Updated World and files for 3.57 release. --Rumble

This commit is contained in:
Rumble 2008-08-11 22:53:41 +00:00
parent 97dcc94afe
commit efab0b04fc
41 changed files with 7564 additions and 7350 deletions

View file

@ -2,14 +2,16 @@ TbaMUD is currently being developed by The Builder Academy. If you need any
help, find any bugs, or have ideas for improvement please stop by TBA at help, find any bugs, or have ideas for improvement please stop by TBA at
telnet://tbamud.com:9091 or email rumble@tbamud.com --Rumble telnet://tbamud.com:9091 or email rumble@tbamud.com --Rumble
tbaMUD 3.56 tbaMUD 3.57
[Aug 11 2008] - Rumble
Updated World and files for 3.57 release.
[Aug 10 2008] - Fizban [Aug 10 2008] - Fizban
Added sanity checks to zedit new. (Can no longer make zones that include negative vnums, also get the proper message when you have 3 of the 4 arguments.) Added sanity checks to zedit new. (Can no longer make zones that include negative vnums, also get the proper message when you have 3 of the 4 arguments.)
You can now put objects in and remove objects from closed containers as an imm with nohassle. You can now put objects in and remove objects from closed containers as an imm with nohassle.
You can now walk through closed doors as an imm with nohassle on. You can now walk through closed doors as an imm with nohassle on.
You can now open locked containers and doors without unlocking them as an immortal with nohassle. You can now open locked containers and doors without unlocking them as an immortal with nohassle.
You can now examine the contents of closed containers as an imm with nohassle. You can now examine the contents of closed containers as an imm with nohassle.
Made zedit new add the .qst file to the index file. Made zedit new added the .qst file to the index file.
Fixed various qedit related bugs. (thanks Mirad and Jamdog) Fixed various qedit related bugs. (thanks Mirad and Jamdog)
Removed deprecated "murder" code. Removed deprecated "murder" code.
When pkill is on players can now order charmed mobs to attack other players. When pkill is on players can now order charmed mobs to attack other players.
@ -81,6 +83,7 @@ tbaMUD 3.56
[Apr 26 2008] - Rumble [Apr 26 2008] - Rumble
Added README.BSD. (thanks Blix) Added README.BSD. (thanks Blix)
Cleaned up act.comm.c, mobs can now use comm channels. (thanks Rhade) Cleaned up act.comm.c, mobs can now use comm channels. (thanks Rhade)
tbamud 3.56
[Apr 07 2008] - Rumble [Apr 07 2008] - Rumble
Fixed typos in lib/misc/messages and socials.new Fixed typos in lib/misc/messages and socials.new
[Apr 04 2008] - jeremyosborne [Apr 04 2008] - jeremyosborne

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -7,6 +7,9 @@ NEW COMMANDS AND NEW MUD BEHAVIOR:
** Check out the latest news and information on the tbaMUD codebase at ** Check out the latest news and information on the tbaMUD codebase at
@Chttp://tbamud.com@n. @Chttp://tbamud.com@n.
** Your prompt will now show (news) and (motd) whenever these files
have been updated.
** Added a new command to cancel all pending (queued) commands. For example ** Added a new command to cancel all pending (queued) commands. For example
a fighting player that has spammed 10 kick or spell commands can type a fighting player that has spammed 10 kick or spell commands can type
'--' to cancel them all so they can instead flee. '--' to cancel them all so they can instead flee.

View file

@ -923,10 +923,10 @@ E
#164 #164
drunk~ drunk~
the drunk~ the drunk~
A pathetic drunk is here, passed out. A pathetic drunk is staggering around intoxicated almost to unconsciousness.
~ ~
He probably won't last very long. Some hoodlums or a thieve will come along He probably won't last very long. Some hoodlums or a thief will come along
and relieve him of his money and maybe his life. and relieve him of his money and maybe his life.
~ ~
10 0 0 0 0 0 0 0 400 E 10 0 0 0 0 0 0 0 400 E
6 18 6 1d1+60 1d2+1 6 18 6 1d1+60 1d2+1
@ -1042,6 +1042,7 @@ to get back to his farm as soon as possible.
170 28900 170 28900
8 8 2 8 8 2
E E
T 302
#173 #173
magi guildguard~ magi guildguard~
the magi guildguard~ the magi guildguard~

View file

@ -214,7 +214,7 @@ the test mob~
~ ~
Test mobs can be whatever you want them to be. Test mobs can be whatever you want them to be.
~ ~
72 0 0 0 0 0 0 0 0 E 8 0 0 0 0 0 0 0 0 E
3 19 8 0d0+30 1d2+0 3 19 8 0d0+30 1d2+0
30 900 30 900
8 8 0 8 8 0

View file

@ -38,7 +38,7 @@ road, trying to dry up the areas of the road that are muddiest.
4106 0 0 0 0 0 0 0 300 E 4106 0 0 0 0 0 0 0 300 E
25 12 -5 5d5+250 4d4+4 25 12 -5 5d5+250 4d4+4
250 62500 250 62500
8 8 1 8 8 0
E E
#30903 #30903
muddy little boy~ muddy little boy~
@ -345,9 +345,9 @@ donld smithy~
Donld~ Donld~
Donld the smithy pounds away at his anvil. Donld the smithy pounds away at his anvil.
~ ~
He is tall and lean, well muscled but not huge like many stereotypical He is tall and lean, well muscled but not huge like many stereotypical smiths
smiths of the area. He looks up at you without stopping pounding, winks with a of the area. He looks up at you without stopping his pounding, winks with a sly
sligh smile, and goes back to concentrating on his anvil. smile, and goes back to concentrating on his anvil.
~ ~
124938 0 0 0 0 0 0 0 800 E 124938 0 0 0 0 0 0 0 800 E
29 11 -7 5d5+290 4d4+4 29 11 -7 5d5+290 4d4+4

View file

@ -40,6 +40,10 @@ The email listing of the gods is pinned against the wall.~
0 0 0 0 0 0 0 0
1 1 0 30 1 1 0 30
E E
emails listing~
HELP CONTACT
~
E
wizlist~ wizlist~
Implementors Implementors
~~~~~~~~~~~ ~~~~~~~~~~~
@ -56,10 +60,6 @@ wizlist~
Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor
Theophilus Tocamat Torpidai Treestump Tuskony Zizazat Theophilus Tocamat Torpidai Treestump Tuskony Zizazat
~ ~
E
emails listing~
HELP CONTACT
~
#5 #5
foraged berries~ foraged berries~
some foraged berries~ some foraged berries~

View file

@ -1782,8 +1782,8 @@ it together wrong. Someone must have not been able to "join" it properly.
~ ~
#193 #193
blood trickle stream thin liquid red blood~ blood trickle stream thin liquid red blood~
a thin stream or red liquid~ a thin stream of red liquid~
A small trickle or red liquid flows from the shop to the north to a drain to the south.~ A small trickle of red liquid flows from the shop to the north to a drain to the south.~
~ ~
23 0 0 0 0 0 0 0 0 0 0 0 0 23 0 0 0 0 0 0 0 0 0 0 0 0
0 0 13 0 0 0 13 0
@ -1834,4 +1834,19 @@ that past grievance and hatreds were forgiven and it was used in amulets,
bracelets and rings to ward off evil and protect against witchcraft and bracelets and rings to ward off evil and protect against witchcraft and
poisoning. Mistletoe symbolizes peace and love. poisoning. Mistletoe symbolizes peace and love.
~ ~
#197
kickme sign~
a "kick me" sign~
A sign with "kick me" written in bold black letters is laying on the ground.~
~
12 0 0 0 0 ak 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0
T 177
E
kickme sign~
The sign seems to suggest that someone should kick whoever is wearing it. A
piece of tape is affixed to the top of the small piece of paper and looks
perfect to place on someone's back.
~
$~ $~

View file

@ -255,7 +255,7 @@ pile ashes~
come from a regular fire. come from a regular fire.
~ ~
#251 #251
marble fountain~ water marble fountain water~
a marble fountain~ a marble fountain~
A large fountain with two statues standing protectively above it.~ A large fountain with two statues standing protectively above it.~
~ ~
@ -264,19 +264,6 @@ A large fountain with two statues standing protectively above it.~
0 0 0 0 0 0 0 0
T 201 T 201
E E
fountain~
This is the most beautiful fountain you have ever set your eyes upon! It
has a marble bottom, which is clean enough to eat off from. In the center of
the fountain, you see some stone FIGURES. They have their mouths open. As you
look closely you can see that there is water streaming out from the mouths.
What a neat idea!
~
E
statues figures~
Below each statue is engraved a name. Rumble and Ferret. More is written
below the names but you must look more closely to read it.
~
E
rumble names ferret~ rumble names ferret~
To bring peace where there was only war. To bring justice where there was To bring peace where there was only war. To bring justice where there was
only inequity. To bring freedom where there was only coercion. To bring only inequity. To bring freedom where there was only coercion. To bring
@ -284,4 +271,17 @@ balance where there was only chaos. To bring Sanctum to the world.
DO NOTE ENTER FOUNTAIN! DO NOTE ENTER FOUNTAIN!
~ ~
E
statues figures~
Below each statue is engraved a name. Rumble and Ferret. More is written
below the names but you must look more closely to read it.
~
E
fountain~
This is the most beautiful fountain you have ever set your eyes upon! It
has a marble bottom, which is clean enough to eat off from. In the center of
the fountain, you see some stone FIGURES. They have their mouths open. As you
look closely you can see that there is water streaming out from the mouths.
What a neat idea!
~
$~ $~

View file

@ -23,13 +23,17 @@ A small pouch has been dropped here.~
15 1 -1 0 15 1 -1 0
1 30 0 0 1 30 0 0
#23403 #23403
fountain~ milk fountain milk~
a fountain~ a fountain~
A drinking fountain looks out of place, here in the Arena.~ A drinking fountain looks out of place, here in the Arena.~
~ ~
23 0 0 0 0 0 0 0 0 0 0 0 0 23 0 0 0 0 0 0 0 0 0 0 0 0
999 999 15 0 -1 1 10 0
1004 0 0 0 0 0 0 0
E
fountain milk~
The fountain seems to be filled with milk! Of course, newbies drink milk.
~
#23404 #23404
leaves leaf~ leaves leaf~
a leaf~ a leaf~
@ -38,6 +42,11 @@ A fallen leaf rests here.~
19 0 0 0 0 a 0 0 0 0 0 0 0 19 0 0 0 0 a 0 0 0 0 0 0 0
5 0 0 0 5 0 0 0
1 5 0 0 1 5 0 0
E
leaves leaf~
The leaf has a strange magical affect to it. Your feet seem lighter as if
you may be able to walk on water.
~
#23405 #23405
newbie sword short shortsword~ newbie sword short shortsword~
a newbie shortsword~ a newbie shortsword~

View file

@ -929,13 +929,13 @@ A large, sociable bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
drop box message~
Use 'look box' to write a message.
~
E
box~ box~
If you can read this, the drop box is not working. If you can read this, the drop box is not working.
~ ~
E
drop box message~
Use 'look box' to write a message.
~
#25797 #25797
board frozen bulletin~ board frozen bulletin~
a frozen bulletin board~ a frozen bulletin board~
@ -945,13 +945,13 @@ A large bulletin board is here, carved from a block of ice.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
freeze bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
freeze bulletin~
Use 'look board' to read the board.
~
#25798 #25798
board holy bulletin~ board holy bulletin~
a holy bulletin board~ a holy bulletin board~
@ -961,13 +961,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
holy bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
holy bulletin~
Use 'look board' to read the board.
~
#25799 #25799
board bulletin~ board bulletin~
a bulletin board~ a bulletin board~
@ -977,11 +977,11 @@ A large bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
bulletin~
Use 'look board' to read the board.
~
$~ $~

View file

@ -202,13 +202,13 @@ A small sword lies here.~
0 1 6 11 0 1 6 11
3 60 0 0 3 60 0 0
E E
inscription~
It says: 'May this sword be a good companion. '
~
E
sword small~ sword small~
The small sword seems to have an inscription of some sort inscription... The small sword seems to have an inscription of some sort inscription...
~ ~
E
inscription~
It says: 'May this sword be a good companion. '
~
#322 #322
sword long~ sword long~
a long sword~ a long sword~
@ -500,6 +500,7 @@ A metal staff has carelessly been left here.~
4 g 0 0 0 ao 0 0 0 0 0 0 0 4 g 0 0 0 ao 0 0 0 0 0 0 0
10 2 2 15 10 2 2 15
7 850 0 0 7 850 0 0
T 303
E E
staff metal~ staff metal~
The staff is made of metals unknown to you. The staff is made of metals unknown to you.
@ -614,13 +615,13 @@ A large, sociable bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
social bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
social bulletin~
Use 'look board' to read the board.
~
#397 #397
board frozen bulletin~ board frozen bulletin~
a frozen bulletin board~ a frozen bulletin board~
@ -630,13 +631,13 @@ A large bulletin board is here, carved from a block of ice.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
freeze bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
freeze bulletin~
Use 'look board' to read the board.
~
#398 #398
board holy bulletin~ board holy bulletin~
a holy bulletin board~ a holy bulletin board~
@ -646,13 +647,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
holy bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
holy bulletin~
Use 'look board' to read the board.
~
#399 #399
board bulletin~ board bulletin~
a bulletin board~ a bulletin board~
@ -662,11 +663,11 @@ A large bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
bulletin~
Use 'look board' to read the board.
~
$~ $~

View file

@ -135,13 +135,13 @@ A small sword lies here.~
0 1 6 11 0 1 6 11
3 60 10 0 3 60 10 0
E E
inscription~
It says: 'May this sword be a good companion. '
~
E
sword small~ sword small~
The small sword seems to have an inscription of some sort. The small sword seems to have an inscription of some sort.
~ ~
E
inscription~
It says: 'May this sword be a good companion. '
~
#3022 #3022
sword long~ sword long~
a long sword~ a long sword~
@ -535,13 +535,13 @@ A large, sociable bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
social bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
social bulletin~
Use 'look board' to read the board.
~
#3097 #3097
boards frozen bulletin gen_boards~ boards frozen bulletin gen_boards~
a frozen bulletin board~ a frozen bulletin board~
@ -551,13 +551,13 @@ A large bulletin board is here, carved from a block of ice.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
freeze bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
freeze bulletin~
Use 'look board' to read the board.
~
#3098 #3098
boards holy bulletin gen_boards~ boards holy bulletin gen_boards~
a holy bulletin board~ a holy bulletin board~
@ -567,13 +567,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
holy bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
holy bulletin~
Use 'look board' to read the board.
~
#3099 #3099
boards bulletin gen_boards~ boards bulletin gen_boards~
a bulletin board~ a bulletin board~
@ -583,11 +583,11 @@ A large bulletin board is mounted on a wall here.~
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
E E
bulletin~
Use 'look board' to read the board.
~
E
board~ board~
If you can read this, the board is not working. If you can read this, the board is not working.
~ ~
E
bulletin~
Use 'look board' to read the board.
~
$~ $~

View file

@ -11,19 +11,17 @@ Mob Tutorial Example Quest Offer - M14~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* A very basic 3 trigger receive quest. Trigs 1-3. * A very basic 3 trigger receive quest. Trigs 1-3.
* Make sure the actor is a player first. * Make sure the actor is a player first.
if %actor.is_pc% if %actor.is_pc% && %direction% == south
* only greet players coming from the south. * only greet players coming from the south.
if %direction% == south * wait 1 second, always give the player time before you start sending text.
* wait 1 second, always give the player time before you start sending text. wait 1 sec
wait 1 sec say Can you help me, %actor.name%?
say Can you help me, %actor.name%? wait 1 sec
wait 1 sec say An ogre has something of mine.
say An ogre has something of mine. wait 1 sec
wait 1 sec say If you slay him I'll give you all the coins I can spare.
say If you slay him I'll give you all the coins I can spare. wait 1 sec
wait 1 sec say Please, bring me the wings he has stolen.
say Please, bring me the wings he has stolen.
end
end end
~ ~
#2 #2
@ -36,7 +34,7 @@ say you got the best of me %actor.name%. But I'll be back.
* Load the wings to be returned to the questmaster. * Load the wings to be returned to the questmaster.
%load% obj 1 %load% obj 1
* Reload the mob for the next questor. * Reload the mob for the next questor.
%load% mob 16 %load% mob %self.vnum%
~ ~
#3 #3
Mob Tutorial Example Completion - 14~ Mob Tutorial Example Completion - 14~
@ -53,7 +51,7 @@ if %object.vnum% == 1
* Reward the actor with an entire gold coin! * Reward the actor with an entire gold coin!
nop %actor.gold(1)% nop %actor.gold(1)%
wait 5 sec wait 5 sec
%purge% %object% %purge% %object%
else else
* This isn't the right object - don't accept it. * This isn't the right object - don't accept it.
say I don't want that - bring me back my wings. say I don't want that - bring me back my wings.
@ -110,7 +108,7 @@ Obj Command Magic Eight Ball - O47~
shake~ shake~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* Numeric Arg: 2 means in character's carried inventory. * Numeric Arg: 2 means in character's carried inventory.
* Command trigs do not work for level 32 and above. * Command trigs do not work for level 33 and above.
* There are 20 possible answers that the Magic Eight Ball can give. * There are 20 possible answers that the Magic Eight Ball can give.
* Of these, nine are full positive, two are full negative, one is * Of these, nine are full positive, two are full negative, one is
* mostly positive, three are mostly negative, and five are abstentions. * mostly positive, three are mostly negative, and five are abstentions.
@ -231,16 +229,13 @@ Tutorial Quest 1317 - Starter~
~ ~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* Quest Trigs 9-12. If the player comes from the south and has not done the quest. * Quest Trigs 9-12. If the player comes from the south and has not done the quest.
if %direction% == south if %direction% == south && %actor.varexists(solved_tutorial_quest_zone_0)%
if %actor.varexists(solved_tutorial_quest_zone_0)% wait 1 sec
wait 1 sec say you have already completed this quest.
say you have already completed this quest. else
halt wait 1 sec
else say Hello, %actor.name%. Could you find me the magic eight ball?
wait 1 sec say Please say yes, %actor.name%.
say Hello, %actor.name%. Could you find me the magic eight ball?
say Please say yes, %actor.name%.
end
end end
~ ~
#10 #10
@ -263,7 +258,7 @@ Tutorial Quest 1317 - Completion~
~ ~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* Quest Trigs 9-12. If the player returns the right object reward them. * Quest Trigs 9-12. If the player returns the right object reward them.
if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 1394 if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 47
set solved_tutorial_quest_zone_0 1 set solved_tutorial_quest_zone_0 1
remote solved_tutorial_quest_zone_0 %actor.id% remote solved_tutorial_quest_zone_0 %actor.id%
%purge% %object% %purge% %object%
@ -296,9 +291,8 @@ wait 1 sec
~ ~
#13 #13
Restorative Comfy Bed 1401 - Sleep~ Restorative Comfy Bed 1401 - Sleep~
1 c 100 1 c 4
sl~ sl~
* does not work for level 32 and above.
if %mud.mudcommand% == sleep && %arg% == bed if %mud.mudcommand% == sleep && %arg% == bed
%force% %actor% sleep %force% %actor% sleep
set laying_in_comfy_bed_14 1 set laying_in_comfy_bed_14 1
@ -326,7 +320,7 @@ done
Restorative Comfy Bed 1401 - Wake~ Restorative Comfy Bed 1401 - Wake~
1 c 100 1 c 100
wa~ wa~
* does not work for level 32 and above. * does not work for level 33 and above.
if %cmd.mudcommand% == wake if %cmd.mudcommand% == wake
%force% %actor% wake %force% %actor% wake
rdelete laying_in_comfy_bed_14 %actor.id% rdelete laying_in_comfy_bed_14 %actor.id%
@ -452,7 +446,6 @@ Rumble's Spy~
0 d 100 0 d 100
*~ *~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* put a wait in here so it doesn't fire before the player enters the room
* Arguments: * means all speech will trigger this. * Arguments: * means all speech will trigger this.
* This will echo all speech to Rumble. * This will echo all speech to Rumble.
%at% rumble %echo% %actor.name% says, '%speech%' %at% rumble %echo% %actor.name% says, '%speech%'
@ -475,7 +468,7 @@ IF Example~
~ ~
* By Rumble & Relsqui of The Builder Academy tbamud.com 9091 * By Rumble & Relsqui of The Builder Academy tbamud.com 9091
* First we set %anumber% to some number between 1 and 100. * First we set %anumber% to some number between 1 and 100.
eval anumber %random.100% set anumber %random.100%
* Then the beginning of the if-block. * Then the beginning of the if-block.
if %anumber% == 5 if %anumber% == 5
* The following commands are only executed if the above condition is true. * The following commands are only executed if the above condition is true.
@ -819,15 +812,14 @@ Mob Quote Using Arrays~
0 d 100 0 d 100
quote~ quote~
* By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/ * By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/
eval w1max %random.20% eval w1max %random.21%
eval w2max %random.20% eval w2max %random.21%
eval w3max %random.20% eval w3max %random.21%
eval w4max %random.20% eval w4max %random.21%
eval w5max %random.11% eval w5max %random.11%
eval w6max %random.20% eval w6max %random.21%l
set w1[0] phenomenal
set w1[1] rapid set w1[1] rapid
set w1[2] chilling set w1[2] chilling
set w1[3] insipid set w1[3] insipid
set w1[4] nauseating set w1[4] nauseating
set w1[5] astronomical set w1[5] astronomical
@ -846,7 +838,7 @@ set w1[17] unprecedented
set w1[18] unparalleled set w1[18] unparalleled
set w1[19] insidious set w1[19] insidious
set w1[20] broad set w1[20] broad
set w2[0] growth set w1[21] phenomena
set w2[1] decline set w2[1] decline
set w2[2] prospects set w2[2] prospects
set w2[3] acceleration set w2[3] acceleration
@ -867,7 +859,7 @@ set w2[17] litigation
set w2[18] declivity set w2[18] declivity
set w2[19] hastening set w2[19] hastening
set w2[20] paradigm shifting set w2[20] paradigm shifting
set w3[0] the Internet set w2[21] growth
set w3[1] urban tax dollars set w3[1] urban tax dollars
set w3[2] new technologies set w3[2] new technologies
set w3[3] gender identification disorders set w3[3] gender identification disorders
@ -888,7 +880,7 @@ set w3[17] technological change
set w3[18] the ozone layer set w3[18] the ozone layer
set w3[19] human resources set w3[19] human resources
set w3[20] current epistemologies set w3[20] current epistemologies
set w4[0] forever dissipate set w3[21] the Internet
set w4[1] escalate set w4[1] escalate
set w4[2] aggrandize set w4[2] aggrandize
set w4[3] overhaul set w4[3] overhaul
@ -909,7 +901,7 @@ set w4[17] evaporate
set w4[18] indenture set w4[18] indenture
set w4[19] intensify set w4[19] intensify
set w4[20] undermine set w4[20] undermine
set w5[0] today's set w4[21] forever dissipate
set w5[1] tomorrow's set w5[1] tomorrow's
set w5[2] the entrenchment of our set w5[2] the entrenchment of our
set w5[3] worldwide set w5[3] worldwide
@ -921,7 +913,7 @@ set w5[8] our
set w5[9] the demise of our set w5[9] the demise of our
set w5[10] our grandchildren's set w5[10] our grandchildren's
set w5[11] all hope for set w5[11] all hope for
set w6[0] business models set w5[12] today's
set w6[1] re-ruralization set w6[1] re-ruralization
set w6[2] human condition set w6[2] human condition
set w6[3] family values set w6[3] family values
@ -942,24 +934,14 @@ set w6[17] fiduciary responsibility
set w6[18] genetic diversity set w6[18] genetic diversity
set w6[19] intestinal fortitude set w6[19] intestinal fortitude
set w6[20] computer literacy set w6[20] computer literacy
set w1 %%w1[%w1max%]%% set w6[21] business models
eval w1 %w1% eval w1 %%w1[%w1max%]%%
set msg The %w1% eval w2 %%w2[%w2max%]%%
set w2 %%w2[%w2max%]%% eval w3 %%w3[%w3max%]%%
eval w2 %w2% eval w4 %%w4[%w4max%]%%
set msg %msg% %w2% of eval w5 %%w5[%w5max%]%%
set w3 %%w3[%w3max%]%% eval w6 %%w6[%w6max%]%%
eval w3 %w3% set msg The %w1% %w2% of %w3% will %w4% %w5% %w6%
set msg %msg% %w3%
set w4 %%w4[%w4max%]%%
eval w4 %w4%
set msg %msg% will %w4%
set w5 %%w5[%w5max%]%%
eval w5 %w5%
set msg %msg% %w5%
set w6 %%w6[%w6max%]%%
eval w6 %w6%
set msg %msg% %w6%
say %msg% say %msg%
~ ~
#34 #34
@ -983,8 +965,7 @@ Mob Room Specific Speeches~
~ ~
* By Rumble * By Rumble
* So we don't get problems if more than one is loaded. * So we don't get problems if more than one is loaded.
context %self.id% set room %self.room%
eval room %self.room%
switch %room.vnum% switch %room.vnum%
case 1300 case 1300
say this is where I began my journey. say this is where I began my journey.
@ -1168,7 +1149,6 @@ Obj Command quarter flip example~
flip~ flip~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* Numeric Arg: 2 means in character's carried inventory * Numeric Arg: 2 means in character's carried inventory
* does not work for level 32 and above.
if coin /= %arg% || quarter /= %arg% if coin /= %arg% || quarter /= %arg%
%echoaround% %actor% %actor.name% flips a coin high up into the air. %echoaround% %actor% %actor.name% flips a coin high up into the air.
%send% %actor% You flip the coin up into the air. %send% %actor% You flip the coin up into the air.
@ -1216,7 +1196,7 @@ Mob Following Assist Master~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* Make following mob assist. * Make following mob assist.
if %self.master% if %self.master%
eval master %self.master% set master %self.master%
if %master.fighting% if %master.fighting%
say I will save you Master %master.name% say I will save you Master %master.name%
wait 1 sec wait 1 sec
@ -1233,39 +1213,39 @@ Random Equipment Scatter and Teleport~
wait 1 sec wait 1 sec
%send% %actor% You feel you must not have been worthy when a powerful force hurls you back through the gates. %send% %actor% You feel you must not have been worthy when a powerful force hurls you back through the gates.
wait 2 sec wait 2 sec
set stunned %actor.hitp% -1 eval stunned %actor.hitp% -1
%damage% %actor% %stunned% %damage% %actor% %stunned%
eval num %random.99% + 20300 eval num %random.99% + 20300
%teleport% %actor% %num% %teleport% %actor% %num%
while %actor.inventory% while %actor.inventory%
eval item %actor.inventory% set item %actor.inventory%
if %item.type% == CONTAINER if %item.type% == CONTAINER
while %item.contents% while %item.contents%
eval stolen %item.contents.vnum% set stolen %item.contents.vnum%
%echo% purging %item.contents.shortdesc% in container. %echo% purging %item.contents.shortdesc% in container.
%purge% %item.contents% %purge% %item.contents%
eval num %random.99% + 2300 eval num %random.99% + 2300
%at% %num% %load% obj %stolen% %at% %num% %load% obj %stolen%
done done
end end
eval item_to_purge %actor.inventory% set item_to_purge %actor.inventory%
eval stolen %item.vnum% set stolen %item.vnum%
%purge% %item_to_purge% %purge% %item_to_purge%
eval num %random.99% + 2300 eval num %random.99% + 2300
%at% %num% %load% obj %stolen% %at% %num% %load% obj %stolen%
done done
eval i 0 set i 0
while %i% < 18 while %i% < 18
eval item %%actor.eq(%i%)%% set item %actor.eq(%i%)%
if %item% if %item%
eval stolen %item.vnum% set stolen %item.vnum%
eval item_to_purge %%actor.eq(%i%)%% set item_to_purge %%actor.eq(%i%)%%
%send% %actor% You drop %item.shortdesc% %send% %actor% You drop %item.shortdesc%
%purge% %item_to_purge% %purge% %item_to_purge%
eval num %random.99% + 20300 eval num %random.99% + 20300
%at% %num% %load% obj %stolen% %at% %num% %load% obj %stolen%
end end
eval i %i%+1 eval i %i% + 1
done done
%force% %actor% look %force% %actor% look
~ ~
@ -1308,22 +1288,21 @@ switch %cmd%
%send% %actor% You must supply a code. %send% %actor% You must supply a code.
halt halt
else else
eval isnum ((%arg%*2)/2) if %arg% <= 999
if %isnum%<=999
%send% %actor% You must supply a code that is a number. (more then 1) %send% %actor% You must supply a code that is a number. (more then 1)
%send% %actor% And for security reasons, greater then 4 digits. %send% %actor% And for security reasons, greater then 4 digits.
halt halt
else else
oset 3 %isnum% nop %self.val3(%arg%)%
%send% %actor% You set the code on %self.shortdesc% to %isnum%. %send% %actor% You set the code on %self.shortdesc% to %arg%.
set fingerprint %isnum% set fingerprint %arg%
remote fingerprint %actor.id% remote fingerprint %actor.id%
end end
end end
break break
case recognise case recognise
%send% %actor% A laser scans your fingerprint. %send% %actor% A laser scans your fingerprint.
if %arg%!=%self.val3% if %arg% != %self.val3%
%send% %actor% Access Denied. %send% %actor% Access Denied.
halt halt
else else
@ -1333,8 +1312,8 @@ switch %cmd%
end end
break break
case fingerprint case fingerprint
if %arg%!=open if %arg% != open
if %arg!=close if %arg != close
%send% %actor% You must type either: %send% %actor% You must type either:
%send% %actor% fingerprint open %send% %actor% fingerprint open
%send% %actor% or %send% %actor% or
@ -1351,17 +1330,17 @@ switch %cmd%
%send% %actor% Access Denied. %send% %actor% Access Denied.
halt halt
else else
%send% %actor% Access Granted. %send% %actor% Access Granted.
if %oc%==2 if %oc% == 2
oset 1 15 nop %self.val1(15)%
%send% %actor% Closed and locked. %send% %actor% Closed and locked.
elseif %oc%==1 elseif %oc% == 1
oset 1 0 nop %self.val1(0)%
%send% %actor% Unlocked and open. %send% %actor% Unlocked and open.
else else
%send% Broken. %send% Broken.
end
end end
end
break break
default default
return 0 return 0
@ -1425,20 +1404,17 @@ Mob Death Purges Equipment~
* Purge all inventory first. * Purge all inventory first.
say You damn whipper snappers. You may have beat me this time, but my equipment goes only to those who deserve it. say You damn whipper snappers. You may have beat me this time, but my equipment goes only to those who deserve it.
emote donates everything. emote donates everything.
eval i %self.inventory% while %self.inventory%%
while %i% %purge% %self.inventory%
set next %i.next_in_list%
%purge% %i%
eval i %next%
done done
* While we have an equipment slot, purge that too. * While we have an equipment slot, purge that too.
eval i 0 set i 0
while %i% < 18 while %i% < 18
eval item %self.eq(%i%)% set item %self.eq(%i%)%
if %item% if %item%
%purge% %item% %purge% %item%
end end
eval i %i%+1 eval i %i% + 1
done done
~ ~
#45 #45
@ -1449,7 +1425,7 @@ Rumble's Shotgun~
* If the object is being wielded. * If the object is being wielded.
if %self.worn_by% if %self.worn_by%
* This is a random trigger so actor has to be defined. * This is a random trigger so actor has to be defined.
eval actor %self.worn_by% set actor %self.worn_by%
* If the person wielding the object is fighting. * If the person wielding the object is fighting.
if %actor.fighting% if %actor.fighting%
* Count the shots. * Count the shots.
@ -1463,9 +1439,9 @@ if %self.worn_by%
halt halt
end end
* We also have to define the victim. * We also have to define the victim.
eval victim %actor.fighting% set victim %actor.fighting%
* Send the messages and do the damage. * Send the messages and do the damage.
%echoaround% %actor.name% %actor.name% points %self.shortdesc% at %victim.name% and pulls the trigger. %echoaround% %actor% %actor.name% points %self.shortdesc% at %victim.name% and pulls the trigger.
%send% %actor% You point %self.shortdesc% at %victim.name% and pull the trigger. %send% %actor% You point %self.shortdesc% at %victim.name% and pull the trigger.
%damage% %victim% 10 %damage% %victim% 10
end end
@ -1498,21 +1474,18 @@ if %polly% > 1
emote looks at you curiously. emote looks at you curiously.
break break
default default
eval say %%phrase(%random.%%number%%)%)%% eval say %phrase(%%random.%number%%%)%
emote squawks, %say% emote squawks, %say%
break break
done done
* Learn new phrases * Learn new phrases
eval number (%number% + 1) eval number (%number% + 1)
eval phrase(%number%) %speech% set phrase(%number%) %speech%
global number global number
global phrase(%number%) global phrase(%number%)
* Reset array after 10 phrases * Reset array after 10 phrases
if %number% == 10 if %number% == 10
eval number 0 unset number
global number
eval maxphrases 1
global maxphrases
end end
end end
~ ~
@ -1522,14 +1495,18 @@ Mob Greet Steal~
~ ~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* Steal the first item in the players inventory. * Steal the first item in the players inventory.
eval item %actor.inventory% set item %actor.inventory%
if %item% if %item%
%echo% purging %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory. if %item.vnum% != 1
%load% obj %item.vnum% %echo% purging %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory.
%purge% %item% %load% obj %item.vnum%
%purge% %item%
else
%echo% can't purge %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory because it may be a unique item.
end
else else
%echo% I cant find %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory. %echo% I can't find %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory.
%echo% I cant find an item in %actor.name%'s inventory. %echo% I can't find an item in %actor.name%'s inventory.
end end
~ ~
#48 #48
@ -1538,25 +1515,29 @@ Object Command Assemble~
join~ join~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* Assemble an orb onto a staff to make a new item. Trig attached to obj 189 * Assemble an orb onto a staff to make a new item. Trig attached to obj 189
eval currentroom %self.room% set currentroom %self.room%
* Make sure they are in room 133 with the 2 objects. * Make sure they are in room 133 with the 2 objects.
if %currentroom.vnum% == 133 && %actor.inventory(189)% && %actor.inventory(191)% if %currentroom.vnum(133)%
* Purge 191, but leave 189 since we are going to %transform% it. if %actor.inventory(189)% && %actor.inventory(191)%
%purge% %actor.inventory(191)% * Purge 191, but leave 189 since we are going to %transform% it.
* lets make it a 50/50 chance of working. %purge% %actor.inventory(191)%
switch %random.2% * lets make it a 50/50 chance of working.
case 1 switch %random.2%
%transform% 12 case 1
%send% %actor% As you join the orb to the staff it clicks into place. %transform% 12
%echoaround% %actor% %actor.name% places an orb onto %actor.hisher% staff. %send% %actor% As you join the orb to the staff it clicks into place.
break %echoaround% %actor% %actor.name% places an orb onto %actor.hisher% staff.
default break
%transform% 192 default
%send% %actor% As you try to join the orb to the staff it turns in your hands and snaps in half. %transform% 192
%echoaround% %actor% %actor.name% tries to place an orb onto %actor.hisher% staff until the staff twists in %actor.hisher% hands and snaps in half. %send% %actor% As you try to join the orb to the staff it turns in your hands and snaps in half.
break %echoaround% %actor% %actor.name% tries to place an orb onto %actor.hisher% staff until the staff twists in %actor.hisher% hands and snaps in half.
done break
detach 48 %self.id% done
detach 48 %self.id%
else
%send% %actor% You do not have the required items to do this.
end
else else
%send% %actor% You can not do that here. %send% %actor% You can not do that here.
end end
@ -1608,7 +1589,7 @@ Room Random heal Example~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* Fires only when a player is in the room. * Fires only when a player is in the room.
* Actor is not defined with trigger type random, you must define it. * Actor is not defined with trigger type random, you must define it.
eval actor %random.char% set actor %random.char%
%damage% %actor% -10 %damage% %actor% -10
%send% %actor% A healing breeze flows through the room. %send% %actor% A healing breeze flows through the room.
%echoaround% %actor% %actor.name% looks refreshed. %echoaround% %actor% %actor.name% looks refreshed.
@ -1616,7 +1597,7 @@ eval actor %random.char%
#52 #52
Room Command Example~ Room Command Example~
2 c 100 2 c 100
*~ l~
if %cmd.mudcommand% == look && bridge /= %arg% if %cmd.mudcommand% == look && bridge /= %arg%
%send% %actor% As you look at the bridge a small form staggers out from underneath it. %send% %actor% As you look at the bridge a small form staggers out from underneath it.
%echoaround% %actor% As %actor.name% peers under the bridge a small form emerges. %echoaround% %actor% As %actor.name% peers under the bridge a small form emerges.
@ -1644,16 +1625,16 @@ Room Speech Example~
* To go through a long string of text looking at each word you can * To go through a long string of text looking at each word you can
* use a while loop. You could also check for matching text. * use a while loop. You could also check for matching text.
* *
* evaluate the first word * set the first word
eval word %speech.car% set word %speech.car%
* evaluate the rest of the speech string * set the rest of the speech string
eval rest %speech.cdr% se rest %speech.cdr%
* while there is a first word keep going * while there is a first word keep going
while %word% while %word%
%echo% the first word is: %word% %echo% the first word is: %word%
%echo% the remaining text is: %rest% %echo% the remaining text is: %rest%
eval word %rest.car% set word %rest.car%
eval rest %rest.cdr% set rest %rest.cdr%
done done
~ ~
#54 #54
@ -1767,91 +1748,88 @@ Mob Random Example~
0 b 2 0 b 2
~ ~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* With random triggers ACTOR is NOT defined. So set it. * don't let him cast while incapacitated.
set actor %random.char% if %self.hitp% > 0
wait 1 sec * With random triggers ACTOR is NOT defined. So set it.
say Hey! You don't belong here! set actor %random.char%
emote mumbles, 'Now what was that spell...' wait 1 sec
wait 1 sec say Hey! You don't belong here!
* Senile old guard casts random spells on intruders. emote mumbles, 'Now what was that spell...'
switch %random.17% wait 1 sec
case 1 * Senile old guard casts random spells on intruders.
dg_cast 'cure light' %actor% switch %random.17%
break case 1
case 2 dg_cast 'cure light' %actor%
dg_cast 'magic missile' %actor% break
break case 2
case 3 dg_cast 'magic missile' %actor%
dg_cast 'detect invisibility' break
break case 3
case 4 dg_cast 'detect invisibility'
dg_cast 'detect magic' break
break case 4
case 5 dg_cast 'detect magic'
dg_cast 'bless' %actor% break
break case 5
case 6 dg_cast 'bless' %actor%
dg_cast 'heal' %actor% break
break case 6
case 7 dg_cast 'heal' %actor%
dg_cast 'infravision' break
break case 7
case 8 dg_cast 'infravision'
dg_cast 'invisibility' %actor% break
break case 8
case 9 dg_cast 'invisibility' %actor%
dg_cast 'armor' %actor% break
break case 9
case 10 dg_cast 'armor' %actor%
dg_cast 'strength' %actor% break
break case 10
case 11 dg_cast 'strength' %actor%
dg_cast 'sleep' %actor% break
break case 11
case 12 dg_cast 'sleep' %actor%
dg_cast 'blindness' %actor% break
break case 12
case 13 dg_cast 'blindness' %actor%
dg_cast 'detect poison' %actor% break
break case 13
case 14 dg_cast 'detect poison' %actor%
dg_cast 'curse' %actor% break
break case 14
case 15 dg_cast 'curse' %actor%
dg_cast 'poison' %actor% break
break case 15
case 16 dg_cast 'poison' %actor%
if %actor.align% > 0 break
dg_cast 'dispel good' %actor% case 16
else if %actor.align% > 0
dg_cast 'dispel evil' %actor% dg_cast 'dispel good' %actor%
end else
break dg_cast 'dispel evil' %actor%
default end
* Senile magi "almost" kills himself. break
say That wasn't right... default
%echo% A failed spell backfires on the mage! * Senile magi "almost" kills himself.
%damage% %self% %self.hitp% say That wasn't right...
* Remove the trig so he will stop trying to cast while incapacitated. %echo% A failed spell backfires on the mage!
detach all %self.id% %damage% %self% %self.hitp%
break break
done done
end
~ ~
#62 #62
Mob Command Example~ Mob Command Example~
0 c 100 0 c 100
l~ l~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* does not work for level 32 and above.
* Make sure the command is look, check for any abbrev of window * Make sure the command is look, check for any abbrev of window
if %cmd.mudcommand% == look && %arg% /= orb if %cmd.mudcommand% == look && %arg% /= orb
%send% %actor% As you look at the orb a feeling of peace and serenity comes over you. %send% %actor% As you look at the orb a feeling of peace and serenity comes over you.
%echoround% %actor% %actor.name% stares at the orb. %echoround% %actor% %actor.name% stares at the orb.
return 0
else
* If it doesn't match let the command continue.
return 0
end end
return 0
~ ~
#63 #63
Mob Speech and Expressions Example~ Mob Speech and Expressions Example~
@ -1907,7 +1885,7 @@ if %actor.is_pc%
set rnumber %random.10% set rnumber %random.10%
say your random number is: %rnumber% say your random number is: %rnumber%
* increment it by 1. * increment it by 1.
set rnumber %rnumber% + 1 eval rnumber %rnumber% + 1
say your incremented random number is: %rnumber% say your incremented random number is: %rnumber%
else else
say you are not a player. say you are not a player.
@ -1923,7 +1901,7 @@ slap %actor.name%
wait 1 sec wait 1 sec
say I'm not that kind of girl. say I'm not that kind of girl.
pout pout
eval inroom %self.room% set inroom %self.room%
%zoneecho% %inroom.vnum% %self.name% shouts, '%actor.name% kisses like a fish.' %zoneecho% %inroom.vnum% %self.name% shouts, '%actor.name% kisses like a fish.'
~ ~
#65 #65
@ -1988,18 +1966,18 @@ Mob Entry Example~
~ ~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* First find the room the mob is in and put the value in %inroom% * First find the room the mob is in and put the value in %inroom%
eval inroom %self.room% set inroom %self.room%
* then check on the rooms vnum * then check on the rooms vnum
if %inroom.vnum% == 33 if %inroom.vnum% == 33
say I, %self.name%, declare this room Rumble's. say I, %self.name%, declare this room Rumble's.
end end
eval person %inroom.people% set person %inroom.people%
wait 1 sec wait 1 sec
* While there are still people in the room. * While there are still people in the room.
while %person% while %person%
%echo% I am targetting %person.name%. %echo% I am targetting %person.name%.
* Target the next person in the room. * Target the next person in the room.
eval person %person.next_in_room% set person %person.next_in_room%
done done
~ ~
#69 #69
@ -2028,14 +2006,12 @@ Mob Fight Example~
0 k 100 0 k 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* Set the context to this specific mob so more than one can use this trig.
context %self.id%
* Only cast the spell every 30 seconds. * Only cast the spell every 30 seconds.
if %already_cast% if %already_cast%
wait 30 s wait 30 s
unset already_cast unset already_cast
else else
dg_cast 'magic missile' %actor.name% dg_cast 'magic missile' %actor%
set already_cast 1 set already_cast 1
* By globalling the variable it can be accessed by other triggers or when * By globalling the variable it can be accessed by other triggers or when
* this trigger fires a second time. * this trigger fires a second time.
@ -2180,10 +2156,10 @@ oset 1 0
~ ~
#80 #80
Obj Random Example~ Obj Random Example~
1 b 100 1 b 1
~ ~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
eval actor %self.worn_by% set actor %self.worn_by%
if %actor% if %actor%
%send% %actor% War's Blood thirsts for battle. %send% %actor% War's Blood thirsts for battle.
end end
@ -2256,11 +2232,13 @@ end
Obj Wear Example~ Obj Wear Example~
1 j 100 1 j 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091 if %actor.is_pc%
if %actor.str% < 17 * By Rumble of The Builder Academy tbamud.com 9091
%send% %actor% %self.shortdesc% is too heavy for you to use. if %actor.str% < 17
%echoaround% %actor% %actor.name% tries to use %self.shortdesc% but can't seem to hold it up. %send% %actor% %self.shortdesc% is too heavy for you to use.
return 0 %echoaround% %actor% %actor.name% tries to use %self.shortdesc% but can't seem to hold it up.
return 0
end
end end
~ ~
#87 #87
@ -2304,7 +2282,7 @@ Special Characters Example~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* Special Characters Example - how to automatically substitute possessive pronouns. * Special Characters Example - how to automatically substitute possessive pronouns.
%echo% VNUM: %self.vnum% %echo% VNUM: %self.vnum%
eval thing %self.name.car% set thing %self.name.car%
%echo% FIRST KEYWORD: %thing% %echo% FIRST KEYWORD: %thing%
%echo% NAME'S, SOMEONE'S, YOUR: |%thing% %echo% NAME'S, SOMEONE'S, YOUR: |%thing%
%echo% NAME, SOMEONE, YOU: %thing% %echo% NAME, SOMEONE, YOU: %thing%
@ -2522,7 +2500,7 @@ Puff - Random Advice~
0 ab 12 0 ab 12
~ ~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
eval max %random.197% set man %random.197%
set text[1] My god! It's full of stars! set text[1] My god! It's full of stars!
set text[2] How'd all those fish get up here? set text[2] How'd all those fish get up here?
set text[3] Some people are like Slinkies. Not really good for anything, but still bring a smile to your face when you push them down a flight of stairs. set text[3] Some people are like Slinkies. Not really good for anything, but still bring a smile to your face when you push them down a flight of stairs.
@ -2732,7 +2710,7 @@ if %arg.room% != %actor.room% || %arg.id% == %actor.id%
%send% %actor% Shoot: Invalid Target! %send% %actor% Shoot: Invalid Target!
halt halt
end end
eval inroom %actor.room% set inroom %actor.room%
if %arg.inventory(80)% if %arg.inventory(80)%
%echoaround% %actor.name% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun. %echoaround% %actor.name% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun.
%send% %actor% You blast %arg.name%. %send% %actor% You blast %arg.name%.
@ -2754,7 +2732,7 @@ if %arg.room% != %actor.room% || %arg.id% == %actor.id%
%send% %actor% Shoot: Invalid Target! %send% %actor% Shoot: Invalid Target!
halt halt
end end
eval inroom %actor.room% set inroom %actor.room%
if %arg.inventory(81)% if %arg.inventory(81)%
%echoaround% %actor.name% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun. %echoaround% %actor.name% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun.
%send% %actor% You blast %arg.name%. %send% %actor% You blast %arg.name%.

View file

@ -17,6 +17,7 @@ end
Room Command - portal to Midgaard~ Room Command - portal to Midgaard~
2 c 100 2 c 100
en~ en~
* By Rumble of The Builder Academy tbamud.com 9091
if %cmd.mudcommand% == enter && portal /= %arg% if %cmd.mudcommand% == enter && portal /= %arg%
%send% %actor% You enter the portal. %send% %actor% You enter the portal.
%echoaround% %actor% %actor.name% bravely enters the portal. %echoaround% %actor% %actor.name% bravely enters the portal.
@ -45,12 +46,13 @@ end
Mob Greet Newbie Guide - 196~ Mob Greet Newbie Guide - 196~
0 g 100 0 g 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc% if %actor.is_pc%
if %actor.level% <= 3 if %actor.level% <= 3
wait 1 sec wait 1 sec
bow bow
wait 1 sec wait 1 sec
say may I suggest you visit the newbie zones under HELP AREAS. say may I suggest you visit the newbie zones under HELP AREAS by typing TELEPORT NEWBIE.
end end
if %actor.level% >= 30 if %actor.level% >= 30
wait 1 sec wait 1 sec
@ -59,7 +61,7 @@ if %actor.is_pc%
end end
~ ~
#104 #104
Mob Speech Speaker of the Land - 156~ FREE~
0 d 100 0 d 100
entered~ entered~
wait 1 sec wait 1 sec
@ -69,6 +71,8 @@ gos All Welcome %actor.name% to our Realm!
Mob Greet Hannibal - 140~ Mob Greet Hannibal - 140~
0 g 100 0 g 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
* Shopkeeper greets players based on male/female/neutral.
if %actor.is_pc% if %actor.is_pc%
wait 1 sec wait 1 sec
if %actor.sex% == male if %actor.sex% == male
@ -462,6 +466,7 @@ eval inroom %self.room%
Mob Greet Beggar - 165~ Mob Greet Beggar - 165~
0 g 100 0 g 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc% if %actor.is_pc%
wait 1 sec wait 1 sec
say Money for the poor? say Money for the poor?
@ -471,6 +476,7 @@ end
Mob Bribe Beggar - 165~ Mob Bribe Beggar - 165~
0 m 1 0 m 1
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
wait 1 sec wait 1 sec
if %actor.sex% == MALE if %actor.sex% == MALE
say Thank you, kind sir. say Thank you, kind sir.
@ -865,25 +871,33 @@ Quest Mob Loads Head - 15~
Dove - 193~ Dove - 193~
0 b 5 0 b 5
~ ~
eval max %random.2% * By Rumble of The Builder Academy tbamud.com 9091
set txt[1] pecks at your feet. * Allows you to create multiple random actions.
set txt[2] coo's lightly. * Numeric Arg of 5 fires about every 4 minutes. HELP RANDOM-TIMING
set speech %%txt[%max%]%% * %random.#% must match the highest txt# below.
eval speech %speech% eval number %random.5%
emote %speech% set txt1 pecks at your feet.
set txt2 coo's lightly.
set txt3 bobs its head as if to the beat of a drum.
set txt4 takes flight and lands a few feet away.
set txt5 deposits a liquidy black and white substance on your foot.
* set txt# .... add more here.
eval string %%txt%number%%%
emote %string%
~ ~
#146 #146
Apprentice healer - 201~ Apprentice healer - 201~
0 b 20 0 b 20
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
* This is required because a random trig does not have an actor. * This is required because a random trig does not have an actor.
set actor %random.char% set actor %random.char%
* only continue if an actor is defined. * only continue if an actor is defined.
if %actor% if %actor%
* if they have lost more than half their hitpoints heal em * If they have lost more than half their hitpoints heal them.
if %actor.hitp% < %actor.maxhitp% / 2 if %actor.hitp% < %actor.maxhitp% / 2
wait 1 sec wait 1 sec
say You are injured, let me help. tell %actor.name% You are injured, let me help.
wait 2 sec wait 2 sec
%echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration. %echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration.
%send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration. %send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration.
@ -895,6 +909,7 @@ end
Black Magi Spell - 144~ Black Magi Spell - 144~
0 k 10 0 k 10
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.level% > 10 if %actor.level% > 10
say you are a fool %actor.name%. say you are a fool %actor.name%.
dg_cast 'color spray' %actor% dg_cast 'color spray' %actor%
@ -904,53 +919,53 @@ end
Mouse Emote - 194~ Mouse Emote - 194~
0 b 5 0 b 5
~ ~
eval max %random.4% * By Rumble of The Builder Academy tbamud.com 9091
set txt[1] scurries away quickly. eval number %random.4%
set txt[2] stands up on its hind legs and sniffs the air. set txt1 scurries away quickly.
set txt[3] chews on some trash. set txt2 stands up on its hind legs and sniffs the air.
set txt[4] squeaks and shakes some water and rain out of its fur. set txt3 chews on some trash.
set speech %%txt[%max%]%% set txt4 squeaks and shakes some water and rain out of its fur.
eval speech %speech% eval string %%txt%number%%%
emote %speech% emote %string%
~ ~
#149 #149
Cat Emote - 139~ Cat Emote - 139~
0 b 10 0 b 10
~ ~
eval max %random.4% * By Rumble of The Builder Academy tbamud.com 9091
set txt[1] hisses at you. eval number %random.4%
set txt[2] purrs happily as it brushes up against your leg. set txt1 hisses at you.
set txt[3] plays with something it has already killed. set txt2 purrs happily as it brushes up against your leg.
set txt[4] swishes its tail back and forth as it eyes some prey. set txt3 plays with something it has already killed.
set speech %%txt[%max%]%% set txt4 swishes its tail back and forth as it eyes some prey.
eval speech %speech% eval string %%txt%number%%%
emote %speech% emote %string%
~ ~
#150 #150
Dog Emote - 192~ Dog Emote - 192~
0 b 10 0 b 10
~ ~
eval max %random.4% * By Rumble of The Builder Academy tbamud.com 9091
set txt[1] sniffs at you friendlily. eval number %random.4%
set txt[2] whimpers for some attention. set txt1 sniffs at you friendlily.
set txt[3] growls menacingly at your feet. set txt2 whimpers for some attention.
set txt[4] watches your every movement suspiciously. set txt3 growls menacingly at your feet.
set speech %%txt[%max%]%% set txt4 watches your every movement suspiciously.
eval speech %speech% eval string %%txt%number%%%
emote %speech% emote %string%
~ ~
#151 #151
Townsman Emote - 170~ Townsman Emote - 170~
0 b 10 0 b 10
~ ~
eval max %random.4% * By Rumble of The Builder Academy tbamud.com 9091
set txt[1] mumbles something about the weather. eval number %random.4%
set txt[2] looks up at the sky warily. set txt1 mumbles something about the weather.
set txt[3] seems to have forgotten where he was headed. set txt2 looks up at the sky warily.
set txt[4] acknowledges you with a nod as he passes. set txt3 seems to have forgotten where he was headed.
set speech %%txt[%max%]%% set txt4 acknowledges you with a nod as he passes.
eval speech %speech% eval string %%txt%number%%%
emote %speech% emote %string%
~ ~
#152 #152
Angel Receives Treats - 207~ Angel Receives Treats - 207~
@ -1080,6 +1095,7 @@ end
10 sided die roll - 173~ 10 sided die roll - 173~
1 c 7 1 c 7
roll~ roll~
* By Rumble of The Builder Academy tbamud.com 9091
if dice /= %arg% || die /= %arg% if dice /= %arg% || die /= %arg%
%send% %actor% You throw the ten sided die on the ground. %send% %actor% You throw the ten sided die on the ground.
%echoaround% %actor% %actor.name% throws %actor.hisher% ten sided die on the ground. %echoaround% %actor% %actor.name% throws %actor.hisher% ten sided die on the ground.
@ -1093,6 +1109,7 @@ end
Bell Toll - 101~ Bell Toll - 101~
2 c 100 2 c 100
pull~ pull~
* By Rumble of The Builder Academy tbamud.com 9091
if rope /= %arg% if rope /= %arg%
%echoaround% %actor% %actor.name% struggles as %actor.heshe% pulls on the rope. %echoaround% %actor% %actor.name% struggles as %actor.heshe% pulls on the rope.
%send% %actor% You pull the rope putting all your weight into it. It slowly gives. %send% %actor% You pull the rope putting all your weight into it. It slowly gives.
@ -1105,19 +1122,20 @@ end
Cancer Stick Smoking - 176~ Cancer Stick Smoking - 176~
1 c 2 1 c 2
light~ light~
* By Rumble of The Builder Academy tbamud.com 9091
* put your objects alias here, /= will match abbreviations of it. * put your objects alias here, /= will match abbreviations of it.
if cigarette /= %arg% || cancer /= %arg% || stick /= %arg% if cigarette /= %arg% || cancer /= %arg% || stick /= %arg%
%send% %actor% You light up a %self.name%. %send% %actor% You light up %self.shortdesc%.
%echoaround% %actor% %actor.name% lights up a %self.name%. %echoaround% %actor% %actor.name% lights up a %self.shortdesc%.
* use as many puffs and as much time between puffs as you want. * use as many puffs and as much time between puffs as you want.
while %puffs% < 4 while %puffs% < 4
wait 10 sec wait 10 sec
%send% %actor% You take a puff off of your %self.name%. %send% %actor% You take a puff off of %self.shortdesc%.
%echoaround% %actor% %actor.name% takes a puff of smoke off of %actor.hisher% %self.name%. %echoaround% %actor% %actor.name% takes a puff of smoke off of %actor.hisher% %self.shortdesc%.
eval puffs %puffs% + 1 eval puffs %puffs% + 1
done done
%send% %actor% You take a final puff and put the %self.name% out. %send% %actor% You take a final puff and put the %self.shortdesc% out.
%echoaround% %actor% %actor.name% takes a final puff and puts %actor.hisher% %self.name% out. %echoaround% %actor% %actor.name% takes a final puff and puts %actor.hisher% %self.shortdesc% out.
%purge% %self% %purge% %self%
else else
%send% %actor% What would you like to %cmd%? %send% %actor% What would you like to %cmd%?
@ -1127,6 +1145,7 @@ end
Puppy plays - 191~ Puppy plays - 191~
0 g 100 0 g 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.vnum% == 207 if %actor.vnum% == 207
wait 1 sec wait 1 sec
emote growls playfully at %actor.name%, crouching down into a mock attack position. emote growls playfully at %actor.name%, crouching down into a mock attack position.
@ -1158,7 +1177,7 @@ say %speech%
Picking Mushrooms~ Picking Mushrooms~
2 c 100 2 c 100
pi~ pi~
* does not work for level 32 and above. * By Rumble of The Builder Academy tbamud.com 9091
* Make sure the command matches MUD command pick, check for any abbrev of mushrooms. * Make sure the command matches MUD command pick, check for any abbrev of mushrooms.
if %cmd.mudcommand% == pick && mushrooms /= %arg% if %cmd.mudcommand% == pick && mushrooms /= %arg%
%load% obj 1300 %actor% inv %load% obj 1300 %actor% inv
@ -1174,6 +1193,7 @@ end
Room Heals - 101~ Room Heals - 101~
2 b 100 2 b 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
* This is required because a random trig does not have an actor. * This is required because a random trig does not have an actor.
set actor %random.char% set actor %random.char%
* only continue if an actor is defined. * only continue if an actor is defined.
@ -1189,6 +1209,7 @@ end
Beggin Strips - 164~ Beggin Strips - 164~
1 s 100 1 s 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
%send% %actor% You gag in disgust at the foul taste of the dog treats. %send% %actor% You gag in disgust at the foul taste of the dog treats.
%echoaround% %actor% %actor.name% gags in disgust at the foul taste of the dog treats. %echoaround% %actor% %actor.name% gags in disgust at the foul taste of the dog treats.
return 0 return 0
@ -1288,7 +1309,6 @@ Mob Questshop Example~
*~ *~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* A questshop that uses questpoints! * A questshop that uses questpoints!
* Command triggers do not work for level 32 and above.
if %cmd.mudcommand% == list if %cmd.mudcommand% == list
* *
%send% %actor% ## Available Item Cost in Questpoints %send% %actor% ## Available Item Cost in Questpoints
@ -1329,6 +1349,7 @@ end
Questpoint Setter - 44~ Questpoint Setter - 44~
1 c 1 1 c 1
questpoints~ questpoints~
* By Rumble of The Builder Academy tbamud.com 9091
* Questpoint setter. For STAFF only! Make sure player has nohassle off. * Questpoint setter. For STAFF only! Make sure player has nohassle off.
* Make sure name matches a player, purge mobs or use 0.name if you have * Make sure name matches a player, purge mobs or use 0.name if you have
* troubles. * troubles.
@ -1351,15 +1372,17 @@ end
Quest Token check if player is on quest - 15~ Quest Token check if player is on quest - 15~
1 g 100 1 g 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
if !%actor.varexists(on_quest_zone_1)% if !%actor.varexists(on_quest_zone_1)%
%send% %actor% You are not on a quest, don't steal other peoples quest items! %send% %actor% You are not on a quest, don't steal other peoples quest items!
return 0
end end
~ ~
#170 #170
Load Tapcode Paper - 97~ Load Tapcode Paper - 97~
2 c 100 2 c 100
wa~ wa~
* does not work for level 32 and above. * By Rumble of The Builder Academy tbamud.com 9091
if !%actor.has_item(83)% && %cmd.mudcommand% == wake if !%actor.has_item(83)% && %cmd.mudcommand% == wake
nop %actor.pos(sitting)% nop %actor.pos(sitting)%
%send% %actor% As you slowly regain consciousness you hear a shuffling of feet outside the door. %send% %actor% As you slowly regain consciousness you hear a shuffling of feet outside the door.
@ -1375,7 +1398,7 @@ end
Tapcode Say Stuff - 97-93~ Tapcode Say Stuff - 97-93~
2 b 10 2 b 10
~ ~
* T171 By Rumble * By Rumble of The Builder Academy tbamud.com 9091
if %self.vnum(97)% if %self.vnum(97)%
* tapcode SAY FREEDOM * tapcode SAY FREEDOM
%echo% tap tap tap tap tap tap tap %echo% tap tap tap tap tap tap tap
@ -1478,7 +1501,7 @@ end
Prison Teleport 97-91~ Prison Teleport 97-91~
2 d 1 2 d 1
*~ *~
* T172 By Rumble * By Rumble of The Builder Academy tbamud.com 9091
* evaluate the first word. * evaluate the first word.
eval word %speech.car% eval word %speech.car%
* evaluate the rest of the speech string. * evaluate the rest of the speech string.
@ -1521,7 +1544,7 @@ say %speech%
Underground Spy M30 T174~ Underground Spy M30 T174~
0 b 100 0 b 100
~ ~
* Underground Spy M30 T174 by Rumble * By Rumble of The Builder Academy tbamud.com 9091
if !%self.follower% if !%self.follower%
eval max %random.4% eval max %random.4%
set txt[1] Don't let the 'MAN' hold you back, join the rebellion. Follow me if you want to lead a better life. set txt[1] Don't let the 'MAN' hold you back, join the rebellion. Follow me if you want to lead a better life.
@ -1663,13 +1686,42 @@ eval speech %speech%
~ ~
#176 #176
Teleporter Recall - O82~ Teleporter Recall - O82~
1 c 100 1 c 7
recall~ recall~
* By Rumble of The Builder Academy tbamud.com 9091
%send% %actor% You recall to safety. %send% %actor% You recall to safety.
%echoaround% %actor% %actor.name% recalls. %echoaround% %actor% %actor.name% recalls.
%teleport% %actor% 3001 %teleport% %actor% 3001
%force% %actor% look %force% %actor% look
~ ~
#177
Kick Me Sign - O197~
1 b 10
~
* By Rumble of The Builder Academy tbamud.com 9091
* Only players can activate this trig.
if %self.worn_by%
set actor %self.worn_by%
set room_var %actor.room%
wait 3 s
set kickers %room_var.people%
* Now loop through everyone in the room.
while %kickers%
* Set the next target before kicking.
set next_kicker %kickers.next_in_room%
if %kickers% != %actor%
%send% %kickers% You can't resist the urge after seeing the sign on %actor.name%'s back. You kick %actor.himher%
%send% %actor% %kickers.name% plants %kickers.hisher% firmly in your backside for no apparent reason.
%echoaround% %actor% %kickers.name% kicks %actor.name% squarely in the behind after seeing the "Kick Me" sign %actor.heshe% is wearing.
* Damage them... 2 hitpoints. To heal use -#.
%damage% %actor% 2
end * Set the next target.
set kickers %next_kicker%
wait % s
* Loop back.
done
end
~
#178 #178
Homer's Advice M33~ Homer's Advice M33~
0 b 10 0 b 10
@ -1838,7 +1890,7 @@ say %speech%
~ ~
#183 #183
Socrates - 17~ Socrates - 17~
0 b 3 0 b 1
~ ~
* Socrates - M17 - T183 By Rumble * Socrates - M17 - T183 By Rumble
eval max %random.14% eval max %random.14%
@ -2024,6 +2076,7 @@ say %speech%
TBA Magic Eight Ball Check - 26~ TBA Magic Eight Ball Check - 26~
0 q 100 0 q 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
* Check to see if the person is not carrying the magic eight ball * Check to see if the person is not carrying the magic eight ball
if !%actor.has_item(47)% if !%actor.has_item(47)%
* They are not carrying it. So stop them and give them one. * They are not carrying it. So stop them and give them one.
@ -2040,6 +2093,7 @@ end
Mob Quest Example Load 8ball - 22~ Mob Quest Example Load 8ball - 22~
2 g 100 2 g 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
* Check if the 8ball is already in the room. If not load it. * Check if the 8ball is already in the room. If not load it.
* I know this only checks the first item in the room, I don't really care. KISS * I know this only checks the first item in the room, I don't really care. KISS
if %self.contents.vnum% != 47 if %self.contents.vnum% != 47
@ -2054,19 +2108,15 @@ wait 2 sec
Mob Quest Tutorial Example Quest completion - 25~ Mob Quest Tutorial Example Quest completion - 25~
0 j 100 0 j 100
~ ~
if %actor.varexists(solved_example_quest_zone_0)% * By Rumble of The Builder Academy tbamud.com 9091
say you already solved this quest, keep it.
return 0
end
*
wait 1 sec wait 1 sec
if (%object.vnum% == 47) if %object.vnum% == 47 && !%actor.varexists(solved_example_quest_zone_0)%
dance dance
wait 1 sec wait 1 sec
say Thank you, %actor.name%. Here is a few experience points and some gold. say Thank you, %actor.name%. Here is a few experience points and some gold.
nop %actor.exp(50)% nop %actor.exp(50)%
nop %actor.gold(50)% nop %actor.gold(50)%
say finally, now I can get some answers. say Finally, now I can get some answers.
wait 1 sec wait 1 sec
emote shakes the magic eight ball vigorously. emote shakes the magic eight ball vigorously.
wait 1 sec wait 1 sec
@ -2074,6 +2124,9 @@ if (%object.vnum% == 47)
set solved_example_quest_zone_0 1 set solved_example_quest_zone_0 1
remote solved_example_quest_zone_0 %actor.id% remote solved_example_quest_zone_0 %actor.id%
%purge% %object% %purge% %object%
elseif %object.vnum% == 47
say you already solved this quest, keep it.
return 0
else else
say I don't want that! say I don't want that!
junk %object.name% junk %object.name%
@ -2083,6 +2136,7 @@ end
Mob Quest Tutorial Example Quest accepted - 25~ Mob Quest Tutorial Example Quest accepted - 25~
0 d 1 0 d 1
yes~ yes~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.varexists(solved_example_quest_zone_0)% if %actor.varexists(solved_example_quest_zone_0)%
halt halt
else else
@ -2097,6 +2151,7 @@ end
Mob Quest Tutorial Example Quest starter - 25~ Mob Quest Tutorial Example Quest starter - 25~
0 g 100 0 g 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
if %direction% == south if %direction% == south
if %actor.varexists(solved_example_quest_zone_0)% if %actor.varexists(solved_example_quest_zone_0)%
wait 1 sec wait 1 sec
@ -2113,6 +2168,7 @@ end
TBA Object Get Coins Reload - 45~ TBA Object Get Coins Reload - 45~
1 g 100 1 g 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
%load% obj %self.vnum% %load% obj %self.vnum%
%echo% The pile of coins magically reappear. %echo% The pile of coins magically reappear.
~ ~
@ -2120,6 +2176,7 @@ TBA Object Get Coins Reload - 45~
TBA Greeting - 17~ TBA Greeting - 17~
0 e 1 0 e 1
arrives entered appears~ arrives entered appears~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc% if %actor.is_pc%
wait 1 sec wait 1 sec
if %actor.varexists(TBA_greeting)% if %actor.varexists(TBA_greeting)%
@ -2144,6 +2201,7 @@ end
Rumble's Stayalive bracelet - 88~ Rumble's Stayalive bracelet - 88~
1 b 10 1 b 10
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
eval actor %self.worn_by% eval actor %self.worn_by%
if %actor% if %actor%
%send% %actor% @n %send% %actor% @n
@ -2153,6 +2211,8 @@ end
TBA Capital Letters Test - 17~ TBA Capital Letters Test - 17~
0 c 0 0 c 0
ca~ ca~
* By Rumble of The Builder Academy tbamud.com 9091
* A basic command trigger. If a player types capitals the mob replies.
if capitals /= %cmd% if capitals /= %cmd%
tell %actor.name% Good job, that is correct. Be on the lookout for more of those. tell %actor.name% Good job, that is correct. Be on the lookout for more of those.
end end

File diff suppressed because it is too large Load diff

View file

@ -2177,7 +2177,7 @@ Rumble's Poofs~
has entered the game.~ has entered the game.~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* To generate random poofs at login just set your loadroom to wherever this * To generate random poofs at login just set your loadroom to wherever this
* mob is. Does not work for level 32 and above. * mob is.
eval maxpoofin %random.24% eval maxpoofin %random.24%
set poofins[1] appears with a strange wooshing sound and climbs out of a pneumatic air set poofins[1] appears with a strange wooshing sound and climbs out of a pneumatic air
tube like they use at the bank. tube like they use at the bank.
@ -2329,7 +2329,6 @@ Command test~
2 c 100 2 c 100
l~ l~
* Numeric Arg: 7 means obj can be worn, carried, or in room. * Numeric Arg: 7 means obj can be worn, carried, or in room.
* does not work for level 32 and above.
* Make sure the command is look, check for any abbrev of closet * Make sure the command is look, check for any abbrev of closet
* and make sure there is an arg. * and make sure there is an arg.
if %cmd.mudcommand% == look && closet /= %arg% if %cmd.mudcommand% == look && closet /= %arg%
@ -2742,7 +2741,6 @@ free~
1 c 2 1 c 2
shake~ shake~
* Numeric Arg: 2 means in character's carried inventory * Numeric Arg: 2 means in character's carried inventory
* does not work for level 32 and above.
* There are 20 possible answers that the Magic Eight Ball can give. * There are 20 possible answers that the Magic Eight Ball can give.
* Of these, nine are full positive, two are full negative, one is * Of these, nine are full positive, two are full negative, one is
* mostly positive, three are mostly negative, and five are abstentions. * mostly positive, three are mostly negative, and five are abstentions.
@ -2824,7 +2822,6 @@ Obj Command quarter flip example~
1 c 2 1 c 2
flip~ flip~
* Numeric Arg: 2 means in character's carried inventory * Numeric Arg: 2 means in character's carried inventory
* does not work for level 32 and above.
if coin /= %arg% || quarter /= %arg% if coin /= %arg% || quarter /= %arg%
%echoaround% %actor% %actor.name% flips a coin high up into the air. %echoaround% %actor% %actor.name% flips a coin high up into the air.
%send% %actor% You flip the coin up into the air. %send% %actor% You flip the coin up into the air.

View file

@ -153,13 +153,8 @@ end
free~ free~
0 j 100 0 j 100
~ ~
if %actor.varexists(solved_example_quest_zone_0)%
say you already solved this quest, keep it.
return 0
end
*
wait 1 sec wait 1 sec
if (%object.vnum% == 47) if (%object.vnum% == 47) && !%actor.varexists(solved_example_quest_zone_0)%
dance dance
wait 1 sec wait 1 sec
say Thank you, %actor.name%. Here is a few experience points and some gold. say Thank you, %actor.name%. Here is a few experience points and some gold.
@ -173,6 +168,9 @@ if (%object.vnum% == 47)
set solved_example_quest_zone_0 1 set solved_example_quest_zone_0 1
remote solved_example_quest_zone_0 %actor.id% remote solved_example_quest_zone_0 %actor.id%
%purge% %object% %purge% %object%
elseif %object.vnum% == 47
say you already solved this quest, keep it.
return 0
else else
say I don't want that! say I don't want that!
junk %object.name% junk %object.name%
@ -192,7 +190,6 @@ wait 2 sec
Obj Command Restorative Comfy Bed Sleep - 1401~ Obj Command Restorative Comfy Bed Sleep - 1401~
1 c 4 1 c 4
sl~ sl~
* does not work for level 32 and above.
if %cmd.mudcommand% == sleep && bed /= %arg% if %cmd.mudcommand% == sleep && bed /= %arg%
%force% %actor% sleep %force% %actor% sleep
set laying_in_comfy_bed_14 1 set laying_in_comfy_bed_14 1
@ -219,7 +216,6 @@ end
Obj Command Restorative Comfy Bed Wake - 1401~ Obj Command Restorative Comfy Bed Wake - 1401~
1 c 4 1 c 4
wa~ wa~
* does not work for level 32 and above.
if %cmd.mudcommand% == wake && %actor.varexists(laying_in_comfy_bed_14)% if %cmd.mudcommand% == wake && %actor.varexists(laying_in_comfy_bed_14)%
%force% %actor% wake %force% %actor% wake
rdelete laying_in_comfy_bed_14 %actor.id% rdelete laying_in_comfy_bed_14 %actor.id%
@ -310,7 +306,6 @@ Room Random Example~
Room Command Example~ Room Command Example~
2 c 100 2 c 100
l~ l~
* does not work for level 32 and above.
if %cmd.mudcommand% == look && test /= %arg% if %cmd.mudcommand% == look && test /= %arg%
%echo% The trigger works! %echo% The trigger works!
%force% %actor% applaud %force% %actor% applaud
@ -420,7 +415,6 @@ done
Mob Command Example~ Mob Command Example~
0 c 100 0 c 100
test~ test~
* does not work for level 32 and above.
say The trigger fires now! say The trigger fires now!
say triggered by %actor.name% say triggered by %actor.name%
~ ~
@ -630,7 +624,6 @@ Obj Command Example~
1 c 7 1 c 7
open~ open~
* Numeric Arg: 7 means obj can be worn, carried, or in room. * Numeric Arg: 7 means obj can be worn, carried, or in room.
* does not work for level 32 and above.
if ("%arg%" == "closet") if ("%arg%" == "closet")
%load% mob 1307 %load% mob 1307
else else

View file

@ -22,6 +22,7 @@ say %speech%
Fountain Teleport - 251~ Fountain Teleport - 251~
1 c 7 1 c 7
en~ en~
* By Rumble of The Builder Academy tbamud.com 9091
if %cmd.mudcommand% == enter && %arg% /= fountain if %cmd.mudcommand% == enter && %arg% /= fountain
%send% %actor% You step into the fountain getting yourself wet. Something grabs you and pulls you under. %send% %actor% You step into the fountain getting yourself wet. Something grabs you and pulls you under.
%echoaround% %actor% %actor.name% steps into the middle of the fountain getting %actor.himher%self wet. %echoaround% %actor% %actor.name% steps into the middle of the fountain getting %actor.himher%self wet.
@ -37,31 +38,26 @@ end
Object Spells~ Object Spells~
1 c 1 1 c 1
c~ c~
* if command is cast and arg is fireshield (and all abbrevs of each) * By Rumble of The Builder Academy tbamud.com 9091
* Allow a magic user to cast fireshield, but only twice.
if %cmd.mudcommand% == cast && fireshield /= %arg% if %cmd.mudcommand% == cast && fireshield /= %arg%
switch %random.1% if %actor.class% == Magic User
case 1 %echoaround% %actor% %self.shortdesc% that %actor.name% is wearing glows brightly for a moment.
if %actor.class% == Magic User %send% %actor% Your %self.shortdesc% glows brightly for a moment.
%echoaround% %actor% %self.shortdesc% that %actor.name% is wearing glows brightly for a moment. dg_cast 'armor' %actor%
%send% %actor% Your %self.shortdesc% glows brightly for a moment. end
dg_cast 'armor' %actor% eval ward_major %ward_major%+1
end if %ward_major% == 2
break detach all %self.id%
default end
%send% %actor% reached default case. global ward_major
break
eval ward_major %ward_major%+1
if %ward_major% == 2
detach all %self.id%
end
global ward_major
done
end end
~ ~
#203 #203
Phoenix Rising - 211~ Phoenix Rising - 211~
0 f 100 0 f 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
* You can't use waits in a mob death trig. * You can't use waits in a mob death trig.
* Phoenix turns into ashes when it dies and is reborn 3 times. * Phoenix turns into ashes when it dies and is reborn 3 times.
* O219 is !TAKE and must always be in the room to count the deaths. * O219 is !TAKE and must always be in the room to count the deaths.
@ -92,9 +88,10 @@ done
return 0 return 0
~ ~
#204 #204
Pirate Parott Pepeats - M212~ Pirate Parrott Repeats - M212~
0 d 100 0 d 100
*~ *~
* By Rumble of The Builder Academy tbamud.com 9091
* Parrot randomly repeats something said in the room. * Parrot randomly repeats something said in the room.
* Pick the next number in the array and global it to be read next firing. * Pick the next number in the array and global it to be read next firing.
eval n %n%+1 eval n %n%+1
@ -113,14 +110,15 @@ say %say%
Crystal Ball to Locate a Mob.~ Crystal Ball to Locate a Mob.~
1 c 7 1 c 7
locate~ locate~
* By Rumble of The Builder Academy tbamud.com 9091
set find %arg% set find %arg%
if !%find.is_pc% if !%find.is_pc%
eval rname %find.room% eval rname %find.room%
%send% %actor% As you gaze into the ring, it starts to glow. You see an image of %find.name% in %rname.name%. %send% %actor% As you gaze into the ball, it starts to glow. You see an image of %find.name% in %rname.name%.
else else
%send% %actor% All that you see is a blurry haze. %send% %actor% All that you see is a blurry haze.
end end
%echoaround% %actor% %actor.name% peers into %actor.hisher% gently glowing ring. %echoaround% %actor% %actor.name% peers into %actor.hisher% gently glowing crystal ball.
~ ~
#206 #206
Smelly Bum - M168~ Smelly Bum - M168~
@ -165,7 +163,6 @@ Mob Blocks opening of chest~
0 c 100 0 c 100
o~ o~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* does not work for level 32 and above.
* Make sure the command is open, check for any abbrev of chest * Make sure the command is open, check for any abbrev of chest
if %cmd.mudcommand% == open && chest /= %arg% if %cmd.mudcommand% == open && chest /= %arg%
* findmob checks if the mob is in the room. * findmob checks if the mob is in the room.
@ -197,8 +194,8 @@ say %word6% %word5% %word4% %word3% %word2% %word1%?
Phoenix Rising - 219~ Phoenix Rising - 219~
1 c 4 1 c 4
phoenix2~ phoenix2~
* By Rumble of The Builder Academy tbamud.com 9091
* Numeric Arg: 4 means obj has to be in the room. * Numeric Arg: 4 means obj has to be in the room.
* Does not work for level 32 and above.
* Add 1 to the total deaths * Add 1 to the total deaths
eval phoenix_deaths %phoenix_deaths% + 1 eval phoenix_deaths %phoenix_deaths% + 1
wait 3 sec wait 3 sec

View file

@ -73,7 +73,6 @@ Blood Bank - 25704~
2 c 100 2 c 100
g~ g~
* By Rumble * By Rumble
* does not work for level 32 and above.
* Make sure the command is give, check for any abbrev of blood * Make sure the command is give, check for any abbrev of blood
if %cmd.mudcommand% == give && blood /= %arg% if %cmd.mudcommand% == give && blood /= %arg%
* let the player stun themselves, they will recover. * let the player stun themselves, they will recover.

View file

@ -1587,12 +1587,26 @@ xxtestxx
%purge% %self% %purge% %self%
~ ~
#2792 #2792
test mob command~ test~
2 c 100 2 c 100
xxtestxx~ xxhealxx~
wait 1 if %actor.admin%
%purge% return 0
%load% obj 2779 halt
else
if %cmd% == xxhealxx
set room_var %actor.room%
set target_char %room_var.people%
while %target_char%
set tmp_target %target_char.next_in_room%
%send% %target_char% You feel healed.
%damage% %target_char% -100
set target_char %tmp_target%
done
else
return 0
end
end
~ ~
#2793 #2793
(2779) staff reincarnates sorceress~ (2779) staff reincarnates sorceress~

View file

@ -2,6 +2,7 @@
Camille Greet for Quest - 300~ Camille Greet for Quest - 300~
0 g 100 0 g 100
~ ~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc% if %actor.is_pc%
wait 1 sec wait 1 sec
if %actor.varexists(3_napalm_complete)% if %actor.varexists(3_napalm_complete)%
@ -51,21 +52,31 @@ Mob Memory - test trigger~
say I remember you, %actor.name%! say I remember you, %actor.name%!
~ ~
#302 #302
Mob Greet - test trigger~ Mob Greet direction~
0 g 100 0 g 100
~ ~
if %direction% * By Rumble of The Builder Academy tbamud.com 9091
say Hello, %actor.name%, how are things to the %direction%? if %actor.is_pc%
else wait 1 sec
* if the character popped in (word of recall, etc) this will be hit if %direction% == none
say Where did YOU come from, %actor.name%? * if the character popped in (word of recall) this will be hit
say Where did YOU come from, %actor.name%?
else
say Hello, %actor.name%, how are things to the %direction%?
end
end end
~ ~
#303 #303
Obj Get - test trigger~ Obj Get Example - Good Cleric Only~
1 g 100 1 g 100
~ ~
%echo% You hear, 'Please put me down, %actor.name%' * By Rumble of The Builder Academy tbamud.com 9091
* Only allow Cleric's with a good align to get this item.
if %actor.class% != cleric || %actor.align% < 350
return 0
%send% %actor% You are not worthy to wield me.
%echoaround% %actor% %actor.name% tries to pick up %self.shortdesc% and fails.
end
~ ~
#304 #304
Room Enter - test trigger~ Room Enter - test trigger~

View file

@ -563,38 +563,38 @@ Chinchirorin Dice (8397)~
eval die2 %random.6% eval die2 %random.6%
eval die3 %random.6% eval die3 %random.6%
eval roll %die1%%die2%%die3% eval roll %die1%%die2%%die3%
osend %actor% The dice land on @o@g%die1%@n, @o@c%die2%@n, @o@r%die3%@n. %send% %actor% The dice land on @o@g%die1%@n, @o@c%die2%@n, @o@r%die3%@n.
oechoaround %actor% %actor.name% rolls a @o@g%die1%@n, @o@c%die2%@n, @o@r%die3%@n. oechoaround %actor% %actor.name% rolls a @o@g%die1%@n, @o@c%die2%@n, @o@r%die3%@n.
*** Check For 3 of a Kind *** *** Check For 3 of a Kind ***
if (%roll% == 111) if (%roll% == 111)
oechoaround %actor% It's a @o@g1-1-1@n! %actor.name% pays triple the bet! oechoaround %actor% It's a @o@g1-1-1@n! %actor.name% pays triple the bet!
osend %actor% It's a @o@g1-1-1@n! You pay triple the bet! %send% %actor% It's a @o@g1-1-1@n! You pay triple the bet!
halt halt
elseif ((%die1% == %die2%) && (%die2% == %die3%)) elseif ((%die1% == %die2%) && (%die2% == %die3%))
oechoaround %actor% @o@g%die1%@c%die2%@r%die3%@n Three of a kind! %actor.name% wins triple the bet! oechoaround %actor% @o@g%die1%@c%die2%@r%die3%@n Three of a kind! %actor.name% wins triple the bet!
osend %actor% @o@g%die1%@c%die2%@r%die3%@n Three of a kind! You win triple the bet! %send% %actor% @o@g%die1%@c%die2%@r%die3%@n Three of a kind! You win triple the bet!
halt halt
*** Check for Storms *** *** Check for Storms ***
elseif (%roll% == 123 || %roll% == 132 || %roll% == 213 || %roll% == 321 || %roll% == 312) elseif (%roll% == 123 || %roll% == 132 || %roll% == 213 || %roll% == 321 || %roll% == 312)
oechoaround %actor% It's a storm! @o@g1-2-3@n! %actor.name% pays double the bet! oechoaround %actor% It's a storm! @o@g1-2-3@n! %actor.name% pays double the bet!
osend %actor% It's a storm! @o@g1-2-3@n! You pay double the bet! %send% %actor% It's a storm! @o@g1-2-3@n! You pay double the bet!
halt halt
elseif (%roll% == 456 || %roll% == 465 || %roll% == 546 || %roll% == 654 || %roll% == 645) elseif (%roll% == 456 || %roll% == 465 || %roll% == 546 || %roll% == 654 || %roll% == 645)
oechoaround %actor% It's a storm! @o@g4-5-6@n! %actor.name% wins double the bet! oechoaround %actor% It's a storm! @o@g4-5-6@n! %actor.name% wins double the bet!
osend %actor% It's a storm! @o@g4-5-6@n! You win double the bet! %send% %actor% It's a storm! @o@g4-5-6@n! You win double the bet!
halt halt
*** Otherwise, Compute the Score *** *** Otherwise, Compute the Score ***
elseif (%die1%==%die2%) elseif (%die1%==%die2%)
oechoaround %actor% %actor.name% scores a @o@g%die3%@n. oechoaround %actor% %actor.name% scores a @o@g%die3%@n.
osend %actor% You score a @o@g%die3%@n. %send% %actor% You score a @o@g%die3%@n.
halt halt
elseif (%die1%==%die3%) elseif (%die1%==%die3%)
oechoaround %actor% %actor.name% scores a @o@g%die2%@n. oechoaround %actor% %actor.name% scores a @o@g%die2%@n.
osend %actor% You score a @o@g%die2%@n. %send% %actor% You score a @o@g%die2%@n.
halt halt
elseif (%die2%==%die3%) elseif (%die2%==%die3%)
oechoaround %actor% %actor.name% scores a @o@g%die1%@n. oechoaround %actor% %actor.name% scores a @o@g%die1%@n.
osend %actor% You score a @o@g%die1%@n. %send% %actor% You score a @o@g%die1%@n.
halt halt
else else
oecho @o@gNo score!@n oecho @o@gNo score!@n

View file

@ -46,6 +46,7 @@ and they will advance you to begin your training.
~ ~
0 24 0 0 0 0 0 24 0 0 0 0
S S
T 57742
#3 #3
The Builder Academy~ The Builder Academy~
Congratulations on your new-found immortality. Now all you need to know is Congratulations on your new-found immortality. Now all you need to know is
@ -96,7 +97,7 @@ be patient, learn to use the helpfiles and have fun.
Read the following help files on TBA's training process: Read the following help files on TBA's training process:
@RHELP TRIALROOM @RHELP TRIALROOM
HELP REPORT HELP BUILDER-REPORT
HELP LEVEL HELP LEVEL
HELP ADVERTISING@n HELP ADVERTISING@n
~ ~
@ -526,8 +527,8 @@ gateway~
S S
#22 #22
Quest Variables Example~ Quest Variables Example~
I used triggers 1409 thru 1412 to setup this example. Simply tstat each to I used triggers 190 thru 192 to setup this example. Simply tstat each to see
see what they do. what they do.
~ ~
0 8 0 0 0 0 0 8 0 0 0 0
D3 D3
@ -559,59 +560,28 @@ while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel --Wilhelm Stekel
~ ~
0 8 0 0 0 0 0 8 0 0 0 0
E D0
.test~
can you see this with look around?
~ ~
E
july4~
On July 4, 1776, we claimed our independence from England and Democracy was
born. Every day thousands leave their homeland to come to the "land of the
free and the home of the brave" so they can begin their American Dream. The
United States is truly a diverse nation made up of dynamic people. Each year
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
picnics, and family ga-therings. Through the Internet we are learning about
and communicat-ing with people of different nations, with different languages
and different races throughout the world. Bringing the world closer with
understanding and knowledge can only benefit all nations. We invite all
nations to celebrate with Americans online this Fourth of July. Happy
Birthday, America!
~ ~
E 0 0 33
oath~ D2
I do solemnly swear that I will support and defend the Constitution of the
United States against all enemies, foreign and domestic, and to bear true faith
and allegiance to the same that I take this obligation freely, without any
mental reservation or purpose of evasion, and that I will well and faithfully
discharge the duties of the office upon which I am about to enter.
~ ~
E
builder~
There is one timeless way of building.
It is thousands of years old, and the same today as it has always been.
The great traditional buildings of the past, the villages and tents and
temples in which man feels at home, have always been made by people who were
very close to the center of this way. It is not possible to make great
buildings, or great towns, beautiful places, places where you feel yourself,
places where you feel alive, except by following this way. And, as you will
see, this way will lead anyone who looks for it to buildings which are
themselves as ancient in their form, as the trees and hills, and as our faces
are.
--The Timeless Way of Building
~ ~
0 0 33
E E
war~ Catcher Rye~
War is an ugly thing, but not the ugliest of things. The decayed and The mark of the immature man is that he wants to die nobly for a cause,
degraded state of moral and patriotic feeling which thinks that nothing is while the mark of the mature man is that he wants to live humbly for one.
worth war is much worse. The person who has nothing for which he is willing to --Wilhelm Stekel
fight, nothing which is more important than his own personal safety, is a
miserable creature and has no chance of being free unless made and kept so by
the exertions of better men than himself.
John Stuart Mill ...you'll find that you're not the first person who was ever confused and
frighteneed and even sickened by human behavior. You're by no means alone on
that score, you'll be excited and stimulated to know. Many, many men have been
just as troubled morally and spiritually as you are right now. Happily, some
of them kept records of their troubles. You'll learn from them-if you want to.
Just as someday, if you have something to offer, someone will learn something
from you. It's a beautiful reciprocal arrangement.
--The Catcher in the Rye
~ ~
E E
old glory flag~ old glory flag~
@ -644,19 +614,58 @@ or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
may I wave. may I wave.
~ ~
E E
Catcher Rye~ war~
The mark of the immature man is that he wants to die nobly for a cause, War is an ugly thing, but not the ugliest of things. The decayed and
while the mark of the mature man is that he wants to live humbly for one. degraded state of moral and patriotic feeling which thinks that nothing is
--Wilhelm Stekel worth war is much worse. The person who has nothing for which he is willing to
fight, nothing which is more important than his own personal safety, is a
miserable creature and has no chance of being free unless made and kept so by
the exertions of better men than himself.
...you'll find that you're not the first person who was ever confused and John Stuart Mill
frighteneed and even sickened by human behavior. You're by no means alone on ~
that score, you'll be excited and stimulated to know. Many, many men have been E
just as troubled morally and spiritually as you are right now. Happily, some builder~
of them kept records of their troubles. You'll learn from them-if you want to.
Just as someday, if you have something to offer, someone will learn something There is one timeless way of building.
from you. It's a beautiful reciprocal arrangement.
--The Catcher in the Rye It is thousands of years old, and the same today as it has always been.
The great traditional buildings of the past, the villages and tents and
temples in which man feels at home, have always been made by people who were
very close to the center of this way. It is not possible to make great
buildings, or great towns, beautiful places, places where you feel yourself,
places where you feel alive, except by following this way. And, as you will
see, this way will lead anyone who looks for it to buildings which are
themselves as ancient in their form, as the trees and hills, and as our faces
are.
--The Timeless Way of Building
~
E
oath~
I do solemnly swear that I will support and defend the Constitution of the
United States against all enemies, foreign and domestic, and to bear true faith
and allegiance to the same that I take this obligation freely, without any
mental reservation or purpose of evasion, and that I will well and faithfully
discharge the duties of the office upon which I am about to enter.
~
E
july4~
On July 4, 1776, we claimed our independence from England and Democracy was
born. Every day thousands leave their homeland to come to the "land of the
free and the home of the brave" so they can begin their American Dream. The
United States is truly a diverse nation made up of dynamic people. Each year
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
picnics, and family ga-therings. Through the Internet we are learning about
and communicat-ing with people of different nations, with different languages
and different races throughout the world. Bringing the world closer with
understanding and knowledge can only benefit all nations. We invite all
nations to celebrate with Americans online this Fourth of July. Happy
Birthday, America!
~
E
.test~
can you see this with look around?
~ ~
S S
#34 #34
@ -845,14 +854,14 @@ D2
~ ~
0 0 98 0 0 98
E E
sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
E
floor~ floor~
The stone floor is the same shade of grey as the sky and is completely plain The stone floor is the same shade of grey as the sky and is completely plain
and unscratched. It is probably too hard for anything to leave as much as a and unscratched. It is probably too hard for anything to leave as much as a
scratch on it. scratch on it.
~ ~
E
sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
S S
$~ $~

View file

@ -31,18 +31,6 @@ The Ice Box Of The Gods~
and maybe someone will come and get you. and maybe someone will come and get you.
~ ~
12 1208 0 0 0 0 12 1208 0 0 0 0
E
test extra~
This is a test extradesc.
If I am correct, the mud will not boot after this is saved.
The blank lines above this is the reason.
Ok, that did not work...
Maybe this will
~
S S
#1203 #1203
The Gods' Mortal Board Room~ The Gods' Mortal Board Room~

View file

@ -39,6 +39,57 @@ D5
~ ~
0 0 1999 0 0 1999
E E
spoilers~
Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you
really have to look there are a few little neat zone inclusions listed here to
spoil your zone exploring pleasure. Just type look and then the number to look
at each one (look 1 for example).
1: The Leviathan
2: Spider Cocoons
3: The Dark Candleholder
4: The Metal Contraption
~
E
1~
This is just a little trigger that sets off in room 1911 when you enter. A
series of messages goes off and then the leviathan mob emerges. If you move
more than one room away in the middle of fighting the creature it will disappear
again, reloading fully restored. This is just the framework so far for a little
quest I'm creating around it. Ooh, additionally the room that the leviathan
loads in will only let you leave 90% of the time due to slippery mud.
~
E
2~
The spider's cocoons are used to trap people.. Both players and mobs alike.
If you fight the whisper spider in room 1993 it will start sending messages
about wrapping web around you. Ultimately if you do not flee or kill the spider
quickly you will find yourself wrapped in a cocoon, unable to move or see
anything. In this state all you can do is send tells, and wriggle which makes
the cocoon visibly move to everyone else (as immortal you can also use the goto
command). To open one of these cocoons another player must have a fire torch
(object 1905) and type burn. This will set it on fire and release the trapped
mob or player. If a trapped player is not freed within about 5 minutes he/she
will die.
~
E
3~
In room 1982, a dark candleholder can be found. On zone reset a candle loads
inside, and if this is taken, a passage opens up to the north. Once on the
other side (room 1983), the passage closes and a voice can be heard telling you
to "leave what you have taken", in reference of course to the candle. If the
candle is not dropped and you continue on to any other room, it will be purged
and the voice will kindly remind you of your doom, as you are now essentially
trapped. However, dropping the candle like a good mudder will cause a drow
spirit to reveal herself, explaining that she will open the way if you call on
the name of Eilistraee. Naturally, saying the word Eilistraee causes the spirit
to vanish and the passage out to reopen.. Albeit for a limited time.
~
E
4~ 4~
In room 1990 there is a large metal contraption, that essentially produces In room 1990 there is a large metal contraption, that essentially produces
potions when the right ingredients are put into it. PRESS empties the machine potions when the right ingredients are put into it. PRESS empties the machine
@ -63,57 +114,6 @@ an empty vial placed into the contraption and the mixture poured out.
If any combination of ingredients other than those listed are combined, If any combination of ingredients other than those listed are combined,
a black potion will be produced which lowers all three attributes. a black potion will be produced which lowers all three attributes.
~
E
3~
In room 1982, a dark candleholder can be found. On zone reset a candle loads
inside, and if this is taken, a passage opens up to the north. Once on the
other side (room 1983), the passage closes and a voice can be heard telling you
to "leave what you have taken", in reference of course to the candle. If the
candle is not dropped and you continue on to any other room, it will be purged
and the voice will kindly remind you of your doom, as you are now essentially
trapped. However, dropping the candle like a good mudder will cause a drow
spirit to reveal herself, explaining that she will open the way if you call on
the name of Eilistraee. Naturally, saying the word Eilistraee causes the spirit
to vanish and the passage out to reopen.. Albeit for a limited time.
~
E
2~
The spider's cocoons are used to trap people.. Both players and mobs alike.
If you fight the whisper spider in room 1993 it will start sending messages
about wrapping web around you. Ultimately if you do not flee or kill the spider
quickly you will find yourself wrapped in a cocoon, unable to move or see
anything. In this state all you can do is send tells, and wriggle which makes
the cocoon visibly move to everyone else (as immortal you can also use the goto
command). To open one of these cocoons another player must have a fire torch
(object 1905) and type burn. This will set it on fire and release the trapped
mob or player. If a trapped player is not freed within about 5 minutes he/she
will die.
~
E
1~
This is just a little trigger that sets off in room 1911 when you enter. A
series of messages goes off and then the leviathan mob emerges. If you move
more than one room away in the middle of fighting the creature it will disappear
again, reloading fully restored. This is just the framework so far for a little
quest I'm creating around it. Ooh, additionally the room that the leviathan
loads in will only let you leave 90% of the time due to slippery mud.
~
E
spoilers~
Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you
really have to look there are a few little neat zone inclusions listed here to
spoil your zone exploring pleasure. Just type look and then the number to look
at each one (look 1 for example).
1: The Leviathan
2: Spider Cocoons
3: The Dark Candleholder
4: The Metal Contraption
~ ~
S S
#1901 #1901
@ -149,16 +149,16 @@ this direction.
~ ~
0 0 1903 0 0 1903
E E
fungus~
These tiny sprouting mushrooms are typical swamp flora, thriving on the damp
rotting wood of the abandoned sign.
~
E
old broken crossroads sign~ old broken crossroads sign~
This old splintered sign has long lost any visible markings, black rivulets This old splintered sign has long lost any visible markings, black rivulets
of ink staining the rotting wood that stands uselessly here, just a remnant of of ink staining the rotting wood that stands uselessly here, just a remnant of
past inhabitants. past inhabitants.
~ ~
E
fungus~
These tiny sprouting mushrooms are typical swamp flora, thriving on the damp
rotting wood of the abandoned sign.
~
S S
#1902 #1902
Squelching Ground~ Squelching Ground~
@ -270,16 +270,16 @@ wafting on the western air.
~ ~
0 0 1906 0 0 1906
E E
scarlet stains~
These large dark patches in the mud glisten slightly crimson in any light,
the faded blood stains of many fallen warriors.
~
E
glimpses metal armour weapons~ glimpses metal armour weapons~
Small pieces of weaponry and armour protrude from the ground like shrapnel, Small pieces of weaponry and armour protrude from the ground like shrapnel,
so deeply rusted and swallowed in mud that they are practically irretrievable so deeply rusted and swallowed in mud that they are practically irretrievable
and are obviously of no further use for warring. and are obviously of no further use for warring.
~ ~
E
scarlet stains~
These large dark patches in the mud glisten slightly crimson in any light,
the faded blood stains of many fallen warriors.
~
S S
T 1971 T 1971
#1906 #1906
@ -309,18 +309,18 @@ ripple in the restless breeze.
~ ~
0 0 1912 0 0 1912
E E
scattered pools slime~
These slippery pools are coated with floating algae and slime of various
organic kinds. The water is presumably toxic as it is so saturated with rust
and rot that it glints scarlet in the light.
~
E
old rusted weapons armour rotted~ old rusted weapons armour rotted~
These battered pieces of metal and algae-encrusted leather are all that is These battered pieces of metal and algae-encrusted leather are all that is
left of an obviously mighty battle. There are no corpses to be found, all that left of an obviously mighty battle. There are no corpses to be found, all that
died presumably devoured by creatures here or rotted long before these metals died presumably devoured by creatures here or rotted long before these metals
began to rust. began to rust.
~ ~
E
scattered pools slime~
These slippery pools are coated with floating algae and slime of various
organic kinds. The water is presumably toxic as it is so saturated with rust
and rot that it glints scarlet in the light.
~
S S
T 1971 T 1971
#1907 #1907
@ -383,17 +383,17 @@ overturned tree's skeletal branches grasping at the air.
~ ~
0 0 1909 0 0 1909
E E
small jagged peaks sharp rocks~
These rocks look almost like the remnants of a huge embedded boulder or
statue that has been broken away by some massive force. Firmly entrenched in
the mud, the rough-edged base spikes out like several rows of teeth.
~
E
thin layers slime old unidentifiable stains~ thin layers slime old unidentifiable stains~
The slick green coating of algae is obvious over all of these rocks, decaying The slick green coating of algae is obvious over all of these rocks, decaying
plant slime as well as darker and more ominous stains paint the jagged surfaces plant slime as well as darker and more ominous stains paint the jagged surfaces
various shades of red and black. various shades of red and black.
~ ~
E
small jagged peaks sharp rocks~
These rocks look almost like the remnants of a huge embedded boulder or
statue that has been broken away by some massive force. Firmly entrenched in
the mud, the rough-edged base spikes out like several rows of teeth.
~
S S
T 1971 T 1971
#1909 #1909
@ -460,16 +460,16 @@ impossible.
~ ~
0 0 1910 0 0 1910
E E
ominous shadows~
Dark rippling shadows stir unnaturally beneath the water, the movements of
some hidden creature no doubt.
~
E
insects~ insects~
These simple swamp insects flit so fast it is hard to see them properly, tiny These simple swamp insects flit so fast it is hard to see them properly, tiny
and plated with defensive exoskeletons they pause only to feed on the smaller and plated with defensive exoskeletons they pause only to feed on the smaller
zooplankton in the water. zooplankton in the water.
~ ~
E
ominous shadows~
Dark rippling shadows stir unnaturally beneath the water, the movements of
some hidden creature no doubt.
~
S S
T 1908 T 1908
T 1993 T 1993
@ -494,16 +494,16 @@ the air with an eye-watering metallic scent.
~ ~
0 0 1906 0 0 1906
E E
glimpses shiny metal~
Old broken pieces of weapons and shields float in shards amongst the bubbling
water, stirring as though in some cauldron of death.
~
E
splintered bone~ splintered bone~
Pieces of decaying bone are all that remain of any organic corpses, bleached Pieces of decaying bone are all that remain of any organic corpses, bleached
almost white from the alkaline water here and stripped by predators of all flesh almost white from the alkaline water here and stripped by predators of all flesh
that hadn't rotted away naturally. that hadn't rotted away naturally.
~ ~
E
glimpses shiny metal~
Old broken pieces of weapons and shields float in shards amongst the bubbling
water, stirring as though in some cauldron of death.
~
S S
T 1971 T 1971
#1913 #1913
@ -769,16 +769,16 @@ roots sticking high into the air further south.
~ ~
0 0 1917 0 0 1917
E E
moss grasses~
The plant life here is abundant but miserable looking, as though there is
constant competition to survive, nutrients being scavenged by almost every form
of life imaginable.
~
E
weak trunks branches leaves willows bark~ weak trunks branches leaves willows bark~
These frail looking trees look as though they are barely surviving off of the These frail looking trees look as though they are barely surviving off of the
watery soil and fog shrouded sunlight, bending weakly in the slightest breeze. watery soil and fog shrouded sunlight, bending weakly in the slightest breeze.
~
E
moss grasses~
The plant life here is abundant but miserable looking, as though there is
constant competition to survive, nutrients being scavenged by almost every form
of life imaginable.
~ ~
S S
T 1971 T 1971
@ -823,18 +823,18 @@ other, forming a bridge that extends to the east.
~ ~
0 0 1922 0 0 1922
E E
fungus~
This is the same miserable organism that grows abundantly on every surface on
sight, flat and sickly green, they are just another indication that the entire
place is rotting.
~
E
shelled creatures~ shelled creatures~
Little snails, and the encrustations of crabs and mollusks decorate the Little snails, and the encrustations of crabs and mollusks decorate the
surfaces with their coloured remains. It is impossible to tell which of these surfaces with their coloured remains. It is impossible to tell which of these
are alive and which are long dead, most seem perfectly content to stay are alive and which are long dead, most seem perfectly content to stay
completely motionless. completely motionless.
~ ~
E
fungus~
This is the same miserable organism that grows abundantly on every surface on
sight, flat and sickly green, they are just another indication that the entire
place is rotting.
~
S S
T 1971 T 1971
#1924 #1924
@ -1068,10 +1068,9 @@ with what looks like a wooden padlock.
bamboogates~ bamboogates~
1 1906 1931 1 1906 1931
E E
swords crude jewelled throne~ great fire~
These rather beautiful swords have been carelessly bent and fastened together This raging fire seems to be kept continually going, the sickly smell of
to form a slightly unusual but attractive throne, coloured gems sparkling in the flesh and burning leather wafting in the smokey air around it.
hilts and firelight reflecting off the still shiny metal.
~ ~
E E
pieces broken armour decoration walls~ pieces broken armour decoration walls~
@ -1079,9 +1078,10 @@ pieces broken armour decoration walls~
doubt serving the secondary purpose of displaying the vanquishing of foes. doubt serving the secondary purpose of displaying the vanquishing of foes.
~ ~
E E
great fire~ swords crude jewelled throne~
This raging fire seems to be kept continually going, the sickly smell of These rather beautiful swords have been carelessly bent and fastened together
flesh and burning leather wafting in the smokey air around it. to form a slightly unusual but attractive throne, coloured gems sparkling in the
hilts and firelight reflecting off the still shiny metal.
~ ~
S S
#1934 #1934
@ -1149,17 +1149,17 @@ be heard, as though some hidden cave lies beneath.
~ ~
0 0 1937 0 0 1937
E E
cooking utensils simple clay pots~
These recently used tools have been dumped on the ground with pieces of flesh
still clinging to them, the smell of rotting is almost unbearable and flies buzz
almost frantically around the filthy surfaces.
~
E
rudimentary shelter stiff reeds~ rudimentary shelter stiff reeds~
This primitive enclosure is of only basic use in shielding rainfall and heavy This primitive enclosure is of only basic use in shielding rainfall and heavy
winds. Open on one side, it seems for the most part abandoned, as though the winds. Open on one side, it seems for the most part abandoned, as though the
creatures who made it only gather here for certain occasions. creatures who made it only gather here for certain occasions.
~ ~
E
cooking utensils simple clay pots~
These recently used tools have been dumped on the ground with pieces of flesh
still clinging to them, the smell of rotting is almost unbearable and flies buzz
almost frantically around the filthy surfaces.
~
S S
T 1971 T 1971
#1937 #1937

View file

@ -33,7 +33,7 @@ class range. Remove the extra '0' if you don't need/want it.
Here are some recommended specials for the mobs: Here are some recommended specials for the mobs:
#04 should be given a sleep spell to cast #04 should be given a sleep spell to cast
#47 should be given an undead process. #47 should be given an undead process.
@n
Zone 301 is linked to the following zones: Zone 301 is linked to the following zones:
302 Campus at 30123 (south) ---> 30236 302 Campus at 30123 (south) ---> 30236
302 Campus at 30124 (north) ---> 30250 302 Campus at 30124 (north) ---> 30250
@ -50,6 +50,7 @@ Zone 301 is linked to the following zones:
302 Campus at 30136 (east ) ---> 30266 302 Campus at 30136 (east ) ---> 30266
302 Campus at 30140 (south) ---> 30260 302 Campus at 30140 (south) ---> 30260
302 Campus at 30142 (north) ---> 30201 302 Campus at 30142 (north) ---> 30201
302 Campus at 30142 (east ) ---> 30203 302 Campus at 30142 (east ) ---> 30203
302 Campus at 30199 (up ) ---> 30200 302 Campus at 30199 (up ) ---> 30200
~ ~

View file

@ -1024,10 +1024,10 @@ D1
S S
#30953 #30953
Arms Cache and Smithy~ Arms Cache and Smithy~
Donold works tirelessly, day after day making sure that all existing weapons Donld works tirelessly, day after day making sure that all existing weapons
and armor are kept in perfect condition. On top of that chore, me crafts all and armor are kept in perfect condition. On top of that chore, he crafts all
metal-work within the keep, shoes horses and crafts new weapons for the Baron to metal-work within the keep, shoes horses and new weapons for the Baron to test
test out. Donold is not Westlawn's right-hand man but he is damn near close. out. Donld is not Westlawn's right-hand man but he is damn near close.
~ ~
309 8 0 0 0 0 309 8 0 0 0 0
D3 D3

View file

@ -1,14 +1,11 @@
#400 #400
The Jade Forest~ Jade Forest (Description Room)~
This appears to be the entrance of a thick forest. Numerous trees tower high The Jade Forest is a simple zone, laid out for levels 10-15 approximately.
into the air, making everything else look quite small. In the distance birds The majority of it is forest, with a small village, some trails, and a river.
can be heard chirping. There are a couple of shops, but these need stocking with items really.
Descriptions are very basic and could do with fleshing out.
~ ~
4 0 0 0 0 3 4 0 0 0 0 3
D3
~
~
0 0 401
E E
credits info~ credits info~
Builder : Builder :
@ -40,7 +37,7 @@ D0
D1 D1
~ ~
~ ~
0 0 400 0 0 499
D3 D3
~ ~
~ ~
@ -1658,10 +1655,6 @@ well as an extremely large city. The village looks tiny compared to the city
that looms on the horizon. The trail continues to the north. that looms on the horizon. The trail continues to the north.
~ ~
4 0 0 0 0 3 4 0 0 0 0 3
D0
~
~
0 0 499
D2 D2
~ ~
~ ~
@ -1719,16 +1712,15 @@ D2
0 0 489 0 0 489
S S
#499 #499
Sanctus Trail~ The Jade Forest~
This part of the trail appears to have ended in a dead end! There isn't much This appears to be the entrance of a thick forest. Numerous trees tower high
here to look at, just a few scattered trees. The road can be seen heading off into the air, making everything else look quite small. In the distance birds
towards the west, it seems as if that part of the passage may actually lead can be heard chirping.
somewhere.
~ ~
4 0 0 0 0 3 4 0 0 0 0 3
D2 D3
~ ~
~ ~
0 0 495 0 0 401
S S
$~ $~

View file

@ -1055,9 +1055,7 @@ D1
E E
message~ message~
The message appears to read: The message appears to read:
I hate being a Tanner
I hate being a Tanner
~ ~
S S
#5565 #5565
@ -1078,9 +1076,9 @@ D3
E E
plaque~ plaque~
Engraved on the plaque are the following words: Engraved on the plaque are the following words:
The Holy Shrine of Allah The Holy Shrine of Allah
~ ~
S S
#5566 #5566
@ -1277,14 +1275,14 @@ D0
door~ door~
1 -1 5577 1 -1 5577
E E
mirror~
You see a the fighting image of some armor clad humanoid wielding a weapon.
~
E
window~ window~
Looking out this window you can see the grounds of the palace that seperate Looking out this window you can see the grounds of the palace that seperate
the walls of the palace from the building itself. the walls of the palace from the building itself.
~
E
mirror~
You see a the fighting image of some armor clad humanoid wielding a weapon.
~ ~
S S
#5577 #5577
@ -1364,13 +1362,13 @@ D3
E E
plaque door~ plaque door~
The plaque on the door reads: The plaque on the door reads:
THE ART EXHIBIT THE ART EXHIBIT
of of
NEW THALOS NEW THALOS
- the management is not responsible for lost items. - the management is not responsible for lost items.
~ ~
S S
#5580 #5580

View file

@ -2,6 +2,8 @@
Rumble~ Rumble~
Sanctus~ Sanctus~
100 199 10 2 100 199 10 2
R 0 124 355 -1 (a metal staff)
O 0 355 99 124 (a metal staff)
M 0 216 1 189 (Yoda) M 0 216 1 189 (Yoda)
O 0 194 1 178 (a closet) O 0 194 1 178 (a closet)
D 0 178 0 1 (A Clean House) D 0 178 0 1 (A Clean House)

View file

@ -2,6 +2,10 @@
Rumble~ Rumble~
Sanctus II~ Sanctus II~
200 299 10 2 200 299 10 2
M 0 125 3 254 (the young girl)
M 0 164 1 254 (the drunk)
G 1 101 99 -1 (an imported bottle of beer)
G 1 197 99 -1 (a "kick me" sign)
M 0 196 1 251 (the newbie guide) M 0 196 1 251 (the newbie guide)
O 0 251 1 251 (a marble fountain) O 0 251 1 251 (a marble fountain)
M 0 169 3 200 (a citizen) M 0 169 3 200 (a citizen)
@ -126,9 +130,6 @@ M 0 112 1 294 (the young woman)
M 0 118 3 236 (the woman) M 0 118 3 236 (the woman)
M 0 118 3 295 (the woman) M 0 118 3 295 (the woman)
M 0 125 3 274 (the young girl) M 0 125 3 274 (the young girl)
M 0 125 3 254 (the young girl)
M 0 164 1 254 (the drunk)
G 1 101 99 -1 (an imported bottle of beer)
M 0 135 1 252 (the blue Master Magi) M 0 135 1 252 (the blue Master Magi)
E 1 107 99 12 (a blue robe) E 1 107 99 12 (a blue robe)
M 0 141 3 252 (the corporal) M 0 141 3 252 (the corporal)

View file

@ -1,76 +1,77 @@
#234 #234
Radiax~ None.~
Newbie School~ Newbie School~
23400 23499 30 2 23400 23499 10 2
R 0 23470 23430 -1 (a map of the newbie school) O 0 23401 5 23429 (some blackberries)
O 0 23430 5 23470 (a map of the newbie school) R 0 23429 23403 -1 (a fountain)
M 0 23400 1 23423 (Samantha, the clerk) O 0 23403 1 23429 (a fountain)
G 1 23409 99 -1 (a newbie chest) R 0 23470 23430 -1 (a map of the newbie school)
G 1 23408 99 -1 (a newbie club) O 0 23430 5 23470 (a map of the newbie school)
G 1 23407 99 -1 (a newbie dagger) M 0 23400 1 23423 (Samantha, the clerk)
G 1 23406 99 -1 (a newbie mace) G 1 23409 99 -1 (a newbie chest)
G 1 23405 99 -1 (a newbie shortsword) G 1 23408 99 -1 (a newbie club)
G 1 23402 99 -1 (a small pouch) G 1 23407 99 -1 (a newbie dagger)
G 1 23401 99 -1 (some blackberries) G 1 23406 99 -1 (a newbie mace)
G 1 23400 99 -1 (a goatskin) G 1 23405 99 -1 (a newbie shortsword)
M 0 23495 3 23444 (a brownie) G 1 23402 99 -1 (a small pouch)
R 0 23429 23403 -1 (a fountain) G 1 23401 99 -1 (some blackberries)
O 0 23403 1 23429 (a fountain) G 1 23400 99 -1 (a goatskin)
M 0 23410 1 23471 (the armourer) M 0 23495 3 23444 (a brownie)
G 1 23422 1 -1 (some leggings) M 0 23410 1 23471 (the armourer)
G 1 23423 1 -1 (some leather leggings) G 1 23422 1 -1 (some leggings)
G 1 23424 1 -1 (some cleric's breeches) G 1 23423 1 -1 (some leather leggings)
G 1 23425 1 -1 (some leather leggings) G 1 23424 1 -1 (some cleric's breeches)
G 1 23426 1 -1 (some mail boots) G 1 23425 1 -1 (some leather leggings)
G 1 23427 1 -1 (some leather boots) G 1 23426 1 -1 (some mail boots)
G 1 23428 1 -1 (some sandals) G 1 23427 1 -1 (some leather boots)
G 1 23429 1 -1 (some mage boots) G 1 23428 1 -1 (some sandals)
M 0 23404 16 23438 (a badger) G 1 23429 1 -1 (some mage boots)
E 1 23417 2 3 (a red charm) M 0 23404 16 23438 (a badger)
M 0 23404 16 23446 (a badger) E 1 23417 2 3 (a red charm)
M 0 23405 16 23446 (a brownie) M 0 23404 16 23446 (a badger)
E 1 23416 2 4 (a silver pendant) M 0 23405 16 23446 (a brownie)
M 0 23408 16 23445 (a urd) E 1 23416 2 4 (a silver pendant)
E 1 23415 2 3 (a black collar) M 0 23408 16 23445 (a urd)
M 0 23406 16 23445 (a bulette) E 1 23415 2 3 (a black collar)
E 1 23421 5 6 (a wizards hat) M 0 23406 16 23445 (a bulette)
M 0 23404 16 23443 (a badger) E 1 23421 5 6 (a wizards hat)
E 1 23413 2 2 (a ring of fire) M 0 23404 16 23443 (a badger)
M 0 23403 16 23443 (a kobold) E 1 23413 2 2 (a ring of fire)
M 0 23403 16 23456 (a kobold) M 0 23403 16 23443 (a kobold)
E 1 23411 2 1 (a ring of shadows) M 0 23403 16 23456 (a kobold)
M 0 23405 16 23456 (a brownie) E 1 23411 2 1 (a ring of shadows)
E 1 23412 2 2 (a blessed ring) M 0 23405 16 23456 (a brownie)
M 0 23409 1 23461 (a water weird) E 1 23412 2 2 (a blessed ring)
E 1 23414 2 3 (a warriors amulet) M 0 23409 1 23461 (a water weird)
E 1 23410 2 1 (a ring of power) E 1 23414 2 3 (a warriors amulet)
M 0 23406 16 23453 (a bulette) E 1 23410 2 1 (a ring of power)
E 1 23421 5 6 (a wizards hat) M 0 23406 16 23453 (a bulette)
M 0 23408 16 23453 (a urd) E 1 23421 5 6 (a wizards hat)
E 1 23419 5 6 (a leather helm) M 0 23408 16 23453 (a urd)
O 0 23404 8 23439 (a leaf) E 1 23419 5 6 (a leather helm)
M 0 23407 16 23439 (a osquip) O 0 23404 8 23439 (a leaf)
E 1 23420 5 6 (a gold tiara) M 0 23407 16 23439 (a osquip)
M 0 23407 16 23435 (a osquip) E 1 23420 5 6 (a gold tiara)
E 1 23420 5 6 (a gold tiara) M 0 23407 16 23435 (a osquip)
M 0 23408 16 23435 (a urd) E 1 23420 5 6 (a gold tiara)
E 1 23419 5 6 (a leather helm) M 0 23408 16 23435 (a urd)
M 0 23406 16 23437 (a bulette) E 1 23419 5 6 (a leather helm)
M 0 23403 16 23437 (a kobold) M 0 23406 16 23437 (a bulette)
E 1 23418 5 6 (a warriors helm) M 0 23403 16 23437 (a kobold)
M 0 23403 16 23441 (a kobold) E 1 23418 5 6 (a warriors helm)
E 1 23418 5 6 (a warriors helm) M 0 23403 16 23441 (a kobold)
M 0 23405 16 23454 (a brownie) E 1 23418 5 6 (a warriors helm)
M 0 23407 16 23454 (a osquip) M 0 23405 16 23454 (a brownie)
M 0 23405 16 23434 (a brownie) M 0 23407 16 23454 (a osquip)
M 0 23404 16 23434 (a badger) M 0 23405 16 23434 (a brownie)
M 0 23406 16 23433 (a bulette) M 0 23404 16 23434 (a badger)
M 0 23407 16 23433 (a osquip) M 0 23406 16 23433 (a bulette)
M 0 23404 16 23432 (a badger) M 0 23407 16 23433 (a osquip)
M 0 23403 16 23428 (a kobold) M 0 23404 16 23432 (a badger)
O 0 5323 2 23468 (the diamond) M 0 23403 16 23428 (a kobold)
M 0 23402 4 23427 (the dummy mob) O 0 5323 2 23468 (the diamond)
M 0 23401 4 23426 (a newbie training mob) M 0 23402 4 23427 (the dummy mob)
D 0 23403 0 1 (Newbie School) M 0 23401 4 23426 (a newbie training mob)
S D 0 23403 0 1 (Newbie School)
$ S
$

View file

@ -1,121 +1,111 @@
#267 #267
Questor~ Questor~
Vice Island~ Vice Island~
26700 26799 30 1 26700 26799 30 1
R 0 26759 26732 -1 (a dull iron key) R 0 26759 26732 -1 (a dull iron key)
O 0 26732 5 26759 (a dull iron key) O 0 26732 5 26759 (a dull iron key)
D 0 26759 0 1 (Creepy Hallway) D 0 26759 0 1 (Creepy Hallway)
M 0 26707 5 26701 (a small, red crab) M 0 26707 5 26701 (a small, red crab)
M 0 26707 5 26701 (a small, red crab) M 0 26707 5 26701 (a small, red crab)
M 0 26707 5 26701 (a small, red crab) M 0 26707 5 26701 (a small, red crab)
M 0 26707 5 26701 (a small, red crab) M 0 26707 5 26701 (a small, red crab)
M 0 26701 5 26704 (the woman in pink) M 0 26701 5 26704 (the woman in pink)
E 1 26700 5 5 (a pretty pink taffeta dress) E 1 26700 5 5 (a pretty pink taffeta dress)
M 0 26702 5 26704 (the woman in blue) M 0 26702 5 26704 (the woman in blue)
E 1 26701 5 5 (a pretty blue silk dress) E 1 26701 5 5 (a pretty blue silk dress)
M 0 26702 5 26704 (the woman in blue) M 0 26702 5 26704 (the woman in blue)
E 1 26701 5 5 (a pretty blue silk dress) E 1 26701 5 5 (a pretty blue silk dress)
M 0 26703 5 26704 (the woman in pristine white) M 0 26703 5 26704 (the woman in pristine white)
E 1 26702 5 5 (a pretty pristine white cotton dress) E 1 26702 5 5 (a pretty pristine white cotton dress)
M 0 26704 5 26704 (the woman in a drab beige dress) M 0 26704 5 26704 (the woman in a drab beige dress)
E 1 26703 5 5 (an ugly beige burlap dress) E 1 26703 5 5 (an ugly beige burlap dress)
M 0 26704 5 26704 (the woman in a drab beige dress) M 0 26704 5 26704 (the woman in a drab beige dress)
E 1 26703 5 5 (an ugly beige burlap dress) E 1 26703 5 5 (an ugly beige burlap dress)
M 0 26705 1 26704 (the special slave of the master) M 0 26705 1 26704 (the special slave of the master)
E 1 26704 2 5 (a beautiful swirling multi-colored dress) E 1 26704 2 5 (a beautiful swirling multi-colored dress)
M 0 26706 1 26704 (a fat harem master) M 0 26706 1 26704 (a fat harem master)
G 1 26705 2 -1 (a demon-faced talisman) G 1 26705 2 -1 (a demon-faced talisman)
E 1 26706 1 5 (a robe of leisure) E 1 26706 1 5 (a robe of leisure)
E 1 26730 10 17 (a stone key) E 1 26730 10 17 (a stone key)
M 0 26708 1 26725 (a cuddly little tar baby) M 0 26708 1 26725 (a cuddly little tar baby)
E 1 26707 15 17 (a tar rattle) E 1 26707 15 17 (a tar rattle)
M 0 26709 2 26741 (a seagull) M 0 26709 2 26741 (a seagull)
M 0 26709 2 26740 (a seagull) M 0 26709 2 26740 (a seagull)
M 0 26710 1 26758 (the Priest of Fear) M 0 26710 1 26758 (the Priest of Fear)
G 1 26708 10 -1 (a screaming scroll) G 1 26708 10 -1 (a screaming scroll)
E 1 26709 1 6 (a Crown of Spikes) E 1 26709 1 6 (a Crown of Spikes)
E 1 26710 1 12 (a black, bloodstained robe) E 1 26710 1 12 (a black, bloodstained robe)
E 1 26713 10 17 (a cellkey) E 1 26713 10 17 (a cellkey)
M 0 26711 1 26751 (a wailing ghost) M 0 26711 1 26751 (a wailing ghost)
G 1 26731 10 -1 (a redwood key) G 1 26731 10 -1 (a redwood key)
M 0 26712 1 26752 (the prisoner) M 0 26712 1 26752 (the prisoner)
E 1 26711 1 8 (a ball and chain) E 1 26711 1 8 (a ball and chain)
E 1 26712 1 9 (some manacles) E 1 26712 1 9 (some manacles)
M 0 26713 1 26749 (the butcher) M 0 26713 1 26749 (the butcher)
E 1 26714 1 16 (a huge butcher knife) E 1 26714 1 16 (a huge butcher knife)
E 1 26729 1 17 (a transparent glass key) E 1 26729 1 17 (a transparent glass key)
M 0 26714 1 26795 (the High Priest of Terror) M 0 26714 1 26795 (the High Priest of Terror)
E 1 26715 1 10 (a pair of pitch black armbands) E 1 26715 1 10 (a pair of pitch black armbands)
E 1 26716 1 7 (a pair of pitch black leggings) E 1 26716 1 7 (a pair of pitch black leggings)
E 1 26717 1 8 (a pair of pitch black boots) E 1 26717 1 8 (a pair of pitch black boots)
E 1 26718 1 9 (a pair of pitch black gloves) E 1 26718 1 9 (a pair of pitch black gloves)
E 1 26719 1 16 (the terror-blade) E 1 26719 1 16 (the terror-blade)
E 1 26720 1 5 (a pitch-black plate armor) E 1 26720 1 5 (a pitch-black plate armor)
E 1 26721 1 6 (the Headdress of Terror) E 1 26721 1 6 (the Headdress of Terror)
E 1 26722 1 1 (a ring of pitch-black metal) E 1 26722 1 1 (a ring of pitch-black metal)
E 1 26723 1 3 (a cloak of the purest black) E 1 26723 1 3 (a cloak of the purest black)
G 1 26728 20 -1 (a pitch-black key) G 1 26728 20 -1 (a pitch-black key)
M 0 26715 1 26799 (the Keeper of the Shrine of Vice) M 0 26715 1 26799 (the Keeper of the Shrine of Vice)
E 1 26725 10 16 (a cat o' nine tails) E 1 26725 10 16 (a cat o' nine tails)
M 0 26717 1 26765 (a torturer) M 0 26717 1 26765 (a torturer)
E 1 26725 10 16 (a cat o' nine tails) E 1 26725 10 16 (a cat o' nine tails)
G 1 26736 3 -1 (a shining blue potion) G 1 26736 3 -1 (a shining blue potion)
G 1 26735 10 -1 (a glowing red potion) G 1 26735 10 -1 (a glowing red potion)
M 0 26718 20 26766 (an interrogator) M 0 26718 20 26766 (an interrogator)
E 1 26726 500 6 (a pair of wire-rimmed spectacles) E 1 26726 500 6 (a pair of wire-rimmed spectacles)
M 0 26718 20 26770 (an interrogator) M 0 26718 20 26770 (an interrogator)
E 1 26726 500 6 (a pair of wire-rimmed spectacles) E 1 26726 500 6 (a pair of wire-rimmed spectacles)
M 0 26718 20 26770 (an interrogator) M 0 26718 20 26770 (an interrogator)
E 1 26726 500 6 (a pair of wire-rimmed spectacles) E 1 26726 500 6 (a pair of wire-rimmed spectacles)
M 0 26718 20 26772 (an interrogator) M 0 26718 20 26772 (an interrogator)
E 1 26726 500 6 (a pair of wire-rimmed spectacles) E 1 26726 500 6 (a pair of wire-rimmed spectacles)
M 0 26718 20 26772 (an interrogator) M 0 26718 20 26772 (an interrogator)
E 1 26726 500 6 (a pair of wire-rimmed spectacles) E 1 26726 500 6 (a pair of wire-rimmed spectacles)
M 0 26718 20 26776 (an interrogator) M 0 26718 20 26776 (an interrogator)
E 1 26726 500 6 (a pair of wire-rimmed spectacles) E 1 26726 500 6 (a pair of wire-rimmed spectacles)
M 0 26718 20 26776 (an interrogator) M 0 26718 20 26776 (an interrogator)
E 1 26726 500 6 (a pair of wire-rimmed spectacles) E 1 26726 500 6 (a pair of wire-rimmed spectacles)
G 1 26737 10 -1 (a green potion) G 1 26737 10 -1 (a green potion)
M 0 26718 20 26778 (an interrogator) M 0 26718 20 26778 (an interrogator)
E 1 26726 500 6 (a pair of wire-rimmed spectacles) E 1 26726 500 6 (a pair of wire-rimmed spectacles)
M 0 26718 20 26778 (an interrogator) M 0 26718 20 26778 (an interrogator)
E 1 26726 500 6 (a pair of wire-rimmed spectacles) E 1 26726 500 6 (a pair of wire-rimmed spectacles)
M 0 26718 20 26778 (an interrogator) M 0 26718 20 26778 (an interrogator)
E 1 26726 500 6 (a pair of wire-rimmed spectacles) E 1 26726 500 6 (a pair of wire-rimmed spectacles)
M 0 26718 20 26778 (an interrogator) M 0 26718 20 26778 (an interrogator)
E 1 26726 500 6 (a pair of wire-rimmed spectacles) E 1 26726 500 6 (a pair of wire-rimmed spectacles)
M 0 26719 1 26771 (the Grand Inquisitor) M 0 26719 1 26771 (the Grand Inquisitor)
E 1 26738 1 17 (a purple potion of giant strength) E 1 26738 1 17 (a purple potion of giant strength)
E 1 26739 1 3 (a cloak of wisdom) E 1 26739 1 3 (a cloak of wisdom)
M 0 26720 1 26783 (the Priest of Hopelessness) M 0 26720 1 26783 (the Priest of Hopelessness)
E 1 26740 20 3 (a cloak of forgetfulness) E 1 26740 20 3 (a cloak of forgetfulness)
G 1 26735 10 -1 (a glowing red potion) G 1 26735 10 -1 (a glowing red potion)
O 0 26733 1 26767 (a tiny key) O 0 26733 1 26767 (a tiny key)
D 0 26738 2 2 (Trail of Terror) D 0 26738 2 2 (Trail of Terror)
D 0 26748 0 2 (Trophy Room) D 0 26748 0 2 (Trophy Room)
D 0 26748 2 4 (Trophy Room) D 0 26752 0 2 (Cell)
D 0 26749 0 4 (Dressing Room) D 0 26753 0 1 (Strangely shaped hallway)
D 0 26752 0 2 (Cell) D 0 26753 1 2 (Strangely shaped hallway)
D 0 26753 0 1 (Strangely shaped hallway.) D 0 26753 2 2 (Strangely shaped hallway)
D 0 26753 1 2 (Strangely shaped hallway.) D 0 26754 2 1 (Open Hearth)
D 0 26753 2 2 (Strangely shaped hallway.) D 0 26755 3 2 (Supply Room)
D 0 26754 2 1 (Open Hearth) D 0 26756 0 1 (Deserted Bedroom)
D 0 26755 3 2 (Supply Room) D 0 26757 2 1 (Creepy Hallway)
D 0 26756 0 1 (Deserted Bedroom) D 0 26757 1 2 (Creepy Hallway)
D 0 26757 2 1 (Creepy Hallway) D 0 26758 3 2 (Office of the High Priest of Fear)
D 0 26757 1 2 (Creepy Hallway) D 0 26760 2 1 (Closet)
D 0 26758 3 2 (Office of the High Priest of Fear) D 0 26792 0 2 (Entrance to the Office of the High Priest of Terror)
D 0 26760 2 1 (Closet) D 0 26794 2 2 (Hall of Death)
D 0 26767 0 4 (Outlay) D 0 26797 0 2 (Entrance to the Temple of Terror)
D 0 26768 2 4 (Outlay) S
D 0 26773 0 4 (Outlay) $
D 0 26777 2 4 (Outlay)
D 0 26780 1 3 (Deserted Corridor)
D 0 26781 1 3 (Deserted Corridor)
D 0 26782 1 3 (Deserted Corridor)
D 0 26783 3 3 (Dark Room)
D 0 26792 0 2 (Entrance to the Office of the High Priest of Terror)
D 0 26794 2 2 (Hall of Death)
D 0 26797 0 2 (Entrance to the Temple of Terror)
S
$

View file

@ -1,119 +1,120 @@
#308 #308
Kaan~ Kaan~
Baron Cailveh~ Baron Cailveh~
30800 30899 30 2 30800 30899 30 2
M 0 30828 1 30846 (Calintra) M 0 30811 2 30814 (a door guard)
G 1 29105 99 -1 (a green herb) E 1 30812 100 6 (a silver face shield)
M 0 30837 1 30849 (the tailor) M 0 30811 2 30814 (a door guard)
G 1 343 100 -1 (a leather jacket) E 1 30811 100 16 (a two-handed maul)
G 1 371 100 -1 (a pair of leather gloves) D 0 30814 1 1 (The Tower Entry Gate)
G 1 376 100 -1 (a leather cap) M 0 30828 1 30846 (Calintra)
G 1 381 100 -1 (a pair of leather pants) G 1 29105 99 -1 (a green herb)
M 0 30832 1 30854 (Mochaaska) M 0 30837 1 30849 (the tailor)
G 1 30820 100 -1 (a small barrel) G 1 343 100 -1 (a leather jacket)
G 1 30821 100 -1 (a large barrel) G 1 371 100 -1 (a pair of leather gloves)
M 0 30833 1 30852 (the store owner) G 1 376 100 -1 (a leather cap)
G 1 330 100 -1 (a torch) G 1 381 100 -1 (a pair of leather pants)
G 1 331 100 -1 (a lantern) M 0 30832 1 30854 (Mochaaska)
G 1 332 100 -1 (a bag) G 1 30820 100 -1 (a small barrel)
G 1 339 100 -1 (a pot) G 1 30821 100 -1 (a large barrel)
G 1 376 100 -1 (a leather cap) M 0 30833 1 30852 (the store owner)
M 0 30829 1 30845 (Salaylia) G 1 330 100 -1 (a torch)
G 1 30818 100 -1 (a pork roast platter with potatoes) G 1 331 100 -1 (a lantern)
G 1 30819 100 -1 (a Deluxe Salaylia Sandwich Supreme) G 1 332 100 -1 (a bag)
M 0 30831 1 30842 (the master apothecary) G 1 339 100 -1 (a pot)
G 1 30816 1000 -1 (a refreshing potion) G 1 376 100 -1 (a leather cap)
G 1 30817 1000 -1 (a potion of curing) M 0 30829 1 30845 (Salaylia)
M 0 30836 2 30838 (a young lass) G 1 30818 100 -1 (a pork roast platter with potatoes)
M 0 30835 3 30840 (a townesman) G 1 30819 100 -1 (a Deluxe Salaylia Sandwich Supreme)
M 0 30835 3 30850 (a townesman) M 0 30831 1 30842 (the master apothecary)
M 0 30834 1 30847 (the towne minister) G 1 30816 1000 -1 (a refreshing potion)
E 1 30815 100 13 (a white beaded waist tie) G 1 30817 1000 -1 (a potion of curing)
M 0 30830 1 30844 (the towne smithy) M 0 30836 2 30838 (a young lass)
M 0 30827 1 30848 (a flirtatious woman) M 0 30835 3 30840 (a townesman)
M 0 30826 1 30848 (a well-dressed gentleman) M 0 30835 3 30850 (a townesman)
M 0 30825 1 30848 (a man) M 0 30834 1 30847 (the towne minister)
M 0 30824 1 30848 (an expansive storyteller) E 1 30815 100 13 (a white beaded waist tie)
M 0 30823 1 30848 (the barkeep) M 0 30830 1 30844 (the towne smithy)
M 0 30822 1 30827 (the school marm) M 0 30827 1 30848 (a flirtatious woman)
M 0 30821 1 30828 (an eating man) M 0 30826 1 30848 (a well-dressed gentleman)
D 0 30828 1 1 (Small Home) M 0 30825 1 30848 (a man)
M 0 30820 1 30824 (a quiet housewife) M 0 30824 1 30848 (an expansive storyteller)
D 0 30824 2 1 (Simple Home) M 0 30823 1 30848 (the barkeep)
M 0 30819 1 30835 (a humble old man) M 0 30822 1 30827 (the school marm)
D 0 30835 3 1 (Thatch-Roofed Home) M 0 30821 1 30828 (an eating man)
M 0 30818 1 30836 (a lounging woodsman) D 0 30828 1 1 (Small Home)
D 0 30836 3 1 (Small Log Home) M 0 30820 1 30824 (a quiet housewife)
M 0 30817 1 30832 (a snoozing farmer) D 0 30824 2 1 (Simple Home)
D 0 30832 1 1 (Quiet Home) M 0 30819 1 30835 (a humble old man)
M 0 30816 1 30837 (a busy housewife) D 0 30835 3 1 (Thatch-Roofed Home)
D 0 30837 3 1 (Cozy Home) M 0 30818 1 30836 (a lounging woodsman)
M 0 30815 3 30817 (a fat cow) D 0 30836 3 1 (Small Log Home)
M 0 30815 3 30818 (a fat cow) M 0 30817 1 30832 (a snoozing farmer)
M 0 30815 3 30816 (a fat cow) D 0 30832 1 1 (Quiet Home)
D 0 30816 0 1 (The Pastures) M 0 30816 1 30837 (a busy housewife)
M 0 30814 1 30815 (an old farmhand) D 0 30837 3 1 (Cozy Home)
D 0 30815 2 1 (Scrupulously Clean Barn) M 0 30815 3 30817 (a fat cow)
M 0 30813 1 30861 (a visiting cousin) M 0 30815 3 30818 (a fat cow)
E 1 30813 100 7 (a set of scuffed thigh plates) M 0 30815 3 30816 (a fat cow)
E 1 30814 100 13 (a tarnished weapons belt) D 0 30816 0 1 (The Pastures)
D 0 30861 2 1 (The Feasting Hall) M 0 30814 1 30815 (an old farmhand)
M 0 30812 1 30873 (a chamber maid) D 0 30815 2 1 (Scrupulously Clean Barn)
M 0 30808 1 30856 (an arrogant land owner) M 0 30813 1 30861 (a visiting cousin)
M 0 30807 1 30856 (a humble petitioner) E 1 30813 100 7 (a set of scuffed thigh plates)
D 0 30856 3 1 (Entryway Into the Main Hall) E 1 30814 100 13 (a tarnished weapons belt)
M 0 30811 2 30814 (a door guard) D 0 30861 2 1 (The Feasting Hall)
M 0 30811 2 30814 (a door guard) M 0 30812 1 30873 (a chamber maid)
E 1 30811 100 16 (a two-handed maul) M 0 30808 1 30856 (an arrogant land owner)
D 0 30814 1 1 (The Tower Entry Gate) M 0 30807 1 30856 (a humble petitioner)
M 0 30810 1 30877 (a lab assistant) D 0 30856 3 1 (Entryway Into the Main Hall)
D 0 30877 2 2 (Laboratory) M 0 30810 1 30877 (a lab assistant)
M 0 30809 1 30857 (a pious farmer) D 0 30877 2 2 (Laboratory)
M 0 30806 1 30857 (a robed man) M 0 30809 1 30857 (a pious farmer)
G 1 30809 100 -1 (a wadded piece of paper) M 0 30806 1 30857 (a robed man)
M 0 30802 1 30857 (Gilzaan) G 1 30809 100 -1 (a wadded piece of paper)
E 1 30806 100 2 (the Crest of Cailveh) M 0 30802 1 30857 (Gilzaan)
D 0 30857 0 1 (Main Hall) E 1 30806 100 2 (the Crest of Cailveh)
M 0 30805 1 30860 (a quiet servant) D 0 30857 0 1 (Main Hall)
D 0 30860 2 1 (The Feasting Hall) M 0 30805 1 30860 (a quiet servant)
M 0 30804 1 30880 (the court astronomer) D 0 30860 2 1 (The Feasting Hall)
M 0 30803 1 30876 (Necromocis) M 0 30804 1 30880 (the court astronomer)
E 1 30807 100 8 (some scholar's sandals) M 0 30803 1 30876 (Necromocis)
E 1 30808 100 17 (the Book of Warding) E 1 30807 100 8 (some scholar's sandals)
M 0 30800 1 30879 (the Baron Cailveh) E 1 30808 100 17 (the Book of Warding)
E 1 30800 1 17 (an old and brittle key) M 0 30800 1 30879 (the Baron Cailveh)
E 1 30801 100 16 (the Baron's Flail) E 1 30800 1 17 (an old and brittle key)
E 1 30802 100 12 (a holy adornment) E 1 30801 100 16 (the Baron's Flail)
E 1 30803 100 14 (a white bead bracelet) E 1 30802 100 12 (a holy adornment)
D 0 30858 2 1 (Audience Chamber) E 1 30803 100 14 (a white bead bracelet)
D 0 30858 0 1 (Audience Chamber) D 0 30858 2 1 (Audience Chamber)
D 0 30858 1 1 (Audience Chamber) D 0 30858 0 1 (Audience Chamber)
M 0 30801 1 30858 (Melinna, the Baroness) D 0 30858 1 1 (Audience Chamber)
E 1 30805 100 5 (a flowing white gown) M 0 30801 1 30858 (Melinna, the Baroness)
D 0 30881 0 2 (Artifact Room) E 1 30805 100 5 (a flowing white gown)
D 0 30871 4 1 (Sitting Room) D 0 30881 0 2 (Artifact Room)
D 0 30871 1 1 (Sitting Room) D 0 30871 4 1 (Sitting Room)
D 0 30875 5 1 (Runed Stairwell) D 0 30871 1 1 (Sitting Room)
D 0 30866 3 1 (End of the Hall) D 0 30875 5 1 (Runed Stairwell)
D 0 30870 0 1 (Necromocis' Private Chambers) D 0 30866 3 1 (End of the Hall)
D 0 30864 2 1 (Stone and Mortar Hallway) D 0 30870 0 1 (Necromocis' Private Chambers)
D 0 30865 0 1 (Stone and Mortar Hallway) D 0 30864 2 1 (Stone and Mortar Hallway)
D 0 30867 2 1 (Gilzaan's Private Chambers) D 0 30865 0 1 (Stone and Mortar Hallway)
D 0 30862 0 1 (Private Meeting Room) D 0 30867 2 1 (Gilzaan's Private Chambers)
D 0 30859 3 1 (Behind the Gilded Chair) D 0 30862 0 1 (Private Meeting Room)
D 0 30823 3 1 (Cul-de-sac) D 0 30859 3 1 (Behind the Gilded Chair)
D 0 30823 1 1 (Cul-de-sac) D 0 30823 3 1 (Cul-de-sac)
D 0 30823 0 1 (Cul-de-sac) D 0 30823 1 1 (Cul-de-sac)
D 0 30834 1 1 (Small Home) D 0 30823 0 1 (Cul-de-sac)
D 0 30822 1 1 (Towne Road) D 0 30834 1 1 (Small Home)
D 0 30822 3 1 (Towne Road) D 0 30822 1 1 (Towne Road)
D 0 30833 1 1 (Simple Home) D 0 30822 3 1 (Towne Road)
D 0 30821 1 1 (Towne Road) D 0 30833 1 1 (Simple Home)
D 0 30821 3 1 (Towne Road) D 0 30821 1 1 (Towne Road)
D 0 30831 3 1 (Freshly-Painted Home) D 0 30821 3 1 (Towne Road)
D 0 30825 1 1 (Towne Road) D 0 30831 3 1 (Freshly-Painted Home)
D 0 30829 3 1 (Tidy Home) D 0 30825 1 1 (Towne Road)
D 0 30826 1 1 (Schoolhouse Square) D 0 30829 3 1 (Tidy Home)
D 0 30826 3 1 (Schoolhouse Square) D 0 30826 1 1 (Schoolhouse Square)
S D 0 30826 3 1 (Schoolhouse Square)
$ S
$

View file

@ -1,151 +1,151 @@
#309 #309
Kaan~ Kaan~
Keep of Baron Westlawn~ Keep of Baron Westlawn~
30900 30999 30 2 30900 30999 30 2
M 0 30900 2 30900 (a guardsman) O 0 30931 1 30953 (an iron anvil)
E 1 30900 100 5 (a red steel breastplate) M 0 30926 1 30953 (the Baron Westlawn)
E 1 30901 100 8 (a red steel face plate) E 1 30933 100 1 (a red steel ring)
E 1 30902 100 16 (a guardsman's sword) E 1 30934 100 2 (a plain red steel ring)
M 0 30900 2 30900 (a guardsman) E 1 30935 100 7 (a pair of red chainmail leggings)
E 1 30900 100 5 (a red steel breastplate) M 0 30925 1 30953 (Donld)
E 1 30901 100 8 (a red steel face plate) E 1 30932 100 10 (a set of leather forearm guards)
E 1 30902 100 16 (a guardsman's sword) E 1 30929 100 16 (a forgeman's hammer)
D 0 30939 3 1 (Wide Hallway) E 1 30930 100 6 (a brass eye guard)
M 0 30942 1 30957 (Bud) D 0 30953 3 1 (Arms Cache and Smithy)
M 0 30941 1 30936 (a visiting merchant) M 0 30900 2 30900 (a guardsman)
M 0 30940 1 30938 (a bold noblewoman) E 1 30900 100 5 (a red steel breastplate)
M 0 30939 1 30938 (a haughty noble) E 1 30901 100 8 (a red steel face plate)
M 0 30938 0 30938 (a young noble) E 1 30902 100 16 (a guardsman's sword)
M 0 30937 1 30938 (a secretive noble) M 0 30900 2 30900 (a guardsman)
M 0 30930 1 30949 (Salida) E 1 30900 100 5 (a red steel breastplate)
E 1 30936 100 16 (a large wooden spoon) E 1 30901 100 8 (a red steel face plate)
M 0 30929 1 30949 (a cook) E 1 30902 100 16 (a guardsman's sword)
M 0 30928 1 30949 (a cook) D 0 30939 3 1 (Wide Hallway)
D 0 30949 3 1 (The Kitchen) M 0 30942 1 30957 (Bud)
M 0 30936 1 30949 (a mischievous child) M 0 30941 1 30936 (a visiting merchant)
M 0 30935 1 30951 (a lounging soldier) M 0 30940 1 30938 (a bold noblewoman)
M 0 30934 1 30979 (Roscoe) M 0 30939 1 30938 (a haughty noble)
G 1 30937 1 -1 (a piece of straw) M 0 30938 0 30938 (a young noble)
E 1 30938 100 8 (a pair of thick leather boots) M 0 30937 1 30938 (a secretive noble)
E 1 30939 100 6 (a tall, wide-brimmed hat) M 0 30930 1 30949 (Salida)
M 0 30933 3 30986 (a stableman) E 1 30936 100 16 (a large wooden spoon)
M 0 30933 3 30988 (a stableman) M 0 30929 1 30949 (a cook)
M 0 30932 1 30923 (an old man) M 0 30928 1 30949 (a cook)
M 0 30931 1 30918 (a stray pig) D 0 30949 3 1 (The Kitchen)
M 0 30927 3 30944 (a serving wench) M 0 30936 1 30949 (a mischievous child)
D 0 30944 4 1 (Entrance into the Dining Hall) M 0 30935 1 30951 (a lounging soldier)
D 0 30944 1 1 (Entrance into the Dining Hall) M 0 30934 1 30979 (Roscoe)
M 0 30927 3 30946 (a serving wench) G 1 30937 1 -1 (a piece of straw)
M 0 30927 3 30948 (a serving wench) E 1 30938 100 8 (a pair of thick leather boots)
O 0 30931 1 30953 (an iron anvil) E 1 30939 100 6 (a tall, wide-brimmed hat)
M 0 30926 1 30953 (the Baron Westlawn) M 0 30933 3 30986 (a stableman)
E 1 30933 100 1 (a red steel ring) M 0 30933 3 30988 (a stableman)
E 1 30934 100 2 (a plain red steel ring) M 0 30932 1 30923 (an old man)
E 1 30935 100 7 (a pair of red chainmail leggings) M 0 30931 1 30918 (a stray pig)
M 0 30925 1 30953 (Donld) M 0 30927 3 30944 (a serving wench)
E 1 30932 100 10 (a set of leather forearm guards) D 0 30944 4 1 (Entrance into the Dining Hall)
E 1 30929 100 16 (a forgeman's hammer) D 0 30944 1 1 (Entrance into the Dining Hall)
E 1 30930 100 8 (a brass eye guard) M 0 30927 3 30946 (a serving wench)
D 0 30953 3 1 (Arms Cache and Smithy) M 0 30927 3 30948 (a serving wench)
M 0 30924 1 30927 (the foreman) M 0 30924 1 30927 (the foreman)
G 1 30928 1 -1 (a clipboard) G 1 30928 1 -1 (a clipboard)
M 0 30911 1 30927 (a worn-looking woman) M 0 30911 1 30927 (a worn-looking woman)
G 1 30914 100 -1 (a leather harness) G 1 30914 100 -1 (a leather harness)
M 0 30923 1 30935 (a raggedy commoner) M 0 30923 1 30935 (a raggedy commoner)
M 0 30921 5 30954 (one of Westlawn's Elite) M 0 30921 5 30954 (one of Westlawn's Elite)
E 1 30924 100 8 (a pair of bladed boots) E 1 30924 100 8 (a pair of bladed boots)
E 1 30923 100 16 (a red steel short sword) E 1 30923 100 16 (a red steel short sword)
E 1 30922 100 3 (an elite charm) E 1 30922 100 3 (an elite charm)
D 0 30954 1 1 (Outer Antechamber) D 0 30954 1 1 (Outer Antechamber)
D 0 30954 3 1 (Outer Antechamber) D 0 30954 3 1 (Outer Antechamber)
M 0 30921 5 30934 (one of Westlawn's Elite) M 0 30921 5 30934 (one of Westlawn's Elite)
E 1 30922 100 3 (an elite charm) E 1 30922 100 3 (an elite charm)
E 1 30923 100 16 (a red steel short sword) E 1 30923 100 16 (a red steel short sword)
E 1 30924 100 8 (a pair of bladed boots) E 1 30924 100 8 (a pair of bladed boots)
M 0 30922 1 30933 (Jerrod) M 0 30922 1 30933 (Jerrod)
E 1 30925 100 16 (a titanium blade) E 1 30925 100 16 (a titanium blade)
E 1 30926 100 12 (a red mantle) E 1 30926 100 12 (a red mantle)
E 1 30927 100 3 (a red clasp) E 1 30927 100 3 (a red clasp)
M 0 30921 5 30941 (one of Westlawn's Elite) M 0 30921 5 30941 (one of Westlawn's Elite)
E 1 30922 100 3 (an elite charm) E 1 30922 100 3 (an elite charm)
E 1 30923 100 16 (a red steel short sword) E 1 30923 100 16 (a red steel short sword)
E 1 30924 100 8 (a pair of bladed boots) E 1 30924 100 8 (a pair of bladed boots)
M 0 30920 6 30940 (a soldier) M 0 30920 6 30940 (a soldier)
E 1 30902 100 16 (a guardsman's sword) E 1 30902 100 16 (a guardsman's sword)
E 1 30901 100 8 (a red steel face plate) E 1 30901 100 8 (a red steel face plate)
E 1 30900 100 5 (a red steel breastplate) E 1 30900 100 5 (a red steel breastplate)
D 0 30940 1 1 (The Main Hall) D 0 30940 1 1 (The Main Hall)
M 0 30920 6 30937 (a soldier) M 0 30920 6 30937 (a soldier)
E 1 30900 100 5 (a red steel breastplate) E 1 30900 100 5 (a red steel breastplate)
E 1 30902 100 16 (a guardsman's sword) E 1 30902 100 16 (a guardsman's sword)
D 0 30937 1 1 (Inner Yard) D 0 30937 1 1 (Inner Yard)
M 0 30920 6 30966 (a soldier) M 0 30920 6 30966 (a soldier)
E 1 30901 100 8 (a red steel face plate) E 1 30901 100 8 (a red steel face plate)
E 1 30900 100 5 (a red steel breastplate) E 1 30900 100 5 (a red steel breastplate)
E 1 30902 100 16 (a guardsman's sword) E 1 30902 100 16 (a guardsman's sword)
M 0 30919 2 30968 (a watchman) M 0 30919 2 30968 (a watchman)
E 1 30921 100 17 (a glass eyepiece) E 1 30921 100 17 (a glass eyepiece)
E 1 30900 100 5 (a red steel breastplate) E 1 30900 100 5 (a red steel breastplate)
E 1 30901 100 8 (a red steel face plate) E 1 30901 100 8 (a red steel face plate)
M 0 30919 2 30961 (a watchman) M 0 30919 2 30961 (a watchman)
E 1 30921 100 8 (a glass eyepiece) E 1 30921 100 8 (a glass eyepiece)
E 1 30900 100 5 (a red steel breastplate) E 1 30900 100 5 (a red steel breastplate)
E 1 30901 100 17 (a red steel face plate) E 1 30901 100 17 (a red steel face plate)
M 0 30918 1 30932 (a man rolling a keg) M 0 30918 1 30932 (a man rolling a keg)
G 1 30920 100 -1 (a keg of beer) G 1 30920 100 -1 (a keg of beer)
M 0 30917 1 30915 (a woman carrying a basket) M 0 30917 1 30915 (a woman carrying a basket)
G 1 30917 100 -1 (a wicker basket) G 1 30917 100 -1 (a wicker basket)
P 1 30918 100 30917 (the Belt of Supreme Might) P 1 30918 100 30917 (the Belt of Supreme Might)
P 1 30919 100 30917 (the Shield of Sorcery) P 1 30919 100 30917 (the Shield of Sorcery)
M 0 30916 1 30912 (a local) M 0 30916 1 30912 (a local)
G 1 30915 100 -1 (a fishing pole) G 1 30915 100 -1 (a fishing pole)
G 1 30916 100 -1 (a shiny lure) G 1 30916 100 -1 (a shiny lure)
M 0 30915 1 30930 (an old nag) M 0 30915 1 30930 (an old nag)
M 0 30914 1 30929 (an old, sagging cow) M 0 30914 1 30929 (an old, sagging cow)
M 0 30913 1 30928 (a little girl) M 0 30913 1 30928 (a little girl)
M 0 30912 1 30928 (a little boy) M 0 30912 1 30928 (a little boy)
M 0 30910 1 30916 (a secretive man) M 0 30910 1 30916 (a secretive man)
E 1 30911 100 12 (a jet-black cloak) E 1 30911 100 12 (a jet-black cloak)
E 1 30912 100 17 (an etched staff) E 1 30912 100 17 (an etched staff)
E 1 30913 100 2 (a glowing thumb rune) E 1 30913 100 2 (a glowing thumb rune)
M 0 30909 1 30916 (a tired-looking man) M 0 30909 1 30916 (a tired-looking man)
G 1 30907 1000 -1 (a pint of Westlawn's Ale) G 1 30907 1000 -1 (a pint of Westlawn's Ale)
M 0 30908 1 30916 (Gilsby) M 0 30908 1 30916 (Gilsby)
G 1 30907 1000 -1 (a pint of Westlawn's Ale) G 1 30907 1000 -1 (a pint of Westlawn's Ale)
G 1 30908 1000 -1 (a jar of water) G 1 30908 1000 -1 (a jar of water)
E 1 30910 100 17 (a wadded up piece of paper) E 1 30910 100 17 (a wadded up piece of paper)
G 1 30909 1000 -1 (a steak platter) G 1 30909 1000 -1 (a steak platter)
D 0 30916 2 1 (The Fireside Inn) D 0 30916 2 1 (The Fireside Inn)
D 0 30916 3 1 (The Fireside Inn) D 0 30916 3 1 (The Fireside Inn)
M 0 30907 1 30920 (a young child) M 0 30907 1 30920 (a young child)
M 0 30906 1 30921 (a wizened old woman) M 0 30906 1 30921 (a wizened old woman)
G 1 30906 100 -1 (a string of beads) G 1 30906 100 -1 (a string of beads)
M 0 30905 1 30908 (a serf) M 0 30905 1 30908 (a serf)
D 0 30908 1 1 (Worn Roadway) D 0 30908 1 1 (Worn Roadway)
M 0 30904 1 30919 (a sad little girl) M 0 30904 1 30919 (a sad little girl)
D 0 30919 3 1 (Mud Yard) D 0 30919 3 1 (Mud Yard)
M 0 30903 1 30917 (a muddy little boy) M 0 30903 1 30917 (a muddy little boy)
D 0 30917 3 1 (Mud Yard) D 0 30917 3 1 (Mud Yard)
M 0 30902 1 30904 (a serf worker) M 0 30902 1 30904 (a serf worker)
G 1 30905 100 -1 (a shovel) G 1 30905 100 -1 (a shovel)
O 0 30904 1 30904 (a wheel barrow) O 0 30904 1 30904 (a wheel barrow)
M 0 30901 1 30901 (a tradesman) M 0 30901 1 30901 (a tradesman)
G 1 30903 100 -1 (a barrel) G 1 30903 100 -1 (a barrel)
D 0 30987 0 1 (South Stables) D 0 30987 0 1 (South Stables)
D 0 30975 2 1 (Training Fields) D 0 30975 2 1 (Training Fields)
D 0 30984 2 1 (North Stables) D 0 30984 2 1 (North Stables)
D 0 30970 0 1 (Training Fields) D 0 30970 0 1 (Training Fields)
D 0 30973 1 1 (Training Fields) D 0 30973 1 1 (Training Fields)
D 0 30980 3 1 (Outpasture) D 0 30980 3 1 (Outpasture)
D 0 30969 3 1 (Training Fields) D 0 30969 3 1 (Training Fields)
D 0 30963 5 1 (On the Battlements) D 0 30963 5 1 (On the Battlements)
D 0 30943 5 1 (South End of the Main Hall) D 0 30943 5 1 (South End of the Main Hall)
D 0 30943 1 1 (South End of the Main Hall) D 0 30943 1 1 (South End of the Main Hall)
D 0 30943 3 1 (South End of the Main Hall) D 0 30943 3 1 (South End of the Main Hall)
D 0 30955 4 1 (Cellar) D 0 30955 4 1 (Cellar)
D 0 30950 1 1 (Soldier's Barracks) D 0 30950 1 1 (Soldier's Barracks)
D 0 30924 1 1 (Shack) D 0 30924 1 1 (Shack)
D 0 30922 1 1 (Hovel) D 0 30922 1 1 (Hovel)
D 0 30910 0 1 (Twisting Road) D 0 30910 0 1 (Twisting Road)
S S
$ $

View file

@ -2,11 +2,12 @@
Unknown~ Unknown~
Jade Forest~ Jade Forest~
400 499 30 2 400 499 30 2
M 0 400 1 499 (a grass snake)
R 0 496 486 -1 (a stone well) R 0 496 486 -1 (a stone well)
O 0 486 99 496 (a stone well) O 0 486 99 496 (a stone well)
R 0 440 485 -1 (a pool of murky water) R 0 440 485 -1 (a pool of murky water)
O 0 485 99 440 (a pool of murky water) O 0 485 99 440 (a pool of murky water)
M 0 440 3 440 (bullfrog) M 0 440 3 440 (a bullfrog)
R 0 439 485 -1 (a pool of murky water) R 0 439 485 -1 (a pool of murky water)
O 0 485 99 439 (a pool of murky water) O 0 485 99 439 (a pool of murky water)
R 0 437 485 -1 (a pool of murky water) R 0 437 485 -1 (a pool of murky water)
@ -15,11 +16,11 @@ R 0 436 485 -1 (a pool of murky water)
O 0 485 99 436 (a pool of murky water) O 0 485 99 436 (a pool of murky water)
R 0 435 485 -1 (a pool of murky water) R 0 435 485 -1 (a pool of murky water)
O 0 485 99 435 (a pool of murky water) O 0 485 99 435 (a pool of murky water)
M 0 435 2 435 (leech) M 0 435 2 435 (a leech)
R 0 431 485 -1 (a pool of murky water) R 0 431 485 -1 (a pool of murky water)
O 0 485 99 431 (a pool of murky water) O 0 485 99 431 (a pool of murky water)
M 0 466 2 467 (rabbit) M 0 466 2 467 (a rabbit)
M 0 466 2 467 (rabbit) M 0 466 2 467 (a rabbit)
R 0 466 484 -1 (a stream of water) R 0 466 484 -1 (a stream of water)
O 0 484 99 466 (a stream of water) O 0 484 99 466 (a stream of water)
R 0 465 484 -1 (a stream of water) R 0 465 484 -1 (a stream of water)
@ -32,54 +33,53 @@ R 0 462 484 -1 (a stream of water)
O 0 484 99 462 (a stream of water) O 0 484 99 462 (a stream of water)
R 0 461 484 -1 (a stream of water) R 0 461 484 -1 (a stream of water)
O 0 484 99 461 (a stream of water) O 0 484 99 461 (a stream of water)
M 0 400 1 400 (Grass Snake) M 0 430 2 430 (a rat)
M 0 430 2 430 (rat) M 0 481 1 481 (Zachary)
M 0 481 1 481 (zachary)
G 1 403 99 -1 (rawhide whip) G 1 403 99 -1 (rawhide whip)
G 1 120 99 -1 (a dagger) G 1 120 99 -1 (a dagger)
G 1 124 99 -1 (a mace) G 1 124 99 -1 (a mace)
G 1 28735 99 -1 (a dirk) G 1 28735 99 -1 (a dirk)
M 0 453 1 453 (samuel) M 0 453 1 453 (Samuel)
G 1 407 255 -1 (a teddybear) G 1 407 255 -1 (a teddybear)
G 1 130 255 -1 (a torch) G 1 130 255 -1 (a torch)
G 1 133 255 -1 (a backpack) G 1 133 255 -1 (a backpack)
M 0 449 1 449 (jedidiah) M 0 449 1 449 (Jedidiah)
G 1 400 1 -1 (rabbit skin gloves) G 1 400 1 -1 (rabbit skin gloves)
G 1 401 1 -1 (rabbit skin boots) G 1 401 1 -1 (rabbit skin boots)
G 1 409 1 -1 (wooden armour) G 1 409 1 -1 (wooden armour)
G 1 410 1 -1 (wooden warhelm) G 1 410 1 -1 (wooden warhelm)
O 0 483 1 483 (painting) O 0 483 1 483 (painting)
M 0 450 1 450 (teenager) M 0 450 1 450 (a teenager)
G 1 450 255 -1 (magical rock) G 1 450 255 -1 (magical rock)
M 0 447 1 447 (Small Boy) M 0 447 1 447 (a small boy)
G 1 447 255 -1 (apple) G 1 447 255 -1 (apple)
M 0 433 2 433 (redbird) M 0 433 2 433 (a redbird)
O 0 433 1 433 (bird egg) O 0 433 1 433 (bird egg)
O 0 427 1 427 (colorful plant) O 0 427 1 427 (colorful plant)
M 0 415 1 415 (cricket) M 0 415 1 415 (a cricket)
O 0 415 1 415 (a large tree is here.) O 0 415 1 415 (a large tree is here.)
O 0 411 1 411 (Onyx pebble) O 0 411 1 411 (Onyx pebble)
M 0 406 2 406 (bluebird) M 0 406 2 406 (a bluebird)
O 0 406 1 406 (tree stump) O 0 406 1 406 (tree stump)
M 0 493 2 493 (wolf) M 0 493 2 493 (a wolf)
M 0 491 2 491 (finch) M 0 491 2 491 (a finch)
M 0 480 2 487 (ghost) M 0 480 2 487 (a ghost)
M 0 480 2 480 (ghost) M 0 480 2 480 (a ghost)
M 0 475 1 475 (coyote) M 0 475 1 475 (a coyote)
M 0 471 1 471 (raccoon) M 0 471 1 471 (raccoon)
M 0 460 2 460 (caterpillar) M 0 460 2 460 (a caterpillar)
M 0 444 1 444 (grasshopper) M 0 444 1 444 (a grasshopper)
M 0 441 2 441 (crow) M 0 441 2 441 (a crow)
M 0 434 1 434 (muskrat) M 0 434 1 434 (a muskrat)
M 0 416 2 416 (mouse) M 0 416 2 416 (a mouse)
M 0 423 2 423 (skeleton) M 0 423 2 423 (a skeleton)
M 0 422 1 422 (ghoul) M 0 422 1 422 (a ghoul)
M 0 421 2 421 (zombie) M 0 421 2 421 (a zombie)
M 0 426 2 426 (slug) M 0 426 2 426 (a slug)
M 0 412 2 412 (chipmunk) M 0 412 2 412 (a chipmunk)
M 0 410 1 410 (bear) M 0 410 1 410 (a bear)
M 0 403 2 403 (firefly) M 0 403 2 403 (a firefly)
O 0 402 1 402 (a small shrub) O 0 402 1 402 (a small shrub)
M 0 401 2 401 (Giant Mosquito) M 0 401 2 401 (a giant mosquito)
S S
$ $

View file

@ -2115,7 +2115,7 @@ ACMD(do_toggle)
break; break;
case SCMD_SCREENWIDTH: case SCMD_SCREENWIDTH:
if (!*arg2) if (!*arg2)
send_to_char(ch, "You current screen width is set to %d characters.", GET_SCREEN_WIDTH(ch)); send_to_char(ch, "Your current screen width is set to %d characters.", GET_SCREEN_WIDTH(ch));
else if (is_number(arg2)) { else if (is_number(arg2)) {
GET_SCREEN_WIDTH(ch) = MIN(MAX(atoi(arg2), 40), 200); GET_SCREEN_WIDTH(ch) = MIN(MAX(atoi(arg2), 40), 200);
send_to_char(ch, "Okay, your screen width is now set to %d characters.", GET_SCREEN_WIDTH(ch)); send_to_char(ch, "Okay, your screen width is now set to %d characters.", GET_SCREEN_WIDTH(ch));

View file

@ -24,7 +24,7 @@
* @todo cpp_extern isn't needed here (or anywhere) as the extern reserved word * @todo cpp_extern isn't needed here (or anywhere) as the extern reserved word
* works correctly with C compilers (at least in my Experience) * works correctly with C compilers (at least in my Experience)
* Jeremy Osborne 1/28/2008 */ * Jeremy Osborne 1/28/2008 */
cpp_extern const char *tbamud_version = "tbaMUD, version 3.56"; cpp_extern const char *tbamud_version = "tbaMUD, version 3.57";
/* strings corresponding to ordinals/bitvectors in structs.h */ /* strings corresponding to ordinals/bitvectors in structs.h */
/* (Note: strings for class definitions in class.c instead of here) */ /* (Note: strings for class definitions in class.c instead of here) */

View file

@ -19,7 +19,7 @@
* on an older version. You are supposed to compare this with the macro * on an older version. You are supposed to compare this with the macro
* TBAMUD_VERSION() in utils.h. * TBAMUD_VERSION() in utils.h.
* It is read as Major/Minor/Patchlevel - MMmmPP */ * It is read as Major/Minor/Patchlevel - MMmmPP */
#define _TBAMUD 0x030560 #define _TBAMUD 0x030570
/** If you want equipment to be automatically equipped to the same place /** If you want equipment to be automatically equipped to the same place
* it was when players rented, set the define below to 1 because * it was when players rented, set the define below to 1 because