name% is wearing glows brightly for a moment.
|
||||||
|
%send% %actor% Your %self.shortdesc% glows brightly for a moment.
|
||||||
|
dg_cast 'armor' %actor%
|
||||||
|
end
|
||||||
|
break
|
||||||
|
default
|
||||||
|
%send% %actor% reached default case.
|
||||||
|
break
|
||||||
|
eval ward_major %ward_major%+1
|
||||||
|
if %ward_major% == 2
|
||||||
|
detach all %self.id%
|
||||||
|
end
|
||||||
|
global ward_major
|
||||||
|
done
|
||||||
end
|
end
|
||||||
~
|
~
|
||||||
|
#203
|
||||||
|
free~
|
||||||
|
2 bg 100
|
||||||
|
~
|
||||||
|
* No Script
|
||||||
|
~
|
||||||
$~
|
$~
|
||||||
|
|
|
||||||
|
|
@ -1428,7 +1428,7 @@ end
|
||||||
(2719) memlin asks if hungry~
|
(2719) memlin asks if hungry~
|
||||||
0 gh 100
|
0 gh 100
|
||||||
~
|
~
|
||||||
if %self.has_item(2763)
|
if %self.has_item(2763)%
|
||||||
if %actor.is_pc%
|
if %actor.is_pc%
|
||||||
wait 1 s
|
wait 1 s
|
||||||
smile %actor.name%
|
smile %actor.name%
|
||||||
|
|
|
||||||
|
|
@ -423,6 +423,7 @@ if %actor.is_pc%
|
||||||
remote 3_napalm_done %actor.id%
|
remote 3_napalm_done %actor.id%
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
end
|
||||||
~
|
~
|
||||||
#336
|
#336
|
||||||
Room Contents Test~
|
Room Contents Test~
|
||||||
|
|
|
||||||
|
|
@ -454,7 +454,7 @@ A Quick Mob Quest Tutorial~
|
||||||
|
|
||||||
See: @RHELP TRIGEDIT-MOB-TUTORIAL@n
|
See: @RHELP TRIGEDIT-MOB-TUTORIAL@n
|
||||||
|
|
||||||
@RSTAT QUESTMASTER@n. Notice the attached triggers. @RTSTAT 1400@n.
|
@RSTAT QUESTMASTER@n. Notice the attached triggers. @RTSTAT 1@n.
|
||||||
|
|
||||||
~
|
~
|
||||||
0 de 0
|
0 de 0
|
||||||
|
|
@ -559,6 +559,15 @@ while the mark of the mature man is that he wants to live humbly for one.
|
||||||
--Wilhelm Stekel
|
--Wilhelm Stekel
|
||||||
~
|
~
|
||||||
0 d 0
|
0 d 0
|
||||||
|
D1
|
||||||
|
test
|
||||||
|
~
|
||||||
|
door~
|
||||||
|
1 1 33
|
||||||
|
D3
|
||||||
|
~
|
||||||
|
~
|
||||||
|
0 0 33
|
||||||
E
|
E
|
||||||
.test~
|
.test~
|
||||||
can you see this with look around?
|
can you see this with look around?
|
||||||
|
|
@ -670,7 +679,7 @@ you watch the images taking shape in the turbulent liquid. Your mouth becomes
|
||||||
dry as you see yourself in the watery panorama ... And time stands still for
|
dry as you see yourself in the watery panorama ... And time stands still for
|
||||||
just one moment ... As you see your future in the depths ...
|
just one moment ... As you see your future in the depths ...
|
||||||
~
|
~
|
||||||
0 djk 0
|
0 dj 0
|
||||||
S
|
S
|
||||||
#88
|
#88
|
||||||
Advertising Room~
|
Advertising Room~
|
||||||
|
|
|
||||||
|
|
@ -466,6 +466,10 @@ Beautiful pine steps are leading up to his house, and the door is nowhere to be
|
||||||
seen, it seems it has been taken off. @n
|
seen, it seems it has been taken off. @n
|
||||||
~
|
~
|
||||||
104 0 1
|
104 0 1
|
||||||
|
D0
|
||||||
|
~
|
||||||
|
~
|
||||||
|
0 0 10464
|
||||||
D1
|
D1
|
||||||
~
|
~
|
||||||
~
|
~
|
||||||
|
|
@ -481,8 +485,7 @@ Elder Lucious' House~
|
||||||
beautiful items line the walls, and even more are on a table that sits in the
|
beautiful items line the walls, and even more are on a table that sits in the
|
||||||
center of the room. Heat emits from another well built looking cobble stone
|
center of the room. Heat emits from another well built looking cobble stone
|
||||||
fireplace. High in the rafter you notice another red glowing orb. This orb
|
fireplace. High in the rafter you notice another red glowing orb. This orb
|
||||||
adds
|
adds another reddish tint, but the color is darker. @n
|
||||||
another reddish tint, but the color is darker. @n
|
|
||||||
~
|
~
|
||||||
104 cde 1
|
104 cde 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -1199,16 +1202,41 @@ D1
|
||||||
S
|
S
|
||||||
#10463
|
#10463
|
||||||
A Path Through the Forest~
|
A Path Through the Forest~
|
||||||
@yThis path looks like it has been used by many travelers and creatures.
|
@y The road seems to have been used many times before, the earth has become
|
||||||
The earth is compact and the no shuberry grows near this place. The sky above
|
compacted, harden into what feels like clay. The shruberry that was once here
|
||||||
can be seen, but it looks as if the sky fades into the trees ahead. @n
|
has turned into nothing but a skeleton of branches. A dark presence seems to
|
||||||
|
reside over this particular intersection, but oddly enough so does the presence
|
||||||
|
of life. The darkness engulfs the northern exit while the life fills the
|
||||||
|
surrounding area.
|
||||||
~
|
~
|
||||||
104 0 0
|
104 0 0
|
||||||
|
D0
|
||||||
|
~
|
||||||
|
~
|
||||||
|
0 0 20901
|
||||||
D2
|
D2
|
||||||
~
|
~
|
||||||
~
|
~
|
||||||
0 0 10462
|
0 0 10462
|
||||||
S
|
S
|
||||||
|
#10464
|
||||||
|
An Observetion Room~
|
||||||
|
@yThe room is not a small room, but rather vast, books are scattered all around
|
||||||
|
the floor and on the tables. This place seems as though no one has cleaned it
|
||||||
|
for months. Large tools scatter the desk off in the corner, and many piles of
|
||||||
|
papers with writing on them scatter this desk as well. The ceiling above is
|
||||||
|
nothing but a thick looking glass with bars filling in for support.
|
||||||
|
~
|
||||||
|
104 cn 1
|
||||||
|
D0
|
||||||
|
~
|
||||||
|
~
|
||||||
|
0 0 -1
|
||||||
|
D2
|
||||||
|
~
|
||||||
|
~
|
||||||
|
0 0 10423
|
||||||
|
S
|
||||||
#10499
|
#10499
|
||||||
Taylor's Lounge~
|
Taylor's Lounge~
|
||||||
@WA small lamp sits in the center of the room letting off a small amount of
|
@WA small lamp sits in the center of the room letting off a small amount of
|
||||||
|
|
@ -1225,6 +1253,10 @@ A large squishy looking armchair sits in the middle of the room only a few feet
|
||||||
from the fireplace. @n
|
from the fireplace. @n
|
||||||
~
|
~
|
||||||
104 de 0
|
104 de 0
|
||||||
|
D0
|
||||||
|
~
|
||||||
|
~
|
||||||
|
0 0 -1
|
||||||
E
|
E
|
||||||
main chamber room taylors tays~
|
main chamber room taylors tays~
|
||||||
@WA small lamp sits in the center of the room letting off a small amount of
|
@WA small lamp sits in the center of the room letting off a small amount of
|
||||||
|
|
|
||||||
|
|
@ -50,7 +50,7 @@ The Immortal Board Room~
|
||||||
The main hang out of the Gods, the Immortal Board Room is the place to be.
|
The main hang out of the Gods, the Immortal Board Room is the place to be.
|
||||||
Gods exchange messages here most every day. The mortal board room is to the
|
Gods exchange messages here most every day. The mortal board room is to the
|
||||||
east and the meeting room for the gods is to the south. To the north is the
|
east and the meeting room for the gods is to the south. To the north is the
|
||||||
Gods ' Inn and to the west is a post office for Gods. In the northeast corner
|
Gods' Inn and to the west is a post office for Gods. In the northeast corner
|
||||||
you spot a small staircase leading upwards.
|
you spot a small staircase leading upwards.
|
||||||
~
|
~
|
||||||
12 d 0
|
12 d 0
|
||||||
|
|
|
||||||
|
|
@ -55,8 +55,8 @@ S
|
||||||
Clerics Avenue~
|
Clerics Avenue~
|
||||||
The cobblestone road is in decent shape, though a few stones have been
|
The cobblestone road is in decent shape, though a few stones have been
|
||||||
overturned leaving gaping holes. No wagons travel down this part of the city.
|
overturned leaving gaping holes. No wagons travel down this part of the city.
|
||||||
Everyone knows Clerics have no need anything besides what they can provide by
|
Everyone knows clerics have no need for anything besides what they can provide
|
||||||
themselves.
|
by themselves.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -73,7 +73,7 @@ The Southern Road~
|
||||||
You walk underneath the inner city wall. The road turns into hard packed
|
You walk underneath the inner city wall. The road turns into hard packed
|
||||||
dirt. To the north you may enter the inner city towards the Temple of Sanctus
|
dirt. To the north you may enter the inner city towards the Temple of Sanctus
|
||||||
or go south towards the southern gate. The southern half of the city consists
|
or go south towards the southern gate. The southern half of the city consists
|
||||||
of the Magi's and Cleric' quarters.
|
of the magi's and cleric' quarters.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -86,7 +86,7 @@ D2
|
||||||
0 0 313
|
0 0 313
|
||||||
S
|
S
|
||||||
#303
|
#303
|
||||||
Magis Avenue~
|
Magi's Avenue~
|
||||||
The Tower of the Magi lies to the southwest. Just to the south you can see
|
The Tower of the Magi lies to the southwest. Just to the south you can see
|
||||||
where the inner city wall turns to the west. You are deep within the Magi's
|
where the inner city wall turns to the west. You are deep within the Magi's
|
||||||
Quarter. Accidents have been known to happen around here. People must be
|
Quarter. Accidents have been known to happen around here. People must be
|
||||||
|
|
@ -104,10 +104,9 @@ D2
|
||||||
S
|
S
|
||||||
#304
|
#304
|
||||||
An Elegant Hall~
|
An Elegant Hall~
|
||||||
Drawings continue along the hallway as you pass. More battles where the
|
Drawings of ancient battles in which the Magi slaughter their foes line both
|
||||||
Magi are slaughtering their foes. Some depict battles with Ogres, others are
|
sides of the hallway. Depicted on these drawings are a myriad of creatures
|
||||||
Orcs, Goblins, more Demons. Every creature imaginable. Even fellow humans,
|
ranging from ogres, orcs, goblins, and demons to humans, elves, and dwarves.
|
||||||
dwarves, and elves.
|
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -125,10 +124,10 @@ D2
|
||||||
S
|
S
|
||||||
#305
|
#305
|
||||||
The Baths~
|
The Baths~
|
||||||
Large copper tubs filled with hot water have filled the room with a hot
|
The air is musky and hard to breathe due to the hot steam wafting from the
|
||||||
steam. The air is musky and hard to breath. A large fire fills the eastern
|
large copper tubs filled with hot water. A large fire with pots of water
|
||||||
wall, pots of water are heating over it. These baths are used only by the
|
heating over it fills the eastern wall. These baths are only to be used by the
|
||||||
Magi. As people often say, cleanliness is next to godliness.
|
magi whom believe cleanliness is next to godliness.
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -146,10 +145,10 @@ D3
|
||||||
S
|
S
|
||||||
#306
|
#306
|
||||||
A large Bunk Room~
|
A large Bunk Room~
|
||||||
Neatly made bunks are arranged in precise rows and columns, filling the room
|
Neatly made bunks are arranged in precise rows and colums filling the room
|
||||||
wall to wall. Every rack made precisely to standard. Every sheet a pristine
|
from wall to wall. Every rack is made precisely to standard, every sheet a
|
||||||
white, not a speck of dust can be found. The Clerics of Sanctus lead a
|
pristine white, without even a speck of dust. The Cleric's of Sanctus lead a
|
||||||
disciplined life second to none, not even the army.
|
disciplined life, second to none, not even the soldiers.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D1
|
D1
|
||||||
|
|
@ -163,10 +162,10 @@ D2
|
||||||
S
|
S
|
||||||
#307
|
#307
|
||||||
A Long Hallway~
|
A Long Hallway~
|
||||||
The barren walls and floors reminds you how the Clerics of Sanctus consider
|
The barren walls and floor would seem odd anywhere but here as the Clerics of
|
||||||
decorations, desires, or any form of unnecessary wants a type of blasphemy.
|
Sanctus consider decorations, desires, or any form od unnecessary wants to be
|
||||||
They dedicate their lives to helping others, never themselves. Every one of
|
blasphemous. They dedicate their lives to helping others, never themselves, and
|
||||||
them would sacrifice their lives for that principle.
|
would all sacrifice their lives for that principle.
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -184,10 +183,10 @@ D3
|
||||||
S
|
S
|
||||||
#308
|
#308
|
||||||
The Southwest Intersection~
|
The Southwest Intersection~
|
||||||
The inner city wall ends here and continues to the east. A small road
|
The inner city wall ends here, as it reaches Clerics' Avenue, and continues
|
||||||
follows along the inner city wall just north of the Tower of the High Council.
|
on to the east. A small road follows along the inner city wall just north of
|
||||||
Clerics Avenue continues north and south. The Tower almost seems to glow
|
the Tower of the High Council which seems to glow because of its glaring
|
||||||
because of it's glaring whiteness.
|
brightness.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -204,11 +203,11 @@ D2
|
||||||
0 0 323
|
0 0 323
|
||||||
S
|
S
|
||||||
#309
|
#309
|
||||||
Clerics Alley~
|
Clerics' Alley~
|
||||||
Within the Cleric's Quarter an adventurer has very little to worry about.
|
Within the Cleric's Quarters an adventurer has very little to worry about.
|
||||||
Even those would be vandals, pickpockets, and thugs shy away from this Quarter
|
Even those would be vandals, pickpockets, and thugs shy away out of their
|
||||||
because of their respect of the clerics. To be a cleric is second only to
|
respect of the clerics. To be a cleric is to be respected second only to that
|
||||||
being a Master Magi.
|
of the Master Magi.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D1
|
D1
|
||||||
|
|
@ -221,10 +220,10 @@ D3
|
||||||
0 0 308
|
0 0 308
|
||||||
S
|
S
|
||||||
#310
|
#310
|
||||||
Clerics Alley~
|
Clerics' Alley~
|
||||||
The southern section of the inner city wall crowds you from the north. The
|
The southern section of the inner city wall towers over you to the north.
|
||||||
massive fortification of rock and mortar is impressive, rising at least two or
|
The massive fortification of rock and mortar is impressive, rising at least two
|
||||||
maybe three times your own height. You can just make out a small walkway on
|
or maybe three times your own height. You can just make out a small walkway on
|
||||||
the top of the wall, too bad only the guards know where the entrance is.
|
the top of the wall, too bad only the guards know where the entrance is.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
|
|
@ -238,8 +237,8 @@ D3
|
||||||
0 0 309
|
0 0 309
|
||||||
S
|
S
|
||||||
#311
|
#311
|
||||||
Clerics Alley~
|
Clerics' Alley~
|
||||||
The Tower of the High Council of Clerics is almost as impressive as the
|
The Tower of the High Council of Clerics' is almost as impressive as the
|
||||||
Temple of Sanctus. They look very similiar, except of course the Tower is much
|
Temple of Sanctus. They look very similiar, except of course the Tower is much
|
||||||
smaller. Far up in the tower you can see people walking by windows in white
|
smaller. Far up in the tower you can see people walking by windows in white
|
||||||
flowing robes. The healers within are known for their miraculous abilities in
|
flowing robes. The healers within are known for their miraculous abilities in
|
||||||
|
|
@ -256,11 +255,11 @@ D3
|
||||||
0 0 310
|
0 0 310
|
||||||
S
|
S
|
||||||
#312
|
#312
|
||||||
Clerics Alley~
|
Clerics' Alley~
|
||||||
The inner city wall opens up just to the east into the southern road which
|
The inner city wall opens up just to the east into the southern road which
|
||||||
runs from the south gate directly to the heart of Sanctus inside the temple.
|
runs from the south gate directly to the heart of Sanctus inside the temple. A
|
||||||
A few apprentice healers in flowing robes rush between the Temple and the
|
few apprentice healers in flowing robes rush between the Temple and the Clerics'
|
||||||
Cleric's Quarter, no doubt on an errand from the Council.
|
Quarters, no doubt on an errand from the Council.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D1
|
D1
|
||||||
|
|
@ -274,11 +273,11 @@ D3
|
||||||
S
|
S
|
||||||
#313
|
#313
|
||||||
The Southern Road~
|
The Southern Road~
|
||||||
A large gate has been built into the inner city wall here along adventurers
|
A large gate has been built into the inner city wall here to allow
|
||||||
to pass between the Temple and the southern half of the city. The Cleric's
|
adventurers to pass between the Temple and the southern half of the city. The
|
||||||
Quarter lies to the west while the Magi's Quarter is to the east. Within their
|
Clerics' Quarters lie to the west while the Magis' Quarters are to the east.
|
||||||
centers rises the Tower of the High Council of Cleric's and the Tower of the
|
Within their centers rises the Tower of the High Council of Clerics' and the
|
||||||
Magi respectively.
|
Tower of the Magi respectively.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -299,11 +298,11 @@ D3
|
||||||
0 0 312
|
0 0 312
|
||||||
S
|
S
|
||||||
#314
|
#314
|
||||||
Magis Alley~
|
Magis' Alley~
|
||||||
The black Tower of the Magi casts an intimidating shadow over you and the
|
The black Tower of the Magi casts an intimidating shadow over you and the
|
||||||
alley you walk in. Within the tower lies many secrets that the average citizen
|
alley you walk in. Within the tower lie many secrets that the average citizen
|
||||||
is not privileged enough to be told about. Rumours abound, especially about
|
is not privileged enough to be told about. Rumours abound, especially about the
|
||||||
the Orb of Sanctum the gods left in the Master Magi's care.
|
Orb of Sanctum the gods left in the Master Magi's care.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D1
|
D1
|
||||||
|
|
@ -316,7 +315,7 @@ D3
|
||||||
0 0 313
|
0 0 313
|
||||||
S
|
S
|
||||||
#315
|
#315
|
||||||
Magis Alley~
|
Magis' Alley~
|
||||||
The sound of voices from above are impossible to locate. They could be
|
The sound of voices from above are impossible to locate. They could be
|
||||||
coming either from on top of the inner city wall to the north or from an open
|
coming either from on top of the inner city wall to the north or from an open
|
||||||
window of the Tower of the Magi south of you. The voices are too low to be
|
window of the Tower of the Magi south of you. The voices are too low to be
|
||||||
|
|
@ -333,7 +332,7 @@ D3
|
||||||
0 0 314
|
0 0 314
|
||||||
S
|
S
|
||||||
#316
|
#316
|
||||||
Magis Alley~
|
Magis' Alley~
|
||||||
The inner city wall is used to seperate the city into two seperate
|
The inner city wall is used to seperate the city into two seperate
|
||||||
battlefields. In case of an attack by superior numbers the citizens will fall
|
battlefields. In case of an attack by superior numbers the citizens will fall
|
||||||
back into the inner city as a last measure of defense. Luckily, the army has
|
back into the inner city as a last measure of defense. Luckily, the army has
|
||||||
|
|
@ -350,9 +349,9 @@ D3
|
||||||
0 0 315
|
0 0 315
|
||||||
S
|
S
|
||||||
#317
|
#317
|
||||||
Magis Alley~
|
Magis' Alley~
|
||||||
You have reached the southeastern corner of the inner city wall where it
|
You have reached the southeastern corner of the inner city wall where it
|
||||||
turns north along the Magis Avenue. The Tower of the Magi still looms over you
|
turns north along the Magis' Avenue. The Tower of the Magi still looms over you
|
||||||
oppressively. The sounds of voices echo between the tower and the inner city
|
oppressively. The sounds of voices echo between the tower and the inner city
|
||||||
wall, very disturbing.
|
wall, very disturbing.
|
||||||
~
|
~
|
||||||
|
|
@ -367,11 +366,11 @@ D3
|
||||||
0 0 316
|
0 0 316
|
||||||
S
|
S
|
||||||
#318
|
#318
|
||||||
The Southeast intersection~
|
The Southeastern Intersection~
|
||||||
A small alley ducks between the Tower of the Magi and the southern section
|
A small alley ducks between the Tower of the Magi and the southern section of
|
||||||
of the inner city wall. The Magi Mansion is so extravagant it is almost an eye
|
the inner city wall. The Magi Mansion is so extravagant, almost to the point of
|
||||||
sore just to the east. The Tower contains the fabled Orb of Sanctum, but few
|
becoming an eyesore, is just to the east. The Tower contains the fabled Orb of
|
||||||
are ever lucky enough to lay their eyes on it.
|
Sanctum, but few are ever lucky enough to lay their eyes on it.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -390,10 +389,10 @@ S
|
||||||
#319
|
#319
|
||||||
An Elegant Hall~
|
An Elegant Hall~
|
||||||
Both sides of the hallway are covered from floor to ceiling in exquisite
|
Both sides of the hallway are covered from floor to ceiling in exquisite
|
||||||
drawings. All depicting various battles in which the Magi have fought in. In
|
drawings. All of them depicting various battles in which the Magi have fought
|
||||||
the one infront of you the army of Sanctus stands on the verge of defeat,
|
in. In the one infront of you the army of Sanctus stands on the verge of
|
||||||
except for the constant bombardment of fireballs, lightning, and meteors by the
|
defeat, except for the constant bombardment of fireballs, lightning, and meteors
|
||||||
Magi.
|
hurled from the battlements by the Magi.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -411,8 +410,8 @@ D2
|
||||||
S
|
S
|
||||||
#320
|
#320
|
||||||
The Kitchen~
|
The Kitchen~
|
||||||
An assortment of foods are being prepared, some on small trays to be served
|
An assortment of foods are being prepared. Some on small trays to be served
|
||||||
as appetizers. Others in fine silver plates and containers. The kitchen is
|
as appetizers, and others in fine silver plates and containers. The kitchen is
|
||||||
cramped, too many things and too many people in one area. The cooks look
|
cramped, too many things and too many people in one area. The cooks look
|
||||||
overworked and ready to revolt.
|
overworked and ready to revolt.
|
||||||
~
|
~
|
||||||
|
|
@ -432,10 +431,11 @@ D3
|
||||||
S
|
S
|
||||||
#321
|
#321
|
||||||
A Room of Prayer~
|
A Room of Prayer~
|
||||||
Candles are arranged along a set of shelves. Some burning, some unlit.
|
Candles are arranged along a set of shelves, some of which are burning, while
|
||||||
Cushions are arranged along the floor facing the candles. A simple room of
|
others remain unlit. Cushions are arranged along the floor facing the candles,
|
||||||
prayer where the one can give thanks to all that has been given. The walls are
|
so that one can give thanks for all that has been given in this simple room of
|
||||||
unadorned, everything looks to be plain and only used for it's purpose.
|
prayer. The walls are unadorned, everything looks to be plain and only used for
|
||||||
|
its intended purpose.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -453,10 +453,10 @@ D2
|
||||||
S
|
S
|
||||||
#322
|
#322
|
||||||
The Hall of Clerics~
|
The Hall of Clerics~
|
||||||
A long hallway stretches directly to your north. It appears to run the
|
A long hallway carries on to the north. It appears to run the length of the
|
||||||
length of the entire building. Lanterns line the walls spaced widely apart so
|
entire building. The only source of light are lanterns spaced widely apart upon
|
||||||
much of the hall is in shadow. The bare floor and walls show the lifestyle the
|
the walls which leave much of the hall in shadow. The bare floor and walls show
|
||||||
Clerics lead.
|
the lifestyle the clerics lead.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -473,9 +473,9 @@ D3
|
||||||
0 0 321
|
0 0 321
|
||||||
S
|
S
|
||||||
#323
|
#323
|
||||||
Clerics Avenue~
|
Clerics' Avenue~
|
||||||
The entrance to both the Hall of Clerics and the Tower of the High Council
|
The entrance to both the Hall of Clerics and the Tower of the High Council
|
||||||
is just to the south. You see a small intersection to the north where the
|
are just to the south. You see a small intersection to the north where the
|
||||||
inner city wall begins. Many people come to this quarter to seek aid from the
|
inner city wall begins. Many people come to this quarter to seek aid from the
|
||||||
clerics, whether it be healing in the tower or to settle disputes within the
|
clerics, whether it be healing in the tower or to settle disputes within the
|
||||||
Hall.
|
Hall.
|
||||||
|
|
@ -494,8 +494,8 @@ S
|
||||||
A Training Room~
|
A Training Room~
|
||||||
Within this tower new clerics are taken to be trained in the art of healing.
|
Within this tower new clerics are taken to be trained in the art of healing.
|
||||||
Very few are selected for this great honor, and even fewer ever achieve a
|
Very few are selected for this great honor, and even fewer ever achieve a
|
||||||
mastery in the art of restoring health. Several old clerics are bestowing
|
mastery in the art of restoring health. Several of the older clerics are here
|
||||||
their knowledge and wisdom to their students here.
|
bestowing their knowledge and wisdom to their students.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D1
|
D1
|
||||||
|
|
@ -509,10 +509,9 @@ D2
|
||||||
S
|
S
|
||||||
#325
|
#325
|
||||||
A Training Room~
|
A Training Room~
|
||||||
A rug lines the floor where several clerics in training listen intently to
|
A rug lines the floor where several clerics in training listen intently to a
|
||||||
an gray-haired man who is drawing something on a board. His often uses words
|
gray-haired man who is drawing something on a board. He often uses words of a
|
||||||
of a different language that are very hard to follow and impossible to
|
different language that are very hard to follow and impossible to understand.
|
||||||
understand.
|
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
D1
|
D1
|
||||||
|
|
@ -530,10 +529,10 @@ D3
|
||||||
S
|
S
|
||||||
#326
|
#326
|
||||||
A Training Room~
|
A Training Room~
|
||||||
A group of clerics in training surround a poor frightened white cat. The
|
A group of clerics in training surround a poor frightened white cat. The cat
|
||||||
cat is shivering in fright. It seems to have broken it's foot and the soon to
|
is shivering in fright. It seems to have broken its foot and the soon to be
|
||||||
be healers are practicing their skills on it. Better than expirementing with
|
healers are practicing their skills on it. Better than expirementing with live
|
||||||
live humans.
|
humans.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D1
|
D1
|
||||||
|
|
@ -552,8 +551,8 @@ S
|
||||||
#327
|
#327
|
||||||
An Advanced Training Room~
|
An Advanced Training Room~
|
||||||
A small child lay on a cot circled by several young clerics dressed in white
|
A small child lay on a cot circled by several young clerics dressed in white
|
||||||
robes. As you watch one of them lays a gentle hand on the childs forehead
|
robes. As you watch one of them lays a gentle hand on the child's forehead
|
||||||
causing the young boy to instantly fall asleep, another cleric take the boys
|
causing the young boy to instantly fall asleep. Another cleric takes the boys
|
||||||
arm which has been badly bruised and possibly broken and begins chanting
|
arm which has been badly bruised and possibly broken and begins chanting
|
||||||
mysterious words. The bruises fade away without a trace.
|
mysterious words. The bruises fade away without a trace.
|
||||||
~
|
~
|
||||||
|
|
@ -603,10 +602,10 @@ D2
|
||||||
S
|
S
|
||||||
#330
|
#330
|
||||||
The Training Room~
|
The Training Room~
|
||||||
The Magi train within the tower as to help protect the city from invasion.
|
The Magiwithin the tower train to help protect the city from invasion.
|
||||||
Though the army is normally the only intervention required to handle most
|
Though the army is generally all that is required to handle most battles, the
|
||||||
battles, the Magi are sometimes called upon to prevent heavy casualties or
|
Magi are sometimes called upon to prevent heavy casualties or counter any
|
||||||
counter any magical abilities the attackers may possess.
|
magical abilities the attackers may possess.
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
D1
|
D1
|
||||||
|
|
@ -683,7 +682,7 @@ The Foyier~
|
||||||
The mansion surrounding you leaves your mouth agape from the luxuries the
|
The mansion surrounding you leaves your mouth agape from the luxuries the
|
||||||
Magi have come to call their home. Curtains of deep maroon velvet drape over
|
Magi have come to call their home. Curtains of deep maroon velvet drape over
|
||||||
the windows. Rugs of the colors of the Magi line the floors. Everything is
|
the windows. Rugs of the colors of the Magi line the floors. Everything is
|
||||||
spotless and well maintained. Living here would be what many would consider is
|
spotless and well maintained. Living here would be what many would consider as
|
||||||
living the good life.
|
living the good life.
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
|
|
@ -698,10 +697,11 @@ D2
|
||||||
S
|
S
|
||||||
#335
|
#335
|
||||||
A Back Hall~
|
A Back Hall~
|
||||||
This part of the mansion is meant only for servants and students to travel
|
This part of the mansion is rarely used except by servants and students
|
||||||
unseen in the majority of the mansion. The Magi live an extravagant life and
|
traveling unseen from one section of the mansion to another. The Magi live an
|
||||||
hold themselves to be very prestigious and elegant. No one would ever dare
|
extravagant life and hold themselves to be very prestigious and elegant. No one
|
||||||
call them otherwise. The ha is unkempt and bare of any furnishings.
|
would ever dare call them otherwise. The hall is unkempt and bare of any
|
||||||
|
furnishings.
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -715,11 +715,11 @@ D2
|
||||||
S
|
S
|
||||||
#336
|
#336
|
||||||
An Emergency Shelter~
|
An Emergency Shelter~
|
||||||
Empty cots and bunks fill the room. Bandages, supplies, slings, and other
|
The plain white plaster walls are devoid of all decoration. Lining the walls
|
||||||
healing aids are neatly sorted and stored within a large set of shelves. The
|
are shelves holding bandages, slings, healing aids and other supplies in neatly
|
||||||
walls are all plain white plaster with no decorations. The room is used as an
|
arranged assortments. The rest of the room is filled with empty cots and bunks
|
||||||
emergency shelter in case a large number of casualties are incurred, more than
|
which are used to rehabilitate the injured if there are ever more casualties
|
||||||
the Tower can handle.
|
than the tower can hold.
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -733,9 +733,9 @@ D1
|
||||||
S
|
S
|
||||||
#337
|
#337
|
||||||
The Hall of Clerics~
|
The Hall of Clerics~
|
||||||
This building holds the majority of the Clerics within the city of Sanctus.
|
This building holds the majority of the clerics within the city of Sanctus.
|
||||||
It is here the High Council convenes to help citizens solve minor disputes.
|
It is here the High Council convenes to help citizens solve minor disputes.
|
||||||
The building is barren of any luxuries. That is the way a Cleric must live,
|
The building is barren of any luxuries. That is the way a cleric must live,
|
||||||
without desires or wants.
|
without desires or wants.
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
|
|
@ -753,12 +753,12 @@ D3
|
||||||
0 0 336
|
0 0 336
|
||||||
S
|
S
|
||||||
#338
|
#338
|
||||||
The Clerics Quarter~
|
The Clerics' Quarters~
|
||||||
Large doors to the east and west lead into the Hall of Clerics or the Tower
|
Large doors to the east and west lead into the Hall of Clerics and the Tower
|
||||||
of the High Council. To the south a small shop displaying a sign of several
|
of the High Council respectively. To the south a small shop displaying a sign
|
||||||
multi-colored herbs swings in the gentle breeze. The Tower rises far above
|
with multi-colored herbs swings in the gentle breeze. The Tower rises far above
|
||||||
you, it's two spires reaching almost as high as the Temple. In contrast the
|
you, its two spires reaching almost as high as the Temple. In contrast the hall
|
||||||
Hall looks very mundane.
|
looks very mundane.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -780,10 +780,10 @@ door~
|
||||||
S
|
S
|
||||||
#339
|
#339
|
||||||
The Tower of the High Council of Clerics~
|
The Tower of the High Council of Clerics~
|
||||||
A large archway leads into the center of the Cleric's Quarter just to the
|
A large archway leads into the center of the Clerics' Quarters just to the
|
||||||
west. The Tower around you is bathed in bright white light that reflects off
|
west. The Tower around you is bathed in bright white light that reflects off
|
||||||
every surface around you. All around you can hear the soft murmur of healers
|
every surface around you. All around you the soft murmur of healers in training
|
||||||
in training or going about their daily routine.
|
or going about their daily routine can be heard.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -804,10 +804,10 @@ D3
|
||||||
0 0 338
|
0 0 338
|
||||||
S
|
S
|
||||||
#340
|
#340
|
||||||
The Tower of Cleric's~
|
The Tower of Clerics~
|
||||||
A wide staircase covered by a large tan rug leads up into the heart of the
|
A wide staircase covered by a large tan rug leads up into the heart of the
|
||||||
Tower towards the High Councils chambers. Many famous healers reside within
|
tower towards the High Council's chambers. Many famous healers reside within
|
||||||
this towers magical walls. It is said that just by standing in certain rooms
|
this tower's magical walls. It is said that just by standing in certain rooms
|
||||||
of the tower one can heal at unnatural rates.
|
of the tower one can heal at unnatural rates.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
|
|
@ -833,11 +833,10 @@ D4
|
||||||
0 0 128
|
0 0 128
|
||||||
S
|
S
|
||||||
#341
|
#341
|
||||||
The Tower of Cleric's~
|
The Tower of the Clerics~
|
||||||
A wide set of stairs leads up to the second floor of the tower. The
|
A wide set of stairs leads up to the second floor of the tower. The building
|
||||||
building around you is impressive in both size and stature. Large white
|
around you is impressive in both size and stature. Large white pillars support
|
||||||
pillars support high domed ceilings, everything is white, not a speck of dust
|
high domed ceilings of this spotless white room.
|
||||||
or dirt can be seen anywhere.
|
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -863,11 +862,10 @@ D4
|
||||||
S
|
S
|
||||||
#342
|
#342
|
||||||
The Tower of the High Council of Clerics~
|
The Tower of the High Council of Clerics~
|
||||||
The east end of the Tower opens into the Southern Road that passes between
|
The east end of the Tower opens into the Southern Road which passes between
|
||||||
the Southern Towers and the Temple of Sanctus. You are in the entrance of the
|
the Southern Towers and the Temple of Sanctus. You are in the entrance of the
|
||||||
reverred Tower of the High Council. High above you is where the councillors
|
revered Tower of the High Council. High above you is where the councillors make
|
||||||
make many important decisions on how to uphold the welfare and health of the
|
many important decisions on how to uphold the welfare and health of the city.
|
||||||
city.
|
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -890,9 +888,9 @@ S
|
||||||
#343
|
#343
|
||||||
The Southern Road~
|
The Southern Road~
|
||||||
The entrance to both towers of the Southern half of Sanctus open before you.
|
The entrance to both towers of the Southern half of Sanctus open before you.
|
||||||
To the west the Tower of the High Council of Cleric's, to the east the Tower of
|
To the west the Tower of the High Council of Clerics, to the east the Tower of
|
||||||
the Magi. Both impressive structures that were built by both master architects
|
the Magi. Both impressive structures were built by both master architects and
|
||||||
and the use of magic.
|
the use of magic.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -915,7 +913,7 @@ S
|
||||||
#344
|
#344
|
||||||
The Tower of the Magi~
|
The Tower of the Magi~
|
||||||
The black floor, walls, and ceiling of this tower brings about a feeling of
|
The black floor, walls, and ceiling of this tower brings about a feeling of
|
||||||
oppression. As if something or someone is holding something back from you. A
|
oppression, as if something or someone is holding something back from you. A
|
||||||
large doorway to the west leads to the Southern Road or you may explore deeper
|
large doorway to the west leads to the Southern Road or you may explore deeper
|
||||||
into the temple to the east.
|
into the temple to the east.
|
||||||
~
|
~
|
||||||
|
|
@ -969,9 +967,8 @@ S
|
||||||
#346
|
#346
|
||||||
The Tower of the Magi~
|
The Tower of the Magi~
|
||||||
A pair of circular stairwells wind their way higher into the tower. The
|
A pair of circular stairwells wind their way higher into the tower. The
|
||||||
sounds of people chanting echo off the tar black walls that almost look
|
sounds of people chanting echo off the pitch black walls that almost appear
|
||||||
depthless. A simple trick of the eye, but then again, maybe not. Around you
|
depthless. Most likely a simple trick of the eye, but then again, maybe not.
|
||||||
apprentices carry out their daily routines.
|
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -997,11 +994,11 @@ D4
|
||||||
S
|
S
|
||||||
#347
|
#347
|
||||||
The Tower of the Magi~
|
The Tower of the Magi~
|
||||||
Everything is made from black stone. At first it looks to be marble, but
|
Everything is made from black stone, which at first glance appears to be
|
||||||
upon closer examination you can't see any grain within it. Looking into the
|
marble, but upon closer examination you can't see any grain within it. Looking
|
||||||
stone you seem to lose yourself. Peering further and further into the
|
into the stone you seem to lose yourself. Peering further and further into the
|
||||||
blackness, you cannot tell whether it is a trick of the eye or some strange
|
blackness, you cannot tell whether it is a trick of the eye or some strange
|
||||||
magic at work here. The center of the Magi's Quarter lies to the east.
|
magic at work here. To the east is the center of the Magis' Quarters.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -1069,10 +1066,11 @@ door~
|
||||||
S
|
S
|
||||||
#350
|
#350
|
||||||
A Study~
|
A Study~
|
||||||
Books line the walls, low hanging lantersn are positioned over three large
|
Three low hanging lanterns positioned over the rooms large tables illuminate
|
||||||
tables around the room. Several chairs per table allow those who wish to study
|
the book-lined walls. There are several chairs at each table so as to allow
|
||||||
the fine art of magic to rest comfortably. Several books lay open upon the
|
those who wish to studey the fine art of magic to rest comfortably. Several
|
||||||
tables. A trickle of smoke seeps around the edges of a door to the east.
|
books lay open upon the tables. Occasional trickles of smoke waft in from under
|
||||||
|
the doorway to the east.
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -1091,9 +1089,9 @@ S
|
||||||
#351
|
#351
|
||||||
The Healer's Shop~
|
The Healer's Shop~
|
||||||
Small indoor gardens have been set up within this small house to grow the
|
Small indoor gardens have been set up within this small house to grow the
|
||||||
herbs and mix the salves required to support the duties of the Cleric. They
|
herbs required for the mixes and salves the clerics require. They are rumoured
|
||||||
are rumoured to sometimes sell some of their remedies, though this is very rare
|
to sometimes sell some of their remedies, though this is very rare and at a very
|
||||||
and at a very steep price.
|
steep price.
|
||||||
~
|
~
|
||||||
3 0 1
|
3 0 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -1121,9 +1119,9 @@ S
|
||||||
#353
|
#353
|
||||||
A Large Basin~
|
A Large Basin~
|
||||||
A large basin of water lies against the southern wall. Small statues
|
A large basin of water lies against the southern wall. Small statues
|
||||||
surround the edge. A small portrayal of woman and children playing on a rivers
|
portraying a woman and children playing on a river's edge surround the edge of
|
||||||
edge. This water must be the sacred water used by the Cleric's to tned the
|
basin. The water inside the basin is extremely clean and sterily, likely used
|
||||||
wounded.
|
by the the clerics to tend for the wounded.
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -1140,11 +1138,11 @@ D3
|
||||||
0 0 352
|
0 0 352
|
||||||
S
|
S
|
||||||
#354
|
#354
|
||||||
Cleric's Hallway~
|
Clerics' Hallway~
|
||||||
The smell of medicine fills the entire tower. A large open area, the center
|
The smell of exotic medicines fills the entire tower. A large open area to
|
||||||
of the tower, to the north holds a set of stairs leading higher into the tower.
|
the north, the center of the tower, holds a set of stairs leading higher up into
|
||||||
Small benches line the walls here, allowing people to rest from their
|
the tower. Small benches line the walls here, allowing people to rest from
|
||||||
adentures.
|
their adentures.
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -1162,10 +1160,10 @@ D3
|
||||||
S
|
S
|
||||||
#355
|
#355
|
||||||
A Waiting Room~
|
A Waiting Room~
|
||||||
Benches line both walls here. Several injured people hold cuts or bruises
|
Benches filled with people waiting to see a healer line the walls here. An
|
||||||
that need to be tended by the healers. An apprentice does what he can to aid
|
apprentice does what he can to aid these poor people, but it is obvious that
|
||||||
the people with bandages and water, but these people need the attention of a
|
many of them need to be attended to shortly by a real healer or else they may
|
||||||
real healer.
|
perish.
|
||||||
~
|
~
|
||||||
3 d 1
|
3 d 1
|
||||||
D0
|
D0
|
||||||
|
|
@ -1179,8 +1177,8 @@ D3
|
||||||
S
|
S
|
||||||
#356
|
#356
|
||||||
The Southern Road~
|
The Southern Road~
|
||||||
To the east the Tower of the High Council of Clerics glows a bright white,
|
To the east the Tower of the High Council of Clerics glows a bright white,
|
||||||
it's polished surfaces reflecting all light down onto the Cleric's Quarter it
|
its polished surfaces reflecting all light down onto the Clerics' Quarters which it
|
||||||
protects. To the west the Tower of the Magi does the exact opposite, seeming
|
protects. To the west the Tower of the Magi does the exact opposite, seeming
|
||||||
to absorb all light surround it. Their must be balance in all things.
|
to absorb all light surround it. Their must be balance in all things.
|
||||||
~
|
~
|
||||||
|
|
|
||||||
|
|
@ -1368,37 +1368,9 @@ glancing up higher it is seen that there is still more height to be attained.
|
||||||
The only direction to travel is back along a branch to the east.
|
The only direction to travel is back along a branch to the east.
|
||||||
~
|
~
|
||||||
306 0 3
|
306 0 3
|
||||||
D0
|
|
||||||
~
|
|
||||||
~
|
|
||||||
0 0 30679
|
|
||||||
D1
|
D1
|
||||||
~
|
~
|
||||||
~
|
~
|
||||||
0 0 30645
|
0 0 30645
|
||||||
S
|
S
|
||||||
#30679
|
|
||||||
An unfinished room~
|
|
||||||
You are in an unfinished room.
|
|
||||||
~
|
|
||||||
306 n 0
|
|
||||||
D0
|
|
||||||
~
|
|
||||||
~
|
|
||||||
0 0 30680
|
|
||||||
D2
|
|
||||||
~
|
|
||||||
~
|
|
||||||
0 0 30678
|
|
||||||
S
|
|
||||||
#30680
|
|
||||||
An unfinished room~
|
|
||||||
You are in an unfinished room.
|
|
||||||
~
|
|
||||||
306 jlm 0
|
|
||||||
D2
|
|
||||||
~
|
|
||||||
~
|
|
||||||
0 0 30679
|
|
||||||
S
|
|
||||||
$~
|
$~
|
||||||
|
|
|
||||||
|
|
@ -334,7 +334,7 @@ door.
|
||||||
~
|
~
|
||||||
73 adj 1
|
73 adj 1
|
||||||
D2
|
D2
|
||||||
You can see a picture with some peeple crawling around a huge moon.
|
You can see a picture with some people crawling around a huge moon.
|
||||||
~
|
~
|
||||||
moon door~
|
moon door~
|
||||||
1 -1 7315
|
1 -1 7315
|
||||||
|
|
|
||||||
|
|
@ -2,13 +2,14 @@
|
||||||
Rumble~
|
Rumble~
|
||||||
The Builder Academy Zone~
|
The Builder Academy Zone~
|
||||||
0 99 10 2
|
0 99 10 2
|
||||||
|
O 0 10 33 2 (a waybread)
|
||||||
|
R 0 2 11 -1 (the spring)
|
||||||
|
O 0 11 99 2 (the spring)
|
||||||
|
M 0 18 1 2 (Friedrich Nietzsche)
|
||||||
|
M 0 34 1 33 (Chuck Norris)
|
||||||
R 0 88 1228 -1 (a advertising bulletin board)
|
R 0 88 1228 -1 (a advertising bulletin board)
|
||||||
O 0 1228 99 88 (a advertising bulletin board)
|
O 0 1228 99 88 (a advertising bulletin board)
|
||||||
M 0 34 1 33 (Chuck Norris)
|
|
||||||
M 0 1 1 1 (Puff)
|
M 0 1 1 1 (Puff)
|
||||||
R 0 2 251 -1 (a marble fountain)
|
|
||||||
O 0 251 99 2 (a marble fountain)
|
|
||||||
M 0 18 1 2 (Friedrich Nietzsche)
|
|
||||||
D 0 89 4 1 (The Prison Cell Corridor)
|
D 0 89 4 1 (The Prison Cell Corridor)
|
||||||
M 0 31 1 89 (the Commissar)
|
M 0 31 1 89 (the Commissar)
|
||||||
R 0 90 86 -1 (a pair of shackles)
|
R 0 90 86 -1 (a pair of shackles)
|
||||||
|
|
|
||||||
|
|
@ -2,40 +2,40 @@
|
||||||
Taylor~
|
Taylor~
|
||||||
DBZ World~
|
DBZ World~
|
||||||
10300 10399 5 2
|
10300 10399 5 2
|
||||||
|
M 0 10361 1 10361 (the Elder Namek)
|
||||||
|
M 0 10346 7 10346 (a Namek Townsmen)
|
||||||
|
M 0 10379 5 10379 (a rabbit)
|
||||||
|
M 0 10379 2 10379 (a rabbit)
|
||||||
|
M 0 10399 3 10398 (a Biker)
|
||||||
|
M 0 10398 3 10398 (a Gambler)
|
||||||
|
M 0 10368 3 10368 (a large bird)
|
||||||
|
M 0 10362 2 10362 (a Dragon Statue)
|
||||||
|
G 1 10363 2 -1 (a Gate Key)
|
||||||
|
M 0 10305 1 10305 (a Namekian Priest)
|
||||||
|
M 0 10362 2 10305 (a Dragon Statue)
|
||||||
|
G 1 10363 1 -1 (a Gate Key)
|
||||||
|
M 0 10329 1 10329 (Master Roshi)
|
||||||
|
G 1 10329 100 -1 (a Turlte Hermit headband)
|
||||||
|
M 0 10345 1 10342 (Bulma)
|
||||||
|
M 0 10339 1 10339 (Truncks)
|
||||||
|
M 0 10319 1 10319 (Vegeta)
|
||||||
|
M 0 10318 1 10318 (a Newbie Fighter)
|
||||||
|
M 0 10316 1 10316 (Matilda)
|
||||||
|
M 0 10307 5 10307 (a large wolf)
|
||||||
|
M 0 10304 1 10304 (the guardian of earth)
|
||||||
|
M 0 10306 1 10304 (the guardians helper)
|
||||||
|
O 0 10304 1 10304 (a yellow cloud)
|
||||||
O 0 10300 1 10300 (the Zone Description Sign)
|
O 0 10300 1 10300 (the Zone Description Sign)
|
||||||
O 0 10303 1 10303 (a teleporter)
|
O 0 10303 1 10303 (a teleporter)
|
||||||
O 0 10308 2 10303 (a sign)
|
O 0 10308 2 10303 (a sign)
|
||||||
O 0 10302 1 10302 (a teleporter)
|
O 0 10302 1 10302 (a teleporter)
|
||||||
O 0 10308 2 10302 (a sign)
|
O 0 10308 2 10302 (a sign)
|
||||||
M 0 10368 7 10368 (a large bird)
|
|
||||||
M 0 10398 5 10398 (a Gambler)
|
|
||||||
M 0 10399 8 10398 (a Biker)
|
|
||||||
O 0 10389 1 10392 (a Teleporter)
|
O 0 10389 1 10392 (a Teleporter)
|
||||||
M 0 10378 5 10379 (a rabbit)
|
|
||||||
M 0 10379 4 10379 (a rabbit)
|
|
||||||
O 0 10376 1 10376 (a orb)
|
O 0 10376 1 10376 (a orb)
|
||||||
O 0 10373 1 10373 (a tourch)
|
O 0 10373 1 10373 (a tourch)
|
||||||
O 0 10369 1 10369 (a circular rock)
|
O 0 10369 1 10369 (a circular rock)
|
||||||
M 0 10305 1 10305 (a Namekian Priest)
|
|
||||||
M 0 10362 2 10305 (a Dragon Statue)
|
|
||||||
G 1 10363 1 -1 (a Gate Key)
|
|
||||||
M 0 10362 2 10362 (a Dragon Statue)
|
|
||||||
G 1 10363 2 -1 (a Gate Key)
|
|
||||||
M 0 10361 1 10361 (the Elder Namek)
|
|
||||||
M 0 10329 1 10329 (Master Roshi)
|
|
||||||
G 1 10329 100 -1 (a Turlte Hermit headband)
|
|
||||||
M 0 10346 16 10346 (a Namek Townsmen)
|
|
||||||
M 0 10345 1 10342 (Bulma)
|
|
||||||
M 0 10339 1 10339 (Truncks)
|
|
||||||
O 0 10333 1 10333 (a Turtle Shell)
|
O 0 10333 1 10333 (a Turtle Shell)
|
||||||
O 0 10320 1 10320 (a teleporter)
|
O 0 10320 1 10320 (a teleporter)
|
||||||
M 0 10318 1 10318 (a Newbie Fighter)
|
|
||||||
M 0 10316 1 10316 (Matilda)
|
|
||||||
M 0 10319 1 10319 (Vegeta)
|
|
||||||
M 0 10307 5 10307 (a large wolf)
|
|
||||||
M 0 10304 1 10304 (the guardian of earth)
|
|
||||||
M 0 10306 1 10304 (the guardians helper)
|
|
||||||
O 0 10304 1 10304 (a yellow cloud)
|
|
||||||
O 0 10301 1 10301 (a sign)
|
O 0 10301 1 10301 (a sign)
|
||||||
S
|
S
|
||||||
$
|
$
|
||||||
|
|
|
||||||
|
|
@ -2,38 +2,27 @@
|
||||||
Taylor~
|
Taylor~
|
||||||
Land of Orchan~
|
Land of Orchan~
|
||||||
10400 10499 5 2
|
10400 10499 5 2
|
||||||
|
M 0 10429 1 10464 (the Weatherman)
|
||||||
M 0 10409 1 10409 (Jak)
|
M 0 10409 1 10409 (Jak)
|
||||||
G 1 10408 100 -1 (a pair of metal gloves)
|
G 1 10408 100 -1 (a pair of metal gloves)
|
||||||
G 1 10407 100 -1 (a pair of leather boots)
|
G 1 10407 100 -1 (a pair of leather boots)
|
||||||
G 1 10406 100 -1 (a bronze helm)
|
G 1 10406 100 -1 (a bronze helm)
|
||||||
G 1 10405 100 -1 (bronze armor)
|
G 1 10405 100 -1 (bronze armor)
|
||||||
G 1 10409 100 -1 (a wooden shield)
|
G 1 10409 100 -1 (a wooden shield)
|
||||||
M 0 10416 1 10409 (Town Gurad)
|
M 1 10416 1 10409 (Town Gurad)
|
||||||
E 1 10421 100 5 (diamond encrusted armor)
|
E 1 10421 100 5 (diamond encrusted armor)
|
||||||
E 1 10422 100 7 (a pair os diamond encrusted leggings)
|
E 1 10422 100 7 (a pair os diamond encrusted leggings)
|
||||||
E 1 10423 100 9 (a pair of diamond gloves)
|
E 1 10423 100 9 (a pair of diamond gloves)
|
||||||
E 1 10424 100 6 (a diamond helm)
|
E 1 10424 100 6 (a diamond helm)
|
||||||
E 1 10425 100 11 (a diamond shield)
|
E 1 10425 100 11 (a diamond shield)
|
||||||
E 1 10418 100 16 (a diamond encrusted long sword)
|
E 1 10418 100 16 (a diamond encrusted long sword)
|
||||||
O 0 10429 1 10446 (Infra Armor)
|
M 0 10407 2 10401 (a small squirrel)
|
||||||
M 0 10415 1 10458 (a border collie)
|
M 0 10408 3 10401 (an ugly troll)
|
||||||
O 0 10430 1 10458 (Taylors Journal)
|
M 0 10411 4 10401 (a wood imp)
|
||||||
M 0 10414 15 10456 (hells hound)
|
M 0 10410 3 10401 (an orc)
|
||||||
M 0 10414 15 10455 (hells hound)
|
|
||||||
M 0 10414 15 10437 (hells hound)
|
|
||||||
M 0 10414 15 10447 (hells hound)
|
|
||||||
M 0 10414 15 10444 (hells hound)
|
|
||||||
O 0 10427 1 10400 (a Zone Description Sign)
|
|
||||||
M 0 10413 1 10400 (Jewel)
|
|
||||||
M 0 10412 1 10425 (postmistress Elide)
|
M 0 10412 1 10425 (postmistress Elide)
|
||||||
M 0 10408 9 10401 (an ugly troll)
|
M 0 10404 5 10414 (an elven woman)
|
||||||
M 0 10407 7 10401 (a small squirrel)
|
M 0 10403 5 10414 (an elven townsmen)
|
||||||
M 0 10410 13 10401 (an orc)
|
|
||||||
M 0 10411 6 10401 (a wood imp)
|
|
||||||
M 0 10406 1 10416 (Ligern)
|
|
||||||
M 0 10405 1 10424 (the Village Elder)
|
|
||||||
M 0 10403 20 10414 (an elven townsmen)
|
|
||||||
M 0 10404 20 10414 (an elven woman)
|
|
||||||
M 0 10402 1 10422 (Arwin Mic'Zell)
|
M 0 10402 1 10422 (Arwin Mic'Zell)
|
||||||
G 1 10405 100 -1 (bronze armor)
|
G 1 10405 100 -1 (bronze armor)
|
||||||
G 1 10406 100 -1 (a bronze helm)
|
G 1 10406 100 -1 (a bronze helm)
|
||||||
|
|
@ -54,12 +43,24 @@ G 1 10417 100 -1 (a silver dagger)
|
||||||
G 1 10418 100 -1 (a diamond encrusted long sword)
|
G 1 10418 100 -1 (a diamond encrusted long sword)
|
||||||
G 1 10419 100 -1 (a spear)
|
G 1 10419 100 -1 (a spear)
|
||||||
G 1 10420 100 -1 (a war hammer)
|
G 1 10420 100 -1 (a war hammer)
|
||||||
O 0 10414 1 10415 (a house sign)
|
|
||||||
M 0 10400 1 10419 (Lena)
|
M 0 10400 1 10419 (Lena)
|
||||||
G 1 10402 1 -1 (a forest map)
|
G 1 10402 1 -1 (a forest map)
|
||||||
G 1 10410 1 -1 (a town map)
|
G 1 10410 1 -1 (a town map)
|
||||||
G 1 10412 1 -1 (a sheet of map parchment)
|
G 1 10412 1 -1 (a sheet of map parchment)
|
||||||
G 1 10413 1 -1 (an ink pen)
|
G 1 10413 1 -1 (an ink pen)
|
||||||
|
M 0 10405 1 10424 (the Village Elder)
|
||||||
|
M 0 10406 1 10416 (Ligern)
|
||||||
|
O 0 10429 1 10446 (Infra Armor)
|
||||||
|
M 0 10416 1 10458 (Town Gurad)
|
||||||
|
O 0 10430 1 10458 (Taylors Journal)
|
||||||
|
M 0 10415 15 10456 (a border collie)
|
||||||
|
M 0 10415 15 10455 (a border collie)
|
||||||
|
M 0 10415 15 10437 (a border collie)
|
||||||
|
M 0 10415 15 10447 (a border collie)
|
||||||
|
M 0 10415 15 10444 (a border collie)
|
||||||
|
O 0 10427 1 10400 (a Zone Description Sign)
|
||||||
|
M 0 10414 1 10400 (hells hound)
|
||||||
|
O 0 10414 1 10415 (a house sign)
|
||||||
O 0 10411 1 10417 (a road sign)
|
O 0 10411 1 10417 (a road sign)
|
||||||
O 0 10403 1 10411 (a tacky wooden sign)
|
O 0 10403 1 10411 (a tacky wooden sign)
|
||||||
S
|
S
|
||||||
|
|
|
||||||
|
|
@ -10,8 +10,6 @@
|
||||||
|
|
||||||
#include "conf.h"
|
#include "conf.h"
|
||||||
#include "sysdep.h"
|
#include "sysdep.h"
|
||||||
|
|
||||||
|
|
||||||
#include "structs.h"
|
#include "structs.h"
|
||||||
#include "utils.h"
|
#include "utils.h"
|
||||||
#include "comm.h"
|
#include "comm.h"
|
||||||
|
|
@ -36,7 +34,6 @@ ACMD(do_bash);
|
||||||
ACMD(do_rescue);
|
ACMD(do_rescue);
|
||||||
ACMD(do_kick);
|
ACMD(do_kick);
|
||||||
|
|
||||||
|
|
||||||
ACMD(do_assist)
|
ACMD(do_assist)
|
||||||
{
|
{
|
||||||
char arg[MAX_INPUT_LENGTH];
|
char arg[MAX_INPUT_LENGTH];
|
||||||
|
|
@ -63,8 +60,7 @@ ACMD(do_assist)
|
||||||
else
|
else
|
||||||
for (opponent = world[IN_ROOM(ch)].people;
|
for (opponent = world[IN_ROOM(ch)].people;
|
||||||
opponent && (FIGHTING(opponent) != helpee);
|
opponent && (FIGHTING(opponent) != helpee);
|
||||||
opponent = opponent->next_in_room)
|
opponent = opponent->next_in_room);
|
||||||
;
|
|
||||||
|
|
||||||
if (!opponent)
|
if (!opponent)
|
||||||
act("But nobody is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR);
|
act("But nobody is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR);
|
||||||
|
|
@ -83,7 +79,6 @@ ACMD(do_assist)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
ACMD(do_hit)
|
ACMD(do_hit)
|
||||||
{
|
{
|
||||||
char arg[MAX_INPUT_LENGTH];
|
char arg[MAX_INPUT_LENGTH];
|
||||||
|
|
@ -122,8 +117,6 @@ ACMD(do_hit)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
ACMD(do_kill)
|
ACMD(do_kill)
|
||||||
{
|
{
|
||||||
char arg[MAX_INPUT_LENGTH];
|
char arg[MAX_INPUT_LENGTH];
|
||||||
|
|
@ -151,8 +144,6 @@ ACMD(do_kill)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
ACMD(do_backstab)
|
ACMD(do_backstab)
|
||||||
{
|
{
|
||||||
char buf[MAX_INPUT_LENGTH];
|
char buf[MAX_INPUT_LENGTH];
|
||||||
|
|
@ -206,7 +197,6 @@ ACMD(do_backstab)
|
||||||
WAIT_STATE(ch, 2 * PULSE_VIOLENCE);
|
WAIT_STATE(ch, 2 * PULSE_VIOLENCE);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
ACMD(do_order)
|
ACMD(do_order)
|
||||||
{
|
{
|
||||||
char name[MAX_INPUT_LENGTH], message[MAX_INPUT_LENGTH];
|
char name[MAX_INPUT_LENGTH], message[MAX_INPUT_LENGTH];
|
||||||
|
|
@ -261,8 +251,6 @@ ACMD(do_order)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
ACMD(do_flee)
|
ACMD(do_flee)
|
||||||
{
|
{
|
||||||
int i, attempt, loss;
|
int i, attempt, loss;
|
||||||
|
|
@ -295,7 +283,6 @@ ACMD(do_flee)
|
||||||
send_to_char(ch, "PANIC! You couldn't escape!\r\n");
|
send_to_char(ch, "PANIC! You couldn't escape!\r\n");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
ACMD(do_bash)
|
ACMD(do_bash)
|
||||||
{
|
{
|
||||||
char arg[MAX_INPUT_LENGTH];
|
char arg[MAX_INPUT_LENGTH];
|
||||||
|
|
@ -353,7 +340,6 @@ ACMD(do_bash)
|
||||||
WAIT_STATE(ch, PULSE_VIOLENCE * 2);
|
WAIT_STATE(ch, PULSE_VIOLENCE * 2);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
ACMD(do_rescue)
|
ACMD(do_rescue)
|
||||||
{
|
{
|
||||||
char arg[MAX_INPUT_LENGTH];
|
char arg[MAX_INPUT_LENGTH];
|
||||||
|
|
@ -410,8 +396,6 @@ ACMD(do_rescue)
|
||||||
WAIT_STATE(vict, 2 * PULSE_VIOLENCE);
|
WAIT_STATE(vict, 2 * PULSE_VIOLENCE);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
ACMD(do_kick)
|
ACMD(do_kick)
|
||||||
{
|
{
|
||||||
char arg[MAX_INPUT_LENGTH];
|
char arg[MAX_INPUT_LENGTH];
|
||||||
|
|
|
||||||
|
|
@ -378,7 +378,7 @@ void trigedit_parse(struct descriptor_data *d, char *arg)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case TRIGEDIT_NARG:
|
case TRIGEDIT_NARG:
|
||||||
OLC_TRIG(d)->narg = atoi(arg);
|
OLC_TRIG(d)->narg = LIMIT(atoi(arg), 0, 100);
|
||||||
OLC_VAL(d)++;
|
OLC_VAL(d)++;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue