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Updated help/socials/World/ChangeLog for tbaMUD 3.51 RC. --Rumble
This commit is contained in:
parent
1f72880ce7
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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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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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- 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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3835
lib/misc/socials.new
3835
lib/misc/socials.new
File diff suppressed because it is too large
Load diff
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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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----------------------------------------------------------------------------
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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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afk LVL_BUILDER BOTH NUMBER AFK flag
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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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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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hitroll LVL_BUILDER BOTH NUMBER To-Hit modifier
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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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invis LVL_GOD PC NUMBER Invisible (level)
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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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lessons LVL_GOD PC NUMBER # of practices
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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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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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nowizlist LVL_GRGOD PC BINARY Not Wizlistable flag
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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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poofout LVL_IMMORT PC MISC Poofout
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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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race LVL_BUILDER BOTH MISC Race h/e/g/a/b/m/w/t/d/r/s
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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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room LVL_BUILDER BOTH NUMBER Move to room
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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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str LVL_BUILDER BOTH NUMBER Strength
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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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* 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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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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@ -3505,9 +3502,9 @@ TRIG-SET %SET% MSET
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Usage: set <variable> <value>
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Set sets variable to value, without evaluating it.
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Example: set foobar 15 - 5
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sets the variable foobar to the string "15 - 5"
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Set creates a variable without evaluating it. For example:
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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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* 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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@ -4422,9 +4419,10 @@ Example: @RTSTAT 59@n
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#31
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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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Variables:
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@ -371,8 +371,8 @@ bdnopqr dfk 0 E
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E
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T 186
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#24
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gateguard guard~
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the gateguard~
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gateguard guard quest~
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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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~
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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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~
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bd 0 0 E
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1 20 9 0d0+10 1d2+0
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10 100
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30 10 -8 6d6+300 5d5+5
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300 90000
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8 8 1
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E
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T 10416
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@ -1,7 +1,7 @@
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#0
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bug~
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a bug~
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This object is BAD! If you see it, there must be a bug in the game. Please
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This object is BAD! If you see it, there must be a bug in the game. Please
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report it immediately using the BUG command.~
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~
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13 0 0 0
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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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Just "sleep bed"
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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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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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#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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9 0 am 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 wristguard~
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Since the wristguard is completely generic there are no distinctive features
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worth noticing.
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~
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#65
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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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9 0 am 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 wristguard~
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Since the wristguard is completely generic there are no distinctive features
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worth noticing.
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~
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#66
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generic weapon~
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a generic weapon~
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A generic weapon is lying here.~
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~
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5 0 an 0
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1 2 2 0
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1 2 0 0
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E
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generic weapon~
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Since this weapon is completely generic there are no distinctive features
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worth noticing.
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~
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#67
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generic staff~
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a generic staff~
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A generic staff is lying here.~
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~
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9 0 ao 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 staff~
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Since this staff is completely generic there are no distinctive features
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worth noticing.
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~
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#80
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paintball gun red~
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a red paintball gun~
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@ -399,35 +399,28 @@ A Master Map lies on the ground here.~
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0 0 0 0
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4 1000 0 0
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E
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master map~
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@bMaster Map
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@r*=================+==================================*
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@r| @bPage 1 @r| @bForest Map @r|
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@r| @bPage 2 @r| @bVillage Map @r|
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@r| @bPage 3 @r| @bMaze Map @r|
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@r+=================+==================================+
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| |
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| @b@uTo look at any of these maps, it is look (#)@n@r |
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| |
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*====================================================*@n
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~
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E
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1~
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@bArea : A Small Forest
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@bLevel : Any Level
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3~
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@r-------------------------------------------------------
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@b WOD
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|
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BET--WOP--NTF--FTF ENF
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| | | |
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HSE LLP--ENF SHK--LKE
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@r-------------------------------------------------------
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@bWOD: Further into the Woods LLP: Lightly Lit Path
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BET: Barricade of Trees ENF: End of Forest
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WOP: Woodland Path NTF: Near the Tree Fort
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FTF: Foot of the Fort SHK: A Small Shack
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LKE: Lake
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@b DED
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@b |
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@b DED DED DED--MOD--DED X --MOD
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@b | | | | |
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@b X -- X -- X CNT-- X X --MOD--DED
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@b | | | |
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@b DED-- X X --MOD-- X -- X -- X -- X
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@b | | | |
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@b X -- X -- X DED X MOD
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@b | |
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@b X DED
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@b |
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@b ENT
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@r-------------------------------------------------------
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@yENT: Beginning MOD: Monsters Den
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@yDED: Dead End X: Just a Regular Maze Room
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@yCNT: Center of the Maze @BRooms: 31
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@r-------------------------------------------------------@n
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~
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E
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2~
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|
@ -453,28 +446,35 @@ ACS: Amor Shop MSH: Map Shop
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@r-------------------------------------------------------
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~
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E
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3~
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1~
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@bArea : A Small Forest
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@bLevel : Any Level
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@r-------------------------------------------------------
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@b DED
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@b |
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@b DED DED DED--MOD--DED X --MOD
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@b | | | | |
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@b X -- X -- X CNT-- X X --MOD--DED
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@b | | | |
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@b DED-- X X --MOD-- X -- X -- X -- X
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@b | | | |
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@b X -- X -- X DED X MOD
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@b | |
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@b X DED
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@b |
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@b ENT
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@b WOD
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|
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BET--WOP--NTF--FTF ENF
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| | | |
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HSE LLP--ENF SHK--LKE
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@r-------------------------------------------------------
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@yENT: Beginning MOD: Monsters Den
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@yDED: Dead End X: Just a Regular Maze Room
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@yCNT: Center of the Maze @BRooms: 31
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@r-------------------------------------------------------@n
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@bWOD: Further into the Woods LLP: Lightly Lit Path
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BET: Barricade of Trees ENF: End of Forest
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WOP: Woodland Path NTF: Near the Tree Fort
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FTF: Foot of the Fort SHK: A Small Shack
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LKE: Lake
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@r-------------------------------------------------------
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~
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||||
E
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master map~
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@bMaster Map
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@r*=================+==================================*
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||||
@r| @bPage 1 @r| @bForest Map @r|
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@r| @bPage 2 @r| @bVillage Map @r|
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@r| @bPage 3 @r| @bMaze Map @r|
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@r+=================+==================================+
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| |
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| @b@uTo look at any of these maps, it is look (#)@n@r |
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| |
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*====================================================*@n
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||||
~
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||||
#10432
|
||||
map~
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||||
|
@ -485,23 +485,6 @@ DO NOT LOOK!~
|
|||
0 0 0 0
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||||
1 200 0 0
|
||||
E
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legend~
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+------+
|
||||
|LEGEND|
|
||||
+---------------------+------+--------------------+
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||||
| ---: Gate :X:: A Dead End |
|
||||
| : :: Golden Road EHS: Elders House |
|
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| MST: Main Street PSH: Items Shop |
|
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| TSQ: Town Square BRD: Brick Road |
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| SIN: Small Intersection INN: Inn |
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| TPT: Trodden Path JSH: Jaks Shop |
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| CRD: Cement Road PND: Pond |
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| DRD: Dirt Road QLA: Quan Road |
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| 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~
|
||||
|
|
File diff suppressed because it is too large
Load diff
1816
lib/world/obj/25.obj
1816
lib/world/obj/25.obj
File diff suppressed because it is too large
Load diff
|
@ -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~
|
||||
|
|
|
@ -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
|
||||
~
|
||||
|
|
|
@ -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~
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
~
|
||||
$~
|
||||
|
|
|
@ -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%
|
||||
|
|
|
@ -423,6 +423,7 @@ if %actor.is_pc%
|
|||
remote 3_napalm_done %actor.id%
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#336
|
||||
Room Contents Test~
|
||||
|
|
|
@ -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~
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
@ -221,11 +220,11 @@ 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
|
||||
the top of the wall, too bad only the guards know where the entrance is.
|
||||
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
|
||||
D1
|
||||
|
@ -238,12 +237,12 @@ 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
|
||||
restoring the wounded.
|
||||
restoring the wounded.
|
||||
~
|
||||
3 0 1
|
||||
D1
|
||||
|
@ -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
|
||||
|
@ -350,11 +349,11 @@ 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.
|
||||
wall, very disturbing.
|
||||
~
|
||||
3 0 1
|
||||
D1
|
||||
|
@ -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
|
||||
|
@ -411,10 +410,10 @@ 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.
|
||||
overworked and ready to revolt.
|
||||
~
|
||||
3 d 1
|
||||
D0
|
||||
|
@ -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
|
||||
|
@ -473,12 +473,12 @@ 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.
|
||||
Hall.
|
||||
~
|
||||
3 0 1
|
||||
D0
|
||||
|
@ -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
|
||||
|
@ -552,10 +551,10 @@ 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.
|
||||
mysterious words. The bruises fade away without a trace.
|
||||
~
|
||||
3 d 1
|
||||
D2
|
||||
|
@ -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
|
||||
|
@ -683,8 +682,8 @@ 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
|
||||
living the good life.
|
||||
spotless and well maintained. Living here would be what many would consider as
|
||||
living the good life.
|
||||
~
|
||||
3 d 1
|
||||
D0
|
||||
|
@ -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
|
||||
|
@ -733,10 +733,10 @@ 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,
|
||||
without desires or wants.
|
||||
The building is barren of any luxuries. That is the way a cleric must live,
|
||||
without desires or wants.
|
||||
~
|
||||
3 d 1
|
||||
D0
|
||||
|
@ -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
|
||||
|
@ -804,11 +804,11 @@ 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
|
||||
of the tower one can heal at unnatural rates.
|
||||
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
|
||||
D0
|
||||
|
@ -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
|
||||
|
@ -915,9 +913,9 @@ 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.
|
||||
into the temple to the east.
|
||||
~
|
||||
3 0 1
|
||||
D0
|
||||
|
@ -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.
|
||||
~
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -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
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -1,41 +1,41 @@
|
|||
#103
|
||||
Taylor~
|
||||
DBZ World~
|
||||
10300 10399 5 2
|
||||
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
|
||||
$
|
||||
#103
|
||||
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)
|
||||
O 0 10389 1 10392 (a Teleporter)
|
||||
O 0 10376 1 10376 (a orb)
|
||||
O 0 10373 1 10373 (a tourch)
|
||||
O 0 10369 1 10369 (a circular rock)
|
||||
O 0 10333 1 10333 (a Turtle Shell)
|
||||
O 0 10320 1 10320 (a teleporter)
|
||||
O 0 10301 1 10301 (a sign)
|
||||
S
|
||||
$
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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];
|
||||
|
|
|
@ -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 }
|
||||
};
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue