diff --git a/doc/ProtocolSystem.txt b/doc/ProtocolSystem.txt index 986f1dc..71b4df7 100644 --- a/doc/ProtocolSystem.txt +++ b/doc/ProtocolSystem.txt @@ -104,16 +104,16 @@ can use MSDPFlush() instead - however, as with MSDPUpdate(), it will only send variables that are reportable and have changed. /****************************************************************************** - The MSDP_GOLD variable reports a negative number! + The MSDP_MONEY variable reports a negative number! ******************************************************************************/ The snippet uses ints, which are usually 32 bits. If you're using 64 bit long -long ints for certain things (such as gold), then you should either store them +long ints for certain things (such as coins), then you should either store them in MSDP string variables, or change the snippet to use long long ints. Note that this won't effect your character, it's only the MSDP variable that overflows. It will give inaccurate information on your GUI, but players won't -actually lose any gold, so don't panic! +actually lose any coins, so don't panic! /****************************************************************************** The snippet is revealing my vnums! Those are supposed to be top secret! diff --git a/doc/admin.txt b/doc/admin.txt index af864c3..3543b81 100644 --- a/doc/admin.txt +++ b/doc/admin.txt @@ -447,7 +447,7 @@ trap! tbaMUD is bound to contain bugs, but most of the core systems have been well tested, so you should take claims such as “I magically lost all my stuff!” with a grain of salt and check your system logs. -If a player ever asks you for reimbursement of equipment, money, gold, +If a player ever asks you for reimbursement of equipment, money, coins, experience points (XP), or whatever, your gut reaction should always be to check the logs first. diff --git a/doc/building.txt b/doc/building.txt index 7da56e3..3a1b5a2 100644 --- a/doc/building.txt +++ b/doc/building.txt @@ -750,7 +750,7 @@ For type S mobs, the type-specific information should be in the following format S - + Level The level of the monster, from 1 to 34. @@ -803,7 +803,7 @@ will do between 11 and 14 hitpoints each round without a weapon. If the monster picks up and wields a tiny stick which gives 1d2 damage, then the monster will do 1d2 + 10 points of damage per round with the stick. -Gold The number of gold coins the mobile is initially loaded with. +Coins The number of coins the mobile is initially loaded with. Experience The number of experience points the mobile is initially loaded with. @@ -848,7 +848,7 @@ hanging around his teeth. This is mobile vnum 3062. The Fido has mob and affect flags set and has an initial alignment of -200. After the S flag we see that the Fido is level 1, has a THAC0 of 20, an Armor Class of 9, 0d0+10 hit points (10 hitpoints), and -will do 1d2 hit points of bare hand damage per round. The Fido has 10 gold +will do 1d2 hit points of bare hand damage per round. The Fido has 10 coins and 100 experience points, has a load position and default position of STANDING, and is male. @@ -867,7 +867,7 @@ The format of an E mobile is as follows: E - + {E-spec list} E @@ -1002,7 +1002,7 @@ the following numbers: 5 WEAPON Must be piercing to backstab. 6 FURNITURE Item may be sat on. 7 FREE Do not set. -8 TREASURE Item is treasure other than gold coins (i.e. gems) +8 TREASURE Item is treasure other than coins (i.e. gems) 9 ARMOR Item is armor. 10 POTION Item is a magical potion. 11 WORN Item is worn, but not armor. @@ -1073,7 +1073,7 @@ Weight The weight of the object. The weight controls how many strength points a character must have to take the object, and is used to calculate when bags and other containers become full. -Cost The value of the object in gold coins; used by shopkeepers. +Cost The value of the object in coins; used by shopkeepers. Cost Per Day A legacy value that the game ignores. @@ -1184,7 +1184,7 @@ value 1-2: unused value 3: Non-zero if the food is poisoned, 0 otherwise. MONEY: (Type Flag 20) -value 0: The number of gold coins in the pile. +value 0: The number of coins in the pile. value 1-3: unused PEN: (Type Flag 21) @@ -1239,7 +1239,7 @@ the following numbers: 12 MAXMANA Apply to MAX mana points. 13 MAXHIT Apply to MAX hit points. 14 MAXMOVE Apply to MAX movement points. -15 GOLD Unimplemented. Do not use. +15 COINS Unimplemented. Do not use. 16 EXP Unimplemented. Do not use. 17 ARMOR Apply to armor class (AC). negative is better. 18 HITROLL Apply to hitroll. @@ -1811,7 +1811,7 @@ See also: TRIG-COMMANDS, VARIABLES, EXPRESSIONS ========================= Numeric arguments purpose varies depending on the trigger type. For most triggers it is the percentage chance of firing. But, it can also be the percentage of hitpoints remaining, location of an object, to match a string -or single word in the argument, or the amount of gold for a bribe. To find +or single word in the argument, or the amount of coins for a bribe. To find out what numeric arg does for each trig look up that triggers help file. Trig arg This describes the text argument, if any, which can be used to filter diff --git a/lib/text/help/help.hlp b/lib/text/help/help.hlp index 80b6d2d..88c6692 100644 --- a/lib/text/help/help.hlp +++ b/lib/text/help/help.hlp @@ -13,7 +13,7 @@ Commands: %asound% You hear a blood chilling howl from nearby. See Examples: @RTSTAT 7505, 154@n -#31 +#2 %AT% WAT MAT OAT %MAT% %WAT% %OAT% %at% @@ -21,7 +21,7 @@ See Examples: @RTSTAT 7505, 154@n Using %at% will perform the command in the room where target is found. Example: @RTSTAT 19, 20@n -#31 +#2 %DAMAGE% ODAMAGE MDAMAGE WDAMAGE TRIGEDIT-DAMAGE TRIGEDIT-ROOM-DAMAGE TRIG-DAMAGE %damage% %victim% amount @@ -46,7 +46,7 @@ eval num_hitp %actor.hitp%/2 - calculate half of hitpoints and then damage Example: @RTSTAT 16, 51, 3008, 1600, 1601@n See also: DAMAGE, GUNS, DEATH -#31 +#2 %DOOR% WDOOR ODOOR MDOOR TRIGEDIT-EXIT TRIG-EXIT TRIGEDIT-DOORS TRIGEDIT-MENU-DOORS SECRET-DOORS TRIG-DOOR %EXIT% %door% < direction> < field> [value] @@ -68,7 +68,7 @@ name - value is the name of the door in the specified direction. room - value is the vnum of the room this direction leads to Example: @RTSTAT 17, 23603, 53429, 2759@n -#31 +#2 %ECHO% %ECHOAROUND% %SEND% TRIG-SEND %ZONEECHO% ZONEECHO ZONECHO %ZONECHO% ZECHOAROUND ECHOAROUND OECHO WECHO MECHO OECHOAROUND WECHOAROUND MECHOAROUD OSEND WSEND MSEND ZONECHO RECHO %ZECHO% ZSOUND MECHOAROUND MZONEECHO MRECHO %echo% @@ -92,7 +92,7 @@ NOTE: When used with mobs make sure the mobs can see the players. Example: @RTSTAT 18@n See also: %ASOUND% -#31 +#2 %FOLLOWER% TRIG-FOLLOW MFOLLOW %MASTER% MASTER %SELF.FOLLOWER% %SELF.MASTER% %FOLLOW% %MASTER.FOLLOWER% %MASTER.FIGHTING% Usage: mfollow @@ -106,7 +106,7 @@ mfollow %actor% Examples: @RTSTAT 57508, 39, 26@n See also: GROUP -#31 +#2 %FORCE% OFORCE WFORCE MFORCE TRIGEDIT-FORCE TRIG-FORCE %force% @@ -125,7 +125,7 @@ wait 1 s %teleport% %actor% 3001 %force% %actor% look -#31 +#2 %LOAD% OLOAD MLOAD WLOAD %load% [name [position]] @@ -142,7 +142,7 @@ Obj Example: @RTSTAT 94@n Mob Example: @RTSTAT 81@n See also: POSITIONS, CHAR-VAR -#31 +#2 %LOG% WLOG MLOG OLOG %log% @@ -178,11 +178,11 @@ Note: This does not create a copy of the object, but moves the actual object to room. See also: %TELEPORT% -#31 +#2 %NEXT_IN_ROOM% CHAR_VAR TRIG-FIELDS %ACTOR.SEX% ACTOR.SEX %ACTOR.HITPOINTS% %ACTOR.HP% %ACTOR.HITP% %HIS% IS_FIGHTING %FIGHTING% ACTOR.FIGHTING %ACTOR.FIGHTING% IN_ROOM IS_ROOM POS() HISHER %MASTER% %SELF.MASTER% %FOLLOWER.NAME% PVAR %HISHER% %SEX% See @RHELP CHAR-VAR@n -#31 +#2 %PURGE% OPURGE MPURGE WPURGE %purge% @@ -209,11 +209,11 @@ you can no longer access that mob/obj variables. Example: @RTSTAT 1375, 6300@n See also: POSITIONS -#31 +#2 %ROOM.CONTENTS% ROOM.CONTENTS See @RHELP ROOM-VAR@n -#31 +#2 %TELEPORT% WTELEPORT OTELEPORT MTELEPORT PORTALS %TRANSPORT% TRIG-TELEPORT Stock tbaMUD does not have an object type portal. This is instead done with @@ -235,7 +235,7 @@ PORTAL EXAMPLES: MOB: @RTSTAT 102@n See also: MGOTO, TELEPORT, %MOVE% -#31 +#2 %TRANSFORM% MTRANSFORMS OTRANSFORMS TRANSFORMS MORPHS MTRANSFERS TRIG-MOB-TRANSFORM %transform% < vnum | -vnum > @@ -247,7 +247,7 @@ regarding the transformation is sent to the room. The new mob or object will have the same trigger as the original, rather than any trigger normally assigned to the new, and no load trigger will be executed. - Mobs - The hit points, max hit points, position, gold, and experience value + Mobs - The hit points, max hit points, position, coins, and experience value will remain those of the original mob but all other statistics and descriptions will be those of the new mob. (The mob can be made to have all of its normal statistics by using a negative vnum.) Only mobiles may use this command (naturally). @@ -261,14 +261,14 @@ object, rather than any trigger normally assigned to the new object, and no load trigger will be executed. Example: @RTSTAT 21, 1370@n -#31 +#2 COMMAND> TOPICS You took me too literally. I want you to type help , as in topic being something like newbie. So you should type @RHELP NEWBIE@n to learn more about being a newbie here. -#31 +#2 @@ The @ character is used as a colorcode. If you see it, try toggling color to @@ -287,7 +287,7 @@ etc. if done improperly. The fix is to use the escape character \& in trigedit. See also: COLORCODES -#31 +#2 ABBREVIATIONS ABBREVS We have added abbreviations so you do not have to type everything exactly as @@ -295,7 +295,7 @@ it appears. This also means that when you enter keywords in OLC you do not have to list all forms. i. e. the keyword rumble could be used to cover anyone who types rumble rumbl rumb rum ru. -#31 +#2 AC ARMOR-CLASS ASCENDING-AC DEFENSE Summary: We use an ascending AC system (higher is better). A typical @@ -377,7 +377,7 @@ TBA: The Builder Academy. PC: Player Character. Not a mob. NPC: Non Player Character. Mobs. -#31 +#2 ACTOR.CLASS ACTOR-CLASS %ACTOR.CLASS% This is used in scripts to find the actors class, or to adjust it. @@ -397,7 +397,7 @@ else end See Also: CHAR-VAR, ADMLEVEL, ACTOR.LEVEL -#31 +#2 ACTOR.INVENTORY %ACTOR.INVENTORY% %INVENTORY% TRIG-INVENTORY TRIGEDIT-INVENTORY %actor.inventory()% @@ -410,7 +410,7 @@ string is returned. * checks for any inventory. Examples: @RTSTAT 155, 94, 19537@n. See also: ACTOR.HAS TRIG-EQ, %PURGE%, %LOAD%, CHAR-VAR -#31 +#2 ACTOR.LEVEL ACTOR-LEVEL %ACTOR.LEVEL% This is used in scripts to find the mortal level of a player, or to adjust it. @@ -423,7 +423,7 @@ have a very good reason for it. This simply changes the mortal level and does not update any other stats (like max hp or exp). See Also: CHAR-VAR -#31 +#2 ADVANCE DEMOTE Usage: advance @@ -438,7 +438,7 @@ Example: > advance Rumble admin 4 See also: SET, PROMOTION, ADMIN -#31 +#2 AEDIT-MENU ACTION-EDITOR ACREATE SOCIAL-EDITOR Syntax: aedit @@ -461,7 +461,7 @@ $t body part of victim $p object See also: ASTAT, SOCIALS, AUTOSAVE -#31 +#2 AFFECTS OEDIT-PERM-AFFECTS PERM-AFFECTS OEDIT-PERMAFFECTS OEDIT-AFFECTS P) Perm Affects: @cNOBITS@n @@ -493,7 +493,7 @@ P) Perm Affects: @cNOBITS@n 21) UNUSED DO NOT USE. 22) CHARM DO NOT USE. -#31 +#2 AFK Usage : afk @@ -583,7 +583,7 @@ ranges from: 350 to 1000 Good See also: ALIGNMENTS -#31 +#2 ALIGNMENTS Many good areas stick to a defined level range, such as 10-20 or 25-30. Do @@ -609,7 +609,7 @@ area, or the blindingly good paladin fortress. Keep in mind that there are many layers in between, and these are often more interesting. See also: ALIGN -#31 +#2 ANIMATE-DEAD Usage: cast 'animate dead' corpse @@ -655,7 +655,7 @@ of a plural word that does not end in "S" is formed by adding "apostrophe S," as in "women's hemlines." We rest our case. Now do whatever you want...after all, it is your area. -#31 +#2 APPLICATION APPLY BUILDING LEARNING LESSONS To apply for a building position go to: @@ -754,7 +754,7 @@ http://www.degraeve.com/img2txt.php '--______________--' See also: COLOR, AUTOMAP, TBAMAP, CARTOGRAPHY -#31 +#2 ASSIST Usage: assist @@ -798,7 +798,7 @@ attach mob 1332 Santa - Attaches mob trigger 1332 to mob 1308 (Santa). attach obj 1480 sword - Attaches obj trigger 1480 to a sword. See also: DETACH, TRIG-ATTACH, TRIG-DETACH, OLC, TRIGEDIT, TSTAT, STAT, ROOMFLAGS -#31 +#2 AUTOASSIST Usage: toggle autoassist @@ -830,15 +830,6 @@ If a door is closed it will not show up as a possible exit. See also: TOGGLE #0 -AUTOGOLD - -Usage: toggle autogold - - Enables you to automatically take the gold from any mob you kill. This will -not take any equipment or objects. - -See Also: TOGGLE, TAKE -#0 AUTOKEY Usage: autokey @@ -863,7 +854,7 @@ See Also: TOGGLE, TAKE, SPLIT #0 AUTOMAPPING MAPS -Usage: map <#31-12> +Usage: map <#2-12> This command prints a text generated map of your current surroundings. Including a number allows you to expand or shrink the map to show a wider @@ -898,7 +889,7 @@ visit a questmaster where they join an available quest, and get rewarded on its completion. See Also: QEDIT, QUEST-FLAG -#31 +#2 AUTOQUESTS QUESTS QUESTMASTERS QUEST-MOBS QUESTMOBS An autoquest is a quest that can be automatically started and completed @@ -922,7 +913,7 @@ AUTOWIZ This is automatically done whenever someone is advanced to immortal status to update the wizlist and immlist unless they have NO_WIZ set. -#31 +#2 BACKDOOR HACKING Not a good thing to be searching for help on. Your IP address has been logged @@ -966,7 +957,7 @@ having to recheck your zone, and yours for having to fix any problems we find) keep the balance. See also: STANDARDS -#31 +#2 BAN UNBAN Usage: ban [ ] @@ -985,7 +976,7 @@ Examples: > unban ai.mit.edu See also: WIZLOCK -#31 +#2 BANKS WITHDRAWING DEPOSITING BALANCES ATM-MACHINES Commands to take money out of the bank, put money in the bank, or see how @@ -993,9 +984,9 @@ much money you have in the bank. Can be used at any Bank of Ilniyr. Examples: - > deposit 400 gold + > deposit 400 coins -Deposits 400 gold on your account. +Deposits 400 coins on your account. > withdraw 1000 copper @@ -1036,12 +1027,12 @@ things as DARK PEACEFUL INDOORS etc. NOBITS means no flags are set. -#31 +#2 BLAST SHOOT RANGED-WEAPONS FIRE-WEAPONS BOWS QUIVERS MISSILES GUNS FIREARMS AMMO See @RTRIG-EXAMPLES@n -#31 +#2 BLEEDING This is what happens when you use a color code and do not finish it with @@n @@ -1049,7 +1040,7 @@ which turns it back to normal color. The term "bleeding" came about when someone failed to do this and Rumble bashed his head against the wall so many times that it became a bloody pulp. At least that is the rumor. -#31 +#2 BLESS Usage : cast 'bless' @@ -1092,7 +1083,7 @@ BOATS SHIPS FERRY TRANSPORTSS @RTSTAT 13691@n -#31 +#2 BOOBS NOASSHOLE TITS IMMORAL YES, people have tried to get help on these things... @@ -1112,7 +1103,7 @@ satisfaction that when you complete your area that hundreds of players will walk through the rooms and enjoy what you have created for them. There is never a rush. Relax, enjoy, learn, and do not forget to breathe. -#31 +#2 BRIEF Usage: brief @@ -1176,7 +1167,7 @@ define MAX_PROD 5 /* with shops before v3.0 define MAX_SHOP_OBJ 100 /* "Soft" maximum for list maximums */ define MAX_OPER 4 -#31 +#2 BUGS TYPOS IDEAS Usage: bug submit @@ -1204,7 +1195,7 @@ find treasures, and gain experience. A Builder creates the rooms, objects, mobs, shops, and triggers with which players will interact. See also: OLC, REDIT, MEDIT, OEDIT, ZEDIT, SEDIT, TRIGEDIT, AEDIT -#31 +#2 BUILDWALKING BUILD-WALKING DIGWALK WALKDIG Builders working on their trial vnum do not need to learn this command, yet. @@ -1228,7 +1219,7 @@ NOTE: Buildwalk does not autosave on exit. You must type SAVEALL. This way if to delete. See also: TOGGLE, SAVEALL, REDIT, OLC, RLIST, DIG -#31 +#2 BULK DEX-CAP LIGHT MEDIUM HEAVY Summary: Armor bulk limits how much of your Dex modifier you can apply @@ -1272,7 +1263,7 @@ MUD's code. Ask your friendly implementor if you need to make one. 1290 - Social Board See also: MAIL, READ, WRITE, SPECIALS -#31 +#2 BULLETINS BOARDS BULLETIN-BOARDS MESSAGE-BOARDS Bulletin boards are the forum of inter-player communication on the MUD. @@ -1380,7 +1371,7 @@ Months of the year: Trigedit example that mimics the TIME command: @RTSTAT 36@n See also: DATE, TIME -#31 +#2 CALL-LIGHTNING Usage : cast 'call lightning' <victim> @@ -1403,13 +1394,13 @@ Trig Usage: %actor.canbeseen% Example: @RTSTAT 23613@n -#31 +#2 CAPITAL-LETTERS AT-POSTMASTER-MAIL-RUMBLE GOTO-3 I meant for you to type exactly what is in red not to check the help file ;-) i.e. @RGOTO 3@n not @RHELP GOTO 3@n -#31 +#2 CAPITALIZATION CAPITALISATION CAPITALIZE CAPITALISE Do not capitalize everything. Only capitalize the first letter of a full sentence @@ -1417,7 +1408,7 @@ and proper names. Do not capitalize s-desc unless it is a proper name, like Bill Random capitalization is distracting and serves no real purpose. See also: REDIT-NAME -#31 +#2 CARTOGRAPHY The reasons behind mapping are simple. It solidifies what you are planning @@ -1438,7 +1429,7 @@ which they started. Having an area geometrically correct makes it much easier for a player to visualize it, and thus increases their enjoyment of it. See also: AUTOMAP, TBAMAP, ASCII -#31 +#2 CAST Usage: cast '<spell name>' [target] @@ -1492,7 +1483,7 @@ R) Room Numbers @RHELP CEDIT-ROOM@n O) Operation Options @RHELP CEDIT-OPERATION@n A) Autowiz Options @RHELP CEDIT-AUTOWIZ@n Q) Quit -#31 +#2 CEDIT-AUTOWIZ A) Use the autowiz : Yes @@ -1501,7 +1492,7 @@ Q) Exit To The Main Menu See also: CEDIT-MENU -#31 +#2 CEDIT-GAMES A) Player Killing Allowed : No @@ -1530,7 +1521,7 @@ R) Mortals Level To Immortal : Yes Q) Exit To The Main Menu See also: CEDIT-MENU -#31 +#2 CEDIT-OPERATIONS A) Default Port : 9091 @@ -1568,19 +1559,19 @@ Q) Exit To The Main Menu See also: CEDIT-MENU -#31 +#2 CEDIT-ROOMS A) Mortal Start Room : 1498 B) Immortal Start Room : 1204 C) Frozen Start Room : 1202 -1) Donation Room #31 : 3063 +1) Donation Room #2 : 3063 2) Donation Room #2 : 5510 3) Donation Room #3 : 235 Q) Exit To The Main Menu See also: CEDIT-MENU -#31 +#2 CEDIT-SAVES A) Auto Save : Yes @@ -1589,7 +1580,7 @@ C) Crash File Timeout : 10 day(s) Q) Exit To The Main Menu See also: CEDIT-MENU -#31 +#2 CHALLENGE That is what you will find here at TBA. @@ -1606,7 +1597,7 @@ changelog. Changelog: https://github.com/tbamud/tbamud/commits/master See Also: FILE, CHANGES -#31 +#2 CHANGES Major Changes: @@ -1630,7 +1621,7 @@ zcheck checkload Copyover ANSI Color -Auto Toggles (loot, sac, gold, assist, split) +Auto Toggles (loot, sac, assist, split) Hidden mob/obj mob/obj stacking hindex @@ -1668,7 +1659,7 @@ exp() - Checks the actor's XP. Subfield adjusts. @RHELP NOP@n eq() - Returns ID of the first object equipped. @RHELP TRIG-EQ@n fighting - The unique id of the mob fighting the actor. follower(name) - The follower of the actor (as an id) with name supplied. -gold() - Checks the actor's gold. Subfield adjusts. @RHELP NOP@n +coins() - Checks the actor's coins. Subfield adjusts. @RHELP NOP@n has_item() - Checks if the actor has an object. @RHELP HAS_ITEM@n hasattached() - Checks if the trig is attached. @RHELP HASATTACHED@n. heshe - Returns the correct pronoun (he/she/it). @@ -1721,7 +1712,7 @@ weight - The actor's weight. Example: @RTSTAT 27@n See also: VARIABLES, GLOBALS -#31 +#2 CHARM-PERSON Usage : cast 'charm person' <victim> @@ -1762,7 +1753,7 @@ Checking load info for the object trigger 'Portal to Midgaard - 100': (obj) [ 100] the portal See also: LINKS, RLIST, OLIST, MLIST, SLIST -#31 +#2 CHILL-TOUCH Usage : cast 'chill touch' <victim> @@ -1784,7 +1775,7 @@ CHMOD 1 stands for "execute", and 0 stands for "no permission." So 7 is the combination of permissions 4+2+1 (read, write, and execute), 5 is 4+0+1 (read, no write, and execute), and 4 is 4+0+0 (read, no write, and no execute). -#31 +#2 CIRCLEMUD CREDITS tbaMUD (formerly known as CircleMUD) was developed from DikuMUD (Gamma 0.0) by @@ -1867,7 +1858,7 @@ Usage: CLSOLC Clears the screen just before you enter the main OLC menu. See Also: TOGGLE -#31 +#2 CODING C++ PROGRAMMING LINUX UNIX Coding is far more difficult than building, to do it well requires years of @@ -1893,7 +1884,7 @@ http://www.free-ed.net/catalog/crsemain.asp?nC=3&nD=2&nO=3 http://www.iu.hio.no/~mark/CTutorial/CTutorial.html See also: FREE-SERVERS, DOCUMENTATION, DOWNLOADS, CWG -#31 +#2 COLORCODES ANSI COLOURCODES COLOR-CODES COLOUR-CODES COLOR-LEVEL COLORS COLOURS PCOLORS COLORCODING Usage: @@ -1971,7 +1962,7 @@ reference, and for others to see what the trigger does. If you want a * in your trigger text try \*. See also: REDIT-ROOM-FLAGS -#31 +#2 COMMUNICATION The following commands deal with communication - for more info, @RHELP KEYWORD@n @@ -2029,7 +2020,7 @@ set the following to C) Values: Container capacity counts towards the total container weight. See also: VALUES -#31 +#2 CONTEXT %CONTEXT% Usage: context <number> @@ -2053,7 +2044,7 @@ as variable context to allow a trigger to service multiple players at once. Example: @RTSTAT 23612, 13495@n See also: REMOTE -#31 +#2 CONTROL-WEATHER Usage : cast 'control weather' <'better' | 'worse'> @@ -2065,7 +2056,7 @@ Example: > cast 'control wea' worse See also: %WEATHER%, WEATHER -#31 +#2 CONTROL-WEATHER Usage : cast 'control weather' <'better' | 'worse'> @@ -2101,7 +2092,7 @@ dropped on the ground will get lost and aggro mobs will reappear just like any other zone reset or reboot. See Also: SHUTDOWN, AUTOSAVE -#31 +#2 CRASHES A crash is when the game decides to reboot itself, without the benefit of @@ -2194,7 +2185,7 @@ to download from http://cwg.lazuras.org/. It comes in three versions: Buddha, Suntzu, and Rasputin. CWG stopped development in 2008. See also: RESOURCES -#31 +#2 CYGWIN README.CYGWIN README-CYGWIN COMPILER SHELLS You can view all the documentation files via the github link at www.tbamud.com @@ -2203,7 +2194,7 @@ in the /doc directory. https://github.com/tbamud/tbamud/blob/master/doc/README.CYGWIN See also: CODING, DOWNLOADS -#31 +#2 D-DESC MEDIT-D-DESC MEDIT-EXTRA MEDIT-DESC 5) D-Desc:- @@ -2219,7 +2210,7 @@ Be careful how you word what they are wearing. For example of what not to say: load the mace, this would not make any sense. See also: TEXT-EDITOR -#31 +#2 DAMROLL ROLL DAMAGEROLL DAMAGE-ROLL A bonus added to your armor and weapons that allows your character to hit @@ -2245,7 +2236,7 @@ Usage: date Shows the current real time. (Not a social) -#31 +#2 DC Usage: dc <descriptor number> @@ -2257,7 +2248,7 @@ disconnecting people who have accidentally left themselves at the main menu, or connections sitting in the "Get name" state. See also: USERS -#31 +#2 DELETE SUICIDE If you choose to give up then quit the game back to the login screen and @@ -2281,7 +2272,7 @@ Unlike the load to room command where you should not set a maxload of 99 because 99 objects will load to that room. See also: MAXLOAD, ZEDIT-ADVANCED -#31 +#2 DESCRIBING Writing good descriptions requires inspiration and imagination before all @@ -2329,20 +2320,20 @@ Extra descriptions are unique because they can be used on either rooms or objects and can be seen when a player types "look <keyword>". See also: REDIT-DESC, REDIT-EXTRA, OEDIT-EXTRA, MEDIT-D-DESC -#31 +#2 DESCRIPTIONS DESCRIBE Use a lot of room/mob/obj/extra descriptions. And more descriptions. And then some. See also: DESCRIBING, REDIT-EXTRA-DESC, OEDIT-EXTRA-DESC, EXTRA -#31 +#2 DESCRIPTORS LOGINS This annoying message happens when someone connects but never logs into the MUD and is idled out. -#31 +#2 DETACH UNATTACH Builders working on their trial vnum do not need to learn this command, yet. @@ -2375,7 +2366,7 @@ detach obj sword 1300 - You guessed it - same as above. detach sword all - detach all triggers from the sword. See also: ATTACH, TRIG-DETACH, TRIG-ATTACH, OLC, TRIGEDIT, TSTAT, STAT, ROOMFLAGS -#31 +#2 DETECT-ALIGNMENT Usage : cast 'detect alignment' @@ -2434,7 +2425,7 @@ DG-SCRIPTS DG_SCRIPTS DGSCRIPTS Stands for Death Gate scripts and are named after the original MUD they came from. See also: TRIGEDIT, TRIGEDIT-MENU -#31 +#2 DG_AFFECTS DGAFFECT SCRIPT-AFFLICTED AFFLICTED DG-AFFECTS DG-AFFECTS %DG_AFFECT% DG-EFFECT DG_EFFECT DURATIONS TRIG-AFFECTS Usage: dg_affect <target> <property> <value | off> <duration> @@ -2450,7 +2441,7 @@ To check to see if an actor has an affection use affect(). i.e. if %affect(blind Example: @RTSTAT 1382@n See also: AFFECTS, APPLIES -#31 +#2 DG_CAST TRIG-CAST TRIGEDIT-CAST TRIGEDIT-SPELLS DG-CASTS %CAST% %SPELLS% %dg_cast% dg_cast 'spellname' [target] @@ -2467,7 +2458,7 @@ dg_cast 'poison' %actor% Example: @RTSTAT 132, 61@n See also: SPELLS -#31 +#2 DIAGNOSE Usage: diagnose [target] @@ -2479,7 +2470,7 @@ Example: > diagnose doctor See also: CONSIDER, HIT, KILL -#31 +#2 DIG UNDIG RDIG RELINK RLINKS Builders working on their trial vnum do not need to learn this command, yet. @@ -2502,7 +2493,7 @@ NOTE: Dig does not autosave on exit. you must type SAVEALL. This way if you mess up and want the links deleted we can just reboot and wipe them. See also: SAVEALL, REDIT, OLC, RLIST, BUILDWALK -#31 +#2 DIKU ROM DBX DBZ SMAUG MUD-HISTORY These are other types of MUD codebases. We only focus on tbaMUD (the codebase @@ -2539,7 +2530,7 @@ when done type /fi to format with indent. See also: TEXT-EDITOR -#31 +#2 DISPEL-EVIL Usage : cast 'dispel evil' <victim> @@ -2617,7 +2608,7 @@ choose the type of liquid it contains from the following list: 14) salt water 15) clear water See also: VALUES, ZEDIT-REMOVE -#31 +#2 DTS NEAR-DEATHTRAP XP FIGHTING HEALTH DIE DYING DEATHTRAPS DEATHS %DEATH% DEAD STUNNED INCAPACITATED DEATH-TRAPS TRIG-DEATH TRAPS TRIGEDIT-DEATH A player will be in the following state at the listed hitpoints. @@ -2634,7 +2625,7 @@ near death trap: Example: @RTSTAT 3008, 12000, 6100, 6300, 41004@n See also: TRIGEDIT-MOB-DEATH, ROOMFLAGS, GROUP, SCORE -#31 +#2 EARTHQUAKE Usage : cast 'earthquake' @@ -2682,19 +2673,19 @@ Examples: > gecho Hi, everyone in the game, isn't this annoying? See also: %ECHO% -#31 +#2 EDIT This is simply a test function and does not actually do anything. See also: OLC -#31 +#2 EDITORS Editors are what builders use to create their worlds. See also: OLC, REDIT, OEDIT, MEDIT, ZEDIT, SEDIT, TRIGEDIT, TEXT-EDITOR -#31 +#2 EMAILS ICQ AIM E-MAILS CONTACTS MSN AOL Name Email @@ -2734,7 +2725,7 @@ Rhade is feeling very sad today. See also: SOCIALS, GEMOTE #0 Empty -#31 +#2 Empty #0 ENCHANT-WEAPON ENCHANT-ARMOR @@ -2809,7 +2800,7 @@ You are using: Trigedit positions AC is modified on some positions as follows: Body X3, Head and Legs X2. See also: INVENTORY, REMOVE, WEAR, %INVENTORY%, %EQ% -#31 +#2 ERRORS SYSERRS INVALID There are many common errors new builders cause. To simplify things they @@ -2878,7 +2869,7 @@ SYSERR: bind: adress is already in use. is probably already running and using that port. The default port is 4000. See also: TRIG-ERRORS, ZEDIT-MISTAKES, SEDIT-MISTAKES -#31 +#2 EVAL EVALUATE TRIG-EVALS EVALS Usage: eval <variable> <expression> @@ -2897,7 +2888,7 @@ is not evaluated until the variable is accessed. Example: @RTSTAT 49@n See Also: SET-EXAMPLES -#31 +#2 EVERYTHING ANYTHING When I help people I usually ask them what they need help with. All too often @@ -2909,7 +2900,7 @@ informed question in which I or the other staff members will be able to help with. See also: NEWBIE -#31 +#2 EXAMINE Usage: examine <thing to examine> @@ -2973,7 +2964,7 @@ a new zone is to first create the new zone and then overwrite the created files. A zone consist of up to 6 different files that are located in their own directories in lib/world/: <zone_#>.mob .obj .shp .trg .qst .wld .zon -#31 +#2 EXPRESSIONS TRIG-EXPRESSIONS TRIGEDIT-EXPRESSIONS INCREMENTS MATHEMATICAL NUMBERS TRIGEDIT-NUMBERS != <> LOGIC && /= || \ RNUMBERS + OPERATORS OPERATIONS == EQUAL ADDITION SUBTRACTION A false expression is any expression that evaluates to 0, or an empty string. @@ -3012,7 +3003,7 @@ right. Parenthesis can be used to create priority. NOTE: += and ++ are not used. Example: @RTSTAT 63@n -#31 +#2 EXTRA-DESCRIPTIONS EXTRA-DESCS E-DESCRIPTIONS REDIT-E-DESCRIPTIONS REDIT-MENU-E-DESCRIPTIONS REDIT-EXTRA-DESCRIPTIONS B) Extra descriptions menu @@ -3039,7 +3030,7 @@ use /fi by typing it into the last line and hitting enter. To delete an extra description all you have to do is clear the description with the "/c" then "/s" and quit. -#31 +#2 EXTRACT Usage: extract <variable> <word #> <string> @@ -3056,7 +3047,7 @@ say %word4% %word3% %word2% %word1%? Would say (Yoda-esque) "chicken want you do?" Example: @RTSTAT 208@n -#31 +#2 FAMOUS QUOTES FUNNY HUMOR JOKES LAUGH BASH.ORG Detta: this might hurt a little going in ;) @@ -3188,7 +3179,7 @@ files. @RHELP EXAMPLES@n for the best examples. 6. I just tried the track command suddenly all my rooms went from NOBITS to *. How can I fix this? That is normal, it will reset itself. -#31 +#2 FILES FILE-GODCMDS FILE-LEVELS Usage: file <option> <num lines> @@ -3208,7 +3199,7 @@ syslog ../syslog crash ../syslog.CRASH help ../log/help -#31 +#2 FILL REFILL REPLENISH Usage: fill <liquid container> <object to fill from> @@ -3237,7 +3228,7 @@ are in room 453 use %findobj.453(1234)%. Example: @RTSTAT 207, 26102, 50@n See Also: SPEC-VAR -#31 +#2 FIREBALL Usage : cast 'fireball' <victim> @@ -3338,7 +3329,7 @@ Example: > force room look fido See also: %FORCE% -#31 +#2 FOUNTAINS DRINK-UNITS OEDIT-FOUNTAINS After selecting object type FOUNTAIN you must then select C) Values to set @@ -3387,7 +3378,7 @@ A player's drunkenness, fullness, and thirst can range from 0 to 24. or thirsty respectively. See Also: VALUES -#31 +#2 FREEZE THAW FREEZING FROZEN Usage: freeze [target] @@ -3398,7 +3389,7 @@ ignore all commands entered by the player, including QUIT, until the player is unfrozen with THAW. Obviously, this command should only be used in extreme disciplinary circumstances. -#31 +#2 FYRE He actually needs no help. He is probably the most qualified of the staff to @@ -3412,7 +3403,7 @@ GAMBLING SLOTMACHINES GAMBLE GAMES me more examples. Examples: @RTSTAT 13899, 13420@n -#31 +#2 GCC Several people have problems with configuring tbaMUD in cygwin the first @@ -3422,7 +3413,7 @@ HELP CYGWIN. Reread them and add the compiler to the default download. See also: CYGWIN, README.CYGWIN -#31 +#2 GDB GENERAL-DEBUGGER DEBUGGING GDB stands for general debugger and is used to troubleshoot programming problems. @@ -3435,7 +3426,7 @@ gdb > bt gdb > info local gdb > list -#31 +#2 GEMOTES GMOTES EMOTICONS Usage: gemote <social> @@ -3451,7 +3442,7 @@ will display: Gossip: Manivo sporks Shamra ruthlessly. See also: SOCIALS, EMOTE -#31 +#2 GET TAKE-ALL-CORPSE LOOT "Get" and "take" are exactly the same and can be used interchangeably. @@ -3472,7 +3463,7 @@ Examples: > take all.bread all.bag > get all 2.corpse (to retrieve items from the second corpse in a room) -See also: DROP, PUT, AUTOLOOT, AUTOGOLD +See also: DROP, PUT, AUTOLOOT #0 GITHUB SVN SUBVERSION @@ -3515,7 +3506,7 @@ player. To save something to a players file for future use always use REMOTE. Examples: @RTSTAT 23612, 23613, 23614@n See also: REMOTE, VARIABLES, CONTEXT -#31 +#2 COINS PURSE MONEY PLATINUM SILVER COPPER CASH WEALTH CURRENCY MULTI-CURRENCY ECONOMY TREASURE Usage: coins @@ -3543,7 +3534,7 @@ Examples: > teleport fido 2.fido See also: POOFIN, POOFOUT, WIZAT, %TELEPORT% -#31 +#2 GRAB HOLD Usage: grab <object> @@ -3583,7 +3574,7 @@ some slang or 'bad' words, no biggie. Just don't abuse the use of any words. We don't want the MUD filthy, just fun! See also: APOSTROPHE, YOU -#31 +#2 GREP grep is a shell command. Only imps/gods with shell access can use it from the @@ -3605,7 +3596,7 @@ grep -c 'bar_foo' * Would search all files in the current In some cases grep switches can be appended to each other, -rin would be a good example of combining the first two examples. For more detailed information (from the shell prompt), type @Wman grep@n. -#31 +#2 GROUP Usage: group @@ -3671,7 +3662,7 @@ MOB: 1313 ( | | ,_| ( |_, @G .:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.@n -#31 +#2 HALT TRIGEDIT-HALT TRIG-HALT %ACTOR.LEVEL% %HALT% Usage: halt @@ -3687,14 +3678,14 @@ end %echo% %self.name% yells a Battlecry and throws himself at you. mkill %actor% -#31 +#2 HANDBOOK WIZHANDBOOK WIZ-HANDBOOK IMMHANDBOOK IMM-HANDBOOK Usage: handbook Guidelines for having an Immortal character -- you should read it. -#31 +#2 HARM Usage : cast 'harm' <victim> @@ -3716,7 +3707,7 @@ Checks if actor has item (inventory, equipped and in containers) by subfield nam Examples: @RTSTAT 155, 94, 19537@n. See also: ACTOR.INV TRIG-EQ, %PURGE%, %LOAD%, CHAR-VAR -#31 +#2 HASATTACHED %HASATTACHED% %ACTOR.HASATTACHED% %ROOM.HASATTACHED% %OBJ.HASATTACHED Usage: %actor.hasattached(500)% @@ -3728,7 +3719,7 @@ room. Returns nothing if no number is specified or used on a PC (player character, i.e. non-mobile). Returns 0 if not attached and 1 if attached. See Also: VARIABLES, CHAR-VAR -#31 +#2 HCONTROL Some major misconceptions about houses. You do not set any flags for a @@ -3746,7 +3737,7 @@ Hcontrol show will show all the houses currently defined in the game along with their last upkeep payment date. See also: HOUSE, HOUSES -#31 +#2 HEAL Usage : cast 'heal' <victim> @@ -3769,7 +3760,7 @@ Room Examples: @RTSTAT 163@n See also: %DAMAGE% -#31 +#2 HEDIT HELP-EDITOR Usage: hedit <keyword> @@ -3780,7 +3771,7 @@ use /fi in hedit. Also, when editing an existing entry make sure to modify the first keyword or it will not be saved. See also: HINDEX, HELPCHECK -#31 +#2 HEIACH XTBAX Heiach has been a big help with training new builders and has become very adept @@ -3796,7 +3787,7 @@ Checks all commands in interpreter.c to ensure they have an associated help file. See also: HEDIT, HINDEX -#31 +#2 HELPFILES HELP-FILES Usage: help [command] @@ -3829,7 +3820,7 @@ This normal description can be seen by anyone. To make hidden exits or secret doors use trigedit. See also: %DOOR% -#31 +#2 HIDE When you type hide there is a chance that you hide in the room. If hidden @@ -3871,7 +3862,7 @@ keep HOLYLIGHT on most of the time; it exists so that you have the ability to see what mortals see for debugging purposes. See Also: TOGGLE -#31 +#2 HOMEPAGES WEBPAGES WEBSITES ADDRESSES PORT PORTS URLS ADDYS IP-ADDRESSES SITES INTERNET-PROTOCOLS WEBLINKS MUDS ACCOUNTS CONNECTIONS CONNECTING HOSTS WWW PLAYERPORT PLAYER-PORT Builder Academy Homepage: @@ -3939,7 +3930,7 @@ HSEDIT EDIT-HOUSE HOUSE-EDIT CREATE-HOUSE HOUSE-CREATE BUILD-HOUSE HOUSE-BUILD See: HOUSE, HOUSES, HCONTROL -#31 +#2 HSEDIT-MENU -- House OLC Editor for tbaMUD -- @@ -3958,7 +3949,7 @@ Q) Quit Enter choice : See Also: HSEDIT, SHOW-HOUSES -#31 +#2 IDENTIFY Usage : cast 'identify' <target> @@ -4010,7 +4001,7 @@ Examples: @RTSTAT 22, 93@n ***EVERY IF NEEDS AN END: 2 IF'S NEEDS 2 ENDS....*** See also: EXPRESSIONS, NESTED-IFS -#31 +#2 IMMS WIZLIST IMMORTALS IMMLIST IMMORTALITY DEMIGOD ASSISTANTS LESSER GREATER GODS Usage: wizlist | immlist @@ -4029,7 +4020,7 @@ information on commands recently added, new features and other important information that immortals should be aware of. See also: MOTD -#31 +#2 IMPLEMENTORS IMPS CODERS ADMINISTRATORS Imp's- The friendly folks who run the mud. @@ -4092,7 +4083,7 @@ Examples: > invis 30 See also: MEDIT-AFF, VISIBLE, INVISIBILITY -#31 +#2 INVISIBILITY Usage : cast 'invisibility' <victim | object> @@ -4112,7 +4103,7 @@ IS-NPC NPCS IS_NPC ISNPC This is short for is non-player-character (mob). See also: MEDIT-NPC-FLAGS -#31 +#2 IS_PC ACTOR.IS_PC %ACTOR.IS_PC% %IS_PC% ISPC %ISPC% ACTOR_IS_PC %ACTOR_IS_PC% IS_MOB if %actor.is_pc% @@ -4127,7 +4118,7 @@ and not mobs. All Greet triggers should normally fire only on players. Example: @RTSTAT 103, 34@n See Also: CHAR-VARS -#31 +#2 ITEMS Equipment, objects, scenery, furniture. These can be almost anything and @@ -4140,7 +4131,7 @@ JEWELS GEMSTONES MINERALS DIAMONDS Jewels: http://www.allaboutjewels.com/jewel/glossary/ Gems and Minerals: http://www.minerals.net/index.htm -#31 +#2 JUNK Usage: junk <object> @@ -4175,7 +4166,7 @@ should always be the first dependent object loaded to a mob so they don't rely on other equipment loading to the mob prior to it. See also: KEYS, ZONE-DESC, REDIT-EXIT -#31 +#2 KEYS DOORS GATES Usage: unlock [door] @@ -4197,7 +4188,7 @@ Always make them unique, there are already plenty of swords and citizens on most MUDs. See also: OEDIT-KEYWORD, MEDIT-KEYWORDS, EXTRA, COLORCODES -#31 +#2 KICK Some fighting classes only. @@ -4251,7 +4242,7 @@ and indent after descriptions (in any of the edits and also in messages). To know the commands while writing a description, type /h. It will tell you what all the / commands do). -#31 +#2 LAST LASTLISTS Usage: last [player_name | all] [#] @@ -4290,7 +4281,7 @@ Last log Liku mudconnector.com Mon Sep 8 20:10 - 21:01 (00:51) Disconnect See also: STAT, LAST -#31 +#2 LEAVE Usage: leave @@ -4362,7 +4353,7 @@ not limited to the following: If you run CircleMUD, you must not require any type of fee or donation in exchange for being able to play CircleMUD. You must not solicit, offer or accept any kind of donation from your players in exchange for enhanced status -in the game such as increased levels, character stats, gold, or equipment. +in the game such as increased levels, character stats, coins, or equipment. You must not solicit or accept money or other donations in exchange for running CircleMUD. You must not accept money or other donations from your players for @@ -4544,7 +4535,7 @@ OBJECT STANDARDS: |Weight | 50 | 1 | |Cost | 1000 | 1 | |Hitpoints, Mana, Movement | 50 | -50 | -|Gold | Do not use. | +|Coins | Do not use. | |Experience | Do not use. | |Armor Class Values | 10 | -10 | |Armor Class Applies^ | 10 | -10 | @@ -4562,7 +4553,7 @@ want your zone used or approved. Zcheck (Immortal and above) checks a zone for these and other standards. See also: DAMAGE, POSITIONS -#31 +#2 LINK LINKDEATHS A lot of players have problems with their links to the game. This can be @@ -4600,7 +4591,7 @@ Usage : links <zone number> Lists all links from the given zone to any other zones. See also: RESOURCES, LINK -#31 +#2 LIST Usage: list [item type] @@ -4638,7 +4629,7 @@ LITTERING Do not load mobiles or objects in other people's zones. Especially in TBA zone and immortal rooms. -#31 +#2 LOADING MOBLOAD OBJLOAD MOB-LOADING OBJECT-LOADING LOAD-MOBILE LOAD-OBJECT OBJ-LOAD Load only temporarily loads the mob/obj. It should NOT be used except for testing @@ -4657,14 +4648,14 @@ Example: You create the receptionist. See also: VNUM, PURGE, %LOAD%, ZEDIT-NEW, ZRESET -#31 +#2 LOADROOM An entry in the player file that can be set to load players to a specific room when they enter the game. See Also: SET -#31 +#2 LOCATE-OBJECT Usage : cast 'locate object' <object> @@ -4724,7 +4715,7 @@ MUDwide theme. Because of this your zone will be isolated from all others and should be designed to be added easily into any MUD. For location you should plan the geographic environment: Forest, tundra, city, port, etc. -#31 +#2 LOOK VIEW LOOK-AROUND Usage: look @@ -4811,7 +4802,7 @@ for referring to a character, object, or room whose id is provided. Example: TSTAT 308 -#31 +#2 MANA Mana is used when casting spells. You must have a certain amount of mana @@ -4839,7 +4830,7 @@ Next zone reset - nothing changes unless some players come along and kills some Kobolds. An object in a players save file does not count as in the game. See also: DEPENDENT, ZEDIT-MENU, ZEDIT-ADVANCED -#31 +#2 MEDIT MOBILES MOBS MCREATE MOBCREATE CREATE-MOBILE BUILD-MOBILE MOB-CREATE MOBEDIT Mob is short for mobile and are what we call our monsters. @@ -4855,7 +4846,7 @@ number. @RGOTO 10@n to enter The Builder Academy hallway on how to use medit. See also: MEDIT-MENU, MLIST, OLC -#31 +#2 MEDIT-AFF-FLAGS AFFECTIONS AFFECTS M) AFF Flags : @cNOBITS@n @@ -4884,7 +4875,7 @@ M) AFF Flags : @cNOBITS@n 22) CHARM Reserved for internal use. Do not set. See also: INVIS, MEDIT-NPC-FLAGS, DG_AFFECT, TRIG-AFFECT -#31 +#2 MEDIT-ARMOR-CLASS MEDIT-AC (A) Armor Class: [#] @@ -4897,7 +4888,7 @@ AC 0 Very heavily armored person (full plate mail) AC -100 Armored Battle Tank (hopefully impossible for players) See Also: MEDIT-MENU -#31 +#2 MEDIT-ATTACKS K) Attack : @yhit@n @@ -4911,7 +4902,7 @@ should be one of the following numbers: 4) bite 10) thrash 15) impale 5) bludgeon -#31 +#2 MEDIT-EXPERIENCE MEDIT-XP MEDIT-ALIGNMENT (B) Exp Points: [ 115600] (E) Alignment: [ 1000] @@ -4935,19 +4926,19 @@ split between members if grouped. Use the autoroll option if you are unsure of what to put here. See Also: MEDIT-MENU -#31 -MEDIT-GOLD +#2 +MEDIT-COINS -(C) Gold: [ #] +(C) Coins: [ #] - Gold is the number of coins the mobile is born with. Do not give gold to + Coins is the number of coins the mobile is born with. Do not give coins to animals or anything unlikely to need money. For example a pigeon should not -be carrying 100 gold. Well, maybe it is a carrier pigeon, ;-) be reasonable. -There are other ways to reward players than with gold or experience. Try +be carrying 100 coins. Well, maybe it is a carrier pigeon, ;-) be reasonable. +There are other ways to reward players than with coins or experience. Try objects and quests. See also: AUTOROLL -#31 +#2 MEDIT-KEYWORDS MEDIT-ALIAS MEDIT-SEX MEDITNAME MOB-NAME MEDIT-ALIAS MOB-SEX 1) Sex: @yneutral@n @@ -4963,7 +4954,7 @@ with the mobile. @RHELP KEYWORDS@n. Examples: "sparkly golden dragon" "bassett hound fat" -#31 +#2 MEDIT-L-DESCRIPTION LDESCRIPTION L-DESCRIPTION LONG-DESCRIPTION 4) L-Desc:- @@ -4981,7 +4972,7 @@ that aggressive, the player will not have time to see it. Also, if the player is somehow protected or invisible the mob will not attack, it will look pretty silly. -#31 +#2 MEDIT-LEVEL MOB-STANDARDS MOB-LIMITS AUTOROLL AUTOGENERATE GENERATE MEDIT-STANDARDS MOB-BALANCE (1) Level: [ #] @@ -5003,10 +4994,10 @@ Here is our autoroll standard, entering mob level will calculate the following: GET_NDD(OLC_MOB(d)) = MAX(1, mob_lev/6); /* number damage dice 1-5 */ GET_SDD(OLC_MOB(d)) = MAX(2, mob_lev/6); /* size of damage dice 2-5 */ GET_EXP(OLC_MOB(d)) = (mob_lev*mob_lev*100); - GET_GOLD(OLC_MOB(d)) = (mob_lev*10); + GET_COINS(OLC_MOB(d)) = (mob_lev*10); See also: STANDARDS -#31 +#2 MEDIT-MENU MOB-MENU -- Mob Number: [@c1300@n] @RHELP MEDIT-NUMBER@n @@ -5027,7 +5018,7 @@ W) Copy mob X) Delete Mob @RHELP MEDIT-DELETE@n Q) Quit Enter choice : -#31 +#2 MEDIT-NPC-FLAGS MEDIT-FLAGS SPEC STAYZONE AGGRESSIVE AGGR_GOOD AGGR_NEU AGGR_EVIL STAY-ZONE STAY_ZONE SCAVENGER NPCFLAGS NPC-FLAGS MOBFLAGS MOB-FLAGS SENTINEL AWARE NOCHARM MOB-NPC NPC_FLAGS HELPER NPC stands for non-player-character (mob) @@ -5071,7 +5062,7 @@ L) NPC Flags : @cISNPC@n See also: MEDIT-AFF-FLAGS -#31 +#2 MEDIT-NUM-HP-DICE MEDIT-SIZE-HP-DICE MEDIT-HP-BONUS HPBONUS NUM-HP-DICE NUMHPDICE HP-DICE Hit Points (xdy+z): @@ -5088,7 +5079,7 @@ to figure out the rolls of the dice etc. Or better yet, just enter the mob level and let the autoroll settings calculate it for you. See also: AUTOROLL -#31 +#2 MEDIT-NUMBER -- Mob Number: @@ -5103,11 +5094,11 @@ having something to do besides killing. Make some quests with triggers. Have mobs interact with the players, respond to questions, etc. Try to keep mobs realistic. If a mob is not humanoid they probably do not have money, and do not go around wearing all that much by the way of clothing. -Instead of gold reward the player with a pelt, teeth, claws, etc. Always have +Instead of coins reward the player with a pelt, teeth, claws, etc. Always have a mob carry *something*. It might be low-grade piece of food, trash, or a bad rash. Be creative. -#31 +#2 MEDIT-NUMDAMDICE MEDIT-SIZEDAMDICE MEDIT-BHD Bare Hand Damage (xdy+z): @@ -5121,7 +5112,7 @@ which gives 1d2 damage, then the monster will do 1d2 + 10 points of damage per round with the stick. See also: AUTOROLL -#31 +#2 MEDIT-POSITIONS MEDIT-DEFAULT MOB-POSITIONS MOBILE-POSITIONS I) Position : @yStanding@n @@ -5148,7 +5139,7 @@ the l-desc, instead it will display "<<s-desc>> is <<position>>." with a default position of standing. After being attacked, they will wander around instead of sitting back down! Other interesting things can be done with the position values as well... -#31 +#2 MEDIT-S-DESC S-DESC SDESC MOB-S-DESC SHORT-DESCRIPTION 3) S-Desc: @ythe unfinished mob@n @@ -5168,7 +5159,7 @@ As a player, which would you like to say that you killed: 'a citizen' or 'The Great Speaker of the Land'? Both could easily be the same mob, but one sounds more impressive than the other. -#31 +#2 MEDIT-STATS -- Mob Number: @c[@y1@c]@n @@ -5183,7 +5174,7 @@ Hit Points (xdy+z): Bare Hand Damage (xdy+z): @RHELP MEDIT-HP@n (@cA@n) Armor Class: @c[@y-100@c]@n (@cD@n) Hitroll: @c[@y 11@c]@n @RHELP MEDIT-ARMOR@n (@cB@n) Exp Points: @c[@y 115600@c]@n (@cE@n) Alignment: @c[@y 1000@c]@n @RHELP MEDIT-EXP@n -(@cC@n) Gold: @c[@y 340@c]@n @RHELP MEDIT-GOLD@n +(@cC@n) Coins: @c[@y 340@c]@n @RHELP MEDIT-COINS@n (@cF@n) Str: @c[@y11/ 0@c]@n Saving Throws (@cG@n) Int: @c[@y 11@c]@n (@cL) Paralysis @c[@y 0@c]@n @@ -5196,7 +5187,7 @@ Hit Points (xdy+z): Bare Hand Damage (xdy+z): @RHELP MEDIT-HP@n Enter choice : See Also: MEDIT-MENU -#31 +#2 MERC [Note: this entry may not be removed or altered or you will face legal @@ -5249,7 +5240,7 @@ mforget <victim> Remove victim from this mobile's memory list. Example: @RTSTAT 74, 75, 41@n -#31 +#2 MGOTO %GOTO% %MTELEPORT% MTELEPORT mgoto <target> @@ -5262,7 +5253,7 @@ mgoto 1233 mgoto Rumble mgoto fountain -#31 +#2 MHUNT %HUNT% HUNT mhunt <victim> @@ -5275,7 +5266,7 @@ mobs attacking mobs. Examples: @RTSTAT 19596, 19595, 41@n See also: TRIGEDIT-MOB-BRIBE -#31 +#2 MJUNK %JUNK% mjunk <object | all> @@ -5284,7 +5275,7 @@ mjunk <object | all> 'Mjunk all' removes all of the objects in the mobs inventory. No message is sent by this command. Only mobs may use this command. -#31 +#2 MKILL WKILL OKILL %KILL% mkill <victim> @@ -5293,7 +5284,7 @@ mkill <victim> except mkill works for low level mobs attacking PCs, where kill might not. Examples: @RTSTAT 23613@n -#31 +#2 MLIST MEDIT-LIST MLIST-FLAG MLIST-LEVEL Usage: mlist - list mobs in current zone. @@ -5310,7 +5301,7 @@ included level of the mob. mlist level 30 - lists all mobs of level 30 in the game. mlist flag 8 - lists all mobs with NPC flag WIMPY set. @RHELP MOBFLAG@n See also: MEDIT, OLC -#31 +#2 MOB-TRIGGERS MOBILE-TRIGGERS TRIGEDIT-MOB-TYPES 1) Global @RHELP TRIGEDIT-MOB-GLOBAL@n @@ -5331,7 +5322,7 @@ MOB-TRIGGERS MOBILE-TRIGGERS TRIGEDIT-MOB-TYPES 16) Cast @RHELP TRIGEDIT-MOB-CAST@n 17) Leave @RHELP TRIGEDIT-MOB-LEAVE@n 18) Door @RHELP TRIGEDIT-MOB-DOOR@n -#31 +#2 MOBILE-FORMATS MOB-FORMATS MOB-FILES @n#<virtual number> @@ -5343,11 +5334,11 @@ MOBILE-FORMATS MOB-FORMATS MOB-FILES ~ <mob flags> <affect flags> <alignment> <type flag> <level> <thaco> <armor class> <hitpoints> <damage> -<gold> <experience points> +<coins> <experience points> <load position> <default position> <sex> See also: MEDIT -#31 +#2 MORTALS Glad to see someone is willing to help others. Mortals are the player @@ -5444,11 +5435,11 @@ any abbreviations. if %cmd.mudcommand% == sit && chair /= %arg% && %arg% Examples: @RTSTAT 81, 52, 62 -#31 +#2 MUDCOMMAND %MUDCOMMAND% See @RHELP TEXT-VAR@n -#31 +#2 MULTIPLAYING MULTIPLAYERS MULTIPLE MULTI-PLAYERS MULTI-PLAYING Multiplaying is allowed. @@ -5471,7 +5462,7 @@ Usage: mute <player> It is a toggle that can be turned on and off by the same command. See also: FLAGS -#31 +#2 MV MOVEPOINTS MOVE-POINTS MOVEMENTPOINTS MOVEMENT-POINTS Depending on the type of terrain your character will tire from too much @@ -5511,7 +5502,7 @@ do not have the correct number of ifs to ends. @RWARNING:@n multiple unmatched if/ends will crash us. Make sure everything lines up with /f before you test. Example: @RTSTAT 1490, 41000@n -#31 +#2 NEW YEARS OBJ 1298, 1963 @@ -5545,7 +5536,7 @@ MOB: 1308 ^- `~,_ ,`==,_ _,~``'` ~, ,=. ^ ~^ - ~ - ~- ` ~ "~ ~ =~^ `~ ` `,_ , ` ~-^ ` ~^ ~^ -~^ ^~ -~^ -~ `^ ~~ -~ -#31 +#2 NOHASSLE HASSLE DARK NO_HASSLE DISABLE NOHASSEL HASSEL NO-HASSLE Usage: nohassle @@ -5556,17 +5547,17 @@ Allows you to walk through closed doors, and interact (look, put, take) with closed and locked containers. See also: TOGGLE, HOLYLIGHT, ROOMFLAGS, REDIT-ROOM -#31 -NOP NO-OPERATION NON-OPERATION TRIG-EXPERIENCE %ACTOR.EXP% ACTOR.EXP TRIG-GOLD ACTOR.GOLD %ACTOR.GOLD% %NOP% %POSITION% %POS% %ACTOR.POS% ACTOR.POS TRIGEDIT-NOP +#2 +NOP NO-OPERATION NON-OPERATION TRIG-EXPERIENCE %ACTOR.EXP% ACTOR.EXP TRIG-COINS ACTOR.COINS %ACTOR.COINS% %NOP% %POSITION% %POS% %ACTOR.POS% ACTOR.POS TRIGEDIT-NOP Almost a no-operation. Certain variable/subfield combinations for characters change some attribute about the character. nop allows those changes to be used legally on lines that do not need to process the result. -* this returns the amount of gold on the actor -%echo% %actor.name% has %actor.gold% gold coins. -* this will award the actor with 10 gold -nop %actor.gold(10)% +* this returns the amount of coins on the actor +%echo% %actor.name% has %actor.coins% coins. +* this will award the actor with 10 coins +nop %actor.coins(10)% * this takes away 10 experience nop %actor.exp(-10)% * or you can use a defined variable @@ -5586,7 +5577,7 @@ nop %actor.pos(sitting)% Examples: @RTSTAT 1399, 20997@n See also: MEDIT-POSITIONS -#31 +#2 NOREPEAT REPEAT Usage: norepeat @@ -5628,7 +5619,7 @@ consistently has an offensive title. The definition of offensive is left as an exercise for the reader. See also: TITLE -#31 +#2 NOWIZ NO-WIZ Usage: nowiz @@ -5636,7 +5627,7 @@ Usage: nowiz Allows you to hear or ignore messages coming over the wiznet. See also: TOGGLE, WIZNET -#31 +#2 NUMDICE DAMDICE NUM-DICE DAM-DICE NUMDAMDICE DICE DAMAGE-DICE HITPOINTS MODIFIERS WEAPONS-DAMAGE WEAPON-DAMAGE HP-DICE HP-BONUS DMG Different weapons, mobs, spells, and traps cause different damage. 2D5 @@ -5668,7 +5659,7 @@ the players level. since 4d5 would give damage between 4-20. See also: STANDARDS, %DAMAGE% -#31 +#2 NUMERIC-ARGUMENTS NUMARG NARG TRIGEDIT-NUMERIC-ARGUMENTS %NUMERIC% TRIGEDIT-NUMARG NUMERICARGUMENT NUMERIC-ARGUMENT 4) Numeric Arg : @y100@n @@ -5676,11 +5667,11 @@ NUMERIC-ARGUMENTS NUMARG NARG TRIGEDIT-NUMERIC-ARGUMENTS %NUMERIC% TRIGEDIT-NUMA Numeric arguments purpose varies depending on the trigger type. For most triggers it is the percentage chance of firing. But, it can also be the percentage of hitpoints remaining, location of an object, to match a string -or single word in the argument, or the amount of gold for a bribe. To find +or single word in the argument, or the amount of coins for a bribe. To find out what numeric arg does for each trig look up that triggers help file. See Also: TRIG-TYPES -#31 +#2 OASIS OLC CREATION ONLINE-CREATION ON-LINE-CREATION Summary: OnLine Creation tool used by the game to create, modify, or delete @@ -5708,7 +5699,7 @@ Heavy: AC ~16–20 See also: REDIT, OEDIT, MEDIT, SEDIT, ZEDIT, ZRESET, RLIST, OLIST, MLIST, SLIST, SHOW-ZONE Advanced: TRIGEDIT, TSTAT, TLIST, DIG, XCOPY, BUILDWALK -#31 +#2 OBJ-FORMATS OBJECT-FORMATS OBJ-FILES @n#<virtual number> @@ -5722,7 +5713,7 @@ OBJ-FORMATS OBJECT-FORMATS OBJ-FILES {Zero or more Extra Descriptions and/or Affect Fields} See also: OEDIT -#31 +#2 OBJ-NOTES OBJECT-NOTES BOOKS PENS NOTES QUILLS NEWSPAPERS POSTITS POST-ITS OBJ-TYPE-NOTE PAPERS TYPE-NOTE With Object Type NOTE you can then use the M-desc to write what you want @@ -5737,7 +5728,7 @@ The player would type read 1, and would actually read page 1, then type read 2 and so on. See Also: MAP, NOTELL -#31 +#2 OBJ-TRIGGERS OBJECT-TRIGGERS TRIGEDIT-OBJ-TYPES 1) Global @RHELP TRIGEDIT-OBJ-GLOBAL@n @@ -5751,7 +5742,7 @@ OBJ-TRIGGERS OBJECT-TRIGGERS TRIGEDIT-OBJ-TYPES 12) Remove @RHELP TRIGEDIT-OBJ-REMOVE@n 14) Load @RHELP TRIGEDIT-OBJ-LOAD@n 17) Leave @RHELP TRIGEDIT-OBJ-LEAVE@n -#31 +#2 OBJECTS The following commands deal with objects - for more info, @RHELP KEYWORD@n @@ -5764,7 +5755,7 @@ EXAMINE LOOK - More or less like a 'look in object' EAT TASTE DRINK SIP POUR FILL - All living creatures must eat and drink. JUNK - Get rid of an object. USE RECITE QUAFF - For wands, scrolls and potions. -SPLIT - For dividing gold between party members. +SPLIT - For dividing coins between party members. DEPOSIT WITHDRAW BALANCE - Used to communicate in banks. BUY SELL LIST VALUE - Used to communicate in shops. #0 @@ -5779,7 +5770,7 @@ number. @RGOTO 9@n to enter The Builder Academy hallway on how to use oedit. See also: OEDIT-MENU, OLIST, OLC -#31 +#2 OEDIT-A-DESC A-DESC ADESC ACTION-DESCRIPTION OEDIT-ADESC ACTION_DESCRIPTION 4) A-Desc :- @@ -5813,7 +5804,7 @@ $s his/her/its person using staff/wand/scroll/potion $S his/her target of staff/wand/scroll/potion PROPER USAGE: @RVSTAT OBJ 350@n -#31 +#2 OEDIT-APPLIES-MENU OEDIT-APPLYS AFF-FLAGS HEIGHT SAVESPELL SAVING_PARA SAVING_ROD SAVING_PETRI SAVING_BREATH SAVING_SPELL APPLIES-MENU SAVING-THROWS SAVING_ROLLS ROLLS MAXHITS D) Applies menu @@ -5838,7 +5829,7 @@ applies. Suggested object standards are displayed at the end of each apply 13) MAXMANA Apply to MAX mana points. 14) MAXHIT Apply to MAX hit points. 15) MAXMOVE Apply to MAX movement points. -16) GOLD Unimplemented. Do not use. +16) COINS Unimplemented. Do not use. 17) EXP Unimplemented. Do not use. 18) ARMOR Apply to armor class (AC). negative is better. 19) SAVING_PARA Apply to save throw: paralysis. negative is better. @@ -5848,7 +5839,7 @@ applies. Suggested object standards are displayed at the end of each apply 23) SAVING_SPELL Apply to save throw: spells. negative is better. See also: STANDARDS -#31 +#2 OEDIT-COST OEDIT-TIMER OBJECT-TIMER TIMERS 9) Cost : @c0@n @@ -5858,7 +5849,7 @@ A) Timer : @c0@n Should not be set, but may be used in conjunction with a timer trigger. See also: %TIMER% -#31 +#2 OEDIT-EXTRA-DESCRIPTIONS OEDIT-EXTRAS E) Extra descriptions menu @@ -5896,7 +5887,7 @@ the total sense of being within a certain world. They can also give clues as to what may lie ahead or what has happened in the past. See also: TEXT-EDITOR, EXTRA, SWORDS -#31 +#2 OEDIT-EXTRA-FLAGS OEDIT-FLAGS OBJECT-FLAGS OBJECTFLAGS GLOW HUM NODROP NO_DROP OFLAGS OBJFLAGS OBJ-FLAGS 6) Extra flags : @cNOBITS@n @@ -5933,7 +5924,7 @@ horns must be showing. Minotaurs also have hooves for feet. It would be tough for most to wear regular boots. Use some common sense when creating your equipment. Think about each object you create. Think about who you are creating it for. -#31 +#2 OEDIT-ITEM-NUMBER OEDIT-NUMBER -- Item number : @@ -5941,7 +5932,7 @@ OEDIT-ITEM-NUMBER OEDIT-NUMBER of the object within the game. It is the number that will be used to reference the object from zone files and is the number used to load objects from within the game. -#31 +#2 OEDIT-KEYWORDS OEDIT-NAMELIST OEDIT-ALIASES OBJ-NAMELIST NAMELIST @@ -5950,7 +5941,7 @@ OEDIT-KEYWORDS OEDIT-NAMELIST OEDIT-ALIASES OBJ-NAMELIST NAMELIST @RHELP KEYWORD@n. Examples: "excalibur sword" "wooden barrel" "emerald bracelet" -#31 +#2 OEDIT-L-DESC 3) L-Desc :- @@ -5966,7 +5957,7 @@ Examples: "A wooden barrel rests in the corner collecting dust." "A fine emerald bracelet sparkles magnificently." -#31 +#2 OEDIT-MENU OBJ-MENU OBJECT-MENU -- Item number : [@c@c1300@n] @RHELP OEDIT-NUMBER@n 1) keywords : @yunfinished object@n @RHELP OEDIT-KEYWORDS@n @@ -5993,14 +5984,14 @@ Q) Quit Enter choice : See also: LIMITS, WEAPONS -#31 +#2 OEDIT-MIN-LEVEL MIN-LEVEL MINIMUM-LEVEL M) Min Level : @c0@n The level the player has to be before they can use the object. Should always be used. -#31 +#2 OEDIT-S-DESCRIPTION 2) S-Desc : @yan unfinished object@n @@ -6014,7 +6005,7 @@ descriptions, always use "the/a/an/etc." unless the item has a proper name. Examples: "Excalibur" "the wooden barrel" "an emerald bracelet" -#31 +#2 OEDIT-TYPES OBJECT-TYPES OBJ-TYPES OBJ-WEAPONS TRASH FURNITURE COUCH CHAIRS SEAT 5) Type : @cUNDEFINED@n @@ -6029,7 +6020,7 @@ of value0 through value4 (option C). The Type Flag must be one of the following: 5 WEAPON Must be piercing to backstab. 6 FURNITURE Item may be sat on. 7 FREE Do not set. -8 TREASURE Item is treasure other than gold coins (i.e. gems) +8 TREASURE Item is treasure other than coins (i.e. gems) 9 ARMOR Item is armor. Set AC in values, @RHELP OEDIT-VALUES@n. 10 POTION Item is a magical potion. 11 WORN Item is worn, but not armor. @@ -6069,7 +6060,7 @@ clothing, or anything else you can think of. This makes the truly useful objects more challenging to find, and it provides good props for people who enjoy role-playing. Useless objects are typically type trash. -#31 +#2 OEDIT-VALUES OBJECT-VALUES VALUES OBJ-VALUES C) Values : @c0 0 0 0@n @@ -6169,7 +6160,7 @@ FOOD value 3: Non-zero if the food is poisoned, 0 otherwise. MONEY - value 0: The number of gold coins in the pile. + value 0: The number of coins in the pile. PEN - No values currently used. BOAT - No values currently used. @@ -6178,7 +6169,7 @@ DRINKCON FOUNTAIN @RHELP FOUNTAIN@n -#31 +#2 OEDIT-WEAR-FLAGS WEAR-FLAGS WIELD-FLAG WEAR-FLAG 7) Wear flags : @cTAKE@n @@ -6221,7 +6212,7 @@ both by stats, and by wear positions. To do this I would recommend that every zone has at least a complete set of equipment. This prevents the typical MUD where they have 200 weapons, and 10 that can be worn on the wrist. -#31 +#2 OEDIT-WEIGHT WEIGHT 8) Weight : @c0@n @@ -6244,7 +6235,7 @@ do not have Internet access and want to still work on your zones feel free to try them out. I have used CircEdit and the newest CWC seems to be even better. Old editors: ftp://ftp.circlemud.org/pub/CircleMUD/contrib/olc/offline/ -#31 +#2 OLC-COLOR IMMORTAL-COLORS GOD-COLORS OLC-COLORS While in OLC, color is handled through the '@*' codes, but must be manually @@ -6293,7 +6284,7 @@ olist type <num> - Displays objects of the selected type. Type olist type to see all available fields. See also: OEDIT, OLC -#31 +#2 OPEN CLOSED LOCK UNLOCK Usage: open | close | lock | unlock <door> [direction] @@ -6338,7 +6329,7 @@ values depends on the object type (@RHELP OEDIT-VALUES@n). "osetval 3 50" will set the objects 3rd value to 50. Example: @RTSTAT 79, 42@n -#31 +#2 OTIMER %TIMER% %OTIMER% otimer <value> @@ -6349,7 +6340,7 @@ timer triggers. Timers are reset on copyover and reboot. Example: @RTSTAT 82, 11894@n See also: TIMER, TRIGEDIT-OBJ-TIMER -#31 +#2 PAGELENGTHS PAGE_LENGTHS Usage: toggle pagelength [#] @@ -6373,14 +6364,14 @@ Examples: Do not abuse this command. -#31 +#2 PARDON Usage: pardon [target] Removes killer and thief flags from a player. -#31 +#2 PASSWORDS PW Ideally, your password should be something that nobody could guess. In @@ -6400,7 +6391,7 @@ How to hand patch: http://tbamud.com/forum/4-development/9-patch-file-how-to See also: CODING, DOWNLOADS -#31 +#2 PATHS When building rooms, try to allow characters some freedom of movement. Do @@ -6414,14 +6405,14 @@ much more easily. Such hints can be hidden two or three extra descriptions deep and be as small as a scrape on the side of a tree, a thread on a bush, or whatever. -#31 +#2 PEACE %PEACE% Usage : peace Stops all fighting within your current room. -#31 +#2 PERMISSIONS Access to the Oasis commands are controlled through a number of means. @@ -6435,7 +6426,7 @@ may be granted OLC rights to a specific zone by means of the "set" command, using "set <player> olc <zone>". The implementor has unfettered access to all Oasis commands. -#31 +#2 PET-SHOPS PETSHOPS PET_SHOPS We are getting away from standard stock special procedures. Instead we are @@ -6452,7 +6443,7 @@ until the code is changed and the MUD is rebooted. The cost of pets is 300 times their level. See also: SHOPS, SPECIALS -#31 +#2 PETS A few stores within the realm will allow you to buy pets. These pets are @@ -6493,7 +6484,7 @@ down and think about it. A zone should always start out on paper long before it reaches a MUD. Every zone starts with an idea or a spark. From there, develop it. Pay attention to what kind of zone theme you want to create. Is it meant to be generic hack and slash experience zone? A wealthy populace to fill -the player's purse with gold? A quest for a special item? The possibilities are +the player's purse with coins? A quest for a special item? The possibilities are limited only by your imagination. The important thing to remember is that zones are built for players. Ask yourself, would you want to play in this zone? To help brainstorm I suggest you check out the many different zones @@ -6525,7 +6516,7 @@ have a ready backup. Be careful cutting and pasting to the MUD; if you send too much text at once you will be disconnected. See also: WORK, CARTOGRAPHY, LOCATION, THEME, PLOT, SIZE, ALIGN, BIAS -#31 +#2 PLAYER-SHOPS PLAYER-OWNED-SHOPS As the name suggests, player-owned shops are shops owned by players. They have @@ -6538,19 +6529,19 @@ other shopkeeper, but only sells the contents of the stock room. Unsellable items cannot be sold, and simply won't appear on the shopkeeper's list. -When an item is sold, a small pile of gold will appear in the stock room. The -shop owner can collect all the gold at their leisure. +When an item is sold, a small pile of coins will appear in the stock room. The +shop owner can collect all the coins at their leisure. Like a player-owned house, the stock-room is private, but guests may be added by using the house command. The stock-room also crash-saves so that the -gold or items for sale aren't lost in the event of a MUD crash. +coins or items for sale aren't lost in the event of a MUD crash. See Also: HOUSE #0 PLAYER-VARIABLES TRIGEDIT-MOB-VAR %ACTOR.HISHER% %SELF.NAME% %LEVEL% %PLAYER% %MOB% %ROOM% %CHAR% %HUNGER% %DRUNK% %THIRST% %SELF.ID% DG_SKILLSET %TARGET% See @RHELP CHAR-VAR@n -#31 +#2 PLAYERBASE PLAYER-FILE PFILE PLAYERFILE PWIPES PLAYERWIPES PLAYER-WIPES All the players that make up a MUD are stored in individual ascii files. When @@ -6579,7 +6570,7 @@ Examples: plist -i -h 2 - List all immortals that have logged in in the past hour. See Also: LAST -#31 +#2 PLOTS The plot of a zone is the main story of the zone. Such as: hack and slash, @@ -6625,7 +6616,7 @@ short description of "the ground" so they get the treasure from the ground, and only know where this object is by the tale of the princess. When your players stumble upon something like this, they love it. -#31 +#2 PLR CSH SITEOK LODRM INVST KILLER - Player is a player-killer @@ -6647,7 +6638,7 @@ CRYO - Player is cryo-saved DEAD - Player being extracted. See also: FLAGS, PRF -#31 +#2 POISON Usage : cast 'poison' <victim | food | drink> @@ -6686,7 +6677,7 @@ splitting bang"; POOFOUT with no argument defaults to "disappears in a puff of smoke." Your current poofs can be viewed under the score command. See also: GOTO -#31 +#2 POSTOFFICE POST-OFFICE CHECK PMAIL MAILROOM RECEIVE MUDMAIL POSTMASTER AT-POSTMASTER-MAIL-RUMBLE POSTAL POSTMAN MMS MAILROOM CHECKMAIL CHECK-MAIL Usage: check @@ -6737,7 +6728,7 @@ game and will have to be redone. This is typical of people who are power hungry and are building for themselves and not for others. That is not a sign of a good builder (see @RHELP BUILDER@n). -#31 +#2 PRACTICE PRACTISE TRAINING GUILDS GUILDMASTERS PRACTICING EXPERIENCES Usage: practice [skill or spell name] @@ -7020,7 +7011,7 @@ projects. It is the most direct and concrete way for us to teach you how to build. Everyone wants builders, but they want quality work more. We would rather have one good zone than ten mediocre ones. -#31 +#2 PRF CHAR-FLAGS PC-FLAGS NO_TELL PLAYER-FLAGS BRIEF - Player has enabled brief mode. @@ -7049,13 +7040,11 @@ CLS - Player is due to be saved on next autosave. BLDWLK - Builder is Buildwalking. AFK - Player is AFK. AUTOLOOT - Player has Autoloot enabled. -AUTOGOLD - Player has Autogold enabled. AUTOSPLIT - Player has Autosplit enabled. -AUTOSAC - Player has Autosac enabled. AUTOASSIST - Player has Autoassist enabled. See also: FLAGS, PLR -#31 +#2 PROFICIENCY WEAPON SKILL SAVING THROWS Summary: We map your skill % to a 5e-like proficiency bonus: @@ -7115,7 +7104,7 @@ deadlines, so take the time to give your zone character. Required Reading: @RHELP PLANNING, HELP STYLISTICS@n See also: EXAMPLE-PROPOSAL -#31 +#2 PROTECTION-FROM-EVIL PROT-EVIL Usage : cast 'protection from evil' [self] @@ -7147,7 +7136,7 @@ Examples: Corpses decompose after 5 minutes. See also: %PURGE%, DC, LOAD, ZRESET, ZPURGE -#31 +#2 PUT Usage: put <item> <container> @@ -7179,7 +7168,7 @@ When you qedit <vnum> to create a new quest (or edit an existing one), you will see the menu in @RHELP QEDIT-MENU@n See Also: QEDIT-MENU, QUESTPOINTS, QUESTFLAG -#31 +#2 QEDIT-ACCEPT This is the text that is sent to the player when they start the quest. It @@ -7200,7 +7189,7 @@ order to fill. I need these within 24 hours Thanks, Bob the Butcher, Midgaard The questmaster sighs. The questmaster says "A tricky quest, but it'll cost you 5qp to back out now" -#31 +#2 QEDIT-COMPLETED QEDIT-ABANDONED B) Completed : [ @c0@n] C) Abandoned : [ @c0@n] @@ -7209,26 +7198,26 @@ they successfully complete the quest. The abandoned field is the number of quest points that the player loses when they abandon a quest. Players do not lose quest points if a quest timer expires, so this should really be zero for all timed quests. -#31 +#2 QEDIT-COMPLETION Just like the accept message, this is simply text that is output on the player's screen when they successfully complete the quest. Prizes (quest -points, gold coins, experience points or an object) are automatically +points, coins, experience points or an object) are automatically announced after this text is shown, so this text does not need to have that information in it. -#31 +#2 QEDIT-DELETE As the name suggests, this will delete this quest from the MUD. You will be asked for confirmation, in case you accidentally hit the X key. -#31 +#2 QEDIT-DESCRIPTION This should be a short description of the quest. It is shown to players when they type quest list at the questmaster, and should therefore give some indication of what the quest requires. -#31 +#2 QEDIT-FLAGS These are toggles on and off in a sub-menu. When you select option 6 from @@ -7240,20 +7229,20 @@ Enter quest flags, 0 to quit : Currently, only one flag is available, the REPEATABLE flag. When you have finished turning this on or off, select "0" (zero) to return to the main menu. -#31 +#2 QEDIT-LEVELS D) Lower Level : [ @c0@n] E) Upper Level : [ @c30@n] Players below, and above, this level will be unable to join this quest. -#31 +#2 QEDIT-MASTER The Quest Master is the mobile who gives out the quest. Players need to find the quest master in order to join the quest. Simply enter the mobile vnum for the questmaster, and your quest will appear on their quest list. Only one questmaster can give out each quest. -#31 +#2 QEDIT-MENU QUESTEDITOR-MENU -- Quest Number : [ @c100@n] @RHELP QEDIT-NUMBER@n @@ -7273,7 +7262,7 @@ QEDIT-MENU QUESTEDITOR-MENU Quest Point Rewards @RHELP QEDIT-COMPLETED@n B) Completed : [ @c0@n] C) Abandoned : [ @c0@n] Other Rewards @RHELP QEDIT-REWARDS@n - G) Gold Coins : [ @c0@n] T) Exp Points : [ @c0@n] O) Object : [ @c-1@n] + G) Coins Coins : [ @c0@n] T) Exp Points : [ @c0@n] O) Object : [ @c-1@n] Level Limits to Accept Quest @RHELP QEDIT-LEVELS@n D) Lower Level : [ @c0@n] E) Upper Level : [ @c30@n] F) Prerequisite : [ @c-1@n] @RHELP QEDIT-PREREQUISITE@n @@ -7283,29 +7272,29 @@ QEDIT-MENU QUESTEDITOR-MENU X) Delete Quest @RHELP QEDIT-DELETE@n Q) Quit Enter Choice: -#31 +#2 QEDIT-NAME This is simply the name of the quest, shown in qlist. It should be short, but descriptive. -#31 +#2 QEDIT-NEXT This is the quest vnum of next quest in a chain. When a player completes the current quest, the next quest will automatically be joined. This allows for long quests with a number of "steps". -#31 +#2 QEDIT-PREREQUISITE This is the object vnum for a prerequisite object. The prerequisite object should be in the player's inventory in order for them to be able to join the quest. It is not taken from the player when the quest starts. -#31 +#2 QEDIT-PREVIOUS This is a quest prerequisite. The quest vnum entered here must have been completed by the player in order to join this quest. -#31 +#2 QEDIT-QUANTITY This is the number of times the player needs to repeat the quest. For @@ -7313,19 +7302,19 @@ example, it could be the number of items the player needs to find in a "object" quest of the number of mobs the player should kill in a "kill mob" quest. This should be used with caution, however. In an object quest picking up the same object 20 times will also complete the quest. -#31 +#2 QEDIT-QUIT QEDIT-MESSAGE The quit message is sent to the player when they type quest leave. Players can lose quest points for abandoning a quest (see "Abandoned" on the next page), so if they lose quest points, this text really should inform them of that. -#31 -QEDIT-REWARDS QEDIT-GOLD QEDIT-EXPERIENCE QEDIT-OBJECT +#2 +QEDIT-REWARDS QEDIT-COINS QEDIT-EXPERIENCE QEDIT-OBJECT - G) Gold Coins : [ @c0@n] T) Exp Points : [ @c0@n] O) Object : [ @c-1@n] + G) Coins Coins : [ @c0@n] T) Exp Points : [ @c0@n] O) Object : [ @c-1@n] - Gold is the number of gold coins awarded to the player when they + Coins is the number of coins awarded to the player when they successfully complete the quest. Exp is the number of experience points awarded to the player when they @@ -7333,7 +7322,7 @@ successfully complete the quest. Object is the object vnum of a prize object that should be awarded to the player when they successfully complete the quest. -#31 +#2 QEDIT-TARGET The target depends on the quest type. It is the VNUM that should be found @@ -7343,14 +7332,14 @@ by the player. The table below shows which vnum type is needed. Object, Return Object - Object VNUM Find Mob, Kill Mob, Save Mob - Mob VNUM Room, Clear Room - Room VNUM -#31 +#2 QEDIT-TIME This is the number of 'ticks' or game hours that the player has to complete the quest. If this is set, then the builder should really try to do the quest themselves, and time how long it takes (typing 'time' before and after the attempt), and then giving at least one extra 'tick' for players to complete it. -#31 +#2 QEDIT-TYPE There are a few different quest types. When you select option '7' from the @@ -7378,7 +7367,7 @@ main menu, you will be shown a list to choose from: Ends: When the last mobile in the target room dies. Enter Quest type : -#31 +#2 QLIST QUEST-LIST QEDIT-LIST QUESTLIST Usage: qlist <range of vnums or zone number> @@ -7390,7 +7379,7 @@ Qlist gives you a list of the quests within the parameters. qlist 1300 1310 - lists all existing quests from vnum 1300 to 1310. See also: QEDIT, OLC -#31 +#2 QUAFF POTIONS Usage: quaff <potion> @@ -7475,7 +7464,7 @@ fires by modifying numeric arg to the following values: The actual equation is 100/numeric arg X 13 = time in seconds. 100/20 X 13 = 65 seconds See also: TRIGEDIT-OBJ-RANDOM, TRIGEDIT-MOB-RANDOM, TRIGEDIT-ROOM-RANDOM -#31 +#2 RDELETE Usage: rdelete variable id @@ -7486,7 +7475,7 @@ rdelete quest_object %actor.id% Delete a remote variable from the trigger referred to by the id of its owner. See also: VDELETE, REMOTE -#31 +#2 READ Usage: read <object> @@ -7526,7 +7515,7 @@ Show recent activity such as logins, newplayers, and other info since last reboot. SEE ALSO: LAST, PFILE -#31 +#2 RECITE SCROLLS Usage: recite <scroll> [Target] @@ -7581,14 +7570,14 @@ If no room number is specified, the current room is used as target. @RGOTO 8@n to enter The Builder Academy hallway on how to use redit. See also: REDIT-MENU, RLIST, DIG, OLC, XCOPY -#31 +#2 REDIT-DELETE ROOMDELETE ROOM-DELETE ERASE DELETE-ROOM ODELETE OEDIT-DELETE MDELETE MEDIT-DELETE DELETE-OBJECT Deletes the current room, mobile, or object. Be careful and make sure you are deleting the right vnum. Do not delete objects in save files. See also: OLC, AUTOSAVE, PURGE, VDELETE -#31 +#2 REDIT-DESCRIPTIONS ROOM-DESCRIPTIONS ROOMDESCRIPTIONS 2) Description : @@ -7637,7 +7626,7 @@ times someone has to enter w to go down the road, you can say something is any size you feel like making it with words alone. See also: TEXT-EDITOR -#31 +#2 REDIT-EXITS DOORFLAGS REDIT-KEYS PICKPROOF REDIT-EXIT-MENU EXIT-BASICS DOOR-FLAGS EXIT-MENU PURGE-EXITS Choosing to modify an exit will bring you to the exit menu. @@ -7693,7 +7682,7 @@ information once you have finished your trialroom and have a zone. Remember that for working two-way doors, the rooms on each side must have matching door flags, doors, and zone commands to close them. -#31 +#2 REDIT-EXTRA-DESC REDIT-EXTRAS EXTRAS B) Extra descriptions menu @@ -7726,7 +7715,7 @@ going to play your area (and to make the staff here proud :P), use those extra descriptions. See also: EXTRA -#31 +#2 REDIT-MENU MENU ROOM_MENU BUILDINGS CASTLES REDIT-EDITOR ROOM-MENU EDIT-MENU EDIT-ROOM -- Room number : [@c1399@n] Room zone: [@c13@n] @RHELP REDIT-NUMBER@n @@ -7748,7 +7737,7 @@ D) Delete Room @RHELP REDIT-DELETE@n Q) Quit Enter choice : -#31 +#2 REDIT-NAME ROOM-NAME ROOM-TITLE REDIT-TITLE 1) Name : @yAn unfinished room@n @@ -7765,7 +7754,7 @@ Examples: "An Empty Dark Tunnel", "The Elcardorian Bakery", "Ms. Celande's Office" "The Beginning of the End" "Two Paths Diverge in the Woods" "Jack's Trial Vnum" -#31 +#2 REDIT-NUMBER -- Room number : [@c1399@n] Room zone: [@c13@n] @@ -7773,7 +7762,7 @@ REDIT-NUMBER lists the VNUM of the room (1399) and the zone number (13). Notice zone number and VNUM have the same first few numbers. -#31 +#2 REDIT-SECTOR-TYPE SECTORS SECTOR-TYPE TERRAIN-TYPE FIELDS FORESTS REDIT-SECTOR-FLAGS SCUBA UNDERWATER 4) Sector type : @cInside@n @@ -7792,7 +7781,7 @@ The following terrains may be selected (only one): 9) In Flight Wheee! Requires AFF_FLYING. 1 10) Underwater Underwater requires AFF_SCUBA. 5 -#31 +#2 RELEASES The complete release history of tbaMUD is available at: @@ -7821,7 +7810,7 @@ Valid files are: wizlist (/mud_dir/lib/text/wizlist) xhelp (/mud_dir/lib/text/help/*) -#31 +#2 RELSQUI How do you pronounce your MUD name? It doesn't come up very much, being a @@ -7859,7 +7848,7 @@ For more examples @RGOTO 13@n to access the trigedit hallway. Examples: @RTSTAT 199, 190-192, 23612-23614@n See also: RDELETE, VDELETE, TRIG-SET, CONTEXT -#31 +#2 REMOVE Usage: remove <item> @@ -7985,7 +7974,7 @@ From: justo tested the Zones. What have we got in that regard now ? Justo's Monthly Zone report -#31 +#2 REROLL Usage: reroll <player> @@ -7994,7 +7983,7 @@ REROLL gives a player new stats (i.e., Str, Int, Wis, Dex, Con, and Cha) See also: STAT -#31 +#2 RESCUE Some fighting classes only. @@ -8019,7 +8008,7 @@ Usage: restore <player | mobile | all> Restore all will restore all players in the game. If used on immortals, it also sets all skill levels to 100%. -#31 +#2 RETURN CHEATING CHEATS Usage: return @@ -8029,7 +8018,7 @@ switched into a mob it will advance them to their original level. This is used by staff so they can test triggers as mortals. See also: SWITCH, TRIG-RETURN -#31 +#2 RLIST ROOM-LIST REDIT-LIST Usage: rlist <range of vnums or zone number> @@ -8041,7 +8030,7 @@ Rlist gives you a list of the rooms within the parameters. rlist 1300 1310 - lists all existing rooms from vnum 1300 to 1310. See also: REDIT, OLC, DIG -#31 +#2 ROLEPLAYING RP Is highly encouraged. @@ -8059,7 +8048,7 @@ ROOM-TRIGGERS TRIGEDIT-ROOM-TYPES 16) Cast @RHELP TRIGEDIT-ROOM-CAST@n 17) Leave @RHELP TRIGEDIT-ROOM-LEAVE@n 18) Door @RHELP TRIGEDIT-ROOM-DOOR@n -#31 +#2 RUMBLE Thanks, I need all the help I can get. @@ -8086,7 +8075,7 @@ alias work title has gone to work.;afk alias away title is gone, send a tell to leave a message. See Also: ALIASES, RUMBLE -#31 +#2 SANCTUARY Usage : cast 'sanctuary' [self] @@ -8109,7 +8098,7 @@ copyover or shutdown die. All other forms of OLC are saved by quitting and saying "yes" to save internally. See also: OLC, BUILDWALK, DIG, ROOMDELETE -#31 +#2 SAYS ASKS WHISPERS SHOUTS YELLS ' CHATS TALKS CHANNELS VOICES COMMON SPEAK SPEECH Usage: say | shout <string> @@ -8184,7 +8173,7 @@ too much about these until you are assigned a zone and are comfortable with all other forms of OLC. See Also: TRIGEDIT -#31 +#2 SEDIT SHOPS Usage: sedit <shop vnum> @@ -8196,7 +8185,7 @@ number. @RGOTO 12@n to enter The Builder Academy hallway on how to use sedit. See also: SEDIT-MENU, SLIST, OLC -#31 +#2 SEDIT-ACCEPTS T) Accept Types Menu @@ -8217,7 +8206,7 @@ Enter choice : See also: SEDIT-OBJ-EXTRA -#31 +#2 SEDIT-FLAGS SHOPFLAGS SHOP-FLAGS F) Shop flags : @cNOBITS@n @@ -8225,7 +8214,7 @@ F) Shop flags : @cNOBITS@n 2) USES_BANK - Shopkeeper will not carry more than 15000 coins. 3) UNLIMITED_CASH - Shopkeeper will never run out of money. -#31 +#2 SEDIT-KEEPER 0) Keeper : -1 @yNone@n @@ -8244,7 +8233,7 @@ Perhaps giving him a jewel will make him friendlier. In this way, an area can be made infinitely more exciting by making some triggers. The possibilities are endless. -#31 +#2 SEDIT-MENU STORES BARTERING TRADE TRADING SHOPPING SHOPKEEPERS BARTENDERS LIBRARIAN -- Shop Number : [@c1300@n] @RHELP SEDIT-NUMBER@n @@ -8268,7 +8257,7 @@ Q) Quit Enter Choice : See also: SEDIT-MISTAKES -#31 +#2 SEDIT-MISTAKES SEDIT-ADVANCED The message "You cannot do that here." could be caused by the following: @@ -8286,14 +8275,14 @@ inventory. You can not use the same shopkeeper or the same room to make multiple shops. See also: OEDIT-COST, SEDIT-PRODUCTS, SEDIT-MENU -#31 +#2 SEDIT-NUMBER -- Shop Number : [@c1300@n] The shop vnum. We suggest you use the shop vnum that matches the room you wish the shop to be in. -#31 +#2 SEDIT-OBJ-EXTRA OBJ-EXTRA OBJ-EXTRA FLAGS are formed by Boolean expressions. The following operators @@ -8326,7 +8315,7 @@ changes could be made to add other flags such as HUM or GLOW. It should be noted that these expressions are case sensitive and that all keywords should appear in lower-case, while the flag names should be in all caps. -#31 +#2 SEDIT-OPEN1 SEDIT-OPEN2 SEDIT-CLOSE1 SEDIT-CLOSE2 SEDIT-OPENS 1) Open 1 : @c0 @n2) Close 1 : @c28@n @@ -8338,7 +8327,7 @@ MUD day so setting closed to >24 will ensure the shop is always open. If you want the shopkeeper to only be open during normal working hours you can set open1 to 9 and close1 to 5. -#31 +#2 SEDIT-PRODUCTS PRODUCTS P) Products Menu @@ -8353,7 +8342,7 @@ D) Delete a product. Q) Quit Enter choice : -#31 +#2 SEDIT-RATES SEDIT-SELL-RATES SEDIT-BUY-RATES SEDIT-PRICE PRICES PRICING SEDIT-SELLRATE SELLRATE SEDIT-MENU-SELLRATE SELL-RATE 5) Sell rate : @c1.00 @n6) Buy rate : @c1.00@n @@ -8364,7 +8353,7 @@ object's value times Profit When Buying. It must be <= 1.0. A pawn shop could: Sell at: [2.00], Buy at: [0.50]. Meaning it would sell items at twice as much as their worth and buy them at half price. -#31 +#2 SEDIT-REPLIES 7) Keeper no item : @y%s Sorry, I do not stock that item.@n @@ -8394,7 +8383,7 @@ D) Sell success : @y%s I'll give you %d coins for that.@n be sure to follow the same format and remember to look at it from a players perspective. -#31 +#2 SEDIT-ROOMS R) Rooms Menu @@ -8410,7 +8399,7 @@ C) Compact Display. Q) Quit Enter choice : -#31 +#2 SEDIT-TRADE E) No Trade With : @cNOBITS@n @@ -8424,7 +8413,7 @@ E) No Trade With : @cNOBITS@n Currently will not trade with: @cNOBITS@n Enter choice (-1 for none): -#31 +#2 SELL Usage: sell [#] <item> @@ -8461,7 +8450,7 @@ Wiznet is now viewable while in OLC so if the MUD isn't too crowded you can use that as well, but do not spam other builders. See also: TRIG-SEND -#31 +#2 SENSE-LIFE DETECT-LIFE Usage : cast 'sense life' @@ -8561,7 +8550,7 @@ weight Imm BOTH NUMBER wis Imm BOTH NUMBER See also: TRIG-SET, CLASS, STAT -#31 +#2 SET-EXAMPLES EVAL-EXAMPLES Good: set num %random.3% @@ -8576,7 +8565,7 @@ Good: set maxlength 0 Bad: eval maxlength 0 * This doesn't need to be evaluated, just set it. See Also: TRIG-SET, EVAL -#31 +#2 SET-OLC Usage: set <player> OLC <#> @@ -8588,7 +8577,7 @@ HEDIT: 888 ALL: 666 See Also: SET, ZEDIT-CREATE, AEDIT, HEDIT -#31 +#2 SHAMRA First and foremost, repeat after me "Shamra is God". Think it, know it, @@ -8655,7 +8644,7 @@ Usage: show houses - Display a list of all houses show houses <vnum> - Display stats for a single house See Also; SHOW -#31 +#2 SHOW-SHOPS SHOW-ZONES SHOWZONES SHOWSHOPS ZSTAT SHOW->ZONES SHOW-COLOUR SHOW-COLOR Usage: show <mode> [argument] @@ -8686,7 +8675,7 @@ Examples: show shop See also: STAT, SLIST, ZRESET, SHOW-HOUSES -#31 +#2 SHOWVNUMS ROOMFLAGS RMFLG REDIT-ROOMFLAGS ROOM_FLAGS REDIT-ROOM-FLAGS ROOM-FLAGS GODROOMS TUNNELS NOMOB NO_MOB PEACEFUL INDOORS NO_TRACK NO-TRACK NO_MAGIC PRIVATE SOUNDPROOF HCRSH ATRIUM REDIT-FLAGS NO-MOBS Usage: showvnums @@ -8729,7 +8718,7 @@ This requires repeating since it is so often ignored: @YIf a flag says UNUSED; DO NOT SET IT. If you do not know what it does; DO NOT SET IT!@n See Also: TOGGLE -#31 +#2 SHUTDOWNS Usage: shutdown [reboot | die | pause] [time] @@ -8748,7 +8737,7 @@ PAUSE Create a file called 'paused' in the root directory; do not TIME Time until reboot/shutdown. Omit to reboot/shutdown right away. See Also: COPYOVER, AUTOSAVE -#31 +#2 SIGNS A sign can be made by creating a room extra description with keyword sign or @@ -8757,7 +8746,7 @@ by loading a NOTAKE object to the room with an extra description sign. Object Example: @RLOAD OBJ 10403@n, @RLOOK SIGN@n. Room Example: @RGOTO 7318@n, @RLOOK SIGN@n. -#31 +#2 SKILLS | Warrior level | Thief level | @@ -8781,7 +8770,7 @@ Usage: skillset <name> '<skill>' <value> skillset rumble 'magic missile' 100 See also: SET, SKILLS, SPELLS -#31 +#2 SLEEP SLEEP is both a command and the name of a spell. @@ -8817,7 +8806,7 @@ Once you have the list of shops you can "show shop <vnum>" to get more info on t shop. See also: SHOW-SHOP, SEDIT, OLC -#31 +#2 SLOWNS SLOWNAMESERVER Usage: toggle slown @@ -8829,7 +8818,7 @@ site names. If slow nameserver is enabled, USERS will show only IP addresses. i.e. 128.123.222.111 and not ip.hr.hr.cox.net. See also: TOGGLE, USERS -#31 +#2 SNEAK Thieves Only. @@ -8859,7 +8848,7 @@ not meant as a tool for spying. Type snoop <your name> or just snoop to stop snooping. See also: SEND -#31 +#2 SNOWLOCK Not everything present in my zone was in my original plan. I got a lot of @@ -8871,7 +8860,7 @@ Thus the descriptions do not end up as a list of boring details, but rather, exclamations of wonderful, magical, and perhaps even horrible things yet to be noticed. -#31 +#2 SOCIALS ALIST Usage: socials @@ -8920,7 +8909,7 @@ http://www.42explore.com/writing.htm http://www.pastebin.com/ See also: CYGWIN, CODING -#31 +#2 SPAM Spam is the repeated use of a command, or series of commands, that cause @@ -8956,7 +8945,7 @@ just warriors or mages. Build in parts where thieves and clerics have a special part to play. By the same token, do not assume all anyone wants is +damage equipment. -#31 +#2 SPECIALS SPEC-PROC SPECIAL-PROCEDURES SPECPROC SPEC_PROC Special procedures are used to allow certain complex functions to rooms, @@ -8993,7 +8982,7 @@ is complete mudmail your coder for the additions you want including type and mob or object vnum. See also: POSTMASTER, PETSHOPS, BANKS, GUILDMASTER, BOARDS -#31 +#2 SPELLS 1) armor 2) teleport 3) bless @@ -9015,7 +9004,7 @@ SPELLS 49) !UNUSED! 50) infravision 51) waterwalk 52) identify -#31 +#2 SPELLS MAGICS SPELLBOOKS TOMBS SPELL-LEVELS SPELLS-STOCK SPELLLIST | Mage level | Cleric level | @@ -9106,7 +9095,7 @@ Great God's: Rumble See Also: TBA-ADMIN -#31 +#2 STAFF-ZONES Ensure their trial vnum is complete and they have submitted a zone proposal. @@ -9194,7 +9183,7 @@ Examples: > stat self See also: VSTAT, TSTAT, DETACH -#31 +#2 STATISTICS STATS STRENGTH INTELLIGENCE WISDOM CONSTITUTION DEXTERITY CHARISMA Statistics (Stats)- How your character measures up mentally and physically. @@ -9347,7 +9336,7 @@ these rules should be good for most MUDs. The first thing to do when sitting down to build a zone is just that - sit down and think about it. Every zone starts with an idea or a spark. From there, develop it. Pay attention to what kind of zone you want to create. Is it to be -an exp zone? Gold/money? Equipment? Quest? A combination of each or something +an exp zone? Coins/money? Equipment? Quest? A combination of each or something else entirely? Evaluate the idea. Would you want to play in this zone? After you have this part worked out you're ready for the second step, mapping @@ -9623,7 +9612,7 @@ road. wearing all that much by the way of clothing. It is unrealistic for them to have it, so don't give it to them. If you want to reward the player for killing them, give them a pelt, teeth, claws or something to be sold. See - rule #314 for more info. + rule #24 for more info. 4) There should be between three and eight lines of text in a room desc. Proper grammar should be used at all times in said text. Going over 8 lines @@ -9667,7 +9656,7 @@ road. stylistics document, please copy-paste this into a text file and provide a link or help-keyword to it for those who wish to see the original. Thanks!@n -#31 +#2 SUGGESTIONS I have been MUDding for many years, I then became a builder, then an @@ -9713,7 +9702,7 @@ force them onto anyone. Be constructive, not critical about peoples ideas. Everyone is allowed their opinions. Be original, finish what you start, have fun, and don't forget to breathe! -#31 +#2 SUMMON Usage : cast 'summon' <victim> @@ -9758,7 +9747,7 @@ If you want to make your own messages use trigedit and set the INDOORS roomflag so you don't receive the default messages. See also: WAITUNTIL, WEATHER -#31 +#2 SWITCH Usage: switch [target] @@ -9768,7 +9757,7 @@ adventures. If the monster in which you are switched is killed you will be returned to your own body. See also: RETURN, TRIG-SWITCH -#31 +#2 SWORDS This help file is designed to remove a few misconceptions concerning swords @@ -9810,7 +9799,7 @@ Shamra or visit the international sword forum at http://forums.swordforum.com. -by Shamra See also: WEAPONS DAMAGE -#31 +#2 SYSLOG SYSLOG-OFF LOGS SYSLOG-BRIEF SYSLOG-NORMAL NORMAL SYSLOG-COMPLETE AUTOLOG Usage: toggle syslog [ Off | Brief | Normal | On ] @@ -9829,7 +9818,7 @@ Examples: > toggle syslog - lets you know what your current setting is. See also: TOGGLE, COLOR, PRF -#31 +#2 TANK LEAD This individual is the leader of the group and takes the brunt of all @@ -9843,7 +9832,7 @@ TARGET be an object a mobile or a player. Usually used in conjunction with another command. -#31 +#2 TBA TBAMUD PROJECT BACKGROUND STORY HISTORY INTRODUCTION ACADEMY COMMUNITY OVERVIEW VISION TBA-VISION TBA stands for The Builder Academy. @@ -10050,7 +10039,7 @@ TBAMAPS TBA-MAPS @RGOTO #@n to teleport to any of the room numbers above. See also: CARTOGRAPHY, ASCII -#31 +#2 TEDITOR Usage: tedit [file] @@ -10061,7 +10050,7 @@ credits news motd imotd greetings help ihelp info background handbook policies wizlist immlist Perhaps you meant @RHELP TRIGEDIT@n -#31 +#2 TELEPORTERS Usage: teleport <zone> @@ -10151,7 +10140,7 @@ all these options. Warning: Some clients will give you problems since they use special characters like the / character (MUDMaster 2k, Avplay, Mush, and SimpleMU). -#31 +#2 THANKSGIVING OBJ: 1331 @@ -10192,7 +10181,7 @@ MOB: 1322 ___) >____) >___ ^\_\_\_\_\_\_\) ^^^//\\_^^//\\_^ ^(\_\_\_\) ^^^ ^^ ^^^ ^^ -#31 +#2 THE-MUD-CONNECTOR TMC MUD-CONNECTOR MUDCONNECTOR Most of our traffic comes through word of mouth or TMC reviews. If you are so @@ -10258,7 +10247,7 @@ simple puzzles or descriptions. This can be done with the help of triggers. sci-fi, futuristic, medieval, present day, ancient history, Jurassic, western, Chinese dynasty, etc. -#31 +#2 THIEF THIEVES Thieves are known to have very special qualities, that no other class offers. @@ -10280,7 +10269,7 @@ the files can be saved and read. Because of this adding a tilde in any of the editors on older versions of CircleMUD could make the MUD unbootable. See also: WORLD-FILE -#31 +#2 TIME TICKS Usage: time @@ -10308,7 +10297,7 @@ takes about 12 days. @n#define SECS_PER_REAL_YEAR (365*SECS_PER_REAL_DAY) See also: DATE, %TIME% -#31 +#2 TITLES Usage: title <new title> @@ -10334,7 +10323,7 @@ Zones: 0, 1, 2, 3, 11, 12, 13, 19, 27, 118 to name a few. tlist 4000 4099 - lists all existing triggers from vnum 4000 to 4099 See also: TSTAT, TRIGEDIT, OLC -#31 +#2 TNL An acronym for to next level. The amount of experience required before you @@ -10359,8 +10348,8 @@ Hit Pnt Display: OFF Brief: OFF Summonable: OFF Move Display: OFF Compact: ON Quest: OFF Mana Display: OFF NoTell: OFF NoRepeat: OFF AutoExits: OFF NoShout: OFF Wimpy: OFF - AutoLoot: ON AutoGold: ON AutoSplit: ON - AutoSac: ON AutoAssist: ON AutoMap: ON + AutoLoot: ON AutoSplit: ON + AutoAssist: ON AutoMap: ON Pagelength: 32 Screenwidth: 80 AFK: OFF Autokey: OFF Autodoor: OFF Color: on @@ -10380,8 +10369,8 @@ Hit Pnt Display: OFF Brief: OFF Summonable: OFF Move Display: OFF Compact: ON Quest: OFF Mana Display: OFF NoTell: OFF NoRepeat: OFF AutoExits: OFF NoShout: OFF Wimpy: OFF - AutoLoot: ON AutoGold: ON AutoSplit: ON - AutoSac: ON AutoAssist: ON AFK: OFF + AutoLoot: ON AutoSplit: ON + AutoAssist: ON AFK: OFF Pagelength: 23 Color: off See also: DISPLAY, NOSHOUT, NOSUMM, NOTELL, QUEST, REPEAT, WIMP @@ -10405,7 +10394,7 @@ Usage: toggle trackthru Sets whether or not players can track through doors. See also: TOGGLE, TRACK -#31 +#2 TRIAL-ROOM TRIAL-VNUM TRIALVNUM INTRO TRIALROOM TRIALS TRAILROOM APPROVAL VNUM-APPROVAL TRAIL-VNUM TESTROOMS WIZNUMBER TRAINING-VNUM TEST-ROOM TRAIL-ROOM TRAILROOM AUTHORIZE During your initial training you will be able to edit a single trial Vnum. @@ -10471,7 +10460,7 @@ send("toggle nohassle on") @RTSTAT 1306, 1365, 1366@n See Also: TRIAL -#31 +#2 TRIG-AFFECTS TRIGEDIT-AFFECTS %ACTOR.AFFECT% Trig Usage: %actor.affect(<affect>)% @@ -10481,7 +10470,7 @@ Checks the actor for the affect in the subfield. Example: @RTSTAT 166@n See also: AFFECTS, DG_AFFECT -#31 +#2 TRIG-ATTACH %ATTACH% DG_ATTACH TRIG_ATTACH Usage: attach vnum id @@ -10497,7 +10486,7 @@ and %actor.id% are examples of id numbers, for use with this command.) Example: @RTSTAT 1345@n See also: ATTACH, DETACH, TRIG-DETACH -#31 +#2 TRIG-DETACH %DETACH% Usage: detach <vnum | all> id @@ -10513,7 +10502,7 @@ detach all %self.id% Example: @RTSTAT 45@n See also: ATTACH, DETACH, TRIG-ATTACH -#31 +#2 TRIG-EQUIPMENT ACTOR.EQUIPMENT %ACTOR.EQ% %EQ% TRIG_EQUIPMENT %actor.eq(wield)% @@ -10527,7 +10516,7 @@ name of the location. @RHELP POSITIONS. * checks all positions. Examples: @RTSTAT 94, 2700@n See also: TRIG-INV, %PURGE%, %LOAD%, POSITIONS, CHAR-VAR -#31 +#2 TRIG-EXAMPLES ASSEMBLIES ASSEMBLE ASSEMBLY VEHICLES MAKE BAKE BREW CRAFT FLETCH KNIT MIX THATCH WEAVE ASSEDIT FORGE SMOKE SMOKING CIGARS CIGARETTES PIPES SHOTGUN TRIGEDIT-EXAMPLES The above list of skills are not implemented since the same thing can be done with trigedit. @@ -10538,7 +10527,7 @@ Furniture: @RTSTAT 1399@n Weapons: @RTSTAT 45, 9000, 11840, 13005@n See Also: TSTAT, TRIG-QUESTS, TRIG-GAMES -#31 +#2 TRIG-QUESTS TRIGEDIT-QUESTS QUESTSHOP Many zones have their own quests and examples within them, such as: @@ -10549,7 +10538,7 @@ Questshop Example: @RTSTAT 167 in room 265, 57735@n Fizban's Questshop Example: @RTSTAT 57705-57707@n See Also Examples: QUESTS, QEDIT, TRIG-EXAMPLES, BOATS, PORTALS, GUNS, ASSASSINS -#31 +#2 TRIG-RETURN RETURN-0 CONTINUE %RETURN% RETURN-1 Usage: return 0 @@ -10571,7 +10560,7 @@ Return 1 is rarely used since it just means normal termination of the trigger. Example: @RTSTAT 25, 13F@n See also: TRIG-TYPE, HALT, WAIT -#31 +#2 TRIG-SET %SET% MSET Usage: set <variable> <value> @@ -10595,7 +10584,7 @@ the expression is evaluated immediately. Example: @RTSTAT 49, 41005@n See also: SET-EXAMPLES, EVAL, OSETVAL, UNSET -#31 +#2 TRIG-STATISTICS TRIGEDIT-STATISTICS TRIG-STATS %ACTOR.STR% %ACTOR.INT% STRADD Trig Usage: %actor.<stat>(<#>)% @@ -10606,7 +10595,7 @@ Checks the actor's stat. A number in the subfield sets. Stats include: cha, con, dex, int, str, stradd (only if str is 18). See also: STATS -#31 +#2 TRIG-SWITCH TRIGEDIT-SWITCH CASE TRIG-CASE DEFAULT BREAK %SWITCH% Usage: @@ -10636,7 +10625,7 @@ Default is similar to case but matches any condition not met. Done is used to terminate a while or switch block. Example: @RTSTAT 35, 18, 6, 153, 132@n -#31 +#2 TRIGEDIT TRIGS TRIGEDITOR TRIGGEREDIT TRIGGER-EDIT TRIGGERS DG-SCRIPTS TRIG-HELP SCRIPTS MOBPROGS MPROGS PROGS SCRIPTING TRIGMENU Builders working on their trial vnum do not need to learn this command, yet. @@ -10655,7 +10644,7 @@ Join the mailing list at: http://groups.yahoo.com/group/dg_scripts/ @RGOTO 13@n to enter the trigedit hallway. See also: TRIGEDIT-MENU, TSTAT, TLIST, OLC -#31 +#2 TRIGEDIT-ADVANCED-EXAMPLES To add life to the worlds tbaMUD uses something called triggers. There are @@ -10705,7 +10694,7 @@ issue from their command line as well as special commands added for mobiles, objects, and rooms such as wake, east, sit, etc. See also: @RTRIGEDIT-MOB-TUTORIAL@n, @RTRIGEDIT-ADVANCED-TUTORIAL@n -#31 +#2 TRIGEDIT-ADVANCED-TUTORIAL TRIG-ADVANCED-TUTORIAL If you haven't already refer to @RHELP TRIGEDIT-MOB-TUTORIAL@n. The process is @@ -10814,14 +10803,14 @@ people interact with it. Often you will see ways you can improve it. @RGOTO 13@n and work your way north to test these out. Triggers 4, 5, 7, 8 See Also: TRIG-EXAMPLES, TRIG-GAMES -#31 +#2 TRIGEDIT-ARGUMENTS ARGUMENTS ARGLISTS TRIG-ARG ARGUMENTS TRIG-ARGUMENTS Argument: This describes the text argument, if any, which can be used to filter out matches to the trigger. See also: TRIGEDIT-MENU -#31 +#2 TRIGEDIT-ARRAYS ARRAYS TRIG-ARRAYS Trigedit can use arrays to store information. An array is a variable that @@ -10833,7 +10822,7 @@ Would store "a string of text." in textarray position 1. You can have numerous positions to an array. See the examples below. @RTSTAT 150, 41005, 1325, 57715@n -#31 +#2 TRIGEDIT-COMMANDLISTS TRIG-COMMANDLIST 6) Commands: @@ -10844,7 +10833,7 @@ This is often called the 'trigger', and is actually a small program, executed step by step. In it, you can use different types of commands: trigger - specific commands, flow control commands - if this is a mobile trigger, you can use standard mud commands like say or give. -#31 +#2 TRIGEDIT-COMMANDS TRIG-COMMANDS TRIGGER-COMMANDS TRIGEDIT-COMMANDLISTS %COMMANDS% MUD-COMMANDS TRIGEDIT-COMMANDLIST TRIGEDIT-COMMAND-LIST TRIGEDIT-MENU-COMMANDS TRIGEDIT-MOBILE-COMMANDS TRIGEDIT-MOB-COMMANDS TRIG-COMMANDLIST TRIGEDIT_COMMANDS | Trigger Commands | Mobile Commands | Object Commands | Room Commands | @@ -10873,14 +10862,14 @@ TRIGEDIT-COMMANDS TRIG-COMMANDS TRIGGER-COMMANDS TRIGEDIT-COMMANDLISTS %COMMANDS | while | %follow% | typing: @RHELP <COMMAND>@n. =======================================| See also: TRIG-TYPES, VARIABLES, EXPRESSIONS -#31 +#2 TRIGEDIT-COPY Allows you to copy an existing trigger into a new trigger. First create a new trigger, then choose copy and type in the vnum of the trigger you want to copy. See Also: TRIGEDIT-MENU -#31 +#2 TRIGEDIT-GAMES TRIG-GAMES Examples of complex game triggers: @@ -10888,7 +10877,7 @@ Examples of complex game triggers: @RTSTAT 47905@n - Hearts See Also: TRIG-EXAMPLES, TRIG-ADVANCED -#31 +#2 TRIGEDIT-INTENDED 2) Intended for : @yMobiles@n @@ -10898,7 +10887,7 @@ only use the correct type. 0: Mobiles, 1: Objects, 2: Rooms: -#31 +#2 TRIGEDIT-MENU TRIG-MENU TRIG-EDIT TRIGEDIT-EDITOR SCRIPT-EDITOR TRIGGER-MENU TREDITOR DG-MENU Trigger Editor [1300] @RHELP TRIGEDIT-EDITOR@n @@ -10917,7 +10906,7 @@ Enter Choice : See also: TRIGEDIT-TYPES, TRIGEDIT-COMMANDS, VARIABLES, TRIGEDIT-MOB-TUTORIAL, TRIGEDIT-ADVANCED-TUTORIAL, TRIGEDIT-ADVANCED -#31 +#2 TRIGEDIT-MOB-ACTION TRIG-MOB-ACT ACTIONS TRIGEDIT-ACTIONS TRIG-ACTIONS MOB-ACT This trigger type should be set when a matching action is performed by a @@ -10940,23 +10929,23 @@ Variables: %self% - the mobile. Example: @RTSTAT 127, 64, 1372@n -#31 +#2 TRIGEDIT-MOB-BRIBE TRIGEDIT-BRIBE TRIG-MOB-BRIBE ASSASSINS -Activated when a character gives a specified amount of gold to the mobile. +Activated when a character gives a specified amount of coins to the mobile. -Numeric Arg : minimum number of gold pieces required to activate this trigger. +Numeric Arg : minimum number of coins required to activate this trigger. Argument : not used. Variables: -%actor% - the character providing gold to the mobile. +%actor% - the character providing coins to the mobile. %amount% - number of coins given. %self% - the mobile. Example: @RTSTAT 130, 72, 8308, 23612@n See also: MHUNT -#31 +#2 TRIGEDIT-MOB-CAST Activated when the mob is targeted by a spell. @@ -10973,7 +10962,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 76@n -#31 +#2 TRIGEDIT-MOB-COMMAND TRIG-MOB-COMMAND Activates when commands are performed in the same room as the mobile. @@ -10993,7 +10982,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 153, 1371, 62, 2721, 167@n -#31 +#2 TRIGEDIT-MOB-DEATH TRIG-MOB-DEATH MOB-DEATH MOBDEATH MDEATH Activated when this mobile dies just before the death cry. You can not %purge% @@ -11009,7 +10998,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 2, 44, 65, 19537@n -#31 +#2 TRIGEDIT-MOB-DOOR Activated when the mobile is in the same room as someone using the door specific @@ -11027,7 +11016,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 78, 33809@n -#31 +#2 TRIGEDIT-MOB-ENTRY ENTRY TRIGEDIT-ENTRY TRIGGER-ENTRY TRIG-MOB-ENTER TRIGEDIT-MOB-ENTER TRIGEDIT-MOBILE-ENTRY TRIG-MOB-ENTRY TRIGEDIT-MOBILE-ENTER Activated each time the mobile it is attached to enters a room. @@ -11042,7 +11031,7 @@ Variables: Example: @RTSTAT 68, 206@n See also: TRIGEDIT-ROOM-ENTER -#31 +#2 TRIGEDIT-MOB-FIGHTING TRIG-MOB-FIGHTING TRIGEDIT-MOB-ATTACK TRIG-MOB-ATTACK Activated each round of fighting, after the mobile has had all of its attacks. @@ -11055,7 +11044,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 70@n -#31 +#2 TRIGEDIT-MOB-GLOBAL TRIG-MOB-GLOBAL Not a trigger type by itself; used in conjunction with Random @RHELP @@ -11066,7 +11055,7 @@ Numeric Arg : not used. Argument : not used. Example: @RTSTAT 60@n -#31 +#2 TRIGEDIT-MOB-GREET GREET TRIGEDIT-GREET TRIG-MOB-GREET GREETINGS GREETERS Activated when a player attempts to enter the room and the character is visible @@ -11083,7 +11072,7 @@ Variables: Example: @RTSTAT 1305, 66, 101, 162@n See also: TRIG-MOB-GREET-ALL -#31 +#2 TRIGEDIT-MOB-GREET-ALL GREET-ALL TRIGEDIT-MOB-GREETALL TRIG-MOB-GREET-ALL TRIGEDIT-MOBILE-GREET-ALL TRIG-MOB-GREET-ALL Identical to greet except the mobile does not have to see the entering character @@ -11100,7 +11089,7 @@ Variables: Example: @RTSTAT 67@n See also: TRIG-MOB-GREET -#31 +#2 TRIGEDIT-MOB-HITPERCENT TRIGEDIT-MOB-HITPRCNT Activated during combat when the mobiles hit point percentage drops below a @@ -11115,7 +11104,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 71@n -#31 +#2 TRIGEDIT-MOB-LEAVE TRIG-MOB-LEAVE TRIGEDIT-MOB-EXIT TRIG-MOB-EXIT Activated when someone leaves the room the mob is in if the mob can see the person. @@ -11131,7 +11120,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 77, 133-136, 3000-3003@n -#31 +#2 TRIGEDIT-MOB-LOAD TRIGEDIT-LOAD TRIG-LOAD Activated when this mobile is created, either by manual load, zreset or @@ -11144,7 +11133,7 @@ Variables: %self% - the mobile. Example: @RTSTAT 73@n -#31 +#2 TRIGEDIT-MOB-MEMORY TRIG-MOB-MEMORY MEMORY REMEMBERING Activated when the mobile encounters a character in its memory (mremember) @@ -11161,7 +11150,7 @@ Variables: Example: @RTSTAT 74, 75, 41@n See also: NPC-FLAGS -#31 +#2 TRIGEDIT-MOB-RANDOM TRIGEDIT-RANDOM TRIG-MOB-RANDOM TRIG-RANDOM No specific event needs to occur for this trigger to be activated. Every 13 @@ -11178,7 +11167,7 @@ Variables: Example: @RTSTAT 61@n See also: RANDOM-TIMING -#31 +#2 TRIGEDIT-MOB-RECEIVE TRIG-MOB-RECEIVE RECEIVE %RECEIVE% TRIG-MOB-RECEIVE TRIGEDIT-RECEIVE TRIG-RECEIVE TRIGEDIT-MOBILE-RECEIVE TRIG-RECEIVES TRIGEDIT-MOB-RECIEVES TRIGEDIT-MOBILE-RECIEVES TRI-RECIEVE TRIGEDIT-MOB-GIVE TRIG-MOB-GIVE Activated any time an object is given to the mobile. @@ -11195,7 +11184,7 @@ Variables: %self% - the mobile. Examples: @RTSTAT 69, 38, 152@n -#31 +#2 TRIGEDIT-MOB-SPEECH TRIG-MOB-SPEECH TRIGEDIT-SPEECH TRIG-SPEECH Activates when matching text is spoken by a character in the same room as the @@ -11215,7 +11204,7 @@ Variables: Example: @RTSTAT 53, 2776, 63, 153, 1354, 139@n See also: TRIGEDIT-ROOM-SPEECH -#31 +#2 TRIGEDIT-MOB-TIME TRIG-MOB-TIME Activated by MUD hour listed in Numeric Arg. @@ -11228,7 +11217,7 @@ Variables: %self% - the mob. See also: %TIME% -#31 +#2 TRIGEDIT-MOB-TUTORIAL TRIGEDIT-TUTORIAL MOB-TUTORIAL This mini-quest is setup in TBA as an example. @RGOTO 13@n and work your way @@ -11345,9 +11334,9 @@ Trigger Editor [3] if %object.vnum% == 1 wait 1 sec say Thank you, %actor.name% - %send% %actor% %self.name% gives you a gold piece. + %send% %actor% %self.name% gives you a coin. %echoaround% %actor% %actor.name% is rewarded for his valor. - nop %actor.gold(1)% + nop %actor.coins(1)% wait 5 sec %purge% obj 1 else @@ -11403,7 +11392,7 @@ The above list is just a few examples. All of them could be implemented, but it is beyond the scope of this tutorial. Original mob tutorial by Welcor -#31 +#2 TRIGEDIT-NAMES TRIG-NAMES TRIGGER-NAMES 1) Name : @ynew trigger@n @@ -11419,7 +11408,7 @@ Princess Shout for Help - M2229 --> Trigger 2204 attached to mob 2229. Tutorial Example Quest Offer - M14 --> Trigger 1 attached to mob 14. No Recall - R10 --> Trigger 1201 attached to room 10. -#31 +#2 TRIGEDIT-OBJ-ACT TRANSLATE DODGE SEARCH PEEK OOC OUT-OF-CHARACTER DUALWIELD DUAL-WIELD SINGING REMORTS RECLASS SWIMMING COMPARE IEDIT LANGUAGES PERCENT-LOADING PERCENTAGE-LOADING CLONES CLONING ZCLONE BERSERK CLANS MUSIC RACES IMC Not implemented. @@ -11441,7 +11430,7 @@ Variables: %self% - the object. Example: @RTSTAT 90@n -#31 +#2 TRIGEDIT-OBJ-COMMANDS TRIGEDIT-OBJECT-COMMAND TRIG-OBJ-COMMAND TRIG-OBJ-COMMANDS Activates when a command is performed near this object. @@ -11467,7 +11456,7 @@ Variables: %self% - the object. Example: @RTSTAT 81, 154, 6, 9800, 11859@n -#31 +#2 TRIGEDIT-OBJ-CONSUME CONSUME TRIG-OBJ-CONSUME TRIGEDIT-CONSUME Activated any time a character attempts to consume (eat, drink, or quaff) this @@ -11482,7 +11471,7 @@ Variables: %command% - either eat, drink, or consume. Example: @RTSTAT 164, 1374@n -#31 +#2 TRIGEDIT-OBJ-DROP DROP-TRIGGER TRIG-OBJ-DROP TRIGEDIT-OBJ-PUT TRIG-OBJ-PUT Activated any time a character attempts to drop this object. This includes @@ -11498,7 +11487,7 @@ Variables: %self% - the object being dropped. Example: @RTSTAT 84, 1366@n -#31 +#2 TRIGEDIT-OBJ-GET TRIG-OBJ-GET TRIGEDIT-OBJ-TAKE TRIG-OBJ-TAKE Activated any time a character attempts to pick up this object or takes it from @@ -11514,7 +11503,7 @@ Variables: %self% - the object being picked up. Example: @RTSTAT 83@n -#31 +#2 TRIGEDIT-OBJ-GIVE TRIGEDIT-OBJ-RECEIVE TRIG-OBJ-GIVE TRIG-OBJ-RECEIVE %PUT% TRIGEDIT-OBJ-PUT TRIG-OBJ-PUT Activated when a player attempts to give this object away or put it inside a @@ -11531,7 +11520,7 @@ Variables: %self% - the object being given. Example: @RTSTAT 85, 1366@n -#31 +#2 TRIGEDIT-OBJ-GLOBAL TRIG-OBJ-GLOBAL Not a trigger type by itself; used in conjunction with a random trigger. @@ -11547,7 +11536,7 @@ Variables: Example: @RTSTAT 79@n See Also: TRIGEDIT-OBJ-RANDOM, TRIGEDIT-OBJ-LOAD -#31 +#2 TRIGEDIT-OBJ-LEAVE Activated when someone leaves the room the obj is in. @@ -11563,7 +11552,7 @@ Variables: %self% - the object. Example: @RTSTAT 89, 27108@n -#31 +#2 TRIGEDIT-OBJ-LOAD TRIGEDIT-OBJECT-LOAD TRIG-OBJ-LOAD TRIGEDIT-TYPE-LOAD Activated when the object is created. Can be used with the global trigger. @@ -11575,7 +11564,7 @@ Variables: %self% - the object being created. Example: @RTSTAT 88@n -#31 +#2 TRIGEDIT-OBJ-RANDOM TRIGEDIT-OBJECT-RANDOM TRIG-OBJ-RANDOM No specific event needs to occur for this trigger to be activated. Every 13 @@ -11592,7 +11581,7 @@ Variables: Example: @RTSTAT 80, 55005@n See also: RANDOM-TIMING -#31 +#2 TRIGEDIT-OBJ-REMOVE TRIG-OBJ-REMOVE Activated each time a character tries to remove the object. @@ -11607,7 +11596,7 @@ Variables: %self% - the object the character is attempting to remove. Example: @RTSTAT 87@n -#31 +#2 TRIGEDIT-OBJ-TIMER TRIGEDIT-TIMER TRIG-TIMER TRIGEDIT-OBJECT-TIMER Activated when the timer for this object has expired. The otimer command may @@ -11623,7 +11612,7 @@ Variables: Example: @RTSTAT 82@n See also: TIMER, %TIMER%, %TIME% -#31 +#2 TRIGEDIT-OBJ-WEAR TRIG-OBJ-WEAR TRIGEDIT-OBJECT-WEAR TRIG-OBJECT-WEAR Activated each time a character attempts to wear the object. @@ -11636,11 +11625,11 @@ Variables: %self% - the object the character is attempting to wear. Example: @RTSTAT 86, 1202@n -#31 +#2 TRIGEDIT-OBJECT-COMMANDS ROOM-COMMANDS OBJECT-COMMANDS TRIG-MOB-COMMAND TRIGEDIT-MUDCOMMANDS See: TRIGEDIT-COMMANDS -#31 +#2 TRIGEDIT-ROOM-CAST TRIG-ROOM-CAST Activated if a spell is cast in the room. @@ -11659,7 +11648,7 @@ Variables: %self% - the room. Example: @RTSTAT 57@n -#31 +#2 TRIGEDIT-ROOM-COMMANDS TRIG-ROOM-COMMANDS CLIMBING Activates when commands are performed in the room. @@ -11679,7 +11668,7 @@ Variables: %self% - the room. Example: @RTSTAT 52@n -#31 +#2 TRIGEDIT-ROOM-DOOR TRIGEDIT-DOOR TRIG-ROOM-DOOR Activated when a player uses the door specific commands: @@ -11697,7 +11686,7 @@ Variables: %self% - the room. Example: @RTSTAT 59@n -#31 +#2 TRIGEDIT-ROOM-DROP TRIGEDIT-DROP TRIG-DROP TRIG-ROOM-DROP DROP-TRIG DROP_TRIG Activated any time a character attempts to drop an item in this room. @@ -11713,7 +11702,7 @@ Variables: %self% - the room. Example: @RTSTAT 56@n -#31 +#2 TRIGEDIT-ROOM-ENTER TRIGEDIT-ROOM-ENTRY TRIGEDIT-ENTRY TRIG-ROOM-ENTRY TRIGEDIT-ENTER TRIG-ENTER TRIG-ROOM-ENTER ENTER-TRIG This trigger is checked whenever someone enters the room (including GOTO). @@ -11736,7 +11725,7 @@ Variables: Example: @RTSTAT 55, 133@n See also: TRIGEDIT-MOB-ENTRY -#31 +#2 TRIGEDIT-ROOM-GLOBAL TRIG-ROOM-GLOBAL Not a trigger type by itself; used in conjunction with Random @RHELP @@ -11751,7 +11740,7 @@ Variables: %self% - the room. Example: @RTSTAT 50@n -#31 +#2 TRIGEDIT-ROOM-LEAVE TRIG-ROOM-LEAVE TRIG-ROOM-EXIT TRIGEDIT-ROOM-EXIT TRIG-LEAVE TRIG-LEAVE LEAVE-TRIG Activated when someone leaves the room. @@ -11767,7 +11756,7 @@ Variables: %self% - the room. Example: @RTSTAT 58, 1233@n -#31 +#2 TRIGEDIT-ROOM-LOGIN TRIGEDIT-LOGIN TRIG-ROOM-LOGIN Activated if a player enters the game in the room the trigger is attached to. @@ -11783,7 +11772,7 @@ Variables: Example: @RTSTAT 3017, 199@n See also: TRIG-TYPE -#31 +#2 TRIGEDIT-ROOM-RANDOM TRIGEDIT-ROOM-WEATHER TRIG-ROOM-RANDOM No specific event needs to occur for this trigger to be activated. Every 13 @@ -11800,7 +11789,7 @@ Variables: Example: @RTSTAT 51, 2202, 2201@n See also: RANDOM-TIMING, TRIGEDIT-ROOM-GLOBAL -#31 +#2 TRIGEDIT-ROOM-SPEECH TRIGSPEECH TRIG-SPEECH TRIGEDIT-SPEECH TRIG-ROOM-SPEECH Activates when matching text is spoken by a character in the room @@ -11819,7 +11808,7 @@ Variables: Example: @RTSTAT 53, 2776, 63, 153, 1354, 139@n See also: TRIGEDIT-MOB-SPEECH -#31 +#2 TRIGEDIT-ROOM-TIME TRIGEDIT-TIME TRIG-ROOM-TIME Activated by MUD hour listed in Numeric Arg. A player must be in the zone for @@ -11835,7 +11824,7 @@ Variables: Example: @RTSTAT 211@n See also: TRIGEDIT-ROOM-GLOBAL, %TIME% -#31 +#2 TRIGEDIT-ROOM-ZONE-RESET TRIGEDIT-ROOM-ZRESET TRIGEDIT-ROOM-LOAD Activated when the zone this room belongs to is reset. A player does not have @@ -11848,7 +11837,7 @@ Variables: %self% - the room. Example: @RTSTAT 54@n -#31 +#2 TRIGEDIT-TRIGGER-TYPES 3) Trigger types: @yGreet@n @@ -11861,7 +11850,7 @@ This part is also the most important, in the sense that the rest of the triggers info means different things, depending on what trigger type the trigger has. For a full listing of types see: @RHELP TRIGEDIT-TYPES@n -#31 +#2 TRIGEDIT-TYPES TYPES TRIGGER-LIST TRIGGER-TYPES TRIG-TYPES OBJ-TRIG-TYPES TRIGEDIT-ROOMS TRIGTYPES TRIGEDIT-VALUES TRIGEDIT-NUMERICARG TRIGEDIT-MOBILE-TYPES TRIGEDIT-OBJECTS TRIGEDIT-OBJECT-TYPES TRIG_TYPES Triggers are broken up into three types by what they are attached to: @@ -11888,7 +11877,7 @@ i.e. @RHELP TRIGEDIT-MOB-ACT@n | TRIGEDIT-MOB-LEAVE | TRIGEDIT-MOB-DOOR | | TRIGEDIT-MOB-TIME | See also: TRIG-COMMANDS, VARIABLES, EXPRESSIONS |=========================| -#31 +#2 TRIGEDIT-VARIABLES VARIABLES TRIG-VARS TRIG-VARIABLES TRIGGER-VARIABLES VARS %VARIABLES% %VARIABLE% %% %TRIGGER% %TRIGGERS% %COMMAND% %WORD% VARIABLES-REFERENCE REFERENCES %VAR% DG-VARIABLES TRIGEDIT-VARS %VARIABLE% Variables appear as a name surrounded by '%'s, such as %actor% @@ -11931,7 +11920,7 @@ the help files below. @RSPEC-VAR@n - variables for special stuff. @Rtstat 31@n See also: GLOBAL -#31 +#2 TRIGEDIT-VARIABLES-OBJECTS OBJ-VAR %SHORTDESC% TRIGEDIT-OBJ-VAR VAL0 VAL1 VAL2 VAL3 %ITEM% %OBJECT% OBJVARS OBJ-VARS %NEXT_IN_LIST% %OBJ% OBJ-COMMAND IS_INROOM WORN_BY NEXT_IN_LIST CARRIED_BY OBJECT-VARIABLES HAS_IN Objects When using field - The variable returns: @@ -11963,7 +11952,7 @@ weight() - The weight of the object. Subfield sets. worn_by - The id of the character wearing the object, or an empty return Example: @RTSTAT 28@n -#31 +#2 TRIGEDIT-VARIABLES-ROOMS ROOM-VARIABLES %WEATHER% %ID% %NAME% %DIRECTION% %ACTOR.ROOM% TRIGEDIT-ROOM-VAR %VNUM% CONTENTS %CONTENTS% %ROOMS% ROOM-VARS PEOPLE %PEOPLE% %ROOM% %ROOM.DIR% ROOM.ID ROOM.PEOPLE %ROOM.PEOPLE% ROOM.VNUM RANDOM.DIR %RANDOM.DIR% Rooms When using field - The variable returns: @@ -11992,7 +11981,7 @@ zonenumber - The zone number. Example: @RTSTAT 29@n See also: VARIABLES -#31 +#2 TRIGEDIT-VARIABLES-SPECIALS SPEC-VAR %SELF% RANDOM %RANDOM% %TIME% %PEOPLE% TRIGEDIT-SPEC-VAR %RANDOM.CHAR% %SPEECH% DG_LETTER DG-LETTERS TRIGEDIT-LETTERS %HOUR% SPEECH-VAR Special Variables When using field - The variable returns: @@ -12037,7 +12026,7 @@ Use \ for do not parse, or %% for %. Example: @RTSTAT 31@n See also: TRIGEDIT-RANDOM -#31 +#2 TRIGEDIT-VARIABLES-TEXTS TEXT-VAR %ARG% CDR CAR ARG.CDR %ARG.CDR% %CMD.CDR% CMD.CDR ARG.CAR CMD.CAR CAR %ARG.CAR% %CMD.CAR% %TEXT% PUSH CMD %CMD% %CDR% %CAR% %TRIM% TRIGEDIT-TEXT-VAR %STRLEN% CDR STRLEN STRING-LENGTH STRINGLENGTH CONTAINS %CONTAINS% CHAR T @@ -12067,14 +12056,14 @@ charat - set new variable %text/var.charat(index)% i.e. set phrase testing, toupper - Returns the string with the first letter of it capitalized. Example: @RTSTAT 30@n -#31 +#2 TRIGGER-EDITORS A trigger consists of the type, information on when to execute it, a list of commands, and a list of variables. Each mobile, object, and room have their own set of triggers. -#31 +#2 TRIGGER-FORMATS TRG-FILES TRIG-FILES TRIG-FORMATS TRG-FORMATS @n#<virtual number> @@ -12085,7 +12074,7 @@ TRIGGER-FORMATS TRG-FILES TRIG-FILES TRIG-FORMATS TRG-FORMATS ~ See Also: TRIGEDIT -#31 +#2 TRIGGER-TESTING TRIGEDIT-TESTING There are numerous reasons a trigger may not fire. @@ -12147,14 +12136,14 @@ trigger individually. You can always ask Rumble to find you an example. See also: TLIST, TRIGEDIT, OLC Other Examples: TRIG-EXAMPLES -#31 +#2 UNAFFECT Usage: unaffect [target] Removes all affections (i.e., spell effects) from a player. -#31 +#2 UNGROUP DISBAND Usage: ungroup [group member] @@ -12187,7 +12176,7 @@ found there, from the trigger. Example: @RTSTAT 70@n See also: SET, EVAL -#31 +#2 UPTIME Usage: uptime @@ -12199,7 +12188,7 @@ Record uptime: tbaMUD 3.51 from crackwhip.com: Up since Fri Jun 27 07:04:55 2008: 209 days, 2:45 -#31 +#2 USAGE Record high number of players: @@ -12265,7 +12254,7 @@ The following switches are available: See also: DC, SLOWNS -#31 +#2 UTILITIES SCREENS The following commands deal with utilities - for more info, @RHELP KEYWORD@n @@ -12285,7 +12274,7 @@ VALENTINES OBJ: 1342, 1304 -#31 +#2 VALUE Usage: value <item> @@ -12329,7 +12318,7 @@ To determine the player ID stat player male PC 'Rumble' IDNum: [ @R1@n], In room [ 0] See also: REMOTE, RDELETE, UID, ZEDIT-REMOVE -#31 +#2 VIRTUAL-NUMBERS RNUM Each room, mob, object, shop, and trigger within a zone is given a unique @@ -12352,7 +12341,7 @@ object 00 of 100 possible objects. However, never use any VNUM from someone else's zone without the permission of that person and the staff. See also: TERMINOLOGY, VNUM, SHOW-ZONES, AREAS -#31 +#2 VISIBLE Usage: visible @@ -12381,7 +12370,7 @@ Examples: 3. [ 208] the Master of Illusions See also: VSTAT, TSTAT, VIRTUAL-NUMBERS, LOAD -#31 +#2 VOTE VOTING Please feel free to provide feedback of your TBA experience: @@ -12391,7 +12380,7 @@ http://mudgamers.com/2009/01/01/the-builder-academy/ http://www.topmudsites.com/vote-tbamud.html http://www.themudslide.com/do_poll.html http://www.mudlists.com/cgi-bin/exchange/vote.pl?member=519 -#31 +#2 VSTATS MSTATS OSTATS RSTATS ROOM-STAT Usage: vstat < m | o | r | t | s | z > <virtual number> @@ -12405,7 +12394,7 @@ Examples: > vstat z 1 See also: LOAD, STAT, VNUM, TSTAT -#31 +#2 WAIT PAUSE TRIGEDIT-TIMING TIMING TRIG-WAIT TRIGEDIT-WAIT Usage: wait <time> [s | c] @@ -12424,7 +12413,7 @@ use seconds or cycles (1/20th of a second). Example: @RTSTAT 103, 43, 79@n See also: RANDOM-TIMING, WAIT-UNTIL -#31 +#2 WAITUNTIL WAIT-UNTIL The wait until command allows a trigger to fire at a specific time. @@ -12440,7 +12429,7 @@ Examples: Mob @RTSTAT 43@n Obj @RTSTAT 79@n Room @R @n See also: WAIT, RANDOM-TIMING -#31 +#2 WAKE SLEEPING RESTING SITTING STANDING Use these commands to change your position. If you feel weary, it @@ -12494,7 +12483,7 @@ should not use certain weapons, so weapons have to be within limits, or the game will be unbalanced. See also: SWORDS, DAMAGE -#31 +#2 WEAR Usage: wear <item> [location] @@ -12560,7 +12549,7 @@ Example: > where torch > where dragon -#31 +#2 WHILE DONE %NEXT% NEXT LOOPS TRIG-LOOPS TRIG-WHILE TRIG-DONE FOR-LOOP COUNT Usage: while expression @@ -12572,7 +12561,7 @@ While loops are disabled after looping 100 times. Room example: @RTSTAT 24, 2201, 18@n Obj example: @RTSTAT 23@n Mob example: @RTSTAT 11858@n -#31 +#2 WHIRLWIND Whirlwind is a warrior skill available at level 16. It is a melee multi-target @@ -12666,7 +12655,7 @@ Examples: > at catje wave catje See also: GOTO, %AT% -#31 +#2 WIZHELP WIZCOMMANDS WIZ-COMMANDS WIZ-MENU IMMCOMMANDS Usage: wizhelp <name> @@ -12702,7 +12691,7 @@ vnum vstat wiznet wizhelp zcheck zedit zlist zpurge zreset @RHELP <any of the above commands>@n -#31 +#2 WIZLOCK Usage: wizlock [value] @@ -12713,7 +12702,7 @@ allows only characters level n and above to log on. WIZLOCK with no argument displays the current WIZLOCK level. See also: BAN -#31 +#2 WIZNET ; WIZTALK WIZTELL WIZCHAT WIZLINE SEMICOLON IMMCHAT The immortal communication channel which is the only channel visible in OLC. @@ -12730,7 +12719,7 @@ Examples: - ;#32 only God and above will see this. See also: NOWIZ -#31 +#2 WIZUPDATE Usage: wizupdate @@ -12739,7 +12728,7 @@ Usage: wizupdate does not have the flag NOWIZLIST set. See Also: NOWIZLIST -#31 +#2 WORK Most new builders underestimate how much work it takes to build a good zone. @@ -12755,7 +12744,7 @@ running out of ideas. You then have to start making more ideas up and they will not fit well into the zone. See also: PLANNING -#31 +#2 WORLD-FORMATS ROOM-FORMATS WLD WLD-FORMAT WORLD-FILES @n#<virtual number> @@ -12778,7 +12767,7 @@ E http://www.circlemud.org/cdp/building/building-3.html#ss3.1 See also: MOB-FORMAT, OBJ-FORMAT, SHP-FORMAT, ZON-FORMAT, TRG-FORMAT, Redit -#31 +#2 WRITE WRITING POSTING MESSAGES Usage: write <object> @@ -12805,7 +12794,7 @@ Note: Only GODS and above can use this command. > rcopy 33 1233 - copies room 33 to 1233. See also: REDIT, DIG, OLC, RLIST -#31 +#2 XEDIT XEDIT-COMMANDS By Xedit I mean any form of OLC: redit, medit, oedit, zedit, sedit, @@ -12813,19 +12802,19 @@ trigedit, or qedit. i.e. Help Xedit means: help redit, help medit, help oedit, etc. -#31 +#2 XLIST %LIST% By Xlist I meant to for you to replace the X with the type of list you want to see. i.e. olist, mlist, rlist, zlist, slist, or qlist. See also: OLIST, MLIST, RLIST, TLIST, ZLIST, SLIST, QLIST -#31 +#2 XNAME The xname file is a list of names not allowed for players. -#31 +#2 YOU Many head builders prohibit the use of "you" in any descriptions. This is @@ -12874,7 +12863,7 @@ GOOD: Shadows cower along the tall walls and almost seem to be moving. The of the room. See also: GRAMMAR -#31 +#2 ZEDIT Usage: zedit [room vnum] @@ -12889,7 +12878,7 @@ If no room number is specified, the current room is used as target. Implementors wanting to create zones, see: @R HELP ZONE-CREATE@n See also: ZEDIT-MENU, ZEDIT-NEW, CREATE-ZONE, OLC, SHOW-ZONES -#31 +#2 ZEDIT-ADVANCED ADVANCED Let us say you want there to be a single rose loaded in a garden. But, you @@ -12935,12 +12924,12 @@ of each. Or you can use trigedit to load the mob on zreset, checking if they already exist. Both can be very time consuming. See Also: FOUNTAIN -#31 +#2 ZEDIT-BUILDERS The name of the builder creating the zone. -#31 +#2 ZEDIT-COMMANDS ZONE-COMMANDS ZEDITCOMMANDS ZEDIT-COMMANDLISTS COMMANDLISTS COMMAND-LISTS <Command list> @@ -12965,7 +12954,7 @@ one we need to go over is adding and editing a command. Both are similar all options will be explained under @RHELP ZEDIT-NEW@n. See also: ZEDIT-NEW, ZEDIT-MISTAKES -#31 +#2 ZEDIT-CREATE ZEDIT-CREATION ZONE-CREATE ZONE-CREATION ZCREATE CREATE-ZONE Usage: zedit new <new zone number> <bottom of zone> <top of zone> @@ -12987,7 +12976,7 @@ Examples: Max zone number is 655. Max vnum is 65534. 65535 is reserved for corpses. See Also: ZEDIT, ZEDIT-NEW, ZEDIT-DELETE -#31 +#2 ZEDIT-DELETE To remove a single zone you will need server access and then remove @@ -13028,7 +13017,7 @@ Location to equip : regardless of where the object flags say it should be worn. Be careful not to equip the same position with more than one object. -#31 +#2 ZEDIT-FLAGS ZONEFLAGS ZONE-FLAGS These flags are set in zedit, and are global for the whole zone. @@ -13042,7 +13031,7 @@ NOBUILD - Locks the zone so that it cannot be edited. Can be unlocked only by NOASTRAL - Prevents teleportation magic from working to or from this zone. See Also: ZLOCK, ZUNLOCK, ZEDIT-MENU -#31 +#2 ZEDIT-LEVELS ZONE-LEVELS A player is unable to enter the zone if their level is outside of the specified @@ -13050,7 +13039,7 @@ range. Summoning someone outside the range is not blocked, however. The level restrictions are shown on the areas command. See Also: ZEDIT-MENU, AREAS -#31 +#2 ZEDIT-LIFESPAN LIFESPAN ZEDITAGE ZEDIT-AGE TOP-OF-ZONE BOTTOM-OF-ZONE ZEDIT-TOP ZEDIT-BOTTOM ZONEAGE ZONE-AGE L) Lifespan : @y30 minutes@n @@ -13067,7 +13056,7 @@ T) Top of zone : @y1399@n The highest numbered room belonging to this zone. This defines the top room of the zone - You should not change this. -#31 +#2 ZEDIT-MENU ZONE-EDIT ZONE-MENU Room number: @c1300@n Room zone: @c13 @RHELP ZEDIT-ROOM@n @@ -13089,7 +13078,7 @@ Q) Quit Enter your choice : See also: ZEDIT-EQUIP, MAXLOAD, DEPENDENT, ZRESET, ZEDIT-ADVANCED -#31 +#2 ZEDIT-NAME ZONE-NAME Z) Zone name : @yNew Zone@n @@ -13102,7 +13091,7 @@ out what it is meant to be, and it will add to the game. Add your name to the end of the zone name to help us identify who it belongs too. If your name is not in your zone name or zone description room it may be deleted. -#31 +#2 ZEDIT-NEW-COMMAND ZEDIT-DOOR MOB-LOAD MOB-INVENTORY ZEDIT-NEWCOMMAND ZEDIT-LOADING ZLOADING ZEDIT-DOORS ZEDIT-REMOVE The number 1 mistake new builders make is not knowing what to do when they @@ -13145,7 +13134,7 @@ V) Set a global variable (Advanced builders only) Set a global variable to be used by triggers. @RHELP GLOBAL@n. See also: ZEDIT-CREATE, ZEDIT-EQUIP, MAXLOAD, ZRESET -#31 +#2 ZEDIT-RESETS RESET-MODES R) Reset Mode : @yNormal reset.@n @@ -13165,7 +13154,7 @@ R) Reset Mode : @yNormal reset.@n Reset the zone as soon as it reaches its Lifespan, regardless of who or what is in it. This is the most commonly used Reset Mode. -#31 +#2 ZEDIT-ROOM ZEDIT-NUMBER Room number: @c1300@n Room zone: @c13@n @@ -13174,7 +13163,7 @@ zone. The room zone is to identify the zone. Zone numbers are the room numbers of the zone divided by 100; for example, The Builder Academy, which consists of rooms 1300 through 1399, is zone 13. -#31 +#2 ZLIST Usage: @yzlist @n- List all zones @@ -13190,7 +13179,7 @@ The zone list may be limited to show a range of zones, or only show zones that have a particular builder name in the builder list. See also: OASIS, ZEDIT, SHOW-ZONE -#31 +#2 ZLOCK Usage: zlock <zone number> @@ -13202,7 +13191,7 @@ The 'list' shows all currently locked zones. 'zlock all all' will lock every zone in the MUD. See also: ZUNLOCK -#31 +#2 ZONE-COMPLETION COMPLETED-ZONE COMPLETION Spell-check your zone before you submit it for the final walk-through. If @@ -13224,7 +13213,7 @@ zone will be looked over and corrections will be MUDmailed or emailed to you. Do not take this personally. Everyone makes mistakes and everything we do is meant as constructive criticism. -#31 +#2 ZONE-DELETION DELETION To prevent accidentally deleting someone's zone and causing conflicting OLC @@ -13242,7 +13231,7 @@ to check if they made anything of value that could be saved and donated. "set file <playername> olc off" then "stat file <playername>" to be sure it worked and then delete the zone from the server withe the RemoveWorld script. -#31 +#2 ZONE-DESCRIPTION-ROOM ZONE_DESCRIPTION_ROOM 00 EXAMPLE-ZONE-DESCRIPTIONS ZONE-INFO TEST-ZONE TRIAL-ZONE ZONE-DESCRIPTIONS ZEDIT-DESCRIPTION Your zone proposal should be cut and pasted into your "Zone Description Room", @@ -13258,7 +13247,7 @@ easier to administer the zone on a MUD. See also: EXAMPLE-REPORT, PLANNING, PROPOSAL -#31 +#2 ZONE-FORMATS ZON-FILES @n#<virtual number> @@ -13268,7 +13257,7 @@ ZONE-FORMATS ZON-FILES {zero or more zone commands} See also: ZEDIT -#31 +#2 ZONE-SIZES SIZES Make sure to have some idea of how many rooms total you will use. Make a @@ -13286,7 +13275,7 @@ get phased in gradually is much better than one gigantic area that is never completed. Trust us when we tell you a 300-room area will never be finished without Herculean effort of which most of us are not capable. -#31 +#2 ZONES These zones are maintained in the latest tbaMUD format with DG Scripts on @@ -13512,7 +13501,7 @@ Usage: zpurge <zone #> and objs lying in the room will be purged. But, all objs carried by mobs will be dropped to the ground. To completely wipe a zone use it twice. -#31 +#2 ZRESETS RESETS ZONE-RESETS ZONERESETS POPS REPOPS SPAWN RE-POPS ZONEREBOOTS REFRESH ZONE-LOADS ZEDIT_RESET ZONE_RESET LOAD-ZONE LOADZONE LOAD_ZONE Usage: zreset @@ -13522,7 +13511,7 @@ mobs, objects, and closing doors. This is normally done once a zone reaches its lifespan (set in zedit) but can be done manually with this command. See also: ZPURGE, SHOW ZONES -#31 +#2 ZUNLOCK Usage: zunlock <zone number> @@ -13533,7 +13522,7 @@ The 'list' shows all currently unlocked zones. 'zunlock all' will unlock every zone in the MUD. See also: ZLOCK -#31 +#2 ZUNLOCK ZLOCK Zone locking and unlocking prevents any OLC from being used in the zone. Only @@ -13543,7 +13532,7 @@ own zone if their name is in the zone's builders list. zlock - Locks one or all zones. Type zlock for usage. zunlock - Locks one or all zones. Type zunlock for usage. -#31 +#2 EMOTE EMOTING Emoting allows you to describe your characters actions, expressions, and diff --git a/lib/text/news b/lib/text/news index 674d794..c9d779b 100644 --- a/lib/text/news +++ b/lib/text/news @@ -34,7 +34,7 @@ NEW COMMANDS AND NEW MUD BEHAVIOR: ** You will now be immediately notified when you have new mail, when coming back from AFK and reconnecting. -** New toggles: autoloot, autogold, autosplit, autosac, and autoassist. +** New toggles: autoloot, autosplit, autosac, and autoassist. ** Improved toggle command allowing more options. @@ -103,7 +103,7 @@ NEW COMMANDS AND NEW MUD BEHAVIOR: ** Use the ASSIST command to engage in mortal combat with someone in the room who is getting pummeled. -** Use the SPLIT command to split gold among the members of your group +** Use the SPLIT command to split coins among the members of your group (including yourself) who are in the room. i.e. If you are in a group with 4 other people who are in the room with you, type "SPLIT 100" to give each of them 20 coins. diff --git a/lib/world/trg/30.trg b/lib/world/trg/30.trg index 942936b..9d7d2a9 100644 --- a/lib/world/trg/30.trg +++ b/lib/world/trg/30.trg @@ -69,7 +69,7 @@ end if %actor.level% < 3 nop %actor.exp(%value%)% else - nop %actor.gold(%value%)% + nop %actor.coins(%value%)% end %purge% %object% ~ @@ -79,12 +79,12 @@ Stock Thief~ ~ set actor %random.char% if %actor% - if %actor.is_pc% && %actor.gold% + if %actor.is_pc% && %actor.coins% %send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet. - %echoaround% %actor% %self.name% tries to steal gold from %actor.name%. - eval coins %actor.gold% * %random.10% / 100 - nop %actor.gold(-%coins%)% - nop %self.gold(%coins%)% + %echoaround% %actor% %self.name% tries to steal coins from %actor.name%. + eval coins %actor.coins% * %random.10% / 100 + nop %actor.coins(-%coins%)% + nop %self.coins(%coins%)% end end ~ @@ -280,7 +280,7 @@ set zodiac 5701 set grave 7401 set zamba 7500 set gidean 7801 -set glumgold 8301 +set glumcoins 8301 set duke 8660 set oasis 9000 set domiae 9603 diff --git a/src/act.h b/src/act.h index f4ce33f..ef84127 100644 --- a/src/act.h +++ b/src/act.h @@ -106,7 +106,7 @@ ACMD(do_diagnose); ACMD(do_equipment); ACMD(do_examine); ACMD(do_exits); -ACMD(do_gold); +ACMD(do_coins); ACMD(do_help); ACMD(do_history); ACMD(do_inventory); @@ -230,18 +230,17 @@ ACMD(do_gen_tog); #define SCMD_BUILDWALK 15 #define SCMD_AFK 16 #define SCMD_AUTOLOOT 17 -#define SCMD_AUTOGOLD 18 -#define SCMD_AUTOSPLIT 19 -#define SCMD_AUTOASSIST 20 -#define SCMD_AUTOMAP 21 -#define SCMD_AUTOKEY 22 -#define SCMD_AUTODOOR 23 -#define SCMD_ZONERESETS 24 -#define SCMD_SYSLOG 25 -#define SCMD_WIMPY 26 -#define SCMD_PAGELENGTH 27 -#define SCMD_SCREENWIDTH 28 -#define SCMD_COLOR 29 +#define SCMD_AUTOSPLIT 18 +#define SCMD_AUTOASSIST 19 +#define SCMD_AUTOMAP 20 +#define SCMD_AUTOKEY 21 +#define SCMD_AUTODOOR 22 +#define SCMD_ZONERESETS 23 +#define SCMD_SYSLOG 24 +#define SCMD_WIMPY 25 +#define SCMD_PAGELENGTH 26 +#define SCMD_SCREENWIDTH 27 +#define SCMD_COLOR 28 /* do_quit */ ACMD(do_quit); diff --git a/src/act.informative.c b/src/act.informative.c index 16f82cf..33dc482 100644 --- a/src/act.informative.c +++ b/src/act.informative.c @@ -1132,14 +1132,14 @@ ACMD(do_examine) } } -ACMD(do_gold) +ACMD(do_coins) { - if (GET_GOLD(ch) == 0) + if (GET_COINS(ch) == 0) send_to_char(ch, "You're broke!\r\n"); - else if (GET_GOLD(ch) == 1) + else if (GET_COINS(ch) == 1) send_to_char(ch, "You have one miserable little coin.\r\n"); else - send_to_char(ch, "You have %d coins.\r\n", GET_GOLD(ch)); + send_to_char(ch, "You have %d coins.\r\n", GET_COINS(ch)); } ACMD(do_score) @@ -2256,9 +2256,6 @@ ACMD(do_toggle) {"autoloot", PRF_AUTOLOOT, 0, "Autoloot disabled.\r\n", "Autoloot enabled.\r\n"}, - {"autogold", PRF_AUTOGOLD, 0, - "Autogold disabled.\r\n", - "Autogold enabled.\r\n"}, {"autosplit", PRF_AUTOSPLIT, 0, "Autosplit disabled.\r\n", "Autosplit enabled.\r\n"}, @@ -2355,7 +2352,6 @@ ACMD(do_toggle) " Wimpy: %-3s\r\n" " AutoLoot: %-3s " - " AutoGold: %-3s " " AutoSplit: %-3s\r\n" " AutoAssist: %-3s " @@ -2385,7 +2381,6 @@ ACMD(do_toggle) buf2, ONOFF(PRF_FLAGGED(ch, PRF_AUTOLOOT)), - ONOFF(PRF_FLAGGED(ch, PRF_AUTOGOLD)), ONOFF(PRF_FLAGGED(ch, PRF_AUTOSPLIT)), ONOFF(PRF_FLAGGED(ch, PRF_AUTOASSIST)), diff --git a/src/act.item.c b/src/act.item.c index 3df9564..88a8742 100644 --- a/src/act.item.c +++ b/src/act.item.c @@ -36,10 +36,10 @@ static int perform_get_from_room(struct char_data *ch, struct obj_data *obj); /* do_give utility functions */ static struct char_data *give_find_vict(struct char_data *ch, char *arg); static void perform_give(struct char_data *ch, struct char_data *vict, struct obj_data *obj); -static void perform_give_gold(struct char_data *ch, struct char_data *vict, int amount); +static void perform_give_coins(struct char_data *ch, struct char_data *vict, int amount); /* do_drop utility functions */ static int perform_drop(struct char_data *ch, struct obj_data *obj, byte mode, const char *sname, room_rnum RDR); -static void perform_drop_gold(struct char_data *ch, int amount, byte mode, room_rnum RDR); +static void perform_drop_coins(struct char_data *ch, int amount, byte mode, room_rnum RDR); /* do_put utility functions */ static void perform_put(struct char_data *ch, struct obj_data *obj, struct obj_data *cont); /* do_remove utility functions */ @@ -192,7 +192,7 @@ ACMD(do_put) } GET_OBJ_VAL(obj, 0) = pile - howmany; update_money_obj(obj); - GET_GOLD(ch) = MAX(0, GET_GOLD(ch) - howmany); + GET_COINS(ch) = MAX(0, GET_COINS(ch) - howmany); obj = split; howmany = 1; } else { @@ -318,7 +318,7 @@ static bool merge_money_pile(struct char_data *ch, struct obj_data *obj) GET_OBJ_VAL(target, 0) += coins; update_money_obj(target); - GET_GOLD(ch) = MIN(MAX_GOLD, GET_GOLD(ch) + coins); + GET_COINS(ch) = MIN(MAX_COINS, GET_COINS(ch) + coins); extract_obj(obj); return TRUE; @@ -559,14 +559,14 @@ ACMD(do_get) } } -static void perform_drop_gold(struct char_data *ch, int amount, byte mode, room_rnum RDR) +static void perform_drop_coins(struct char_data *ch, int amount, byte mode, room_rnum RDR) { struct obj_data *obj; int removed; if (amount <= 0) send_to_char(ch, "Heh heh heh.. we are jolly funny today, eh?\r\n"); - else if (GET_GOLD(ch) < amount) + else if (GET_COINS(ch) < amount) send_to_char(ch, "You don't have that many coins!\r\n"); else { if (mode != SCMD_JUNK) { @@ -691,7 +691,7 @@ ACMD(do_drop) multi = atoi(arg); one_argument(argument, arg); if (!str_cmp("coins", arg) || !str_cmp("coin", arg)) - perform_drop_gold(ch, multi, mode, RDR); + perform_drop_coins(ch, multi, mode, RDR); else if (multi <= 0) send_to_char(ch, "Yeah, that makes sense.\r\n"); else if (!*arg) @@ -792,7 +792,7 @@ static struct char_data *give_find_vict(struct char_data *ch, char *arg) return (NULL); } -static void perform_give_gold(struct char_data *ch, struct char_data *vict, +static void perform_give_coins(struct char_data *ch, struct char_data *vict, int amount) { char buf[MAX_STRING_LENGTH]; @@ -802,7 +802,7 @@ static void perform_give_gold(struct char_data *ch, struct char_data *vict, send_to_char(ch, "Heh heh heh ... we are jolly funny today, eh?\r\n"); return; } - if ((GET_GOLD(ch) < amount) && (IS_NPC(ch) || (GET_LEVEL(ch) < LVL_GOD))) { + if ((GET_COINS(ch) < amount) && (IS_NPC(ch) || (GET_LEVEL(ch) < LVL_GOD))) { send_to_char(ch, "You don't have that many coins!\r\n"); return; } @@ -860,7 +860,7 @@ ACMD(do_give) if (!str_cmp("coins", arg) || !str_cmp("coin", arg)) { one_argument(argument, arg); if ((vict = give_find_vict(ch, arg)) != NULL) - perform_give_gold(ch, vict, amount); + perform_give_coins(ch, vict, amount); return; } else if (!*arg) /* Give multiple code. */ send_to_char(ch, "What do you want to give %d of?\r\n", amount); diff --git a/src/act.other.c b/src/act.other.c index 340d393..07e47f0 100644 --- a/src/act.other.c +++ b/src/act.other.c @@ -389,7 +389,7 @@ static bool sleight_merge_money_pile(struct char_data *ch, struct obj_data *obj) GET_OBJ_VAL(target, 0) += coins; update_money_obj(target); - GET_GOLD(ch) = MIN(MAX_GOLD, GET_GOLD(ch) + coins); + GET_COINS(ch) = MIN(MAX_COINS, GET_COINS(ch) + coins); extract_obj(obj); return TRUE; @@ -1106,7 +1106,7 @@ ACMD(do_slip) } GET_OBJ_VAL(obj, 0) = pile - howmany; update_money_obj(obj); - GET_GOLD(ch) = MAX(0, GET_GOLD(ch) - howmany); + GET_COINS(ch) = MAX(0, GET_COINS(ch) - howmany); obj = split; } } @@ -1155,7 +1155,7 @@ ACMD(do_steal) struct char_data *vict; struct obj_data *obj; char vict_name[MAX_INPUT_LENGTH], obj_name[MAX_INPUT_LENGTH]; - int gold, eq_pos, ohoh = 0; + int coins, eq_pos, ohoh = 0; int sleight_total, dc; if (!GET_SKILL(ch, SKILL_SLEIGHT_OF_HAND)) { @@ -1184,7 +1184,7 @@ ACMD(do_steal) sleight_total = roll_sleight_check(ch); - if (str_cmp(obj_name, "coins") && str_cmp(obj_name, "gold")) { + if (str_cmp(obj_name, "coins") && str_cmp(obj_name, "coin")) { if (!(obj = get_obj_in_list_vis(ch, obj_name, NULL, vict->carrying))) { @@ -1250,18 +1250,18 @@ ACMD(do_steal) int total = count_coins_in_list(vict->carrying); int max_steal = total / 10; if (max_steal > 0) { - gold = rand_number(1, max_steal); - gold = remove_coins_from_list(vict->carrying, gold); + coins = rand_number(1, max_steal); + coins = remove_coins_from_list(vict->carrying, coins); } else { - gold = 0; + coins = 0; } - if (gold > 0) { - GET_GOLD(vict) = MAX(0, GET_GOLD(vict) - gold); - add_coins_to_char(ch, gold); + if (coins > 0) { + GET_COINS(vict) = MAX(0, GET_COINS(vict) - coins); + add_coins_to_char(ch, coins); gain_skill(ch, "sleight of hand", TRUE); - if (gold > 1) - send_to_char(ch, "Bingo! You got %d coins.\r\n", gold); + if (coins > 1) + send_to_char(ch, "Bingo! You got %d coins.\r\n", coins); else send_to_char(ch, "You manage to swipe a solitary coin.\r\n"); } else { @@ -1485,7 +1485,7 @@ ACMD(do_split) send_to_char(ch, "Sorry, you can't do that.\r\n"); return; } - if (amount > GET_GOLD(ch)) { + if (amount > GET_COINS(ch)) { send_to_char(ch, "You don't seem to have that many coins to split.\r\n"); return; } @@ -1503,7 +1503,7 @@ ACMD(do_split) return; } - decrease_gold(ch, share * (num - 1)); + decrease_coins(ch, share * (num - 1)); /* Abusing signed/unsigned to make sizeof work. */ len = snprintf(buf, sizeof(buf), "%s splits %d coins; you receive %d.\r\n", @@ -1516,7 +1516,7 @@ ACMD(do_split) while ((k = (struct char_data *) simple_list(GROUP(ch)->members)) != NULL) if (k != ch && IN_ROOM(ch) == IN_ROOM(k) && !IS_NPC(k)) { - increase_gold(k, share); + increase_coins(k, share); send_to_char(k, "%s", buf); } @@ -1687,8 +1687,6 @@ ACMD(do_gen_tog) "AFK flag is now on.\r\n"}, {"Autoloot disabled.\r\n", "Autoloot enabled.\r\n"}, - {"Autogold disabled.\r\n", - "Autogold enabled.\r\n"}, {"Autosplit disabled.\r\n", "Autosplit enabled.\r\n"}, {"Autoassist disabled.\r\n", @@ -1778,9 +1776,6 @@ ACMD(do_gen_tog) case SCMD_AUTOLOOT: result = PRF_TOG_CHK(ch, PRF_AUTOLOOT); break; - case SCMD_AUTOGOLD: - result = PRF_TOG_CHK(ch, PRF_AUTOGOLD); - break; case SCMD_AUTOSPLIT: result = PRF_TOG_CHK(ch, PRF_AUTOSPLIT); break; diff --git a/src/act.wizard.c b/src/act.wizard.c index 9b249a9..794c3fa 100644 --- a/src/act.wizard.c +++ b/src/act.wizard.c @@ -1840,7 +1840,7 @@ static void do_stat_character(struct char_data *ch, struct char_data *k) GET_MOVE(k), GET_MAX_MOVE(k), move_gain(k)); stat_table_row_fmt(ch, "Currency", "Coins %d, Bank %d (Total %d)", - GET_GOLD(k), GET_BANK_GOLD(k), GET_GOLD(k) + GET_BANK_GOLD(k)); + GET_COINS(k), GET_BANK_COINS(k), GET_COINS(k) + GET_BANK_COINS(k)); if (!IS_NPC(k)) { if (GET_QUEST(k) != NOTHING) @@ -3568,7 +3568,7 @@ ACMD(do_show) send_to_char(ch, "Player: %-12s (%s) [%2d %s]\r\n", GET_NAME(vict), genders[(int) GET_SEX(vict)], GET_LEVEL(vict), CLASS_ABBR(vict)); send_to_char(ch, "Coins: %-8d Bal: %-8d Exp: %-8d Align: %-5d\r\n", - GET_GOLD(vict), GET_BANK_GOLD(vict), GET_EXP(vict), + GET_COINS(vict), GET_BANK_COINS(vict), GET_EXP(vict), GET_ALIGNMENT(vict)); send_to_char(ch, "Started: %-25.25s Last: %-25.25s\r\n", buf1, buf2); send_to_char(ch, "Played: %dh %dm\r\n", @@ -3881,7 +3881,7 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c affect_total(vict); break; case 4: /* bank */ - GET_BANK_GOLD(vict) = RANGE(0, 100000000); + GET_BANK_COINS(vict) = RANGE(0, 100000000); break; case 5: /* brief */ SET_OR_REMOVE(PRF_FLAGS(vict), PRF_BRIEF); @@ -3959,7 +3959,7 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c remove_other_coins_from_list(vict->carrying, NULL); for (i = 0; i < NUM_WEARS; i++) remove_other_coins_from_list(GET_EQ(vict, i), NULL); - GET_GOLD(vict) = 0; + GET_COINS(vict) = 0; send_to_char(ch, "Ok.\r\n"); return (1); } @@ -3980,7 +3980,7 @@ static int perform_set(struct char_data *ch, struct char_data *vict, int mode, c for (i = 0; i < NUM_WEARS; i++) remove_other_coins_from_list(GET_EQ(vict, i), coin_obj); - GET_GOLD(vict) = value; + GET_COINS(vict) = value; send_to_char(ch, "Ok.\r\n"); return (1); } @@ -4549,7 +4549,7 @@ ACMD(do_links) /*item limits*/ #define MAX_DAM_ALLOWED 50 /* for weapons - avg. dam*/ #define MAX_AFFECTS_ALLOWED 3 -#define MAX_OBJ_GOLD_ALLOWED 1000000 +#define MAX_OBJ_COINS_ALLOWED 1000000 /* Armor class limits*/ #define TOTAL_WEAR_CHECKS (NUM_ITEM_WEARS-2) /*minus Wield and Take*/ @@ -4597,7 +4597,7 @@ static struct zcheck_affs { {APPLY_MANA, -50, 50, "mana"}, {APPLY_HIT, -50, 50, "hit points"}, {APPLY_MOVE, -50, 50, "movement"}, - {APPLY_GOLD, 0, 0, "gold"}, + {APPLY_COINS, 0, 0, "coins"}, {APPLY_EXP, 0, 0, "experience"}, {APPLY_AC, -10, 10, "magical AC"}, {APPLY_SAVE_STR, -2, 2, "saving throw (Strength)"}, @@ -4751,10 +4751,10 @@ ACMD (do_zcheck) obj = &obj_proto[i]; switch (GET_OBJ_TYPE(obj)) { case ITEM_MONEY: - if ((value = GET_OBJ_VAL(obj, 0))>MAX_OBJ_GOLD_ALLOWED && (found=1)) + if ((value = GET_OBJ_VAL(obj, 0))>MAX_OBJ_COINS_ALLOWED && (found=1)) len += snprintf(buf + len, sizeof(buf) - len, "- Is worth %d (money limit %d coins).\r\n", - value, MAX_OBJ_GOLD_ALLOWED); + value, MAX_OBJ_COINS_ALLOWED); break; case ITEM_WEAPON: if (GET_OBJ_VAL(obj, 3) >= NUM_ATTACK_TYPES && (found=1)) diff --git a/src/comm.c b/src/comm.c index 8132631..ebe70b5 100644 --- a/src/comm.c +++ b/src/comm.c @@ -2786,7 +2786,7 @@ static void msdp_update( void ) MSDPSetNumber( d, eMSDP_MANA, GET_MANA(ch) ); MSDPSetNumber( d, eMSDP_MANA_MAX, GET_MAX_MANA(ch) ); MSDPSetNumber( d, eMSDP_WIMPY, GET_WIMP_LEV(ch) ); - MSDPSetNumber( d, eMSDP_MONEY, GET_GOLD(ch) ); + MSDPSetNumber( d, eMSDP_MONEY, GET_COINS(ch) ); MSDPSetNumber( d, eMSDP_MOVEMENT, GET_MOVE(ch) ); MSDPSetNumber( d, eMSDP_MOVEMENT_MAX, GET_MAX_MOVE(ch) ); MSDPSetNumber( d, eMSDP_AC, compute_armor_class(ch) ); diff --git a/src/constants.c b/src/constants.c index ed432e3..0bc0ac7 100644 --- a/src/constants.c +++ b/src/constants.c @@ -271,7 +271,6 @@ const char *preference_bits[] = { "BLDWLK", "AFK", "AUTOLOOT", - "AUTOGOLD", "AUTOSPLIT", "AUTOSAC", "AUTOASSIST", diff --git a/src/dg_mobcmd.c b/src/dg_mobcmd.c index 1ded8cb..3eabb6a 100644 --- a/src/dg_mobcmd.c +++ b/src/dg_mobcmd.c @@ -971,7 +971,7 @@ ACMD(do_mtransform) GET_MAX_HIT(&tmpmob) = GET_MAX_HIT(ch); GET_EXP(&tmpmob) = GET_EXP(ch); } - GET_GOLD(&tmpmob) = GET_GOLD(ch); + GET_COINS(&tmpmob) = GET_COINS(ch); GET_POS(&tmpmob) = GET_POS(ch); IS_CARRYING_W(&tmpmob) = IS_CARRYING_W(ch); IS_CARRYING_N(&tmpmob) = IS_CARRYING_N(ch); diff --git a/src/dg_variables.c b/src/dg_variables.c index b503a19..ef7bff4 100644 --- a/src/dg_variables.c +++ b/src/dg_variables.c @@ -451,8 +451,8 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, * For example you want to check how many PC's are in room with vnum 1204. PC's * have the vnum -1 so: %echo% players in room 1204: %findmob.1204(-1)% * Or say you had a bank, and you want a script to check the number of bags of - * gold (vnum: 1234). In the vault (vnum: 453). Use: %findobj.453(1234)% and it - * will return the number of bags of gold. + * coins (vnum: 1234). In the vault (vnum: 453). Use: %findobj.453(1234)% and it + * will return the number of bags of coins. * Addition inspired by Jamie Nelson */ else if (!str_cmp(var, "findmob")) { if (!field || !*field || !subfield || !*subfield) { @@ -717,12 +717,12 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, } break; case 'g': - if (!str_cmp(field, "gold")) { + if (!str_cmp(field, "coins")) { if (subfield && *subfield) { int addition = atoi(subfield); - increase_gold(c, addition); + increase_coins(c, addition); } - snprintf(str, slen, "%d", GET_GOLD(c)); + snprintf(str, slen, "%d", GET_COINS(c)); } break; case 'h': @@ -1565,7 +1565,7 @@ void find_replacement(void *go, struct script_data *sc, trig_data *trig, * if the field returns a name or a script UID or the like it can recurse. If * you supply a value like, %actor.int.str% it wont blow up on you either. Now * also lets subfields have variables parsed inside of them so that: %echo% - * %actor.gold(%actor.gold%)% will double the actors gold every time its called. + * %actor.coins(%actor.coins%)% will double the actors coins every time its called. * - Jamie Nelson */ /* substitutes any variables into line and returns it as buf */ diff --git a/src/fight.c b/src/fight.c index 3e22efd..ca6632b 100644 --- a/src/fight.c +++ b/src/fight.c @@ -287,9 +287,9 @@ static void make_corpse(struct char_data *ch) obj_to_obj(unequip_char(ch, i), corpse); } - /* transfer gold */ - if (GET_GOLD(ch) > 0) - GET_GOLD(ch) = 0; + /* transfer coins */ + if (GET_COINS(ch) > 0) + GET_COINS(ch) = 0; ch->carrying = NULL; IS_CARRYING_N(ch) = 0; IS_CARRYING_W(ch) = 0; @@ -630,7 +630,7 @@ int skill_message(int dam, struct char_data *ch, struct char_data *vict, * > 0 How much damage done. */ int damage(struct char_data *ch, struct char_data *victim, int dam, int attacktype) { - long local_gold = 0; + long local_coins = 0; char local_buf[256]; struct char_data *tmp_char; struct obj_data *corpse_obj; @@ -796,22 +796,19 @@ int damage(struct char_data *ch, struct char_data *victim, int dam, int attackty if (MOB_FLAGGED(ch, MOB_MEMORY)) forget(ch, victim); } - /* Cant determine GET_GOLD on corpse, so do now and store */ + /* Can't determine GET_COINS on corpse, so do now and store */ if (IS_NPC(victim)) { - local_gold = GET_GOLD(victim); - sprintf(local_buf,"%ld", (long)local_gold); + local_coins = GET_COINS(victim); + sprintf(local_buf,"%ld", (long)local_coins); } die(victim, ch); - if (GROUP(ch) && (local_gold > 0) && PRF_FLAGGED(ch, PRF_AUTOSPLIT) ) { + if (GROUP(ch) && (local_coins > 0) && PRF_FLAGGED(ch, PRF_AUTOSPLIT) ) { generic_find("corpse", FIND_OBJ_ROOM, ch, &tmp_char, &corpse_obj); if (corpse_obj) { do_get(ch, "all.coin corpse", 0, 0); do_split(ch, local_buf, 0, 0); } - /* need to remove the gold from the corpse */ - } else if (!IS_NPC(ch) && (ch != victim) && PRF_FLAGGED(ch, PRF_AUTOGOLD)) { - do_get(ch, "all.coin corpse", 0, 0); } if (!IS_NPC(ch) && (ch != victim) && PRF_FLAGGED(ch, PRF_AUTOLOOT)) { do_get(ch, "all corpse", 0, 0); diff --git a/src/genqst.c b/src/genqst.c index 8d0fe9e..730371a 100644 --- a/src/genqst.c +++ b/src/genqst.c @@ -36,7 +36,7 @@ int copy_quest(struct aq_data *to, struct aq_data *from, int free_old_strings) for (i = 0; i < 7; i++){ to->value[i] = from->value[i]; } - to->gold_reward = from->gold_reward; + to->coins_reward = from->coins_reward; to->exp_reward = from->exp_reward; to->obj_reward = from->obj_reward; to->func = from->func; @@ -247,7 +247,7 @@ int save_quests(zone_rnum zone_num) QST_POINTS(rnum), QST_PENALTY(rnum), QST_MINLEVEL(rnum), QST_MAXLEVEL(rnum), QST_TIME(rnum), QST_RETURNMOB(rnum) == NOBODY ? -1 : QST_RETURNMOB(rnum), - QST_QUANTITY(rnum), QST_GOLD(rnum), QST_EXP(rnum), QST_OBJ(rnum) + QST_QUANTITY(rnum), QST_COINS(rnum), QST_EXP(rnum), QST_OBJ(rnum) ); if(n < MAX_STRING_LENGTH) { @@ -278,4 +278,3 @@ int save_quests(zone_rnum zone_num) remove_from_save_list(zone_table[zone_num].number, SL_QST); return TRUE; } - diff --git a/src/handler.c b/src/handler.c index 4b2ab2f..5e29f6d 100644 --- a/src/handler.c +++ b/src/handler.c @@ -149,7 +149,7 @@ static void aff_apply_modify(struct char_data *ch, byte loc, sbyte mod, char *ms case APPLY_MANA: GET_MAX_MANA(ch) += mod; break; case APPLY_HIT: GET_MAX_HIT(ch) += mod; break; case APPLY_MOVE: GET_MAX_MOVE(ch) += mod; break; - case APPLY_GOLD: break; + case APPLY_COINS: break; case APPLY_EXP: break; case APPLY_AC: GET_AC(ch) += mod; break; @@ -424,9 +424,9 @@ static void adjust_char_coins(struct char_data *ch, int amount) return; if (amount > 0) - GET_GOLD(ch) = MIN(MAX_GOLD, GET_GOLD(ch) + amount); + GET_COINS(ch) = MIN(MAX_COINS, GET_COINS(ch) + amount); else - GET_GOLD(ch) = MAX(0, GET_GOLD(ch) + amount); + GET_COINS(ch) = MAX(0, GET_COINS(ch) + amount); } /* Give an object to a char. */ diff --git a/src/interpreter.c b/src/interpreter.c index b510dc2..c64ea98 100644 --- a/src/interpreter.c +++ b/src/interpreter.c @@ -94,7 +94,6 @@ cpp_extern const struct command_info cmd_info[] = { { "autoexits" , "autoex" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOEXIT }, { "autoassist","autoass" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOASSIST }, { "autodoor" , "autodoor", POS_DEAD , do_gen_tog , 0, SCMD_AUTODOOR }, - { "autogold" , "autogold", POS_DEAD , do_gen_tog , 0, SCMD_AUTOGOLD }, { "autokey" , "autokey" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOKEY }, { "autoloot" , "autoloot", POS_DEAD , do_gen_tog , 0, SCMD_AUTOLOOT }, { "automap" , "automap" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOMAP }, @@ -157,8 +156,7 @@ cpp_extern const struct command_info cmd_info[] = { { "gemote" , "gem" , POS_SLEEPING, do_gen_comm , LVL_IMMORT, SCMD_GEMOTE }, { "give" , "giv" , POS_RESTING , do_give , 0, 0 }, { "goto" , "go" , POS_SLEEPING, do_goto , LVL_IMMORT, 0 }, - { "gold" , "gol" , POS_RESTING , do_gold , 0, 0 }, - { "coins" , "coin" , POS_RESTING , do_gold , 0, 0 }, + { "coins" , "coin" , POS_RESTING , do_coins , 0, 0 }, { "group" , "gr" , POS_RESTING , do_group , 1, 0 }, { "grab" , "grab" , POS_RESTING , do_grab , 0, 0 }, diff --git a/src/limits.c b/src/limits.c index 555de86..b9f42fd 100644 --- a/src/limits.c +++ b/src/limits.c @@ -490,68 +490,68 @@ void point_update(void) } /* Note: amt may be negative */ -int increase_gold(struct char_data *ch, int amt) +int increase_coins(struct char_data *ch, int amt) { - int curr_gold; + int curr_coins; int add; if (!ch) return 0; - curr_gold = GET_GOLD(ch); + curr_coins = GET_COINS(ch); if (amt < 0) - return decrease_gold(ch, -amt); + return decrease_coins(ch, -amt); if (amt == 0) - return curr_gold; + return curr_coins; - add = MIN(amt, MAX_GOLD - curr_gold); + add = MIN(amt, MAX_COINS - curr_coins); if (add <= 0) - return curr_gold; + return curr_coins; add_coins_to_char(ch, add); - if (GET_GOLD(ch) == MAX_GOLD) + if (GET_COINS(ch) == MAX_COINS) send_to_char(ch, "%sYou have reached the maximum coins!\r\n%sYou must spend them or bank them before you can gain any more.\r\n", QBRED, QNRM); - return GET_GOLD(ch); + return GET_COINS(ch); } -int decrease_gold(struct char_data *ch, int deduction) +int decrease_coins(struct char_data *ch, int deduction) { if (!ch || deduction <= 0) - return GET_GOLD(ch); + return GET_COINS(ch); remove_coins_from_char(ch, deduction); - return GET_GOLD(ch); + return GET_COINS(ch); } -int increase_bank(struct char_data *ch, int amt) +int increase_bank_coins(struct char_data *ch, int amt) { int curr_bank; if (IS_NPC(ch)) return 0; - curr_bank = GET_BANK_GOLD(ch); + curr_bank = GET_BANK_COINS(ch); if (amt < 0) { - GET_BANK_GOLD(ch) = MAX(0, curr_bank+amt); + GET_BANK_COINS(ch) = MAX(0, curr_bank+amt); /* Validate to prevent overflow */ - if (GET_BANK_GOLD(ch) > curr_bank) GET_BANK_GOLD(ch) = 0; + if (GET_BANK_COINS(ch) > curr_bank) GET_BANK_COINS(ch) = 0; } else { - GET_BANK_GOLD(ch) = MIN(MAX_BANK, curr_bank+amt); + GET_BANK_COINS(ch) = MIN(MAX_BANK_COINS, curr_bank+amt); /* Validate to prevent overflow */ - if (GET_BANK_GOLD(ch) < curr_bank) GET_BANK_GOLD(ch) = MAX_BANK; + if (GET_BANK_COINS(ch) < curr_bank) GET_BANK_COINS(ch) = MAX_BANK_COINS; } - if (GET_BANK_GOLD(ch) == MAX_BANK) + if (GET_BANK_COINS(ch) == MAX_BANK_COINS) send_to_char(ch, "%sYou have reached the maximum bank balance!\r\n%sYou cannot put more into your account unless you withdraw some first.\r\n", QBRED, QNRM); - return (GET_BANK_GOLD(ch)); + return (GET_BANK_COINS(ch)); } -int decrease_bank(struct char_data *ch, int deduction) +int decrease_bank_coins(struct char_data *ch, int deduction) { int amt; amt = (deduction * -1); - increase_bank(ch, amt); - return (GET_BANK_GOLD(ch)); + increase_bank_coins(ch, amt); + return (GET_BANK_COINS(ch)); } diff --git a/src/mail.c b/src/mail.c index 0f10208..dfd84e2 100644 --- a/src/mail.c +++ b/src/mail.c @@ -287,7 +287,7 @@ static void postmaster_send_mail(struct char_data *ch, struct char_data *mailman FALSE, mailman, 0, ch, TO_VICT); return; } - if (GET_GOLD(ch) < STAMP_PRICE && GET_LEVEL(ch) < LVL_IMMORT) { + if (GET_COINS(ch) < STAMP_PRICE && GET_LEVEL(ch) < LVL_IMMORT) { snprintf(buf, sizeof(buf), "$n tells you, 'A stamp costs %d coin%s.'\r\n" "$n tells you, '...which I see you can't afford.'", STAMP_PRICE, STAMP_PRICE == 1 ? "" : "s"); @@ -304,7 +304,7 @@ static void postmaster_send_mail(struct char_data *ch, struct char_data *mailman if (GET_LEVEL(ch) < LVL_IMMORT) { snprintf(buf, sizeof(buf), "$n tells you, 'I'll take %d coins for the stamp.'", STAMP_PRICE); act(buf, FALSE, mailman, 0, ch, TO_VICT); - decrease_gold(ch, STAMP_PRICE); + decrease_coins(ch, STAMP_PRICE); } act("$n tells you, 'Write your message. (/s saves /h for help).'", FALSE, mailman, 0, ch, TO_VICT); diff --git a/src/mail.h b/src/mail.h index dfba68e..88ef7f9 100644 --- a/src/mail.h +++ b/src/mail.h @@ -18,7 +18,7 @@ /* minimum level a player must be to send mail */ #define MIN_MAIL_LEVEL 1 -/* # of gold coins required to send mail */ +/* # of coins required to send mail */ #define STAMP_PRICE 150 /* Maximum size of mail in bytes (arbitrary) */ diff --git a/src/oasis.h b/src/oasis.h index ecb4c3b..db6f738 100644 --- a/src/oasis.h +++ b/src/oasis.h @@ -55,7 +55,7 @@ #define MAX_OBJ_COST 2000000 #define MAX_CONTAINER_SIZE 10000 -#define MAX_MOB_GOLD 100000 +#define MAX_MOB_COINS 100000 #define MAX_MOB_EXP 150000 /* this is one mud year.. */ diff --git a/src/objsave.c b/src/objsave.c index 2e4d270..1094cdd 100644 --- a/src/objsave.c +++ b/src/objsave.c @@ -299,7 +299,7 @@ int Crash_clean_file(char *name) char filename[MAX_INPUT_LENGTH], filetype[20]; int numread; FILE *fl; - int savecode, timed, netcost, gold, account, nitems; + int savecode, timed, netcost, coins, account, nitems; char line[READ_SIZE]; if (!get_filename(filename, sizeof(filename), CRASH_FILE, name)) @@ -318,7 +318,7 @@ int Crash_clean_file(char *name) return FALSE; sscanf(line, "%d %d %d %d %d %d",&savecode,&timed,&netcost, - &gold,&account,&nitems); + &coins,&account,&nitems); if ((savecode == SAVE_CRASH) || (savecode == SAVE_LOGOUT) || @@ -401,11 +401,11 @@ static void Crash_write_header(struct char_data *ch, FILE *fp, int savecode) { int timed = (int)time(0); int netcost = 0; - int gold = ch ? GET_GOLD(ch) : 0; - int account = ch ? GET_BANK_GOLD(ch) : 0; + int coins = ch ? GET_COINS(ch) : 0; + int account = ch ? GET_BANK_COINS(ch) : 0; int nitems = 0; - fprintf(fp, "%d %d %d %d %d %d\n", savecode, timed, netcost, gold, account, nitems); + fprintf(fp, "%d %d %d %d %d %d\n", savecode, timed, netcost, coins, account, nitems); } void Crash_crashsave(struct char_data *ch) @@ -783,7 +783,7 @@ static int Crash_load_objs(struct char_data *ch) { int i, orig_save_code, num_objs=0; struct obj_data *cont_row[MAX_BAG_ROWS]; int savecode = SAVE_UNDEF; - int timed=0,netcost=0,gold,account,nitems; + int timed=0,netcost=0,coins,account,nitems; obj_save_data *loaded, *current; if (!get_filename(filename, sizeof(filename), CRASH_FILE, GET_NAME(ch))) @@ -801,10 +801,10 @@ static int Crash_load_objs(struct char_data *ch) { "Contact a God for assistance.\r\n"); } mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "%s entering game with no equipment.", GET_NAME(ch)); - if (GET_GOLD(ch) > 0) { - int old_gold = GET_GOLD(ch); - GET_GOLD(ch) = 0; - add_coins_to_char(ch, old_gold); + if (GET_COINS(ch) > 0) { + int old_coins = GET_COINS(ch); + GET_COINS(ch) = 0; + add_coins_to_char(ch, old_coins); } return 1; } @@ -812,7 +812,7 @@ static int Crash_load_objs(struct char_data *ch) { if (!get_line(fl, line)) mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, "Failed to read player's save code: %s.", GET_NAME(ch)); else - sscanf(line,"%d %d %d %d %d %d",&savecode, &timed, &netcost,&gold,&account,&nitems); + sscanf(line,"%d %d %d %d %d %d",&savecode, &timed, &netcost,&coins,&account,&nitems); if (savecode == SAVE_LOGOUT || savecode == SAVE_TIMEDOUT) { mudlog(NRM, MAX(LVL_IMMORT, GET_INVIS_LEV(ch)), TRUE, @@ -856,16 +856,16 @@ static int Crash_load_objs(struct char_data *ch) { } { - int old_gold = GET_GOLD(ch); + int old_coins = GET_COINS(ch); int coin_total = count_char_coins(ch); if (coin_total > 0) { - GET_GOLD(ch) = coin_total; - } else if (old_gold > 0) { - GET_GOLD(ch) = 0; - add_coins_to_char(ch, old_gold); + GET_COINS(ch) = coin_total; + } else if (old_coins > 0) { + GET_COINS(ch) = 0; + add_coins_to_char(ch, old_coins); } else { - GET_GOLD(ch) = 0; + GET_COINS(ch) = 0; } } diff --git a/src/pfdefaults.h b/src/pfdefaults.h index cad9a93..2d51229 100644 --- a/src/pfdefaults.h +++ b/src/pfdefaults.h @@ -30,8 +30,8 @@ #define PFDEF_BADPWS 0 #define PFDEF_PREFFLAGS 0 #define PFDEF_PRACTICES 0 -#define PFDEF_GOLD 0 -#define PFDEF_BANK 0 +#define PFDEF_COINS 0 +#define PFDEF_BANK_COINS 0 #define PFDEF_EXP 0 #define PFDEF_AC 0 #define PFDEF_STR 0 diff --git a/src/players.c b/src/players.c index a116b92..6b08ecc 100644 --- a/src/players.c +++ b/src/players.c @@ -269,8 +269,8 @@ int load_char(const char *name, struct char_data *ch) GET_COND(ch, THIRST) = PFDEF_THIRST; GET_COND(ch, DRUNK) = PFDEF_DRUNK; GET_BAD_PWS(ch) = PFDEF_BADPWS; - GET_GOLD(ch) = PFDEF_GOLD; - GET_BANK_GOLD(ch) = PFDEF_BANK; + GET_COINS(ch) = PFDEF_COINS; + GET_BANK_COINS(ch) = PFDEF_BANK_COINS; GET_EXP(ch) = PFDEF_EXP; GET_AC(ch) = PFDEF_AC; ch->real_abils.str = PFDEF_STR; @@ -336,13 +336,14 @@ int load_char(const char *name, struct char_data *ch) case 'B': if (!strcmp(tag, "Back")) ch->player.background = fread_string(fl, buf2); else if (!strcmp(tag, "Badp")) GET_BAD_PWS(ch) = atoi(line); - else if (!strcmp(tag, "Bank")) GET_BANK_GOLD(ch) = atoi(line); + else if (!strcmp(tag, "BankCoins")) GET_BANK_COINS(ch) = atoi(line); else if (!strcmp(tag, "Brth")) ch->player.time.birth = atol(line); break; case 'C': if (!strcmp(tag, "Cha ")) ch->real_abils.cha = atoi(line); else if (!strcmp(tag, "Clas")) GET_CLASS(ch) = atoi(line); + else if (!strcmp(tag, "Coin")) GET_COINS(ch) = atoi(line); else if (!strcmp(tag, "Con ")) ch->real_abils.con = atoi(line); break; @@ -360,10 +361,6 @@ int load_char(const char *name, struct char_data *ch) if (!strcmp(tag, "Frez")) GET_FREEZE_LEV(ch) = atoi(line); break; - case 'G': - if (!strcmp(tag, "Gold")) GET_GOLD(ch) = atoi(line); - break; - case 'H': if (!strcmp(tag, "Hit ")) load_HMVS(ch, line, LOAD_HIT); else if (!strcmp(tag, "Hite")) GET_HEIGHT(ch) = atoi(line); @@ -672,8 +669,8 @@ void save_char(struct char_data * ch) if (GET_CHA(ch) != PFDEF_CHA) fprintf(fl, "Cha : %d\n", GET_CHA(ch)); if (GET_AC(ch) != PFDEF_AC) fprintf(fl, "Ac : %d\n", GET_AC(ch)); - if (GET_GOLD(ch) != PFDEF_GOLD) fprintf(fl, "Gold: %d\n", GET_GOLD(ch)); - if (GET_BANK_GOLD(ch) != PFDEF_BANK) fprintf(fl, "Bank: %d\n", GET_BANK_GOLD(ch)); + if (GET_COINS(ch) != PFDEF_COINS) fprintf(fl, "Coin: %d\n", GET_COINS(ch)); + if (GET_BANK_COINS(ch) != PFDEF_BANK_COINS) fprintf(fl, "BankCoins: %d\n", GET_BANK_COINS(ch)); if (GET_EXP(ch) != PFDEF_EXP) fprintf(fl, "Exp : %d\n", GET_EXP(ch)); if (GET_OLC_ZONE(ch) != PFDEF_OLC) fprintf(fl, "Olc : %d\n", GET_OLC_ZONE(ch)); if (GET_PAGE_LENGTH(ch) != PFDEF_PAGELENGTH) fprintf(fl, "Page: %d\n", GET_PAGE_LENGTH(ch)); diff --git a/src/prefedit.c b/src/prefedit.c index 10f2025..4aa65b7 100755 --- a/src/prefedit.c +++ b/src/prefedit.c @@ -205,21 +205,20 @@ static void prefedit_disp_toggles_menu(struct descriptor_data *d) /* The top section of the actual menu */ send_to_char(d->character, "%s1%s) Autoexits %s[%s%3s%s] %sA%s) Autoloot %s[%s%3s%s]\r\n" - "%s2%s) Autogold %s[%s%3s%s] %sB%s) Shout %s[%s%3s%s]\r\n" - "%s3%s) Autoassist %s[%s%3s%s] %sC%s) Autosplit %s[%s%3s%s]\r\n", + "%s2%s) Autoassist %s[%s%3s%s] %sB%s) Shout %s[%s%3s%s]\r\n" + "%s3%s) Autosplit %s[%s%3s%s]\r\n", /* Line 1 - autoexits and autoloot */ CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), PREFEDIT_FLAGGED(PRF_AUTOEXIT) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), ONOFF(PREFEDIT_FLAGGED(PRF_AUTOEXIT)), CCCYN(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), PREFEDIT_FLAGGED(PRF_AUTOLOOT) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), ONOFF(PREFEDIT_FLAGGED(PRF_AUTOLOOT)), CCCYN(d->character, C_NRM), -/* Line 2 - autogold and shout */ - CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), PREFEDIT_FLAGGED(PRF_AUTOGOLD) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), - ONOFF(PREFEDIT_FLAGGED(PRF_AUTOGOLD)), CCCYN(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), - PREFEDIT_FLAGGED(PRF_NOSHOUT) ? CBRED(d->character, C_NRM) : CBGRN(d->character, C_NRM), ONOFF(!PREFEDIT_FLAGGED(PRF_NOSHOUT)), CCCYN(d->character, C_NRM), -/* Line 3 - autoassist and autosplit */ +/* Line 2 - autoassist and shout */ CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), PREFEDIT_FLAGGED(PRF_AUTOASSIST) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), ONOFF(PREFEDIT_FLAGGED(PRF_AUTOASSIST)), CCCYN(d->character, C_NRM), CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), - PREFEDIT_FLAGGED(PRF_AUTOSPLIT) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), ONOFF(PREFEDIT_FLAGGED(PRF_AUTOSPLIT)), CCCYN(d->character, C_NRM) + PREFEDIT_FLAGGED(PRF_NOSHOUT) ? CBRED(d->character, C_NRM) : CBGRN(d->character, C_NRM), ONOFF(!PREFEDIT_FLAGGED(PRF_NOSHOUT)), CCCYN(d->character, C_NRM), +/* Line 3 - autosplit */ + CBYEL(d->character, C_NRM), CCNRM(d->character, C_NRM), CCCYN(d->character, C_NRM), PREFEDIT_FLAGGED(PRF_AUTOSPLIT) ? CBGRN(d->character, C_NRM) : CBRED(d->character, C_NRM), + ONOFF(PREFEDIT_FLAGGED(PRF_AUTOSPLIT)), CCCYN(d->character, C_NRM) ); send_to_char(d->character, "%s7%s) Automap %s[%s%3s%s]\r\n" @@ -571,11 +570,11 @@ void prefedit_parse(struct descriptor_data * d, char *arg) break; case '2': - TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOGOLD); + TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOASSIST); break; case '3': - TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOASSIST); + TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOSPLIT); break; case '4': @@ -609,10 +608,6 @@ void prefedit_parse(struct descriptor_data * d, char *arg) TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_NOSHOUT); break; - case 'c': - case 'C': - TOGGLE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOSPLIT); - break; case 'd': case 'D': @@ -861,10 +856,6 @@ void prefedit_Restore_Defaults(struct descriptor_data *d) if (!PREFEDIT_FLAGGED(PRF_AUTOLOOT)) SET_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOLOOT); - /* PRF_AUTOGOLD - On */ - if (!PREFEDIT_FLAGGED(PRF_AUTOGOLD)) - SET_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOGOLD); - /* PRF_AUTOSPLIT - Off */ if (PREFEDIT_FLAGGED(PRF_AUTOSPLIT)) REMOVE_BIT_AR(PREFEDIT_GET_FLAGS, PRF_AUTOSPLIT); @@ -988,4 +979,3 @@ ACMD(do_oasis_prefedit) /* No need - done elsewhere */ // mudlog(CMP, LVL_IMMORT, TRUE, "OLC: (prefedit) %s starts editing toggles for %s", GET_NAME(ch), GET_NAME(vict)); } - diff --git a/src/qedit.c b/src/qedit.c index 9e2346a..6352dc9 100644 --- a/src/qedit.c +++ b/src/qedit.c @@ -214,7 +214,7 @@ static void qedit_setup_new(struct descriptor_data *d) quest->value[6] = 1; /* Quantity of targets */ quest->prev_quest = NOTHING; /* Previous quest */ quest->next_quest = NOTHING; /* Next quest */ - quest->gold_reward= 0; /* Prize in gold coins */ + quest->coins_reward= 0; /* Prize in coins */ quest->exp_reward = 0; /* Prize in exp points */ quest->obj_reward = NOTHING; /* vnum of reward object */ quest->name = strdup("Undefined Quest"); @@ -310,7 +310,7 @@ static void qedit_disp_menu(struct descriptor_data *d) "\tn Quest Point Rewards\r\n" "\tg B\tn) Completed : [\tc%6d\tn] \tg C\tn) Abandoned : [\tc%6d\tn]\r\n" "\tn Other Rewards Rewards\r\n" - "\tg G\tn) Gold Coins : [\tc%6d\tn] \tg T\tn) Exp Points : [\tc%6d\tn] \tg O\tn) Object : [\tc%6d\tn]\r\n" + "\tg G\tn) Coins : [\tc%6d\tn] \tg T\tn) Exp Points : [\tc%6d\tn] \tg O\tn) Object : [\tc%6d\tn]\r\n" "\tn Level Limits to Accept Quest\r\n" "\tg D\tn) Lower Level : [\tc%6d\tn] \tg E\tn) Upper Level : [\tc%6d\tn]\r\n" "\tg F\tn) Prerequisite : [\tc%6d\tn] \ty%s\r\n" @@ -337,7 +337,7 @@ static void qedit_disp_menu(struct descriptor_data *d) quest->target == NOBODY ? -1 : quest->target, targetname, quest->value[6], quest->value[0], quest->value[1], - quest->gold_reward, quest->exp_reward, quest->obj_reward == NOTHING ? -1 : quest->obj_reward, + quest->coins_reward, quest->exp_reward, quest->obj_reward == NOTHING ? -1 : quest->obj_reward, quest->value[2], quest->value[3], quest->prereq == NOTHING ? -1 : quest->prereq, quest->prereq == NOTHING ? "" : @@ -544,7 +544,7 @@ void qedit_parse(struct descriptor_data *d, char *arg) break; case 'g': case 'G': - OLC_MODE(d) = QEDIT_GOLD; + OLC_MODE(d) = QEDIT_COINS; write_to_output(d, "Enter the number of coins (0 for none) : "); break; case 't': @@ -703,8 +703,8 @@ void qedit_parse(struct descriptor_data *d, char *arg) } OLC_QUEST(d)->prev_quest = (number == -1 ? NOTHING : atoi(arg)); break; - case QEDIT_GOLD: - OLC_QUEST(d)->gold_reward = LIMIT(number, 0, 99999); + case QEDIT_COINS: + OLC_QUEST(d)->coins_reward = LIMIT(number, 0, 99999); break; case QEDIT_EXP: OLC_QUEST(d)->exp_reward = LIMIT(number, 0, 99999); diff --git a/src/quest.c b/src/quest.c index c14f07f..8222fd6 100644 --- a/src/quest.c +++ b/src/quest.c @@ -149,7 +149,7 @@ void parse_quest(FILE *quest_f, int nr) aquest_table[i].next_quest = NOTHING; aquest_table[i].func = NULL; - aquest_table[i].gold_reward = 0; + aquest_table[i].coins_reward = 0; aquest_table[i].exp_reward = 0; aquest_table[i].obj_reward = NOTHING; @@ -191,7 +191,7 @@ void parse_quest(FILE *quest_f, int nr) exit(1); } - aquest_table[i].gold_reward = t[0]; + aquest_table[i].coins_reward = t[0]; aquest_table[i].exp_reward = t[1]; aquest_table[i].obj_reward = (t[2] == -1) ? NOTHING : t[2]; @@ -299,11 +299,11 @@ void generic_complete_quest(struct char_data *ch) "%s\r\nYou have been awarded %d quest points for your service.\r\n", QST_DONE(rnum), QST_POINTS(rnum)); - if (QST_GOLD(rnum)) { - increase_gold(ch, QST_GOLD(rnum)); + if (QST_COINS(rnum)) { + increase_coins(ch, QST_COINS(rnum)); send_to_char(ch, "You have been awarded %d coins for your service.\r\n", - QST_GOLD(rnum)); + QST_COINS(rnum)); } if (QST_OBJ(rnum) && QST_OBJ(rnum) != NOTHING) { if (real_object(QST_OBJ(rnum)) != NOTHING) { diff --git a/src/quest.h b/src/quest.h index a52a00e..d972785 100644 --- a/src/quest.h +++ b/src/quest.h @@ -48,7 +48,7 @@ struct aq_data { int target; /* Target value */ obj_vnum prereq; /* Object required to undertake quest */ int value[7]; /* Quest values */ - int gold_reward; /* Number of gold coins given as reward */ + int coins_reward; /* Number of coins given as reward */ int exp_reward; /* Experience points given as a reward */ obj_vnum obj_reward; /* vnum of object given as a reward */ qst_vnum prev_quest; /* Link to prev quest, NOTHING is open */ @@ -73,7 +73,7 @@ struct aq_data { #define QST_TIME(i) (aquest_table[i].value[4]) #define QST_RETURNMOB(i) (aquest_table[i].value[5]) #define QST_QUANTITY(i) (aquest_table[i].value[6]) -#define QST_GOLD(i) (aquest_table[i].gold_reward) +#define QST_COINS(i) (aquest_table[i].coins_reward) #define QST_EXP(i) (aquest_table[i].exp_reward) #define QST_OBJ(i) (aquest_table[i].obj_reward) @@ -135,7 +135,7 @@ int save_quests(zone_rnum zone_num); #define QEDIT_NEXTQUEST 19 #define QEDIT_PREVQUEST 20 #define QEDIT_CONFIRM_DELETE 21 -#define QEDIT_GOLD 22 +#define QEDIT_COINS 22 #define QEDIT_EXP 23 #define QEDIT_OBJ 24 /* ******************************************************************** */ diff --git a/src/shop.c b/src/shop.c index c3673c4..1be4ac5 100644 --- a/src/shop.c +++ b/src/shop.c @@ -483,7 +483,7 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep { char tempstr[MAX_INPUT_LENGTH - 10], tempbuf[MAX_INPUT_LENGTH]; struct obj_data *obj, *last_obj = NULL; - int goldamt = 0, buynum, bought = 0; + int coins_amt = 0, buynum, bought = 0; if (!is_ok(keeper, ch, shop_nr)) return; @@ -518,8 +518,8 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep do_tell(keeper, actbuf, cmd_tell, 0); return; } - } else { /*has the player got enough gold? */ - if (buy_price(obj, shop_nr, keeper, ch) > GET_GOLD(ch) && !IS_GOD(ch)) { + } else { /* has the player got enough coins? */ + if (buy_price(obj, shop_nr, keeper, ch) > GET_COINS(ch) && !IS_GOD(ch)) { char actbuf[MAX_INPUT_LENGTH]; snprintf(actbuf, sizeof(actbuf), shop_index[shop_nr].missing_cash2, GET_NAME(ch)); @@ -565,7 +565,7 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep } obj_to_char(obj, ch); - goldamt += GET_OBJ_COST(obj); + coins_amt += GET_OBJ_COST(obj); if (!IS_GOD(ch)) GET_QUESTPOINTS(ch) -= GET_OBJ_COST(obj); @@ -575,7 +575,7 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep break; } } else { - while (obj && (GET_GOLD(ch) >= buy_price(obj, shop_nr, keeper, ch) || IS_GOD(ch)) + while (obj && (GET_COINS(ch) >= buy_price(obj, shop_nr, keeper, ch) || IS_GOD(ch)) && IS_CARRYING_N(ch) < CAN_CARRY_N(ch) && bought < buynum && IS_CARRYING_W(ch) + GET_OBJ_WEIGHT(obj) <= CAN_CARRY_W(ch)) { int charged; @@ -591,9 +591,9 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep obj_to_char(obj, ch); charged = buy_price(obj, shop_nr, keeper, ch); - goldamt += charged; + coins_amt += charged; if (!IS_GOD(ch)) - decrease_gold(ch, charged); + decrease_coins(ch, charged); last_obj = obj; obj = get_purchase_obj(ch, arg, keeper, shop_nr, FALSE); @@ -607,7 +607,7 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep if (!obj || !same_obj(last_obj, obj)) snprintf(buf, sizeof(buf), "%s I only have %d to sell you.", GET_NAME(ch), bought); else if (!OBJ_FLAGGED(obj, ITEM_QUEST) && - GET_GOLD(ch) < buy_price(obj, shop_nr, keeper, ch)) + GET_COINS(ch) < buy_price(obj, shop_nr, keeper, ch)) snprintf(buf, sizeof(buf), "%s You can only afford %d.", GET_NAME(ch), bought); else if (OBJ_FLAGGED(obj, ITEM_QUEST) && GET_QUESTPOINTS(ch) < GET_OBJ_COST(obj)) @@ -622,11 +622,11 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep do_tell(keeper, buf, cmd_tell, 0); } if (!IS_GOD(ch) && obj && !OBJ_FLAGGED(obj, ITEM_QUEST)) { - increase_gold(keeper, goldamt); + increase_coins(keeper, coins_amt); if (SHOP_USES_BANK(shop_nr)) - if (GET_GOLD(keeper) > MAX_OUTSIDE_BANK) { - SHOP_BANK(shop_nr) += (GET_GOLD(keeper) - MAX_OUTSIDE_BANK); - GET_GOLD(keeper) = MAX_OUTSIDE_BANK; + if (GET_COINS(keeper) > MAX_OUTSIDE_BANK) { + SHOP_BANK(shop_nr) += (GET_COINS(keeper) - MAX_OUTSIDE_BANK); + GET_COINS(keeper) = MAX_OUTSIDE_BANK; } } strlcpy(tempstr, times_message(ch->carrying, 0, bought), sizeof(tempstr)); @@ -635,9 +635,9 @@ static void shopping_buy(char *arg, struct char_data *ch, struct char_data *keep act(tempbuf, FALSE, ch, obj, 0, TO_ROOM); if (obj && OBJ_FLAGGED(obj, ITEM_QUEST)) - snprintf(tempbuf, sizeof(tempbuf), "%s That has cost you %d quest points.", GET_NAME(ch), goldamt); + snprintf(tempbuf, sizeof(tempbuf), "%s That has cost you %d quest points.", GET_NAME(ch), coins_amt); else - snprintf(tempbuf, sizeof(tempbuf), shop_index[shop_nr].message_buy, GET_NAME(ch), goldamt); + snprintf(tempbuf, sizeof(tempbuf), shop_index[shop_nr].message_buy, GET_NAME(ch), coins_amt); do_tell(keeper, tempbuf, cmd_tell, 0); @@ -748,7 +748,7 @@ static void shopping_sell(char *arg, struct char_data *ch, struct char_data *kee { char tempstr[MAX_INPUT_LENGTH - 10], name[MAX_INPUT_LENGTH], tempbuf[MAX_INPUT_LENGTH]; // - 10 to make room for constants in format struct obj_data *obj; - int sellnum, sold = 0, goldamt = 0; + int sellnum, sold = 0, coins_amt = 0; if (!(is_ok(keeper, ch, shop_nr))) return; @@ -771,19 +771,19 @@ static void shopping_sell(char *arg, struct char_data *ch, struct char_data *kee if (!(obj = get_selling_obj(ch, name, keeper, shop_nr, TRUE))) return; - if (!IS_SET(SHOP_BITVECTOR(shop_nr), HAS_UNLIMITED_CASH) && GET_GOLD(keeper) + SHOP_BANK(shop_nr) < sell_price(obj, shop_nr, keeper, ch)) { + if (!IS_SET(SHOP_BITVECTOR(shop_nr), HAS_UNLIMITED_CASH) && GET_COINS(keeper) + SHOP_BANK(shop_nr) < sell_price(obj, shop_nr, keeper, ch)) { char buf[MAX_INPUT_LENGTH]; snprintf(buf, sizeof(buf), shop_index[shop_nr].missing_cash1, GET_NAME(ch)); do_tell(keeper, buf, cmd_tell, 0); return; } - while (obj && (IS_SET(SHOP_BITVECTOR(shop_nr), HAS_UNLIMITED_CASH) || GET_GOLD(keeper) + SHOP_BANK(shop_nr) >= sell_price(obj, shop_nr, keeper, ch)) && sold < sellnum) { + while (obj && (IS_SET(SHOP_BITVECTOR(shop_nr), HAS_UNLIMITED_CASH) || GET_COINS(keeper) + SHOP_BANK(shop_nr) >= sell_price(obj, shop_nr, keeper, ch)) && sold < sellnum) { int charged = sell_price(obj, shop_nr, keeper, ch); - goldamt += charged; + coins_amt += charged; if (!IS_SET(SHOP_BITVECTOR(shop_nr), HAS_UNLIMITED_CASH)) - decrease_gold(keeper, charged); + decrease_coins(keeper, charged); sold++; obj_from_char(obj); @@ -796,28 +796,28 @@ static void shopping_sell(char *arg, struct char_data *ch, struct char_data *kee if (!obj) snprintf(buf, sizeof(buf), "%s You only have %d of those.", GET_NAME(ch), sold); - else if (GET_GOLD(keeper) + SHOP_BANK(shop_nr) < sell_price(obj, shop_nr, keeper, ch)) + else if (GET_COINS(keeper) + SHOP_BANK(shop_nr) < sell_price(obj, shop_nr, keeper, ch)) snprintf(buf, sizeof(buf), "%s I can only afford to buy %d of those.", GET_NAME(ch), sold); else snprintf(buf, sizeof(buf), "%s Something really screwy made me buy %d.", GET_NAME(ch), sold); do_tell(keeper, buf, cmd_tell, 0); } - increase_gold(ch, goldamt); + increase_coins(ch, coins_amt); strlcpy(tempstr, times_message(0, name, sold), sizeof(tempstr)); snprintf(tempbuf, sizeof(tempbuf), "$n sells %s.", tempstr); act(tempbuf, FALSE, ch, obj, 0, TO_ROOM); - snprintf(tempbuf, sizeof(tempbuf), shop_index[shop_nr].message_sell, GET_NAME(ch), goldamt); + snprintf(tempbuf, sizeof(tempbuf), shop_index[shop_nr].message_sell, GET_NAME(ch), coins_amt); do_tell(keeper, tempbuf, cmd_tell, 0); send_to_char(ch, "The shopkeeper now has %s.\r\n", tempstr); - if (GET_GOLD(keeper) < MIN_OUTSIDE_BANK) { - goldamt = MIN(MAX_OUTSIDE_BANK - GET_GOLD(keeper), SHOP_BANK(shop_nr)); - SHOP_BANK(shop_nr) -= goldamt; - increase_gold(keeper, goldamt); + if (GET_COINS(keeper) < MIN_OUTSIDE_BANK) { + coins_amt = MIN(MAX_OUTSIDE_BANK - GET_COINS(keeper), SHOP_BANK(shop_nr)); + SHOP_BANK(shop_nr) -= coins_amt; + increase_coins(keeper, coins_amt); } } @@ -1477,7 +1477,7 @@ static void list_detailed_shop(struct char_data *ch, int shop_nr) if ((k = get_char_num(SHOP_KEEPER(shop_nr)))) send_to_char(ch, "Coins: [%9d], Bank: [%9d] (Total: %d)\r\n", - GET_GOLD(k), SHOP_BANK(shop_nr), GET_GOLD(k) + SHOP_BANK(shop_nr)); + GET_COINS(k), SHOP_BANK(shop_nr), GET_COINS(k) + SHOP_BANK(shop_nr)); } else send_to_char(ch, "<NONE>\r\n"); diff --git a/src/shop.h b/src/shop.h index e7372ed..cc4e8d9 100644 --- a/src/shop.h +++ b/src/shop.h @@ -48,7 +48,7 @@ struct shop_data { room_vnum *in_room; /* Where is the shop? */ int open1, open2; /* When does the shop open? */ int close1, close2; /* When does the shop close? */ - int bankAccount; /* Store all gold over 15000 (disabled) */ + int bankAccount; /* Store all coins over 15000 (disabled) */ int lastsort; /* How many items are sorted in inven? */ SPECIAL (*func); /* Secondary spec_proc for shopkeeper */ }; diff --git a/src/spec_procs.c b/src/spec_procs.c index cdc0049..e700808 100644 --- a/src/spec_procs.c +++ b/src/spec_procs.c @@ -256,7 +256,7 @@ SPECIAL(mayor) static void npc_steal(struct char_data *ch, struct char_data *victim) { - int gold; + int coins; if (IS_NPC(victim)) return; @@ -270,10 +270,10 @@ static void npc_steal(struct char_data *ch, struct char_data *victim) act("$n tries to steal coins from $N.", TRUE, ch, 0, victim, TO_NOTVICT); } else { /* Steal some coins */ - gold = (GET_GOLD(victim) * rand_number(1, 10)) / 100; - if (gold > 0) { - increase_gold(ch, gold); - decrease_gold(victim, gold); + coins = (GET_COINS(victim) * rand_number(1, 10)) / 100; + if (coins > 0) { + increase_coins(ch, coins); + decrease_coins(victim, coins); } } } @@ -578,11 +578,11 @@ SPECIAL(pet_shops) send_to_char(ch, "There is no such pet!\r\n"); return (TRUE); } - if (GET_GOLD(ch) < PET_PRICE(pet)) { + if (GET_COINS(ch) < PET_PRICE(pet)) { send_to_char(ch, "You don't have enough coins!\r\n"); return (TRUE); } - decrease_gold(ch, PET_PRICE(pet)); + decrease_coins(ch, PET_PRICE(pet)); pet = read_mobile(GET_MOB_RNUM(pet), REAL); GET_EXP(pet) = 0; @@ -621,8 +621,8 @@ SPECIAL(bank) int amount; if (CMD_IS("balance")) { - if (GET_BANK_GOLD(ch) > 0) - send_to_char(ch, "Your current balance is %d coins.\r\n", GET_BANK_GOLD(ch)); + if (GET_BANK_COINS(ch) > 0) + send_to_char(ch, "Your current balance is %d coins.\r\n", GET_BANK_COINS(ch)); else send_to_char(ch, "You currently have no money deposited.\r\n"); return (TRUE); @@ -631,12 +631,12 @@ SPECIAL(bank) send_to_char(ch, "How much do you want to deposit?\r\n"); return (TRUE); } - if (GET_GOLD(ch) < amount) { + if (GET_COINS(ch) < amount) { send_to_char(ch, "You don't have that many coins!\r\n"); return (TRUE); } - decrease_gold(ch, amount); - increase_bank(ch, amount); + decrease_coins(ch, amount); + increase_bank_coins(ch, amount); send_to_char(ch, "You deposit %d coins.\r\n", amount); act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM); return (TRUE); @@ -645,12 +645,12 @@ SPECIAL(bank) send_to_char(ch, "How much do you want to withdraw?\r\n"); return (TRUE); } - if (GET_BANK_GOLD(ch) < amount) { + if (GET_BANK_COINS(ch) < amount) { send_to_char(ch, "You don't have that many coins deposited!\r\n"); return (TRUE); } - increase_gold(ch, amount); - decrease_bank(ch, amount); + increase_coins(ch, amount); + decrease_bank_coins(ch, amount); send_to_char(ch, "You withdraw %d coins.\r\n", amount); act("$n makes a bank transaction.", TRUE, ch, 0, FALSE, TO_ROOM); return (TRUE); diff --git a/src/structs.h b/src/structs.h index 480f7a5..3c2de8e 100644 --- a/src/structs.h +++ b/src/structs.h @@ -263,17 +263,16 @@ #define PRF_BUILDWALK 21 /**< Build new rooms while walking */ #define PRF_AFK 22 /**< AFK flag */ #define PRF_AUTOLOOT 23 /**< Loot everything from a corpse */ -#define PRF_AUTOGOLD 24 /**< Loot gold from a corpse */ -#define PRF_AUTOSPLIT 25 /**< Split gold with group */ -#define PRF_AUTOSAC 26 /**< Sacrifice a corpse */ -#define PRF_AUTOASSIST 27 /**< Auto-assist toggle */ -#define PRF_AUTOMAP 28 /**< Show map at the side of room descs */ -#define PRF_AUTOKEY 29 /**< Automatically unlock locked doors when opening */ -#define PRF_AUTODOOR 30 /**< Use the next available door */ -#define PRF_ZONERESETS 31 /**< Show when zones reset */ -#define PRF_VERBOSE 32 /**< Listings like where are more verbose */ +#define PRF_AUTOSPLIT 24 /**< Split coins with group */ +#define PRF_AUTOSAC 25 /**< Sacrifice a corpse */ +#define PRF_AUTOASSIST 26 /**< Auto-assist toggle */ +#define PRF_AUTOMAP 27 /**< Show map at the side of room descs */ +#define PRF_AUTOKEY 28 /**< Automatically unlock locked doors when opening */ +#define PRF_AUTODOOR 29 /**< Use the next available door */ +#define PRF_ZONERESETS 30 /**< Show when zones reset */ +#define PRF_VERBOSE 31 /**< Listings like where are more verbose */ /** Total number of available PRF flags */ -#define NUM_PRF_FLAGS 33 +#define NUM_PRF_FLAGS 32 /* Affect bits: used in char_data.char_specials.saved.affected_by */ /* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */ @@ -382,7 +381,7 @@ #define ITEM_WEAPON 5 /**< Item is a weapon */ #define ITEM_FURNITURE 6 /**< Sittable Furniture */ #define ITEM_FREE 7 /**< Unimplemented */ -#define ITEM_TREASURE 8 /**< Item is a treasure, not gold */ +#define ITEM_TREASURE 8 /**< Item is a treasure, not coins */ #define ITEM_ARMOR 9 /**< Item is armor */ #define ITEM_POTION 10 /**< Item is a potion */ #define ITEM_WORN 11 /**< Unimplemented */ @@ -465,7 +464,7 @@ #define APPLY_MANA 12 /**< Apply to max mana */ #define APPLY_HIT 13 /**< Apply to max hit points */ #define APPLY_MOVE 14 /**< Apply to max move points */ -#define APPLY_GOLD 15 /**< Reserved */ +#define APPLY_COINS 15 /**< Reserved */ #define APPLY_EXP 16 /**< Reserved */ #define APPLY_AC 17 /**< Apply to Armor Class */ #define APPLY_PROFICIENCY 18 /**< Apply to Proficiency Bonus */ @@ -638,8 +637,8 @@ #define MAX_HELP_ENTRY MAX_STRING_LENGTH /**< Max size of help entry */ #define MAX_COMPLETED_QUESTS 1024 /**< Maximum number of completed quests allowed */ -#define MAX_GOLD 2140000000 /**< Maximum possible on hand gold (2.14 Billion) */ -#define MAX_BANK 2140000000 /**< Maximum possible in bank gold (2.14 Billion) */ +#define MAX_COINS 2140000000 /**< Maximum possible on hand coins (2.14 Billion) */ +#define MAX_BANK_COINS 2140000000 /**< Maximum possible in bank coins (2.14 Billion) */ /** Define the largest set of commands for a trigger. * 16k should be plenty and then some. */ @@ -789,7 +788,7 @@ struct save_info int time; int savecode; /**< How this character saved */ int net_cost_per_diem; /**< ? Appears to be unused ? */ - int gold; /**< ? Appears to be unused ? */ + int coins; /**< ? Appears to be unused ? */ int account; /**< ? Appears to be unused ? */ int nitems; /**< ? Appears to be unused ? */ int spare0; @@ -947,8 +946,8 @@ struct char_point_data * Armor class. */ sh_int armor; sh_int prof_mod; /**< Equipment/affect delta to proficiency bonus */ - int gold; /**< Current gold carried on character */ - int bank_gold; /**< Gold the char has in a bank account */ + int coins; /**< Current coins carried on character */ + int bank_coins; /**< Coins the char has in a bank account */ int exp; /**< The experience points, or value, of the character. */ }; diff --git a/src/util/plrtoascii.c b/src/util/plrtoascii.c index 87c1cae..3c03739 100755 --- a/src/util/plrtoascii.c +++ b/src/util/plrtoascii.c @@ -43,8 +43,8 @@ struct char_point_data_plrtoascii { sh_int max_move; /* Max move for PC/NPC */ sh_int armor; /* Internal -100..100, external -10..10 AC */ - int gold; /* Money carried */ - int bank_gold; /* Gold the char has in a bank account */ + int coins; /* Money carried */ + int bank_coins; /* Coins the char has in a bank account */ int exp; /* The experience of the player */ }; @@ -291,10 +291,10 @@ void convert(char *filename) fprintf(outfile, "Move: %d/%d\n", cpd->move, cpd->max_move); if (cpd->armor != PFDEF_AC) fprintf(outfile, "Ac : %d\n", cpd->armor); - if (cpd->gold != PFDEF_GOLD) - fprintf(outfile, "Gold: %d\n", cpd->gold); - if (cpd->bank_gold != PFDEF_BANK) - fprintf(outfile, "Bank: %d\n", cpd->bank_gold); + if (cpd->coins != PFDEF_COINS) + fprintf(outfile, "Coin: %d\n", cpd->coins); + if (cpd->bank_coins != PFDEF_BANK_COINS) + fprintf(outfile, "BankCoins: %d\n", cpd->bank_coins); if (cpd->exp != PFDEF_EXP) fprintf(outfile, "Exp : %d\n", cpd->exp); diff --git a/src/util/rebuildMailIndex.c b/src/util/rebuildMailIndex.c index f031455..3e2379a 100755 --- a/src/util/rebuildMailIndex.c +++ b/src/util/rebuildMailIndex.c @@ -38,8 +38,8 @@ long atol(const char *str); #define MINDEX_DELETED FLAG(0) /* Mail has been marked for deletion */ #define MINDEX_URGENT FLAG(1) /* Mail is flagged as urgent by sender */ #define MINDEX_HAS_OBJ FLAG(2) /* Mail has an attached object */ -#define MINDEX_HAS_GOLD FLAG(3) /* Mail contains some gold coins */ -#define MINDEX_IS_COD FLAG(4) /* Mail requires some gold coins */ +#define MINDEX_HAS_COINS FLAG(3) /* Mail contains some coins */ +#define MINDEX_IS_COD FLAG(4) /* Mail requires some coins */ #define MINDEX_FROM_MOB FLAG(5) /* Mail has been sent by using scripts */ #define MINDEX_READ FLAG(6) /* Mail has been viewed but not received */ #define MINDEX_DRAFT FLAG(7) /* Mail is an unsent draft copy */ @@ -159,8 +159,8 @@ int parse_mail_flags(FILE *plr_file) { if (IS_SET_AR(fl, MAIL_DRAFT)) SET_BIT(ret, MINDEX_DRAFT); } } - if ((txt = findLine(plr_file, "Gold:")) != NULL) { - if (atol(txt) > 0) SET_BIT(ret, MINDEX_HAS_GOLD); + if ((txt = findLine(plr_file, "Coin:")) != NULL) { + if (atol(txt) > 0) SET_BIT(ret, MINDEX_HAS_COINS); } if ((txt = findLine(plr_file, "Objs:")) != NULL) { SET_BIT(ret, MINDEX_HAS_OBJ); diff --git a/src/utils.h b/src/utils.h index af289ba..e58617e 100644 --- a/src/utils.h +++ b/src/utils.h @@ -182,10 +182,10 @@ void gain_skill(struct char_data *ch, char *skill, bool success); void point_update(void); void update_pos(struct char_data *victim); void run_autowiz(void); -int increase_gold(struct char_data *ch, int amt); -int decrease_gold(struct char_data *ch, int amt); -int increase_bank(struct char_data *ch, int amt); -int decrease_bank(struct char_data *ch, int amt); +int increase_coins(struct char_data *ch, int amt); +int decrease_coins(struct char_data *ch, int amt); +int increase_bank_coins(struct char_data *ch, int amt); +int decrease_bank_coins(struct char_data *ch, int amt); /* in class.c */ void advance_level(struct char_data *ch); @@ -602,10 +602,10 @@ do \ #define GET_MANA(ch) ((ch)->points.mana) /** Maximum mana points (magic) of ch. */ #define GET_MAX_MANA(ch) ((ch)->points.max_mana) -/** Gold on ch. */ -#define GET_GOLD(ch) ((ch)->points.gold) -/** Gold in bank of ch. */ -#define GET_BANK_GOLD(ch) ((ch)->points.bank_gold) +/** Coins on ch. */ +#define GET_COINS(ch) ((ch)->points.coins) +/** Coins in bank of ch. */ +#define GET_BANK_COINS(ch) ((ch)->points.bank_coins) /** Current position (standing, sitting) of ch. */ #define GET_POS(ch) ((ch)->char_specials.position)