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Final update for 2018 release, thanks Fizban for updating shady triggers and WhiskyTest for bug fix
This commit is contained in:
parent
544afc796b
commit
deeb862cde
4 changed files with 82 additions and 49 deletions
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@ -13,6 +13,12 @@ needs rooms that have already been created. It's a very simple plan with 38
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houses, meant to simplify the placing of houses. Feel free to make any changes.
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houses, meant to simplify the placing of houses. Feel free to make any changes.
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Look map for a better idea of the layout.
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Look map for a better idea of the layout.
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To assign the houses, stand in any main room with the player and use hcontrol.
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*WARNING* Before setting the first house, please check for the file lib/house.
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This will sometimes be deleted as an empty file. The house contents will not
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save without this directory!
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If you want to use this subdivision but need more than 38 houses, First and
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If you want to use this subdivision but need more than 38 houses, First and
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Second Streets can be continued to the east by changing the room names and some
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Second Streets can be continued to the east by changing the room names and some
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of the exit descriptions. First and Second Avenue would need to be changed to
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of the exit descriptions. First and Second Avenue would need to be changed to
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@ -24,7 +30,6 @@ section to match. Of course, First and Second Street would become Third and
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Fourth Streets.
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Fourth Streets.
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Sorry for any errors. Please wash this wall with zedit.
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Sorry for any errors. Please wash this wall with zedit.
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Hugs,
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Hugs,
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Parnassus for TBAmud
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Parnassus for TBAmud
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December 12, 2013
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December 12, 2013
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@ -930,6 +930,13 @@ emote gasps for air.
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0 d 100
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0 d 100
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*~
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*~
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if %actor.varexists(zn118_runningstart)%
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if %actor.varexists(zn118_runningstart)%
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if %speech.contains(msend)% || %speech.contains(mecho)% || %speech.contains(mechoaround)% || %speech.contains(mdoor)% || %speech.contains(mforce)% || %speech.contains(mload)% || %speech.contains(mpurge)% || %speech.contains(mteleport)%
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%force% %actor% gos I just attempted to cheat by abusing a script.
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elseif %speech.contains(mdamage)% || %speech.contains(mzoneecho)% || %speech.contains(masound)% || %speech.contains(dg_affect)% || %speech.contains(dg_cast)% || %speech.contains(mat)% || %speech.contains(mtransform)% || %speech.contains(mhunt)%
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%force% %actor% gos I just attempted to cheat by abusing a script.
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elseif %speech.contains(mremember)% || %speech.contains(mforget)% || %speech.contains(mgoto)% || %speech.contains(mkill)% || %speech.contains(mjunk)% || %speech.contains(mfollow)%
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%force% %actor% gos I just attempted to cheat by abusing a script.
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else
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%speech%
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%speech%
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wait 1
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wait 1
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if %self.room.vnum% == 11831
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if %self.room.vnum% == 11831
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@ -941,6 +948,7 @@ if %actor.varexists(zn118_runningstart)%
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follow self
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follow self
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end
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end
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end
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end
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end
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~
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~
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#11837
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#11837
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test missile~
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test missile~
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@ -1315,7 +1323,7 @@ if %cmd.mudcommand% == examine
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set txt[21] RAPIO
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set txt[21] RAPIO
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set word %%txt[%max%]%%
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set word %%txt[%max%]%%
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eval word %word%
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eval word %word%
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%send% %actor% Your eyes scan the glowing walls and alight upon the word @C%word%@n.
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%send% %actor% Your eyes scan the glowing walls and alight upon the word C%word% n.
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if !%actor.varexists(zn118_blinddone)%
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if !%actor.varexists(zn118_blinddone)%
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set zn118_blindquest %word%
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set zn118_blindquest %word%
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remote zn118_blindquest %actor.id%
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remote zn118_blindquest %actor.id%
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@ -1640,21 +1648,21 @@ end
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mob does not load if already present~
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mob does not load if already present~
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0 k 100
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0 k 100
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~
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~
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@c* This sets the vnum of the mob you are checking for, and loading/not loading@n
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c* This sets the vnum of the mob you are checking for, and loading/not loading n
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set mobvnum 42500
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set mobvnum 42500
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@c* This tells the trigger to keep checking for people until there are none.@n
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c* This tells the trigger to keep checking for people until there are none. n
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set here %self.room.people%
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set here %self.room.people%
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while %here%
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while %here%
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set others %here.next_in_room%
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set others %here.next_in_room%
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@c* If the mob is in the room, the isthere variable is set.@n
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c* If the mob is in the room, the isthere variable is set. n
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if %here.vnum% == %mobvnum%
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if %here.vnum% == %mobvnum%
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set mobid %here%
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set mobid %here%
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set isthere 1
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set isthere 1
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end
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end
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set here %others%
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set here %others%
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done
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done
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@c* If the mob is not in the room (variable is not set)@n
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c* If the mob is not in the room (variable is not set) n
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@c* The mob will load.@n
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c* The mob will load. n
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if !%isthere%
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if !%isthere%
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%load% mob %mobvnum%
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%load% mob %mobvnum%
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end
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end
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@ -2104,13 +2112,13 @@ different corpses loaded~
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~
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~
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%teleport% %self% 11800
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%teleport% %self% 11800
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if %self.vnum% == 11830
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if %self.vnum% == 11830
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%at% 11895 xx118trig118xx wload obj 11856
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%at% 11895 xx118trig118xx
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elseif %self.vnum% == 11831
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elseif %self.vnum% == 11831
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%at% 11838 xx118trig118xx wload obj 11857
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%at% 11838 xx118trig118xx
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elseif %self.vnum% == 11832
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elseif %self.vnum% == 11832
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%at% 11849 xx118trig118xx wload obj 11858
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%at% 11849 xx118trig118xx
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elseif %self.vnum% == 11839
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elseif %self.vnum% == 11839
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%at% 11848 xx118trig118xx wload obj 11869
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%at% 11848 xx118trig118xx
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end
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end
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~
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~
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#11865
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#11865
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@ -2128,7 +2136,15 @@ end
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room obeys mob trigger~
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room obeys mob trigger~
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2 c 100
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2 c 100
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xx118trig118xx~
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xx118trig118xx~
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%arg%
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if %actor.vnum% == 11830
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%load% obj 11856
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elseif %actor.vnum% == 11831
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%load% obj 11857
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elseif %actor.vnum% == 11832
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%load% obj 11858
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elseif %actor.vnum% == 11839
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%load% obj 11869
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end
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~
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~
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#11867
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#11867
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(11) Ridley responds to asking~
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(11) Ridley responds to asking~
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@ -4,6 +4,10 @@ Utility Room~
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the building, look map.
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the building, look map.
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To assign the rooms, stand in any apartment with the player and use hcontrol.
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To assign the rooms, stand in any apartment with the player and use hcontrol.
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*WARNING* Before the first apartment, please check for the file lib/house.
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This will sometimes be deleted as an empty file. The house contents will not
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save without this directory!
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~
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~
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653 8 0 0 0 0
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653 8 0 0 0 0
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D3
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D3
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@ -11,6 +15,31 @@ D3
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~
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~
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0 0 65398
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0 0 65398
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E
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E
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map~
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Map
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c 01 02 03 n
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c15 n----- wH n----- wH n----- wH n---- c04 n
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c13 n----- wH n- c14 yE c06 n- wH n---- c05 n
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c12 n----- wH n----- wH n----- wH n---- c07 n
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c 11 09 08 n
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yElevator n
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wHalls n
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cApartments n
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~
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E
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Plan~
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Plan~
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Plan
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Plan
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@ -57,31 +86,6 @@ Plan~
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wHalls: 05-36 n
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wHalls: 05-36 n
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cApartments: 37-96 n
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cApartments: 37-96 n
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~
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~
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E
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map~
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Map
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c 01 02 03 n
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c15 n----- wH n----- wH n----- wH n---- c04 n
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c13 n----- wH n- c14 yE c06 n- wH n---- c05 n
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| c10 n |
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c12 n----- wH n----- wH n----- wH n---- c07 n
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c 11 09 08 n
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yElevator n
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wHalls n
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cApartments n
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~
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S
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S
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#65301
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#65301
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The Elevator~
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The Elevator~
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10
src/fight.c
10
src/fight.c
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@ -251,6 +251,8 @@ void death_cry(struct char_data *ch)
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void raw_kill(struct char_data * ch, struct char_data * killer)
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void raw_kill(struct char_data * ch, struct char_data * killer)
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{
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{
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struct char_data *i;
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if (FIGHTING(ch))
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if (FIGHTING(ch))
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stop_fighting(ch);
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stop_fighting(ch);
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@ -266,8 +268,14 @@ void raw_kill(struct char_data * ch, struct char_data * killer)
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} else
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} else
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death_cry(ch);
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death_cry(ch);
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if (killer)
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if (killer) {
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if (killer->group) {
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while ((i = (struct char_data *) simple_list(killer->group->members)) != NULL)
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if(IN_ROOM(i) == IN_ROOM(ch) || (world[IN_ROOM(i)].zone == world[IN_ROOM(ch)].zone))
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autoquest_trigger_check(i, ch, NULL, AQ_MOB_KILL);
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} else
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autoquest_trigger_check(killer, ch, NULL, AQ_MOB_KILL);
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autoquest_trigger_check(killer, ch, NULL, AQ_MOB_KILL);
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}
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/* Alert Group if Applicable */
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/* Alert Group if Applicable */
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if (GROUP(ch))
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if (GROUP(ch))
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