Updated help/socials/World/ChangeLog for tbaMUD 3.51 RC. --Rumble

This commit is contained in:
Rumble 2007-02-15 14:21:22 +00:00
parent 1f72880ce7
commit befec4df59
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
help or find any bugs please stop by: builderacademy.net 9091
tbaMUD 3.51
- Limited trigedit numeric arg to 0-100.
- Removed the magic numbers for setting DRUNK, HUNGER, THIRST. Renamed FULL to
HUNGER.
- Changed page to level 1.
- Snooping log message is now only visible by higher imms.
- Moved nohassle, holylight, showvnums, color, compact, syslog, poofin,

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@ -1934,7 +1934,7 @@ You look at $p and go 'eep'.
$n looks at $p and goes 'eep'.
~ego ego 0 8 8 0
You watch $N's ego inflate like a balloon.
Your ego inflates like a giant balloon.
$n's ego inflates like a giant balloon!
You watch $N's ego inflate like a balloon.
$n watches $N's ego inflate like a balloon.
@ -3328,6 +3328,21 @@ Someone tell $n to quit and go to sleep.
#
#
~jaw jaw 0 8 8 0
Your jaw drops to the ground in disbelief.
$n's jaw drops to the ground in disbelief.
#
#
#
#
#
#
#
#
#
#
#
~jeer jeer 0 5 0 0
You jeer at the world in general.
$n seems upset with the world.
@ -3725,7 +3740,7 @@ You gently massage $N's shoulders.
$n massages $N's shoulders.
$n gently massages your shoulders...ahhhhhhhhhh...
You can only massage someone in the same room as you.
You practise yoga as you try to massage yourself.
You practice yoga as you try to massage yourself.
$n gives a show on yoga-positions, trying to massage $mself.
You gently massage $S $t.
$n gently massages $N's $t.
@ -5971,7 +5986,7 @@ $n looks at $p and demands a sponge bath.
~spork spork 0 8 8 0
You whip out your spork and prepare for the worst.
$n pulls out a spork.
Your spork $M ruthlessly.
You spork $N ruthlessly.
$n sporks $N ruthlessly.
You are sporked by $n. It hurts!
They did not wait for you to spork them.

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@ -2476,8 +2476,8 @@ The following are valid fields:
Field Level Required Who Value Type Description
----------------------------------------------------------------------------
afk LVL_BUILDER BOTH NUMBER AFK flag
ac LVL_BUILDER BOTH NUMBER Armor class
afk LVL_BUILDER BOTH NUMBER AFK flag
age LVL_GOD BOTH NUMBER Character's age
align LVL_BUILDER BOTH NUMBER Alignment
bank LVL_BUILDER PC NUMBER Gold in bank
@ -2497,12 +2497,10 @@ height LVL_BUILDER BOTH NUMBER Height
hit LVL_BUILDER BOTH NUMBER Current HP
hitroll LVL_BUILDER BOTH NUMBER To-Hit modifier
hunger LVL_BUILDER BOTH MISC Hrs to hunger
idnum LVL_IMPL PC NUMBER ID Number
int LVL_BUILDER BOTH NUMBER Intelligence
invis LVL_GOD PC NUMBER Invisible (level)
invstart LVL_BUILDER PC BINARY Invisible Start
killer LVL_GOD PC BINARY KILLER flag
lessons LVL_GOD PC NUMBER # of practices
level LVL_GRGOD BOTH NUMBER Level
loadroom LVL_BUILDER PC MISC Room to load in
mana LVL_BUILDER BOTH NUMBER Current mana
@ -2515,15 +2513,14 @@ nohassle LVL_GOD PC BINARY NOHASSLE flag
nosummon LVL_BUILDER PC BINARY NOSUMMON flag
nowizlist LVL_GRGOD PC BINARY Not Wizlistable flag
olc LVL_GRGOD PC MISC Zone to OLC
passwd LVL_IMPL PC MISC Player password
password LVL_IMPL PC MISC Player password
poofin LVL_IMMORT PC MISC Poofin
poofout LVL_IMMORT PC MISC Poofout
practices LVL_GOD PC NUMBER # of practices
quest LVL_GOD PC BINARY QUEST flag
race LVL_BUILDER BOTH MISC Race h/e/g/a/b/m/w/t/d/r/s
room LVL_IMPL BOTH NUMBER Move to room
showvnum LVL_GOD PC BINARY ShowVnums
room LVL_BUILDER BOTH NUMBER Move to room
sex LVL_GOD BOTH MISC Sex
showvnums LVL_BUILDER PC BINARY ShowVnums
siteok LVL_GOD PC BINARY SITEOK
str LVL_BUILDER BOTH NUMBER Strength
stradd LVL_BUILDER BOTH NUMBER Additional STR (18/xx)
@ -3489,7 +3486,7 @@ EVALUATE TRIG-EVALS EVALS
Usage: eval <variable> <expression>
* this example immediately evaluates the expression below and stores the result
* in %result%:
* in %result%
eval result %self.hitp% * 100 / %self.maxhitp%
say My hitpoint percentage is %result%
* this result will not change after the evaluation even if %self.hitp% changes.
@ -3505,9 +3502,9 @@ TRIG-SET %SET% MSET
Usage: set <variable> <value>
Set sets variable to value, without evaluating it.
Example: set foobar 15 - 5
sets the variable foobar to the string "15 - 5"
Set creates a variable without evaluating it. For example:
set foobar 15 - 5
Sets the variable foobar to the string "15 - 5"
* this example sets the value of result to '%self.hitp% * 100 / %self.maxhitp%'
set result %self.hitp% * 100 / %self.maxhitp%
@ -4422,9 +4419,10 @@ Example: @RTSTAT 59@n
#31
TRIGEDIT-ROOM-TIME TRIGEDIT-TIME
Activated when MUD hour equals numeric arg.
Activated by MUD hour listed in Numeric Arg. A player must be in the room for
it to work unless you use it in conjunction with @RTRIGEDIT-ROOM-GLOBAL@n.
Numeric Arg : MUD hour to trigger off.
Numeric Arg : MUD hour to trigger off (0-23).
Argument : not used.
Variables:

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@ -371,8 +371,8 @@ bdnopqr dfk 0 E
E
T 186
#24
gateguard guard~
the gateguard~
gateguard guard quest~
the example gateguard~
The gateguard watches the gate carefully swinging the key around on its chain.
~
He stands his watch carefully eyeing anyone who approaches. Disdain for the

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@ -249,8 +249,8 @@ The Weatherman watches the sky.
clothes.
~
bd 0 0 E
1 20 9 0d0+10 1d2+0
10 100
30 10 -8 6d6+300 5d5+5
300 90000
8 8 1
E
T 10416

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@ -803,6 +803,240 @@ comfy bed~
This bed is beckoning you to lay down and get some much needed sleep.
Just "sleep bed"
~
#50
generic light~
a generic light~
A generic light is lying here.~
~
1 0 ao 0
0 0 -1 0
1 1 0 0
E
generic light~
Since this light is completely generic there are no distinctive features
worth noticing.
~
#51
generic ring rfinger~
a generic ring~
A generic ring is lying here.~
~
9 0 abo 0
0 0 0 0
1 1 0 0
E
generic ring right~
Since this ring is completely generic there are no distinctive features worth
noticing.
~
#52
generic ring lfinger~
a generic ring~
A generic ring is lying here.~
~
9 0 ab 0
0 0 0 0
1 1 0 0
E
generic ring left~
Since this ring is completely generic there are no distinctive features worth
noticing.
~
#53
generic neck1 necklace~
a generic necklace~
A generic necklace is lying here.~
~
9 0 ac 0
0 0 0 0
1 1 0 0
E
generic neck1 necklace~
Since this necklace is completely generic there are no distinctive features
worth noticing.
~
#54
generic neck2 necklace~
a generic necklace~
A generic necklace is lying here.~
~
9 0 ac 0
0 0 0 0
1 1 0 0
E
generic neck2 necklace~
Since this necklace is completely generic there are no distinctive features
worth noticing.
~
#55
generic body armor~
a set of generic body armor~
A set of generic body armor is lying here.~
~
9 0 ad 0
0 0 0 0
1 1 0 0
E
generic body armor~
Since this body armor is completely generic there are no distinctive features
worth noticing.
~
#56
generic helm~
a generic helm~
A generic helm is lying here.~
~
9 0 ae 0
0 0 0 0
1 1 0 0
E
generic helm~
Since this helm is completely generic there are no distinctive features worth
noticing.
~
#57
generic leggings~
a pair of generic leggings~
A pair of generic leggings are lying here.~
~
9 0 af 0
0 0 0 0
1 1 0 0
E
generic leggings~
Since this pair of leggings is completely generic there are no distinctive
features worth noticing.
~
#58
generic boots~
a pair of generic boots~
A pair of generic boots are lying here.~
~
9 0 ag 0
0 0 0 0
1 1 0 0
E
generic boots~
Since the pair of boots are completely generic there are no distinctive
features worth noticing.
~
#59
generic gloves~
a pair of generic gloves~
A pair of generic gloves are lying here.~
~
9 0 ah 0
0 0 0 0
1 1 0 0
E
generic gloves~
Since the pair of gloves are completely generic there are no distinctive
features worth noticing.
~
#60
generic sleeves~
a pair of generic sleeves~
A pair of generic sleeves are lying here.~
~
9 0 ai 0
0 0 0 0
1 1 0 0
E
generic sleeves~
Since the pair of sleeves are completely generic there are no distinctive
features worth noticing.
~
#61
generic shield~
a generic shield~
A generic shield is lying here.~
~
9 0 aj 0
0 0 0 0
1 1 0 0
E
generic shield~
Since the shield is completely generic there are no distinctive features
worth noticing.
~
#62
generic cape~
a generic cape~
A generic cape is lying here.~
~
9 0 ak 0
0 0 0 0
1 1 0 0
E
generic cape~
Since the cape is completely generic there are no distinctive features worth
noticing.
~
#63
generic belt~
a generic belt~
A generic belt is lying here.~
~
9 0 al 0
0 0 0 0
1 1 0 0
E
generic belt~
Since the belt is completely generic there are no distinctive features worth
noticing.
~
#64
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.
~
#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
paintball gun red~
a red paintball gun~

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@ -399,35 +399,28 @@ A Master Map lies on the ground here.~
0 0 0 0
4 1000 0 0
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
~
E
1~
@bArea : A Small Forest
@bLevel : Any Level
3~
@r-------------------------------------------------------
@b WOD
|
BET--WOP--NTF--FTF ENF
| | | |
HSE LLP--ENF SHK--LKE
@r-------------------------------------------------------
@bWOD: Further into the Woods LLP: Lightly Lit Path
BET: Barricade of Trees ENF: End of Forest
WOP: Woodland Path NTF: Near the Tree Fort
FTF: Foot of the Fort SHK: A Small Shack
LKE: Lake
@b DED
@b |
@b DED DED DED--MOD--DED X --MOD
@b | | | | |
@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-------------------------------------------------------
@yENT: Beginning MOD: Monsters Den
@yDED: Dead End X: Just a Regular Maze Room
@yCNT: Center of the Maze @BRooms: 31
@r-------------------------------------------------------@n
~
E
2~
@ -453,28 +446,35 @@ ACS: Amor Shop MSH: Map Shop
@r-------------------------------------------------------
~
E
3~
1~
@bArea : A Small Forest
@bLevel : Any Level
@r-------------------------------------------------------
@b DED
@b |
@b DED DED DED--MOD--DED X --MOD
@b | | | | |
@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
@b WOD
|
BET--WOP--NTF--FTF ENF
| | | |
HSE LLP--ENF SHK--LKE
@r-------------------------------------------------------
@yENT: Beginning MOD: Monsters Den
@yDED: Dead End X: Just a Regular Maze Room
@yCNT: Center of the Maze @BRooms: 31
@r-------------------------------------------------------@n
@bWOD: Further into the Woods LLP: Lightly Lit Path
BET: Barricade of Trees ENF: End of Forest
WOP: Woodland Path NTF: Near the Tree Fort
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
map~
@ -485,23 +485,6 @@ DO NOT LOOK!~
0 0 0 0
1 200 0 0
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~
______________________________ ___________________________
| |---| |
@ -535,6 +518,23 @@ map~
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
spy glasses~
spy glasses~
@ -544,6 +544,20 @@ A pair of spy glasses lies here.~
0 0 0 0
1 1000 0 10
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
a bag~
a bag~

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@ -72,7 +72,7 @@ odylic wristlock~
a broken odylic wristlock~
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
1 310 31 0
E

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@ -249,7 +249,7 @@ A black rod has been left here.~
20 3 3 22
4 800 200 0
#2528
wand wooden~
stick wooden wand~
a wooden stick~
A wooden stick is here~
~

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@ -379,7 +379,7 @@ switch %random.3%
* only the person entering the room will see this.
%send% %actor% You trip over a root as you walk into the room.
* 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.
%echo% The root suddenly springs to life and attacks!
* let everyone in the zone hear about this.
@ -403,7 +403,7 @@ done
AT Example~
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
~
#20
@ -1562,6 +1562,17 @@ end
Room Speech Example~
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
eval word %speech.car%
* evaluate the rest of the speech string
@ -2194,111 +2205,111 @@ if %actor.is_pc% && %actor.level% < 3
wait 2 sec
if !%actor.eq(*)%
say get some clothes on! Here, I will help.
%load% obj 200 %actor% light
%load% obj 201 %actor% rfinger
%load% obj 202 %actor% lfinger
%load% obj 203 %actor% neck1
%load% obj 204 %actor% neck2
%load% obj 205 %actor% body
%load% obj 206 %actor% head
%load% obj 207 %actor% legs
%load% obj 208 %actor% feet
%load% obj 209 %actor% hands
%load% obj 210 %actor% arms
%load% obj 211 %actor% shield
%load% obj 212 %actor% about
%load% obj 213 %actor% waist
%load% obj 214 %actor% rwrist
%load% obj 215 %actor% lwrist
%load% obj 216 %actor% wield
%load% obj 217 %actor% hold
%load% obj 50 %actor% light
%load% obj 51 %actor% rfinger
%load% obj 52 %actor% lfinger
%load% obj 53 %actor% neck1
%load% obj 54 %actor% neck2
%load% obj 55 %actor% body
%load% obj 56 %actor% head
%load% obj 57 %actor% legs
%load% obj 58 %actor% feet
%load% obj 59 %actor% hands
%load% obj 60 %actor% arms
%load% obj 61 %actor% shield
%load% obj 62 %actor% about
%load% obj 63 %actor% waist
%load% obj 64 %actor% rwrist
%load% obj 65 %actor% lwrist
%load% obj 66 %actor% wield
%load% obj 67 %actor% hold
halt
end
if !%actor.eq(light)%
Say you really shouldn't be wandering these parts without a light source %actor.name%.
shake
%load% obj 200
%load% obj 50
give generic %actor.name%
halt
end
if !%actor.eq(rfinger)% || !%actor.eq(lfinger)%
Say did you lose one of your rings?
sigh
%load% obj 201
%load% obj 51
give generic %actor.name%
halt
end
if !%actor.eq(neck1)% || !%actor.eq(neck2)%
Say you lose everything don't you?
roll
%load% obj 203
%load% obj 53
give generic %actor.name%
halt
end
if !%actor.eq(body)%
say you won't get far without some body armor %actor.name%.
%load% obj 205
%load% obj 55
give generic %actor.name%
halt
end
if !%actor.eq(head)%
Say protect that noggin of yours, %actor.name%.
%load% obj 206
%load% obj 56
give generic %actor.name%
halt
end
if !%actor.eq(legs)%
Say why do you always lose your pants %actor.name%?
%load% obj 207
%load% obj 57
give generic %actor.name%
halt
end
if !%actor.eq(feet)%
Say you can't go around barefoot %actor.name%.
%load% obj 208
%load% obj 58
give generic %actor.name%
halt
end
if !%actor.eq(hands)%
Say need some gloves %actor.name%?
%load% obj 209
%load% obj 59
give generic %actor.name%
halt
end
if !%actor.eq(arms)%
Say you must be freezing %actor.name%.
%load% obj 210
%load% obj 60
give generic %actor.name%
halt
end
if !%actor.eq(shield)%
Say you need one of these to protect yourself %actor.name%.
%load% obj 211
%load% obj 61
give generic %actor.name%
halt
end
if !%actor.eq(about)%
Say you are going to catch a cold %actor.name%.
%load% obj 212
%load% obj 62
give generic %actor.name%
halt
end
if !%actor.eq(waist)%
Say better use this to hold your pants up %actor.name%.
%load% obj 213
%load% obj 63
give generic %actor.name%
halt
end
if !%actor.eq(rwrist)% || !%actor.eq(lwrist)%
Say misplace something?
smile
%load% obj 215
%load% obj 65
give generic %actor.name%
halt
end
if !%actor.eq(wield)%
Say without a weapon you will be Fido food %actor.name%.
%load% obj 216
%load% obj 66
give generic %actor.name%
halt
end
@ -2311,7 +2322,7 @@ Puff - Random Advice~
eval max %random.200%
set text[1] My god! It's full of stars!
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[5] Ahhh, spring is in the air.
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[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[200] All I ask is a chance to prove money can't make me happy.
set speech %%text[%max%]%%
eval speech %speech%
say %speech%
@ -2563,24 +2573,24 @@ has entered the game.~
* By Rumble
if %actor.is_pc%
if !%actor.eq(*)%
%load% obj 200 %actor% light
%load% obj 201 %actor% rfinger
%load% obj 202 %actor% lfinger
%load% obj 203 %actor% neck1
%load% obj 204 %actor% neck2
%load% obj 205 %actor% body
%load% obj 206 %actor% head
%load% obj 207 %actor% legs
%load% obj 208 %actor% feet
%load% obj 209 %actor% hands
%load% obj 210 %actor% arms
%load% obj 211 %actor% shield
%load% obj 212 %actor% about
%load% obj 213 %actor% waist
%load% obj 214 %actor% rwrist
%load% obj 215 %actor% lwrist
%load% obj 216 %actor% wield
%load% obj 217 %actor% hold
%load% obj 50 %actor% light
%load% obj 51 %actor% rfinger
%load% obj 52 %actor% lfinger
%load% obj 53 %actor% neck1
%load% obj 54 %actor% neck2
%load% obj 55 %actor% body
%load% obj 56 %actor% head
%load% obj 57 %actor% legs
%load% obj 58 %actor% feet
%load% obj 59 %actor% hands
%load% obj 60 %actor% arms
%load% obj 61 %actor% shield
%load% obj 62 %actor% about
%load% obj 63 %actor% waist
%load% obj 64 %actor% rwrist
%load% obj 65 %actor% lwrist
%load% obj 66 %actor% wield
%load% obj 67 %actor% hold
end
wait 2 sec
if !(%actor.inventory(82)%)
@ -2599,6 +2609,7 @@ if %actor.is_pc%
wait 2 s
say HELP AREAS
end
end
~
#99
Obj Command 82 - Teleporter~

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@ -2081,7 +2081,7 @@ say The best advice for new builders is under @RHELP SUGGESTIONS@n.
TBA Welcome - 18~
0 e 1
entered reconnected~
if %actor.is_pc%
if %actor.is_pc% && %actor.level% == 1
wait 1 sec
if %actor.varexists(TBA_mortal_greeting)%
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/
set TBA_mortal_greeting 1
remote TBA_mortal_greeting %actor.id%
if !%actor.has_item(1233)%
%load% obj 1332 %actor% inv
end
end
end
~

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@ -54,12 +54,16 @@ board~
if board /= %cmd% && cloud /= %arg% && %arg%
%send% %actor% You jump onto the cloud and take a seat.
%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.
%teleport% %actor% 10306
wait 10 sec
%echoaround% %actor% The cloud lands and %actor.name% steps off.
%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
%send% %actor% You jump off the nimbus cloud.
else
%send% %actor% board what?
end
@ -121,6 +125,7 @@ wait 2 sec
say Master Vegeta is in his atire.
wait 1 sec
say And there is a fighter here to help you train.
end
~
#10315
Newbie Fighter Sacrifice - 10318~

View file

@ -164,9 +164,14 @@ if %object.vnum% == 10429
wait 2 s
say Hmmm, this looks like the armor.
wait 2 s
say You may have this.
say If you obtained this armor, you must be strong.
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
%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.
@ -191,22 +196,32 @@ whats the weather~
eval here %self.room%
eval today %here.weather%
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
%echo% The Weatherman begins to jot down something on his notepad.
wait 1 sec
%echo% The Weatherman sctatches his head then looks a %actor.name%
%echo %self.name% looks up into the sky and pulls a notepad out of his pocket.
wait 3 sec
%echo% %self.name% begins to jot down something on his notepad.
wait 3 sec
%echo% %self.name% scratches his head then looks a %actor.name%.
wait 10 sec
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.
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.
wait 2 sec
say Well, my forecast for taday is simple, it is bright and clear.
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?
wait 2 sec
say Well, my forecast is simple, we have scattered lighting, with a slight chance of rain.
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.
else
say I cannot tell you the weather while Im indoors.

View file

@ -290,6 +290,25 @@ else
%send% %actor% The feather seems powerless.
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
book keeping~
2 c 100

View file

@ -34,15 +34,34 @@ else
end
~
#202
Free Trig~
0 b 100
~
if %mhunt_target.room% == %self.room%
mkill %mhunt_target%
%echo% killing %mhunt_target.name%.
else
%echo% hunting %mhunt_target.name%
mhunt %mhunt_target%
Object Spells~
1 c 1
c~
* if command is cast and arg is fireshield (and all abbrevs of each)
if %cmd.mudcommand% == cast && fireshield /= %arg%
switch %random.1%
case 1
if %actor.class% == Magic User
%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
~
#203
free~
2 bg 100
~
* No Script
~
$~

View file

@ -1428,7 +1428,7 @@ end
(2719) memlin asks if hungry~
0 gh 100
~
if %self.has_item(2763)
if %self.has_item(2763)%
if %actor.is_pc%
wait 1 s
smile %actor.name%

View file

@ -423,6 +423,7 @@ if %actor.is_pc%
remote 3_napalm_done %actor.id%
end
end
end
~
#336
Room Contents Test~

View file

@ -454,7 +454,7 @@ A Quick Mob Quest Tutorial~
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
@ -559,6 +559,15 @@ while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
~
0 d 0
D1
test
~
door~
1 1 33
D3
~
~
0 0 33
E
.test~
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
just one moment ... As you see your future in the depths ...
~
0 djk 0
0 dj 0
S
#88
Advertising Room~

View file

@ -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
~
104 0 1
D0
~
~
0 0 10464
D1
~
~
@ -481,8 +485,7 @@ Elder Lucious' House~
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
fireplace. High in the rafter you notice another red glowing orb. This orb
adds
another reddish tint, but the color is darker. @n
adds another reddish tint, but the color is darker. @n
~
104 cde 1
D0
@ -1199,16 +1202,41 @@ D1
S
#10463
A Path Through the Forest~
@yThis path looks like it has been used by many travelers and creatures.
The earth is compact and the no shuberry grows near this place. The sky above
can be seen, but it looks as if the sky fades into the trees ahead. @n
@y The road seems to have been used many times before, the earth has become
compacted, harden into what feels like clay. The shruberry that was once here
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
D0
~
~
0 0 20901
D2
~
~
0 0 10462
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
Taylor's Lounge~
@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
~
104 de 0
D0
~
~
0 0 -1
E
main chamber room taylors tays~
@WA small lamp sits in the center of the room letting off a small amount of

View file

@ -50,7 +50,7 @@ The Immortal Board Room~
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
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.
~
12 d 0

View file

@ -55,8 +55,8 @@ S
Clerics Avenue~
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.
Everyone knows Clerics have no need anything besides what they can provide by
themselves.
Everyone knows clerics have no need for anything besides what they can provide
by themselves.
~
3 0 1
D0
@ -73,7 +73,7 @@ The Southern Road~
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
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
D0
@ -86,7 +86,7 @@ D2
0 0 313
S
#303
Magis Avenue~
Magi's Avenue~
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
Quarter. Accidents have been known to happen around here. People must be
@ -104,10 +104,9 @@ D2
S
#304
An Elegant Hall~
Drawings continue along the hallway as you pass. More battles where the
Magi are slaughtering their foes. Some depict battles with Ogres, others are
Orcs, Goblins, more Demons. Every creature imaginable. Even fellow humans,
dwarves, and elves.
Drawings of ancient battles in which the Magi slaughter their foes line both
sides of the hallway. Depicted on these drawings are a myriad of creatures
ranging from ogres, orcs, goblins, and demons to humans, elves, and dwarves.
~
3 d 1
D0
@ -125,10 +124,10 @@ D2
S
#305
The Baths~
Large copper tubs filled with hot water have filled the room with a hot
steam. The air is musky and hard to breath. A large fire fills the eastern
wall, pots of water are heating over it. These baths are used only by the
Magi. As people often say, cleanliness is next to godliness.
The air is musky and hard to breathe due to the hot steam wafting from the
large copper tubs filled with hot water. A large fire with pots of water
heating over it fills the eastern wall. These baths are only to be used by the
magi whom believe cleanliness is next to godliness.
~
3 d 1
D0
@ -146,10 +145,10 @@ D3
S
#306
A large Bunk Room~
Neatly made bunks are arranged in precise rows and columns, filling the room
wall to wall. Every rack made precisely to standard. Every sheet a pristine
white, not a speck of dust can be found. The Clerics of Sanctus lead a
disciplined life second to none, not even the army.
Neatly made bunks are arranged in precise rows and colums filling the room
from wall to wall. Every rack is made precisely to standard, every sheet a
pristine white, without even a speck of dust. The Cleric's of Sanctus lead a
disciplined life, second to none, not even the soldiers.
~
3 0 1
D1
@ -163,10 +162,10 @@ D2
S
#307
A Long Hallway~
The barren walls and floors reminds you how the Clerics of Sanctus consider
decorations, desires, or any form of unnecessary wants a type of blasphemy.
They dedicate their lives to helping others, never themselves. Every one of
them would sacrifice their lives for that principle.
The barren walls and floor would seem odd anywhere but here as the Clerics of
Sanctus consider decorations, desires, or any form od unnecessary wants to be
blasphemous. They dedicate their lives to helping others, never themselves, and
would all sacrifice their lives for that principle.
~
3 d 1
D0
@ -184,10 +183,10 @@ D3
S
#308
The Southwest Intersection~
The inner city wall ends here and continues to the east. A small road
follows along the inner city wall just north of the Tower of the High Council.
Clerics Avenue continues north and south. The Tower almost seems to glow
because of it's glaring whiteness.
The inner city wall ends here, as it reaches Clerics' Avenue, and continues
on to the east. A small road follows along the inner city wall just north of
the Tower of the High Council which seems to glow because of its glaring
brightness.
~
3 0 1
D0
@ -204,11 +203,11 @@ D2
0 0 323
S
#309
Clerics Alley~
Within the Cleric's Quarter an adventurer has very little to worry about.
Even those would be vandals, pickpockets, and thugs shy away from this Quarter
because of their respect of the clerics. To be a cleric is second only to
being a Master Magi.
Clerics' Alley~
Within the Cleric's Quarters an adventurer has very little to worry about.
Even those would be vandals, pickpockets, and thugs shy away out of their
respect of the clerics. To be a cleric is to be respected second only to that
of the Master Magi.
~
3 0 1
D1
@ -221,10 +220,10 @@ D3
0 0 308
S
#310
Clerics Alley~
The southern section of the inner city wall crowds you from the north. The
massive fortification of rock and mortar is impressive, rising at least two or
maybe three times your own height. You can just make out a small walkway on
Clerics' Alley~
The southern section of the inner city wall towers over you to the north.
The massive fortification of rock and mortar is impressive, rising at least two
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.
~
3 0 1
@ -238,8 +237,8 @@ D3
0 0 309
S
#311
Clerics Alley~
The Tower of the High Council of Clerics is almost as impressive as the
Clerics' Alley~
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
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
@ -256,11 +255,11 @@ D3
0 0 310
S
#312
Clerics Alley~
Clerics' Alley~
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.
A few apprentice healers in flowing robes rush between the Temple and the
Cleric's Quarter, no doubt on an errand from the Council.
runs from the south gate directly to the heart of Sanctus inside the temple. A
few apprentice healers in flowing robes rush between the Temple and the Clerics'
Quarters, no doubt on an errand from the Council.
~
3 0 1
D1
@ -274,11 +273,11 @@ D3
S
#313
The Southern Road~
A large gate has been built into the inner city wall here along adventurers
to pass between the Temple and the southern half of the city. The Cleric's
Quarter lies to the west while the Magi's Quarter is to the east. Within their
centers rises the Tower of the High Council of Cleric's and the Tower of the
Magi respectively.
A large gate has been built into the inner city wall here to allow
adventurers to pass between the Temple and the southern half of the city. The
Clerics' Quarters lie to the west while the Magis' Quarters are to the east.
Within their centers rises the Tower of the High Council of Clerics' and the
Tower of the Magi respectively.
~
3 0 1
D0
@ -299,11 +298,11 @@ D3
0 0 312
S
#314
Magis Alley~
Magis' Alley~
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
is not privileged enough to be told about. Rumours abound, especially about
the Orb of Sanctum the gods left in the Master Magi's care.
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 the
Orb of Sanctum the gods left in the Master Magi's care.
~
3 0 1
D1
@ -316,7 +315,7 @@ D3
0 0 313
S
#315
Magis Alley~
Magis' Alley~
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
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
S
#316
Magis Alley~
Magis' Alley~
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
back into the inner city as a last measure of defense. Luckily, the army has
@ -350,9 +349,9 @@ D3
0 0 315
S
#317
Magis Alley~
Magis' Alley~
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
wall, very disturbing.
~
@ -367,11 +366,11 @@ D3
0 0 316
S
#318
The Southeast intersection~
A small alley ducks between the Tower of the Magi and the southern section
of the inner city wall. The Magi Mansion is so extravagant it is almost an eye
sore just to the east. The Tower contains the fabled Orb of Sanctum, but few
are ever lucky enough to lay their eyes on it.
The Southeastern Intersection~
A small alley ducks between the Tower of the Magi and the southern section of
the inner city wall. The Magi Mansion is so extravagant, almost to the point of
becoming an eyesore, is just to the east. The Tower contains the fabled Orb of
Sanctum, but few are ever lucky enough to lay their eyes on it.
~
3 0 1
D0
@ -390,10 +389,10 @@ S
#319
An Elegant Hall~
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
the one infront of you the army of Sanctus stands on the verge of defeat,
except for the constant bombardment of fireballs, lightning, and meteors by the
Magi.
drawings. All of them depicting various battles in which the Magi have fought
in. In the one infront of you the army of Sanctus stands on the verge of
defeat, except for the constant bombardment of fireballs, lightning, and meteors
hurled from the battlements by the Magi.
~
3 0 1
D0
@ -411,8 +410,8 @@ D2
S
#320
The Kitchen~
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
An assortment of foods are being prepared. Some on small trays to be served
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
overworked and ready to revolt.
~
@ -432,10 +431,11 @@ D3
S
#321
A Room of Prayer~
Candles are arranged along a set of shelves. Some burning, some unlit.
Cushions are arranged along the floor facing the candles. A simple room of
prayer where the one can give thanks to all that has been given. The walls are
unadorned, everything looks to be plain and only used for it's purpose.
Candles are arranged along a set of shelves, some of which are burning, while
others remain unlit. Cushions are arranged along the floor facing the candles,
so that one can give thanks for all that has been given in this simple room of
prayer. The walls are unadorned, everything looks to be plain and only used for
its intended purpose.
~
3 0 1
D0
@ -453,10 +453,10 @@ D2
S
#322
The Hall of Clerics~
A long hallway stretches directly to your north. It appears to run the
length of the entire building. Lanterns line the walls spaced widely apart so
much of the hall is in shadow. The bare floor and walls show the lifestyle the
Clerics lead.
A long hallway carries on to the north. It appears to run the length of the
entire building. The only source of light are lanterns spaced widely apart upon
the walls which leave much of the hall in shadow. The bare floor and walls show
the lifestyle the clerics lead.
~
3 0 1
D0
@ -473,9 +473,9 @@ D3
0 0 321
S
#323
Clerics Avenue~
Clerics' Avenue~
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
clerics, whether it be healing in the tower or to settle disputes within the
Hall.
@ -494,8 +494,8 @@ S
A Training Room~
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
mastery in the art of restoring health. Several old clerics are bestowing
their knowledge and wisdom to their students here.
mastery in the art of restoring health. Several of the older clerics are here
bestowing their knowledge and wisdom to their students.
~
3 0 1
D1
@ -509,10 +509,9 @@ D2
S
#325
A Training Room~
A rug lines the floor where several clerics in training listen intently to
an gray-haired man who is drawing something on a board. His often uses words
of a different language that are very hard to follow and impossible to
understand.
A rug lines the floor where several clerics in training listen intently to a
gray-haired man who is drawing something on a board. He often uses words of a
different language that are very hard to follow and impossible to understand.
~
3 d 1
D1
@ -530,10 +529,10 @@ D3
S
#326
A Training Room~
A group of clerics in training surround a poor frightened white cat. The
cat is shivering in fright. It seems to have broken it's foot and the soon to
be healers are practicing their skills on it. Better than expirementing with
live humans.
A group of clerics in training surround a poor frightened white cat. The cat
is shivering in fright. It seems to have broken its foot and the soon to be
healers are practicing their skills on it. Better than expirementing with live
humans.
~
3 0 1
D1
@ -552,8 +551,8 @@ S
#327
An Advanced Training Room~
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
causing the young boy to instantly fall asleep, another cleric take the boys
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 takes the boys
arm which has been badly bruised and possibly broken and begins chanting
mysterious words. The bruises fade away without a trace.
~
@ -603,10 +602,10 @@ D2
S
#330
The Training Room~
The Magi train within the tower as to help protect the city from invasion.
Though the army is normally the only intervention required to handle most
battles, the Magi are sometimes called upon to prevent heavy casualties or
counter any magical abilities the attackers may possess.
The Magiwithin the tower train to help protect the city from invasion.
Though the army is generally all that is required to handle most battles, the
Magi are sometimes called upon to prevent heavy casualties or counter any
magical abilities the attackers may possess.
~
3 d 1
D1
@ -683,7 +682,7 @@ The Foyier~
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
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.
~
3 d 1
@ -698,10 +697,11 @@ D2
S
#335
A Back Hall~
This part of the mansion is meant only for servants and students to travel
unseen in the majority of the mansion. The Magi live an extravagant life and
hold themselves to be very prestigious and elegant. No one would ever dare
call them otherwise. The ha is unkempt and bare of any furnishings.
This part of the mansion is rarely used except by servants and students
traveling unseen from one section of the mansion to another. The Magi live an
extravagant life and hold themselves to be very prestigious and elegant. No one
would ever dare call them otherwise. The hall is unkempt and bare of any
furnishings.
~
3 d 1
D0
@ -715,11 +715,11 @@ D2
S
#336
An Emergency Shelter~
Empty cots and bunks fill the room. Bandages, supplies, slings, and other
healing aids are neatly sorted and stored within a large set of shelves. The
walls are all plain white plaster with no decorations. The room is used as an
emergency shelter in case a large number of casualties are incurred, more than
the Tower can handle.
The plain white plaster walls are devoid of all decoration. Lining the walls
are shelves holding bandages, slings, healing aids and other supplies in neatly
arranged assortments. The rest of the room is filled with empty cots and bunks
which are used to rehabilitate the injured if there are ever more casualties
than the tower can hold.
~
3 d 1
D0
@ -733,9 +733,9 @@ D1
S
#337
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.
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.
~
3 d 1
@ -753,12 +753,12 @@ D3
0 0 336
S
#338
The Clerics Quarter~
Large doors to the east and west lead into the Hall of Clerics or the Tower
of the High Council. To the south a small shop displaying a sign of several
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
Hall looks very mundane.
The Clerics' Quarters~
Large doors to the east and west lead into the Hall of Clerics and the Tower
of the High Council respectively. To the south a small shop displaying a sign
with multi-colored herbs swings in the gentle breeze. The Tower rises far above
you, its two spires reaching almost as high as the Temple. In contrast the hall
looks very mundane.
~
3 0 1
D0
@ -780,10 +780,10 @@ door~
S
#339
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
every surface around you. All around you can hear the soft murmur of healers
in training or going about their daily routine.
every surface around you. All around you the soft murmur of healers in training
or going about their daily routine can be heard.
~
3 0 1
D0
@ -804,10 +804,10 @@ D3
0 0 338
S
#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
Tower towards the High Councils chambers. Many famous healers reside within
this towers magical walls. It is said that just by standing in certain rooms
tower towards the High Council's chambers. Many famous healers reside within
this tower's magical walls. It is said that just by standing in certain rooms
of the tower one can heal at unnatural rates.
~
3 0 1
@ -833,11 +833,10 @@ D4
0 0 128
S
#341
The Tower of Cleric's~
A wide set of stairs leads up to the second floor of the tower. The
building around you is impressive in both size and stature. Large white
pillars support high domed ceilings, everything is white, not a speck of dust
or dirt can be seen anywhere.
The Tower of the Clerics~
A wide set of stairs leads up to the second floor of the tower. The building
around you is impressive in both size and stature. Large white pillars support
high domed ceilings of this spotless white room.
~
3 0 1
D0
@ -863,11 +862,10 @@ D4
S
#342
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
reverred Tower of the High Council. High above you is where the councillors
make many important decisions on how to uphold the welfare and health of the
city.
revered Tower of the High Council. High above you is where the councillors make
many important decisions on how to uphold the welfare and health of the city.
~
3 d 1
D0
@ -890,9 +888,9 @@ S
#343
The Southern Road~
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
the Magi. Both impressive structures that were built by both master architects
and the use of magic.
To the west the Tower of the High Council of Clerics, to the east the Tower of
the Magi. Both impressive structures were built by both master architects and
the use of magic.
~
3 0 1
D0
@ -915,7 +913,7 @@ S
#344
The Tower of the Magi~
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
into the temple to the east.
~
@ -969,9 +967,8 @@ S
#346
The Tower of the Magi~
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
depthless. A simple trick of the eye, but then again, maybe not. Around you
apprentices carry out their daily routines.
sounds of people chanting echo off the pitch black walls that almost appear
depthless. Most likely a simple trick of the eye, but then again, maybe not.
~
3 d 1
D0
@ -997,11 +994,11 @@ D4
S
#347
The Tower of the Magi~
Everything is made from black stone. At first it looks to be marble, but
upon closer examination you can't see any grain within it. Looking into the
stone you seem to lose yourself. Peering further and further into the
Everything is made from black stone, which at first glance appears to be
marble, but upon closer examination you can't see any grain within it. Looking
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
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
D0
@ -1069,10 +1066,11 @@ door~
S
#350
A Study~
Books line the walls, low hanging lantersn are positioned over three large
tables around the room. Several chairs per table allow those who wish to study
the fine art of magic to rest comfortably. Several books lay open upon the
tables. A trickle of smoke seeps around the edges of a door to the east.
Three low hanging lanterns positioned over the rooms large tables illuminate
the book-lined walls. There are several chairs at each table so as to allow
those who wish to studey the fine art of magic to rest comfortably. Several
books lay open upon the tables. Occasional trickles of smoke waft in from under
the doorway to the east.
~
3 d 1
D0
@ -1091,9 +1089,9 @@ S
#351
The Healer's Shop~
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
are rumoured to sometimes sell some of their remedies, though this is very rare
and at a very steep price.
herbs required for the mixes and salves the clerics require. They are rumoured
to sometimes sell some of their remedies, though this is very rare and at a very
steep price.
~
3 0 1
D0
@ -1121,9 +1119,9 @@ S
#353
A Large Basin~
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
edge. This water must be the sacred water used by the Cleric's to tned the
wounded.
portraying a woman and children playing on a river's edge surround the edge of
basin. The water inside the basin is extremely clean and sterily, likely used
by the the clerics to tend for the wounded.
~
3 d 1
D0
@ -1140,11 +1138,11 @@ D3
0 0 352
S
#354
Cleric's Hallway~
The smell of medicine fills the entire tower. A large open area, the center
of the tower, to the north holds a set of stairs leading higher into the tower.
Small benches line the walls here, allowing people to rest from their
adentures.
Clerics' Hallway~
The smell of exotic medicines fills the entire tower. A large open area to
the north, the center of the tower, holds a set of stairs leading higher up into
the tower. Small benches line the walls here, allowing people to rest from
their adentures.
~
3 d 1
D0
@ -1162,10 +1160,10 @@ D3
S
#355
A Waiting Room~
Benches line both walls here. Several injured people hold cuts or bruises
that need to be tended by the healers. An apprentice does what he can to aid
the people with bandages and water, but these people need the attention of a
real healer.
Benches filled with people waiting to see a healer line the walls here. An
apprentice does what he can to aid these poor people, but it is obvious that
many of them need to be attended to shortly by a real healer or else they may
perish.
~
3 d 1
D0
@ -1179,8 +1177,8 @@ D3
S
#356
The Southern Road~
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
To the east the Tower of the High Council of Clerics glows a bright white,
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
to absorb all light surround it. Their must be balance in all things.
~

View file

@ -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.
~
306 0 3
D0
~
~
0 0 30679
D1
~
~
0 0 30645
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
$~

View file

@ -334,7 +334,7 @@ door.
~
73 adj 1
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~
1 -1 7315

View file

@ -2,13 +2,14 @@
Rumble~
The Builder Academy Zone~
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)
O 0 1228 99 88 (a advertising bulletin board)
M 0 34 1 33 (Chuck Norris)
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)
M 0 31 1 89 (the Commissar)
R 0 90 86 -1 (a pair of shackles)

View file

@ -2,40 +2,40 @@
Taylor~
DBZ World~
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 10303 1 10303 (a teleporter)
O 0 10308 2 10303 (a sign)
O 0 10302 1 10302 (a teleporter)
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)
M 0 10378 5 10379 (a rabbit)
M 0 10379 4 10379 (a rabbit)
O 0 10376 1 10376 (a orb)
O 0 10373 1 10373 (a tourch)
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 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)
S
$

View file

@ -2,38 +2,27 @@
Taylor~
Land of Orchan~
10400 10499 5 2
M 0 10429 1 10464 (the Weatherman)
M 0 10409 1 10409 (Jak)
G 1 10408 100 -1 (a pair of metal gloves)
G 1 10407 100 -1 (a pair of leather boots)
G 1 10406 100 -1 (a bronze helm)
G 1 10405 100 -1 (bronze armor)
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 10422 100 7 (a pair os diamond encrusted leggings)
E 1 10423 100 9 (a pair of diamond gloves)
E 1 10424 100 6 (a diamond helm)
E 1 10425 100 11 (a diamond shield)
E 1 10418 100 16 (a diamond encrusted long sword)
O 0 10429 1 10446 (Infra Armor)
M 0 10415 1 10458 (a border collie)
O 0 10430 1 10458 (Taylors Journal)
M 0 10414 15 10456 (hells hound)
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 10407 2 10401 (a small squirrel)
M 0 10408 3 10401 (an ugly troll)
M 0 10411 4 10401 (a wood imp)
M 0 10410 3 10401 (an orc)
M 0 10412 1 10425 (postmistress Elide)
M 0 10408 9 10401 (an ugly troll)
M 0 10407 7 10401 (a small squirrel)
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 10404 5 10414 (an elven woman)
M 0 10403 5 10414 (an elven townsmen)
M 0 10402 1 10422 (Arwin Mic'Zell)
G 1 10405 100 -1 (bronze armor)
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 10419 100 -1 (a spear)
G 1 10420 100 -1 (a war hammer)
O 0 10414 1 10415 (a house sign)
M 0 10400 1 10419 (Lena)
G 1 10402 1 -1 (a forest map)
G 1 10410 1 -1 (a town map)
G 1 10412 1 -1 (a sheet of map parchment)
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 10403 1 10411 (a tacky wooden sign)
S

View file

@ -10,8 +10,6 @@
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
@ -36,7 +34,6 @@ ACMD(do_bash);
ACMD(do_rescue);
ACMD(do_kick);
ACMD(do_assist)
{
char arg[MAX_INPUT_LENGTH];
@ -63,8 +60,7 @@ ACMD(do_assist)
else
for (opponent = world[IN_ROOM(ch)].people;
opponent && (FIGHTING(opponent) != helpee);
opponent = opponent->next_in_room)
;
opponent = opponent->next_in_room);
if (!opponent)
act("But nobody is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR);
@ -83,7 +79,6 @@ ACMD(do_assist)
}
}
ACMD(do_hit)
{
char arg[MAX_INPUT_LENGTH];
@ -122,8 +117,6 @@ ACMD(do_hit)
}
}
ACMD(do_kill)
{
char arg[MAX_INPUT_LENGTH];
@ -151,8 +144,6 @@ ACMD(do_kill)
}
}
ACMD(do_backstab)
{
char buf[MAX_INPUT_LENGTH];
@ -206,7 +197,6 @@ ACMD(do_backstab)
WAIT_STATE(ch, 2 * PULSE_VIOLENCE);
}
ACMD(do_order)
{
char name[MAX_INPUT_LENGTH], message[MAX_INPUT_LENGTH];
@ -261,8 +251,6 @@ ACMD(do_order)
}
}
ACMD(do_flee)
{
int i, attempt, loss;
@ -295,7 +283,6 @@ ACMD(do_flee)
send_to_char(ch, "PANIC! You couldn't escape!\r\n");
}
ACMD(do_bash)
{
char arg[MAX_INPUT_LENGTH];
@ -353,7 +340,6 @@ ACMD(do_bash)
WAIT_STATE(ch, PULSE_VIOLENCE * 2);
}
ACMD(do_rescue)
{
char arg[MAX_INPUT_LENGTH];
@ -410,8 +396,6 @@ ACMD(do_rescue)
WAIT_STATE(vict, 2 * PULSE_VIOLENCE);
}
ACMD(do_kick)
{
char arg[MAX_INPUT_LENGTH];

View file

@ -2709,59 +2709,59 @@ ACMD(do_show)
const char pcnpc;
const char type;
} set_fields[] = {
{ "ac", LVL_BUILDER, BOTH, NUMBER }, /* 0 */
{ "afk", LVL_BUILDER, PC, BINARY }, /* 1 */
{ "age", LVL_GOD, BOTH, NUMBER },
{ "ac", LVL_BUILDER, BOTH, NUMBER }, /* 0 */
{ "afk", LVL_BUILDER, PC, BINARY }, /* 1 */
{ "age", LVL_GOD, BOTH, NUMBER },
{ "align", LVL_BUILDER, BOTH, NUMBER },
{ "bank", LVL_BUILDER, PC, NUMBER },
{ "brief", LVL_GOD, PC, BINARY }, /* 5 */
{ "cha", LVL_BUILDER, BOTH, NUMBER },
{ "bank", LVL_BUILDER, PC, NUMBER },
{ "brief", LVL_GOD, PC, BINARY }, /* 5 */
{ "cha", LVL_BUILDER, BOTH, NUMBER },
{ "class", LVL_BUILDER, BOTH, MISC },
{ "color", LVL_GOD, PC, BINARY },
{ "color", LVL_GOD, PC, BINARY },
{ "con", LVL_BUILDER, BOTH, NUMBER },
{ "damroll", LVL_BUILDER, BOTH, NUMBER }, /* 10 */
{ "deleted", LVL_IMPL, PC, BINARY },
{ "damroll", LVL_BUILDER, BOTH, NUMBER }, /* 10 */
{ "deleted", LVL_IMPL, PC, BINARY },
{ "dex", LVL_BUILDER, BOTH, NUMBER },
{ "drunk", LVL_BUILDER, BOTH, MISC },
{ "exp", LVL_GOD, BOTH, NUMBER },
{ "frozen", LVL_FREEZE, PC, BINARY }, /* 15 */
{ "exp", LVL_GOD, BOTH, NUMBER },
{ "frozen", LVL_FREEZE, PC, BINARY }, /* 15 */
{ "gold", LVL_BUILDER, BOTH, NUMBER },
{ "height", LVL_BUILDER, BOTH, NUMBER },
{ "height", LVL_BUILDER, BOTH, NUMBER },
{ "hit", LVL_BUILDER, BOTH, NUMBER },
{ "hitroll", LVL_BUILDER, BOTH, NUMBER },
{ "hunger", LVL_BUILDER, BOTH, MISC }, /* 20 */
{ "int", LVL_BUILDER, BOTH, NUMBER },
{ "invis", LVL_GOD, PC, NUMBER },
{ "invstart", LVL_BUILDER, PC, BINARY },
{ "killer", LVL_GOD, PC, BINARY },
{ "level", LVL_GRGOD, BOTH, NUMBER }, /* 25 */
{ "loadroom", LVL_BUILDER, PC, MISC },
{ "invis", LVL_GOD, PC, NUMBER },
{ "invstart", LVL_BUILDER, PC, BINARY },
{ "killer", LVL_GOD, PC, BINARY },
{ "level", LVL_GRGOD, BOTH, NUMBER }, /* 25 */
{ "loadroom", LVL_BUILDER, PC, MISC },
{ "mana", LVL_BUILDER, BOTH, NUMBER },
{ "maxhit", LVL_BUILDER, BOTH, NUMBER },
{ "maxhit", LVL_BUILDER, BOTH, NUMBER },
{ "maxmana", LVL_BUILDER, BOTH, NUMBER },
{ "maxmove", LVL_BUILDER, BOTH, NUMBER }, /* 30 */
{ "maxmove", LVL_BUILDER, BOTH, NUMBER }, /* 30 */
{ "move", LVL_BUILDER, BOTH, NUMBER },
{ "nodelete", LVL_GOD, PC, BINARY },
{ "nohassle", LVL_GOD, PC, BINARY },
{ "nosummon", LVL_BUILDER, PC, BINARY },
{ "nowizlist", LVL_GRGOD, PC, BINARY }, /* 35 */
{ "olc", LVL_GRGOD, PC, MISC },
{ "password", LVL_IMPL, PC, MISC },
{ "poofin", LVL_IMMORT, PC, MISC },
{ "poofout", LVL_IMMORT, PC, MISC },
{ "practices", LVL_GOD, PC, NUMBER }, /* 40 */
{ "quest", LVL_GOD, PC, BINARY },
{ "nodelete", LVL_GOD, PC, BINARY },
{ "nohassle", LVL_GOD, PC, BINARY },
{ "nosummon", LVL_BUILDER, PC, BINARY },
{ "nowizlist", LVL_GRGOD, PC, BINARY }, /* 35 */
{ "olc", LVL_GRGOD, PC, MISC },
{ "password", LVL_IMPL, PC, MISC },
{ "poofin", LVL_IMMORT, PC, MISC },
{ "poofout", LVL_IMMORT, PC, MISC },
{ "practices", LVL_GOD, PC, NUMBER }, /* 40 */
{ "quest", LVL_GOD, PC, BINARY },
{ "room", LVL_BUILDER, BOTH, NUMBER },
{ "sex", LVL_GOD, BOTH, MISC },
{ "showvnums", LVL_BUILDER, PC, BINARY },
{ "siteok", LVL_GOD, PC, BINARY }, /* 45 */
{ "str", LVL_BUILDER, BOTH, NUMBER },
{ "sex", LVL_GOD, BOTH, MISC },
{ "showvnums", LVL_BUILDER, PC, BINARY },
{ "siteok", LVL_GOD, PC, BINARY }, /* 45 */
{ "str", LVL_BUILDER, BOTH, NUMBER },
{ "stradd", LVL_BUILDER, BOTH, NUMBER },
{ "thief", LVL_GOD, PC, BINARY },
{ "thief", LVL_GOD, PC, BINARY },
{ "thirst", LVL_BUILDER, BOTH, MISC },
{ "title", LVL_GOD, PC, MISC }, /* 50 */
{ "variable", LVL_GRGOD, PC, MISC },
{ "weight", LVL_BUILDER, BOTH, NUMBER },
{ "title", LVL_GOD, PC, MISC }, /* 50 */
{ "variable", LVL_GRGOD, PC, MISC },
{ "weight", LVL_BUILDER, BOTH, NUMBER },
{ "wis", LVL_BUILDER, BOTH, NUMBER },
{ "\n", 0, BOTH, MISC }
};

View file

@ -378,7 +378,7 @@ void trigedit_parse(struct descriptor_data *d, char *arg)
break;
case TRIGEDIT_NARG:
OLC_TRIG(d)->narg = atoi(arg);
OLC_TRIG(d)->narg = LIMIT(atoi(arg), 0, 100);
OLC_VAL(d)++;
break;