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

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@ -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
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
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 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 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)
Removed deprecated "murder" code.
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
Added README.BSD. (thanks Blix)
Cleaned up act.comm.c, mobs can now use comm channels. (thanks Rhade)
tbamud 3.56
[Apr 07 2008] - Rumble
Fixed typos in lib/misc/messages and socials.new
[Apr 04 2008] - jeremyosborne

View file

@ -742,9 +742,9 @@ Out of boredom, $n tries to annoy you.
They must be bored. They've left you all alone!
You're SO boring you even bore yourself!
$n bores even $mself!
Feeling very bored, you annoy $S $t.
Feeling very bored, $n annoys $N's $t.
Feeling very bored, $n annoys your $t.
Feeling very bored, you annoy $S $i.
Feeling very bored, $n annoys $N's $i.
Feeling very bored, $n annoys your $i.
Feeling bored, you try to annoy everyone with $p.
$n tries to annoy everyone with $p.
@ -1018,7 +1018,7 @@ $n is charmed by your $t.
You is charmed by $p.
$n is charmed $p.
~cheer cheer 0 5 0 0
~cheers cheers 0 5 0 0
Hooray!
$n gives a resounding cheer.
You cheer $M.
@ -1154,8 +1154,8 @@ $n fixes two strips of tape to $s eyelids and pours $mself some coffee.
#
~cold cold 0 8 8 0
You shiver and hug your body, trying to get warm.
$n's teeth starts chattering from the extremely cold weather.
You shiver and hug your body, trying to get warm
$n's teeth starts chattering from the extremely cold weather
#
#
#
@ -1222,9 +1222,9 @@ $n tries to confuse you.
You're confused? So am I! Who's that supposed to be aimed at?
Well done, you've gone and confused yourself!
$n has confused $mself now.
You look at $N's $t in confusion.
$n looks at $N's $t in confusion.
$n looks at your $t in confusion.
You look at $N's $i in confusion.
$n looks at $N's $i in confusion.
$n looks at your $i in confusion.
#
#
@ -1927,9 +1927,9 @@ $n looks at you and goes 'eep'.
Find someone else to eep at.
You look down go 'eep'.
$n looks down and goes 'eep'.
You look at $S $t and go 'eep'.
$n looks at $N's $t and goes 'eep'.
$n looks at your $t and goes 'eep'.
You look at $S $i and go 'eep'.
$n looks at $N's $i and goes 'eep'.
$n looks at your $i and goes 'eep'.
You look at $p and go 'eep'.
$n looks at $p and goes 'eep'.
@ -2617,9 +2617,9 @@ $n gazes deeply into your eyes, completely lost.
Where do you want to gaze?
You get cross-eyed, trying to gaze at yourself.
$n gets very cross-eyed.
You gaze at $S $t for a long time.
$n gazes at $N's $t for a long time.
$n gazes at your $t for a long time.
You gaze at $S $i for a long time.
$n gazes at $N's $i for a long time.
$n gazes at your $i for a long time.
#
#
@ -2863,9 +2863,9 @@ $n grumbles unhappily your $t.
You grumble unhappily $p.
$n grumbles unhappily $p.
~grunt grunt 0 5 0 0
~grunts grunt 0 5 0 0
You grunt loudly.
$n grunts at you like a hog!
$n grunts at you vigorouusly!
You grunt vigorously at $M!
$n grunts vigorously at $N!
$n grunts vigorously at you!
@ -3577,9 +3577,9 @@ $n leans against you, pressing $s body close.
You try to lean on someone but end up on your butt.
That's not even possible!
#
You lean against $S $t, pressing your body close.
$n leans against $N's $t, pressing $s body close.
$n leans against your $t, pressing $s body close.
You lean against $S $i, pressing your body close.
$n leans against $N's $i, pressing $s body close.
$n leans against your $i, pressing $s body close.
#
#
@ -4762,9 +4762,9 @@ $n pulls your leg.
They're not here!
You pull your own leg.
$n pulls $s own leg.
You pull $S $t.
$n pulls $N's $t.
$n pulls your $t.
You pull $S $i.
$n pulls $N's $i.
$n pulls your $i.
You pull at $p.
$n pulls at $p.
@ -5353,7 +5353,7 @@ $n kabobs $mself right in the arm... YUCK!!!
#
#
~shiver shiver 0 5 0 0
~shivers shiver 0 5 0 0
Brrrrrrrrr.
$n shivers uncomfortably.
You shiver at the sight of $M.
@ -6817,9 +6817,9 @@ $n's facial tick twitches at the thought of you.
Bad corpse! They're not there.
Your limp body twitches slightly.
$n's limp body twitches slightly.
You twitch at the thought of $S $t.
$n twitches at the thought of $N's $t.
$n twitches at the thought of your $t.
You twitch at the thought of $S $i.
$n twitches at the thought of $N's $i.
$n twitches at the thought of your $i.
You twitch at the thought of $p.
$n twitches at the thought of $p.

File diff suppressed because it is too large Load diff

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@ -7,6 +7,9 @@ NEW COMMANDS AND NEW MUD BEHAVIOR:
** Check out the latest news and information on the tbaMUD codebase at
@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
a fighting player that has spammed 10 kick or spell commands can type
'--' to cancel them all so they can instead flee.

View file

@ -923,9 +923,9 @@ E
#164
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.
~
10 0 0 0 0 0 0 0 400 E
@ -1042,6 +1042,7 @@ to get back to his farm as soon as possible.
170 28900
8 8 2
E
T 302
#173
magi guildguard~
the magi guildguard~

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@ -214,7 +214,7 @@ the test mob~
~
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
30 900
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
25 12 -5 5d5+250 4d4+4
250 62500
8 8 1
8 8 0
E
#30903
muddy little boy~
@ -345,9 +345,9 @@ donld smithy~
Donld~
Donld the smithy pounds away at his anvil.
~
He is tall and lean, well muscled but not huge like many stereotypical
smiths of the area. He looks up at you without stopping pounding, winks with a
sligh smile, and goes back to concentrating on his anvil.
He is tall and lean, well muscled but not huge like many stereotypical smiths
of the area. He looks up at you without stopping his pounding, winks with a sly
smile, and goes back to concentrating on his anvil.
~
124938 0 0 0 0 0 0 0 800 E
29 11 -7 5d5+290 4d4+4

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@ -40,6 +40,10 @@ The email listing of the gods is pinned against the wall.~
0 0 0 0
1 1 0 30
E
emails listing~
HELP CONTACT
~
E
wizlist~
Implementors
~~~~~~~~~~~
@ -56,10 +60,6 @@ wizlist~
Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor
Theophilus Tocamat Torpidai Treestump Tuskony Zizazat
~
E
emails listing~
HELP CONTACT
~
#5
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
blood trickle stream thin liquid red blood~
a thin stream or red liquid~
A small trickle or red liquid flows from the shop to the north to a drain to the south.~
a thin stream of red liquid~
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
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
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.
~
$~

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@ -255,7 +255,7 @@ pile ashes~
come from a regular fire.
~
#251
marble fountain~
water marble fountain water~
a marble fountain~
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
T 201
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~
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
@ -284,4 +271,17 @@ balance where there was only chaos. To bring Sanctum to the world.
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!
~
$~

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@ -23,13 +23,17 @@ A small pouch has been dropped here.~
15 1 -1 0
1 30 0 0
#23403
fountain~
milk fountain milk~
a fountain~
A drinking fountain looks out of place, here in the Arena.~
~
23 0 0 0 0 0 0 0 0 0 0 0 0
999 999 15 0
1004 0 0 0
-1 1 10 0
0 0 0 0
E
fountain milk~
The fountain seems to be filled with milk! Of course, newbies drink milk.
~
#23404
leaves 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
5 0 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
newbie sword short shortsword~
a newbie shortsword~

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@ -929,13 +929,13 @@ A large, sociable bulletin board is mounted on a wall here.~
0 0 0 0
0 0 0 0
E
drop box message~
Use 'look box' to write a message.
~
E
box~
If you can read this, the drop box is not working.
~
E
drop box message~
Use 'look box' to write a message.
~
#25797
board frozen bulletin~
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
E
freeze bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
freeze bulletin~
Use 'look board' to read the board.
~
#25798
board holy bulletin~
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
E
holy bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
holy bulletin~
Use 'look board' to read the board.
~
#25799
board bulletin~
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
E
bulletin~
Use 'look board' to read the board.
~
E
board~
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
3 60 0 0
E
inscription~
It says: 'May this sword be a good companion. '
~
E
sword small~
The small sword seems to have an inscription of some sort inscription...
~
E
inscription~
It says: 'May this sword be a good companion. '
~
#322
sword long~
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
10 2 2 15
7 850 0 0
T 303
E
staff metal~
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
E
social bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
social bulletin~
Use 'look board' to read the board.
~
#397
board frozen bulletin~
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
E
freeze bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
freeze bulletin~
Use 'look board' to read the board.
~
#398
board holy bulletin~
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
E
holy bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
holy bulletin~
Use 'look board' to read the board.
~
#399
board bulletin~
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
E
bulletin~
Use 'look board' to read the board.
~
E
board~
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
3 60 10 0
E
inscription~
It says: 'May this sword be a good companion. '
~
E
sword small~
The small sword seems to have an inscription of some sort.
~
E
inscription~
It says: 'May this sword be a good companion. '
~
#3022
sword long~
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
E
social bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
social bulletin~
Use 'look board' to read the board.
~
#3097
boards frozen bulletin gen_boards~
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
E
freeze bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
freeze bulletin~
Use 'look board' to read the board.
~
#3098
boards holy bulletin gen_boards~
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
E
holy bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
holy bulletin~
Use 'look board' to read the board.
~
#3099
boards bulletin gen_boards~
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
E
bulletin~
Use 'look board' to read the board.
~
E
board~
If you can read this, the board is not working.
~
E
bulletin~
Use 'look board' to read the board.
~
$~

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@ -11,9 +11,8 @@ Mob Tutorial Example Quest Offer - M14~
* By Rumble of The Builder Academy tbamud.com 9091
* A very basic 3 trigger receive quest. Trigs 1-3.
* 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.
if %direction% == south
* wait 1 second, always give the player time before you start sending text.
wait 1 sec
say Can you help me, %actor.name%?
@ -23,7 +22,6 @@ if %actor.is_pc%
say If you slay him I'll give you all the coins I can spare.
wait 1 sec
say Please, bring me the wings he has stolen.
end
end
~
#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% obj 1
* Reload the mob for the next questor.
%load% mob 16
%load% mob %self.vnum%
~
#3
Mob Tutorial Example Completion - 14~
@ -53,7 +51,7 @@ if %object.vnum% == 1
* Reward the actor with an entire gold coin!
nop %actor.gold(1)%
wait 5 sec
%purge% %object%
%purge% %object%
else
* This isn't the right object - don't accept it.
say I don't want that - bring me back my wings.
@ -110,7 +108,7 @@ Obj Command Magic Eight Ball - O47~
shake~
* By Rumble of The Builder Academy tbamud.com 9091
* 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.
* Of these, nine are full positive, two are full negative, one is
* 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
* Quest Trigs 9-12. If the player comes from the south and has not done the quest.
if %direction% == south
if %actor.varexists(solved_tutorial_quest_zone_0)%
if %direction% == south && %actor.varexists(solved_tutorial_quest_zone_0)%
wait 1 sec
say you have already completed this quest.
halt
else
else
wait 1 sec
say Hello, %actor.name%. Could you find me the magic eight ball?
say Please say yes, %actor.name%.
end
end
~
#10
@ -263,7 +258,7 @@ Tutorial Quest 1317 - Completion~
~
* By Rumble of The Builder Academy tbamud.com 9091
* 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
remote solved_tutorial_quest_zone_0 %actor.id%
%purge% %object%
@ -296,9 +291,8 @@ wait 1 sec
~
#13
Restorative Comfy Bed 1401 - Sleep~
1 c 100
1 c 4
sl~
* does not work for level 32 and above.
if %mud.mudcommand% == sleep && %arg% == bed
%force% %actor% sleep
set laying_in_comfy_bed_14 1
@ -326,7 +320,7 @@ done
Restorative Comfy Bed 1401 - Wake~
1 c 100
wa~
* does not work for level 32 and above.
* does not work for level 33 and above.
if %cmd.mudcommand% == wake
%force% %actor% wake
rdelete laying_in_comfy_bed_14 %actor.id%
@ -452,7 +446,6 @@ Rumble's Spy~
0 d 100
*~
* 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.
* This will echo all speech to Rumble.
%at% rumble %echo% %actor.name% says, '%speech%'
@ -475,7 +468,7 @@ IF Example~
~
* By Rumble & Relsqui of The Builder Academy tbamud.com 9091
* 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.
if %anumber% == 5
* The following commands are only executed if the above condition is true.
@ -819,13 +812,12 @@ Mob Quote Using Arrays~
0 d 100
quote~
* By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/
eval w1max %random.20%
eval w2max %random.20%
eval w3max %random.20%
eval w4max %random.20%
eval w1max %random.21%
eval w2max %random.21%
eval w3max %random.21%
eval w4max %random.21%
eval w5max %random.11%
eval w6max %random.20%
set w1[0] phenomenal
eval w6max %random.21%l
set w1[1] rapid
set w1[2] chilling
set w1[3] insipid
@ -846,7 +838,7 @@ set w1[17] unprecedented
set w1[18] unparalleled
set w1[19] insidious
set w1[20] broad
set w2[0] growth
set w1[21] phenomena
set w2[1] decline
set w2[2] prospects
set w2[3] acceleration
@ -867,7 +859,7 @@ set w2[17] litigation
set w2[18] declivity
set w2[19] hastening
set w2[20] paradigm shifting
set w3[0] the Internet
set w2[21] growth
set w3[1] urban tax dollars
set w3[2] new technologies
set w3[3] gender identification disorders
@ -888,7 +880,7 @@ set w3[17] technological change
set w3[18] the ozone layer
set w3[19] human resources
set w3[20] current epistemologies
set w4[0] forever dissipate
set w3[21] the Internet
set w4[1] escalate
set w4[2] aggrandize
set w4[3] overhaul
@ -909,7 +901,7 @@ set w4[17] evaporate
set w4[18] indenture
set w4[19] intensify
set w4[20] undermine
set w5[0] today's
set w4[21] forever dissipate
set w5[1] tomorrow's
set w5[2] the entrenchment of our
set w5[3] worldwide
@ -921,7 +913,7 @@ set w5[8] our
set w5[9] the demise of our
set w5[10] our grandchildren's
set w5[11] all hope for
set w6[0] business models
set w5[12] today's
set w6[1] re-ruralization
set w6[2] human condition
set w6[3] family values
@ -942,24 +934,14 @@ set w6[17] fiduciary responsibility
set w6[18] genetic diversity
set w6[19] intestinal fortitude
set w6[20] computer literacy
set w1 %%w1[%w1max%]%%
eval w1 %w1%
set msg The %w1%
set w2 %%w2[%w2max%]%%
eval w2 %w2%
set msg %msg% %w2% of
set w3 %%w3[%w3max%]%%
eval w3 %w3%
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%
set w6[21] business models
eval w1 %%w1[%w1max%]%%
eval w2 %%w2[%w2max%]%%
eval w3 %%w3[%w3max%]%%
eval w4 %%w4[%w4max%]%%
eval w5 %%w5[%w5max%]%%
eval w6 %%w6[%w6max%]%%
set msg The %w1% %w2% of %w3% will %w4% %w5% %w6%
say %msg%
~
#34
@ -983,8 +965,7 @@ Mob Room Specific Speeches~
~
* By Rumble
* So we don't get problems if more than one is loaded.
context %self.id%
eval room %self.room%
set room %self.room%
switch %room.vnum%
case 1300
say this is where I began my journey.
@ -1168,7 +1149,6 @@ Obj Command quarter flip example~
flip~
* By Rumble of The Builder Academy tbamud.com 9091
* Numeric Arg: 2 means in character's carried inventory
* does not work for level 32 and above.
if coin /= %arg% || quarter /= %arg%
%echoaround% %actor% %actor.name% flips a coin high 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
* Make following mob assist.
if %self.master%
eval master %self.master%
set master %self.master%
if %master.fighting%
say I will save you Master %master.name%
wait 1 sec
@ -1233,39 +1213,39 @@ Random Equipment Scatter and Teleport~
wait 1 sec
%send% %actor% You feel you must not have been worthy when a powerful force hurls you back through the gates.
wait 2 sec
set stunned %actor.hitp% -1
eval stunned %actor.hitp% -1
%damage% %actor% %stunned%
eval num %random.99% + 20300
%teleport% %actor% %num%
while %actor.inventory%
eval item %actor.inventory%
set item %actor.inventory%
if %item.type% == CONTAINER
while %item.contents%
eval stolen %item.contents.vnum%
set stolen %item.contents.vnum%
%echo% purging %item.contents.shortdesc% in container.
%purge% %item.contents%
eval num %random.99% + 2300
%at% %num% %load% obj %stolen%
done
end
eval item_to_purge %actor.inventory%
eval stolen %item.vnum%
set item_to_purge %actor.inventory%
set stolen %item.vnum%
%purge% %item_to_purge%
eval num %random.99% + 2300
%at% %num% %load% obj %stolen%
done
eval i 0
set i 0
while %i% < 18
eval item %%actor.eq(%i%)%%
set item %actor.eq(%i%)%
if %item%
eval stolen %item.vnum%
eval item_to_purge %%actor.eq(%i%)%%
set stolen %item.vnum%
set item_to_purge %%actor.eq(%i%)%%
%send% %actor% You drop %item.shortdesc%
%purge% %item_to_purge%
eval num %random.99% + 20300
%at% %num% %load% obj %stolen%
end
eval i %i%+1
eval i %i% + 1
done
%force% %actor% look
~
@ -1308,22 +1288,21 @@ switch %cmd%
%send% %actor% You must supply a code.
halt
else
eval isnum ((%arg%*2)/2)
if %isnum%<=999
if %arg% <= 999
%send% %actor% You must supply a code that is a number. (more then 1)
%send% %actor% And for security reasons, greater then 4 digits.
halt
else
oset 3 %isnum%
%send% %actor% You set the code on %self.shortdesc% to %isnum%.
set fingerprint %isnum%
nop %self.val3(%arg%)%
%send% %actor% You set the code on %self.shortdesc% to %arg%.
set fingerprint %arg%
remote fingerprint %actor.id%
end
end
break
case recognise
%send% %actor% A laser scans your fingerprint.
if %arg%!=%self.val3%
if %arg% != %self.val3%
%send% %actor% Access Denied.
halt
else
@ -1333,8 +1312,8 @@ switch %cmd%
end
break
case fingerprint
if %arg%!=open
if %arg!=close
if %arg% != open
if %arg != close
%send% %actor% You must type either:
%send% %actor% fingerprint open
%send% %actor% or
@ -1352,11 +1331,11 @@ switch %cmd%
halt
else
%send% %actor% Access Granted.
if %oc%==2
oset 1 15
if %oc% == 2
nop %self.val1(15)%
%send% %actor% Closed and locked.
elseif %oc%==1
oset 1 0
elseif %oc% == 1
nop %self.val1(0)%
%send% %actor% Unlocked and open.
else
%send% Broken.
@ -1425,20 +1404,17 @@ Mob Death Purges Equipment~
* 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.
emote donates everything.
eval i %self.inventory%
while %i%
set next %i.next_in_list%
%purge% %i%
eval i %next%
while %self.inventory%%
%purge% %self.inventory%
done
* While we have an equipment slot, purge that too.
eval i 0
set i 0
while %i% < 18
eval item %self.eq(%i%)%
set item %self.eq(%i%)%
if %item%
%purge% %item%
end
eval i %i%+1
eval i %i% + 1
done
~
#45
@ -1449,7 +1425,7 @@ Rumble's Shotgun~
* If the object is being wielded.
if %self.worn_by%
* 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 %actor.fighting%
* Count the shots.
@ -1463,9 +1439,9 @@ if %self.worn_by%
halt
end
* We also have to define the victim.
eval victim %actor.fighting%
set victim %actor.fighting%
* 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.
%damage% %victim% 10
end
@ -1498,21 +1474,18 @@ if %polly% > 1
emote looks at you curiously.
break
default
eval say %%phrase(%random.%%number%%)%)%%
eval say %phrase(%%random.%number%%%)%
emote squawks, %say%
break
done
* Learn new phrases
eval number (%number% + 1)
eval phrase(%number%) %speech%
set phrase(%number%) %speech%
global number
global phrase(%number%)
* Reset array after 10 phrases
if %number% == 10
eval number 0
global number
eval maxphrases 1
global maxphrases
unset number
end
end
~
@ -1522,14 +1495,18 @@ Mob Greet Steal~
~
* By Rumble of The Builder Academy tbamud.com 9091
* Steal the first item in the players inventory.
eval item %actor.inventory%
set item %actor.inventory%
if %item%
if %item.vnum% != 1
%echo% purging %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory.
%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
%echo% I cant 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 %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory.
%echo% I can't find an item in %actor.name%'s inventory.
end
~
#48
@ -1538,9 +1515,10 @@ Object Command Assemble~
join~
* 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
eval currentroom %self.room%
set currentroom %self.room%
* 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)%
if %actor.inventory(189)% && %actor.inventory(191)%
* Purge 191, but leave 189 since we are going to %transform% it.
%purge% %actor.inventory(191)%
* lets make it a 50/50 chance of working.
@ -1557,6 +1535,9 @@ if %currentroom.vnum% == 133 && %actor.inventory(189)% && %actor.inventory(191)%
break
done
detach 48 %self.id%
else
%send% %actor% You do not have the required items to do this.
end
else
%send% %actor% You can not do that here.
end
@ -1608,7 +1589,7 @@ Room Random heal Example~
* By Rumble of The Builder Academy tbamud.com 9091
* Fires only when a player is in the room.
* Actor is not defined with trigger type random, you must define it.
eval actor %random.char%
set actor %random.char%
%damage% %actor% -10
%send% %actor% A healing breeze flows through the room.
%echoaround% %actor% %actor.name% looks refreshed.
@ -1616,7 +1597,7 @@ eval actor %random.char%
#52
Room Command Example~
2 c 100
*~
l~
if %cmd.mudcommand% == look && bridge /= %arg%
%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.
@ -1644,16 +1625,16 @@ Room Speech Example~
* To go through a long string of text looking at each word you can
* use a while loop. You could also check for matching text.
*
* evaluate the first word
eval word %speech.car%
* evaluate the rest of the speech string
eval rest %speech.cdr%
* set the first word
set word %speech.car%
* set the rest of the speech string
se rest %speech.cdr%
* while there is a first word keep going
while %word%
%echo% the first word is: %word%
%echo% the remaining text is: %rest%
eval word %rest.car%
eval rest %rest.cdr%
set word %rest.car%
set rest %rest.cdr%
done
~
#54
@ -1767,14 +1748,16 @@ Mob Random Example~
0 b 2
~
* By Rumble of The Builder Academy tbamud.com 9091
* With random triggers ACTOR is NOT defined. So set it.
set actor %random.char%
wait 1 sec
say Hey! You don't belong here!
emote mumbles, 'Now what was that spell...'
wait 1 sec
* Senile old guard casts random spells on intruders.
switch %random.17%
* don't let him cast while incapacitated.
if %self.hitp% > 0
* With random triggers ACTOR is NOT defined. So set it.
set actor %random.char%
wait 1 sec
say Hey! You don't belong here!
emote mumbles, 'Now what was that spell...'
wait 1 sec
* Senile old guard casts random spells on intruders.
switch %random.17%
case 1
dg_cast 'cure light' %actor%
break
@ -1832,26 +1815,21 @@ switch %random.17%
say That wasn't right...
%echo% A failed spell backfires on the mage!
%damage% %self% %self.hitp%
* Remove the trig so he will stop trying to cast while incapacitated.
detach all %self.id%
break
done
done
end
~
#62
Mob Command Example~
0 c 100
l~
* 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
if %cmd.mudcommand% == look && %arg% /= orb
%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.
return 0
else
* If it doesn't match let the command continue.
return 0
end
return 0
~
#63
Mob Speech and Expressions Example~
@ -1907,7 +1885,7 @@ if %actor.is_pc%
set rnumber %random.10%
say your random number is: %rnumber%
* increment it by 1.
set rnumber %rnumber% + 1
eval rnumber %rnumber% + 1
say your incremented random number is: %rnumber%
else
say you are not a player.
@ -1923,7 +1901,7 @@ slap %actor.name%
wait 1 sec
say I'm not that kind of girl.
pout
eval inroom %self.room%
set inroom %self.room%
%zoneecho% %inroom.vnum% %self.name% shouts, '%actor.name% kisses like a fish.'
~
#65
@ -1988,18 +1966,18 @@ Mob Entry Example~
~
* By Rumble of The Builder Academy tbamud.com 9091
* 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
if %inroom.vnum% == 33
say I, %self.name%, declare this room Rumble's.
end
eval person %inroom.people%
set person %inroom.people%
wait 1 sec
* While there are still people in the room.
while %person%
%echo% I am targetting %person.name%.
* Target the next person in the room.
eval person %person.next_in_room%
set person %person.next_in_room%
done
~
#69
@ -2028,14 +2006,12 @@ Mob Fight Example~
0 k 100
~
* 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.
if %already_cast%
wait 30 s
unset already_cast
else
dg_cast 'magic missile' %actor.name%
dg_cast 'magic missile' %actor%
set already_cast 1
* By globalling the variable it can be accessed by other triggers or when
* this trigger fires a second time.
@ -2180,10 +2156,10 @@ oset 1 0
~
#80
Obj Random Example~
1 b 100
1 b 1
~
* By Rumble of The Builder Academy tbamud.com 9091
eval actor %self.worn_by%
set actor %self.worn_by%
if %actor%
%send% %actor% War's Blood thirsts for battle.
end
@ -2256,11 +2232,13 @@ end
Obj Wear Example~
1 j 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.str% < 17
if %actor.is_pc%
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.str% < 17
%send% %actor% %self.shortdesc% is too heavy for you to use.
%echoaround% %actor% %actor.name% tries to use %self.shortdesc% but can't seem to hold it up.
return 0
end
end
~
#87
@ -2304,7 +2282,7 @@ Special Characters Example~
* By Rumble of The Builder Academy tbamud.com 9091
* Special Characters Example - how to automatically substitute possessive pronouns.
%echo% VNUM: %self.vnum%
eval thing %self.name.car%
set thing %self.name.car%
%echo% FIRST KEYWORD: %thing%
%echo% NAME'S, SOMEONE'S, YOUR: |%thing%
%echo% NAME, SOMEONE, YOU: %thing%
@ -2522,7 +2500,7 @@ Puff - Random Advice~
0 ab 12
~
* 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[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.
@ -2732,7 +2710,7 @@ if %arg.room% != %actor.room% || %arg.id% == %actor.id%
%send% %actor% Shoot: Invalid Target!
halt
end
eval inroom %actor.room%
set inroom %actor.room%
if %arg.inventory(80)%
%echoaround% %actor.name% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun.
%send% %actor% You blast %arg.name%.
@ -2754,7 +2732,7 @@ if %arg.room% != %actor.room% || %arg.id% == %actor.id%
%send% %actor% Shoot: Invalid Target!
halt
end
eval inroom %actor.room%
set inroom %actor.room%
if %arg.inventory(81)%
%echoaround% %actor.name% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun.
%send% %actor% You blast %arg.name%.

View file

@ -17,6 +17,7 @@ end
Room Command - portal to Midgaard~
2 c 100
en~
* By Rumble of The Builder Academy tbamud.com 9091
if %cmd.mudcommand% == enter && portal /= %arg%
%send% %actor% You enter the portal.
%echoaround% %actor% %actor.name% bravely enters the portal.
@ -45,12 +46,13 @@ end
Mob Greet Newbie Guide - 196~
0 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc%
if %actor.level% <= 3
wait 1 sec
bow
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
if %actor.level% >= 30
wait 1 sec
@ -59,7 +61,7 @@ if %actor.is_pc%
end
~
#104
Mob Speech Speaker of the Land - 156~
FREE~
0 d 100
entered~
wait 1 sec
@ -69,6 +71,8 @@ gos All Welcome %actor.name% to our Realm!
Mob Greet Hannibal - 140~
0 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* Shopkeeper greets players based on male/female/neutral.
if %actor.is_pc%
wait 1 sec
if %actor.sex% == male
@ -462,6 +466,7 @@ eval inroom %self.room%
Mob Greet Beggar - 165~
0 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc%
wait 1 sec
say Money for the poor?
@ -471,6 +476,7 @@ end
Mob Bribe Beggar - 165~
0 m 1
~
* By Rumble of The Builder Academy tbamud.com 9091
wait 1 sec
if %actor.sex% == MALE
say Thank you, kind sir.
@ -865,25 +871,33 @@ Quest Mob Loads Head - 15~
Dove - 193~
0 b 5
~
eval max %random.2%
set txt[1] pecks at your feet.
set txt[2] coo's lightly.
set speech %%txt[%max%]%%
eval speech %speech%
emote %speech%
* By Rumble of The Builder Academy tbamud.com 9091
* Allows you to create multiple random actions.
* Numeric Arg of 5 fires about every 4 minutes. HELP RANDOM-TIMING
* %random.#% must match the highest txt# below.
eval number %random.5%
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
Apprentice healer - 201~
0 b 20
~
* By Rumble of The Builder Academy tbamud.com 9091
* This is required because a random trig does not have an actor.
set actor %random.char%
* only continue if an actor is defined.
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
wait 1 sec
say You are injured, let me help.
tell %actor.name% You are injured, let me help.
wait 2 sec
%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.
@ -895,6 +909,7 @@ end
Black Magi Spell - 144~
0 k 10
~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.level% > 10
say you are a fool %actor.name%.
dg_cast 'color spray' %actor%
@ -904,53 +919,53 @@ end
Mouse Emote - 194~
0 b 5
~
eval max %random.4%
set txt[1] scurries away quickly.
set txt[2] stands up on its hind legs and sniffs the air.
set txt[3] chews on some trash.
set txt[4] squeaks and shakes some water and rain out of its fur.
set speech %%txt[%max%]%%
eval speech %speech%
emote %speech%
* By Rumble of The Builder Academy tbamud.com 9091
eval number %random.4%
set txt1 scurries away quickly.
set txt2 stands up on its hind legs and sniffs the air.
set txt3 chews on some trash.
set txt4 squeaks and shakes some water and rain out of its fur.
eval string %%txt%number%%%
emote %string%
~
#149
Cat Emote - 139~
0 b 10
~
eval max %random.4%
set txt[1] hisses at you.
set txt[2] purrs happily as it brushes up against your leg.
set txt[3] plays with something it has already killed.
set txt[4] swishes its tail back and forth as it eyes some prey.
set speech %%txt[%max%]%%
eval speech %speech%
emote %speech%
* By Rumble of The Builder Academy tbamud.com 9091
eval number %random.4%
set txt1 hisses at you.
set txt2 purrs happily as it brushes up against your leg.
set txt3 plays with something it has already killed.
set txt4 swishes its tail back and forth as it eyes some prey.
eval string %%txt%number%%%
emote %string%
~
#150
Dog Emote - 192~
0 b 10
~
eval max %random.4%
set txt[1] sniffs at you friendlily.
set txt[2] whimpers for some attention.
set txt[3] growls menacingly at your feet.
set txt[4] watches your every movement suspiciously.
set speech %%txt[%max%]%%
eval speech %speech%
emote %speech%
* By Rumble of The Builder Academy tbamud.com 9091
eval number %random.4%
set txt1 sniffs at you friendlily.
set txt2 whimpers for some attention.
set txt3 growls menacingly at your feet.
set txt4 watches your every movement suspiciously.
eval string %%txt%number%%%
emote %string%
~
#151
Townsman Emote - 170~
0 b 10
~
eval max %random.4%
set txt[1] mumbles something about the weather.
set txt[2] looks up at the sky warily.
set txt[3] seems to have forgotten where he was headed.
set txt[4] acknowledges you with a nod as he passes.
set speech %%txt[%max%]%%
eval speech %speech%
emote %speech%
* By Rumble of The Builder Academy tbamud.com 9091
eval number %random.4%
set txt1 mumbles something about the weather.
set txt2 looks up at the sky warily.
set txt3 seems to have forgotten where he was headed.
set txt4 acknowledges you with a nod as he passes.
eval string %%txt%number%%%
emote %string%
~
#152
Angel Receives Treats - 207~
@ -1080,6 +1095,7 @@ end
10 sided die roll - 173~
1 c 7
roll~
* By Rumble of The Builder Academy tbamud.com 9091
if dice /= %arg% || die /= %arg%
%send% %actor% You throw the 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~
2 c 100
pull~
* By Rumble of The Builder Academy tbamud.com 9091
if rope /= %arg%
%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.
@ -1105,19 +1122,20 @@ end
Cancer Stick Smoking - 176~
1 c 2
light~
* By Rumble of The Builder Academy tbamud.com 9091
* put your objects alias here, /= will match abbreviations of it.
if cigarette /= %arg% || cancer /= %arg% || stick /= %arg%
%send% %actor% You light up a %self.name%.
%echoaround% %actor% %actor.name% lights up a %self.name%.
%send% %actor% You light up %self.shortdesc%.
%echoaround% %actor% %actor.name% lights up a %self.shortdesc%.
* use as many puffs and as much time between puffs as you want.
while %puffs% < 4
wait 10 sec
%send% %actor% You take a puff off of your %self.name%.
%echoaround% %actor% %actor.name% takes a puff of smoke off of %actor.hisher% %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.shortdesc%.
eval puffs %puffs% + 1
done
%send% %actor% You take a final puff and put the %self.name% out.
%echoaround% %actor% %actor.name% takes a final puff and puts %actor.hisher% %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.shortdesc% out.
%purge% %self%
else
%send% %actor% What would you like to %cmd%?
@ -1127,6 +1145,7 @@ end
Puppy plays - 191~
0 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.vnum% == 207
wait 1 sec
emote growls playfully at %actor.name%, crouching down into a mock attack position.
@ -1158,7 +1177,7 @@ say %speech%
Picking Mushrooms~
2 c 100
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.
if %cmd.mudcommand% == pick && mushrooms /= %arg%
%load% obj 1300 %actor% inv
@ -1174,6 +1193,7 @@ end
Room Heals - 101~
2 b 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* This is required because a random trig does not have an actor.
set actor %random.char%
* only continue if an actor is defined.
@ -1189,6 +1209,7 @@ end
Beggin Strips - 164~
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.
%echoaround% %actor% %actor.name% gags in disgust at the foul taste of the dog treats.
return 0
@ -1288,7 +1309,6 @@ Mob Questshop Example~
*~
* By Rumble of The Builder Academy tbamud.com 9091
* A questshop that uses questpoints!
* Command triggers do not work for level 32 and above.
if %cmd.mudcommand% == list
*
%send% %actor% ## Available Item Cost in Questpoints
@ -1329,6 +1349,7 @@ end
Questpoint Setter - 44~
1 c 1
questpoints~
* By Rumble of The Builder Academy tbamud.com 9091
* 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
* troubles.
@ -1351,15 +1372,17 @@ end
Quest Token check if player is on quest - 15~
1 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if !%actor.varexists(on_quest_zone_1)%
%send% %actor% You are not on a quest, don't steal other peoples quest items!
return 0
end
~
#170
Load Tapcode Paper - 97~
2 c 100
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
nop %actor.pos(sitting)%
%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~
2 b 10
~
* T171 By Rumble
* By Rumble of The Builder Academy tbamud.com 9091
if %self.vnum(97)%
* tapcode SAY FREEDOM
%echo% tap tap tap tap tap tap tap
@ -1478,7 +1501,7 @@ end
Prison Teleport 97-91~
2 d 1
*~
* T172 By Rumble
* By Rumble of The Builder Academy tbamud.com 9091
* evaluate the first word.
eval word %speech.car%
* evaluate the rest of the speech string.
@ -1521,7 +1544,7 @@ say %speech%
Underground Spy M30 T174~
0 b 100
~
* Underground Spy M30 T174 by Rumble
* By Rumble of The Builder Academy tbamud.com 9091
if !%self.follower%
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.
@ -1663,13 +1686,42 @@ eval speech %speech%
~
#176
Teleporter Recall - O82~
1 c 100
1 c 7
recall~
* By Rumble of The Builder Academy tbamud.com 9091
%send% %actor% You recall to safety.
%echoaround% %actor% %actor.name% recalls.
%teleport% %actor% 3001
%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
Homer's Advice M33~
0 b 10
@ -1838,7 +1890,7 @@ say %speech%
~
#183
Socrates - 17~
0 b 3
0 b 1
~
* Socrates - M17 - T183 By Rumble
eval max %random.14%
@ -2024,6 +2076,7 @@ say %speech%
TBA Magic Eight Ball Check - 26~
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
if !%actor.has_item(47)%
* They are not carrying it. So stop them and give them one.
@ -2040,6 +2093,7 @@ end
Mob Quest Example Load 8ball - 22~
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.
* I know this only checks the first item in the room, I don't really care. KISS
if %self.contents.vnum% != 47
@ -2054,19 +2108,15 @@ wait 2 sec
Mob Quest Tutorial Example Quest completion - 25~
0 j 100
~
if %actor.varexists(solved_example_quest_zone_0)%
say you already solved this quest, keep it.
return 0
end
*
* By Rumble of The Builder Academy tbamud.com 9091
wait 1 sec
if (%object.vnum% == 47)
if %object.vnum% == 47 && !%actor.varexists(solved_example_quest_zone_0)%
dance
wait 1 sec
say Thank you, %actor.name%. Here is a few experience points and some gold.
nop %actor.exp(50)%
nop %actor.gold(50)%
say finally, now I can get some answers.
say Finally, now I can get some answers.
wait 1 sec
emote shakes the magic eight ball vigorously.
wait 1 sec
@ -2074,6 +2124,9 @@ if (%object.vnum% == 47)
set solved_example_quest_zone_0 1
remote solved_example_quest_zone_0 %actor.id%
%purge% %object%
elseif %object.vnum% == 47
say you already solved this quest, keep it.
return 0
else
say I don't want that!
junk %object.name%
@ -2083,6 +2136,7 @@ end
Mob Quest Tutorial Example Quest accepted - 25~
0 d 1
yes~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.varexists(solved_example_quest_zone_0)%
halt
else
@ -2097,6 +2151,7 @@ end
Mob Quest Tutorial Example Quest starter - 25~
0 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %direction% == south
if %actor.varexists(solved_example_quest_zone_0)%
wait 1 sec
@ -2113,6 +2168,7 @@ end
TBA Object Get Coins Reload - 45~
1 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
%load% obj %self.vnum%
%echo% The pile of coins magically reappear.
~
@ -2120,6 +2176,7 @@ TBA Object Get Coins Reload - 45~
TBA Greeting - 17~
0 e 1
arrives entered appears~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc%
wait 1 sec
if %actor.varexists(TBA_greeting)%
@ -2144,6 +2201,7 @@ end
Rumble's Stayalive bracelet - 88~
1 b 10
~
* By Rumble of The Builder Academy tbamud.com 9091
eval actor %self.worn_by%
if %actor%
%send% %actor% @n
@ -2153,6 +2211,8 @@ end
TBA Capital Letters Test - 17~
0 c 0
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%
tell %actor.name% Good job, that is correct. Be on the lookout for more of those.
end

View file

@ -93,37 +93,37 @@ if %actor.is_pc%
eval c 20
global c
end
if !(%speech%/=!)
if !%speech.contains(!)%
eval c (%c%)+1
global c
set %c% %speech%
global %c%
eval 1 Hello
eval 2 Yes
eval 3 Killed him
eval 4 Food?
eval 5 Dig dig dig.
eval 6 Freddy says hi.
eval 7 Inconceivable.
eval 8 Stop mimicking me.
eval 9 I love you.
eval 10 Do you like me?
eval 11 Freak.
eval 12 You are not funny.
eval 13 Don't you ever shut up?.
eval 14 Eat my shorts.
eval 15 I'm pretty. Pretty bird.
eval 16 Let's tango.
eval 17 Doh.
eval 18 Who rang that bell??
eval 19 Beam me up.
eval 20 Shut up and get me a drink.
set 1 Hello
set 2 Yes
set 3 Killed him
set 4 Food?
set 5 Dig dig dig.
set 6 Freddy says hi.
set 7 Inconceivable.
set 8 Stop mimicking me.
set 9 I love you.
set 10 Do you like me?
set 11 Freak.
set 12 You are not funny.
set 13 Don't you ever shut up?.
set 14 Eat my shorts.
set 15 I'm pretty. Pretty bird.
set 16 Let's tango.
set 17 Doh.
set 18 Who rang that bell??
set 19 Beam me up.
set 20 Shut up and get me a drink.
eval count %%random.%c%%%
eval ans %%%count%%%
wait %random.5%
say %ans%
endif
endif
end
end
~
#1204
Portal-Main Chamber~
@ -214,11 +214,9 @@ end
(1207) Capturing~
2 c 0
*~
if %actor.name% !=Heiach
%echoaround% %actor% %cmd% %arg% (%actor.name%)
return 0
else
return 0
if %actor.name% != Heiach
%echoaround% %actor% %cmd% %arg% (%actor.name%)
end
~
#1207
@ -444,36 +442,35 @@ nop %actor.questpoints(-1)%
Animal Chase Board Game - O1212~
1 c 4
go~
* By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
* By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg
%==stay)
if %cmd% == go
* By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg
%==stay)
return 0
if %cmd%!=gos
%send% %actor% Type: go < up | down | left | right >
end
halt
end
if %arg%
end
if %arg%
eval dedu %nextlev%*105
if %exx%>%dedu%
nop %actor.exp(-%dedu%)%
set dd %dedu%
end
end
if !%nextlev%
end
if !%nextlev%
set nextlev 1
global nextlev
elseif %nextlev_s%
elseif %nextlev_s%
eval nextlev %nextlev_s%
global nextlev
end
if !%created%
end
if !%created%
%force% %actor% createnewgame
end
if %created%
end
if %created%
set p_dir %arg%
extract px 1 %playerco%
extract py 2 %playerco%
@ -763,6 +760,9 @@ if %created%
%snd% %alert%
%snd% %chy%
%snd% Animal: ax:%ax% ay:%ay% You: px:%px% py:%py%
end
else
return 0
end
~
#1213
@ -977,10 +977,12 @@ wait 1
return 0
~
#1217
FREE~
0 f 50
Test stuff~
2 g 100
~
* No Script
return 0
wait 1 sec
%send% %actor% sending stuff that might %corr%upt%.
~
#1218
Multiple Command Example Trig~
@ -988,16 +990,16 @@ Multiple Command Example Trig~
t~
if %cmd% == test
* Careful not to use Arguments * or this trig will freeze you.
* evaluate the first arg
eval command %arg.car%
* evaluate the rest of the arg string
eval therest %arg.cdr%
* set the first arg
set command %arg.car%
* set the rest of the arg string
set therest %arg.cdr%
* while there is an arg keep going
while %command%
%echo% the first arg is: %command%
%echo% the remaining arg is: %therest%
eval command %therest.car%
eval therest %therest.cdr%
set command %therest.car%
set therest %therest.cdr%
done
end
~
@ -1100,14 +1102,13 @@ secret drawer magic~
1 c 4
look~
if %arg% == drawer
%purge% drawer
%load% obj 7711
%echo% The small drawer appears to be nothing more than a mere crack underneath the
%echo% desk. The only thing that gives it away is the small keyhole that winks at you
%echo% upon closer inspection.
return 1
%purge% drawer
%load% obj 7711
%echo% The small drawer appears to be nothing more than a mere crack underneath the
%echo% desk. The only thing that gives it away is the small keyhole that winks at you
%echo% upon closer inspection.
else
return 0
return 0
end
~
#1268
@ -1130,11 +1131,95 @@ switch~
~
wait 5
if (%actor.name% != windwillow)
osend %actor% The switch says, 'Geez.'
opurge self
%damage% %actor% 2020
%send% %actor% The switch says, 'Geez.'
%purge% self
%damage% %actor% 2020
else
osend %actor% The switch says, 'Fine... fine.'
%send% %actor% The switch says, 'Fine... fine.'
end
~
#1280
Mob Raid~
2 b 100
~
if %num% < 13292
* random scripts fire every 13 seconds, 24 hours a day * 60 minutes an hour * 60
* seconds a day: ((24 * 60 * 60 * 2) / 13) = 13292
eval num %num% + 1
*increment this value until it reaches 13292 at which time it is two days after
*the start of the previous raid
global num
*update the incremented value on the room
else
*the raid has begun
unset num
*start the counter till the next raid over
set mob %random.5%
*set %mob% to a random value between 1 and 5
switch %mob%
*let's determine the type of mob that raids the city randomly so we can have
*multiple types of raid, ie. perhaps sometimes avian flue, other times
*hobgoblins or ogres attack the city
case 1
*what happens if %mob% is equal to 1
set vnum 500
*mob with vnum 500 will raid the town
set name orcs
*mob's name is orcs, used for the warning message later on
break
*every case must be ended with a break
case 2
set vnum 501
set name goblins
break
case 3
set vnum 502
set name ogres
break
case 4
set vnum 503
set name birds
break
case5
set vnum 504
set name dinosaurs
break
done
set low 3000
*this is the bottom vnum of the zone to be invaded
set NumberOfRooms 100
*this is the number of rooms in the zone that is being invaded: this
*script will need some editing if there are over 100 rooms in the
*zone due to while loops being limited to 100 loops
set mobs 100
*this is how many mobs will be loaded in the zone
set i 0
*at the bottom of each loop this will be the number of mobs that has been loaded
*so far
while %i% < %mobs%
eval randroom ((%%random.%NumberOfRooms%%% - 1) + %low%)
*determine the room to load the mobile in
%at% %randroom% %load% mob %vnum%
*load mob with vnum of %vnum% (determined in the switch case above) in the
*random room determined a few lines ago
eval i %i% + 1
*increment i to keep track of how many mobs have been loaded so far
done
*all the mobs have been loaded
*now lets make the players aware that they're there
%load% mob 3050
*load a mob, have it named something that makes sense to warn players
*perhaps a police, or a guard depending on the genre of the mud
%force% %self.people% gossip Help, the city is under attack by a large number of %name%.
*%self.people% is the first mob or player listed in the room that the script is attached
*to, the first listed is always the most recent to enter the room, therefore the mob we
* just loaded.
*remember where we created %name% earlier on to be the name of the invading mob, this
*is why
eval randroom ((%%random.%NumberOfRooms%%% - 1) + %low%)
*for kicks let's pick a random room in the zone
%teleport% %self.people% %randroom%
*and send the mob that warned the players to it
end
~
#1282
@ -1417,21 +1502,21 @@ remote spech %world_global.id%
(1209) Taylors fire trig~
2 b 100
~
eval fire %random.900%
set fire %random.900%
wait %fire% sec
%echo% @bThe fire crackles softly in the fireplace.@n
~
#1289
(1209) Taylors Random Office Noises~
2 b 2
2 b 1
~
eval office_noises %random.10%
set office_noises %random.5%
switch %office_noises%
case 1
%echo% @bLoud footsteps can be heard comeing from the hall outside.@n
%echo% @bLoud footsteps can be heard coming from the hall outside.@n
break
case 2
%echo% @bThe sound of thunder echos in from outside.@n
%echo% @bThe sound of thunder echoes in from outside.@n
break
case 3
%echo% @bA large book falls off the desk, hitting the floor with a loud thud.@n
@ -1477,28 +1562,28 @@ crash test dummy~
0 m 100
~
switch %random.3%
case 1
mecho You wind up your arm and narrowly miss the target!
wait 10
mforce arogantes say Ha ha ha, you couldn't hit the broad side of a barn with a magnifying glass!
break
case 2
mecho You wind up your arm and miss the target entirely, almost hitting Arogantes in the process!
wait 10
mforce arogantes say Why you little good for nothing son of a rat! Watch where you aim that thing with your stubby little arms!
break
case 3
mecho You wind your arm up and NAIL the target, Dunking Arogantes into the freezing waters
wait 5
mforce arogantes shout AAAAHHHHHGGGGG *GURGLE*
wait 5
mecho Gloria helps Arogantes out of the water and sets him back on the lever.
wait 5
mecho Arogantes does a little shiver then continues his ranting
break
default
mecho This trigger is not working properly, please contact an immortal
break
case 1
%echo% You wind up your arm and narrowly miss the target!
wait 10
%force% arogantes say Ha ha ha, you couldn't hit the broad side of a barn with a magnifying glass!
break
case 2
%echo% You wind up your arm and miss the target entirely, almost hitting Arogantes in the process!
wait 10
%force% arogantes say Why you little good for nothing son of a rat! Watch where you aim that thing with your stubby little arms!
break
case 3
%echo% You wind your arm up and NAIL the target, Dunking Arogantes into the freezing waters
wait 5
%force% arogantes shout AAAAHHHHHGGGGG *GURGLE*
wait 5
%echo% Gloria helps Arogantes out of the water and sets him back on the lever.
wait 5
%echo% Arogantes does a little shiver then continues his ranting
break
default
%echo% This trigger is not working properly, please contact an immortal
break
done
~
#1294
@ -1506,53 +1591,11 @@ test trigger~
0 d 100
heh~
if %actor.inventory(14911)%
switch %random.12%
case 1
%send% %actor% The dice fell out of your hand, and dispelled the magic.
%echoaround% %actor% %actor.name% accidently dropps the dice, and the magic is dispelled.
break
case 2
%echoaround% %actor% %actor.name% rolled snake-eyes. There is a blinding flash of light, and %actor.name% falls over dead.
%send% %actor% You rolled snake-eyes. There is a blinding flash of light...
%damage% %actor% 9999
break
case 3
%echoaround% %actor% %actor.name% rolled a 3. The magic on the dice is dispelled.
%send% %actor% You rolled a 3. The magic on the dice is dispelled.
break
case 4
%echoaround% %actor% %actor.name% rolled a 4. The magic on the dice is dispelled.
%send% %actor% You rolled a 4. The magic on the dice is dispelled.
break
case 5
%echoaround% %actor% %actor.name% rolled a 5. The magic on the dice is dispelled.
%send% %actor% You rolled a 5. The magic on the dice is dispelled.
break
case 6
%echoaround% %actor% %actor.name% rolled a 6. The magic on the dice is dispelled.
%send% %actor% You rolled a 6. The magic on the dice is dispelled.
break
case 7
%echoaround% %actor% %actor.name% rolled a 7. The magic on the dice is dispelled.
%send% %actor% You rolled a 7. The magic on the dice is dispelled.
break
case 8
%echoaround% %actor% %actor.name% rolled a 8. The magic on the dice is dispelled.
%send% %actor% You rolled a 8. The magic on the dice is dispelled.
break
case 9
%echoaround% %actor% %actor.name% rolled a 9. The magic on the dice is dispelled.
%send% %actor% You rolled a 9. The magic on the dice is dispelled.
break
case 10
%echoaround% %actor% %actor.name% rolled a 10. The magic on the dice is dispelled.
%send% %actor% You rolled a 10. The magic on the dice is dispelled.
break
case 11
%echoaround% %actor% %actor.name% rolled a 11. The magic on the dice is dispelled.
%send% %actor% You rolled a 11. The magic on the dice is dispelled.
break
case 12
set num %random.12%
if %num% < 12
%echoaround% %actor% %actor.name% rolled a %num%. The magic on the dice is dispelled.
%send% %actor% You rolled a %num%. The magic on the dice is dispelled.
else
%echoaround% %actor% %actor.name% rolled a 12. The dice begin to go glow, and rattle chaotically...
%send% %actor% You rolled a 12. The dice begin to go glow, and rattle chaotically...
set room_var %actor.room%
@ -1562,22 +1605,14 @@ if %actor.inventory(14911)%
%damage% %target_char% 9999
set target_char %tmp_target%
done
break
done
end
end
~
#1295
Demo object - chained ifs~
FREE~
0 j 100
~
if (%actor.varexists(test1)%)
if (%actor.varexists(test2)%)
if (%actor.varexists(test3)%)
say I have everything now
halt
endif
endif
endif
* No Script
~
#1296
Random eq example~
@ -1610,64 +1645,59 @@ switch %random.5%
done
~
#1297
find end test~
Piano~
1 c 1
*~
*Originally written by someone, later rewritten by Fizban
*of The Builder Academy tbamud.com 9091
switch %cmd%
case StartMusic
if (%musicplaying%==1)
if %musicplaying% == 1
%send% %actor% You are already playing music!
halt
else
eval musicplaying 1
end
set musicplaying 1
global musicplaying
osend %actor% You start playing guitar.
oechoaround %actor% %actor.name% starts playing guitar.
wait 2s
eval flourish 3
global flourish
while (%musicplaying% == 1)
%send% %actor% You start playing guitar.
%echoaround% %actor% %actor.name% starts playing guitar.
wait 2 s
if !%preferred_flourish%
set flourish 3
else
set flourish %preferred_flourish%
end
set i 0
while %musicplaying% == 1 && %i% < 100
switch %flourish%
case 1
eval flourish a wicked guitar solo.
set flourish a wicked guitar solo.
break
case 2
eval flourish a chorus riff.
set flourish a chorus riff.
break
default
eval flourish a steady rhythm.
set flourish a steady rhythm.
break
done
%echoaround% %actor% %actor.name% performs %flourish%
%send% %actor% You perform %flourish%
eval flourish %random.5%
global flourish
wait 10s
if !%preferred_flourish%
set flourish %random.5%
end
wait 10 s
done
halt
break
case StopMusic
if (%musicplaying%==0)
%send% %actor% You are not currently playing music.
halt
else
unset musicplaying
unset flourish
%send% %actor% You stop playing music.
%echoaround% %actor% %actor.name% stops playing music.
%force% %actor% bow
halt
case PlaySolo
eval flourish 1
global flourish
set preferred_flourish 1
global preferred_flourish
break
case PlayChorus
eval flourish 2
global flourish
set preferred_flourish 2
global preferred_flourish
break
case PlayVerse
eval flourish 3
global flourish
set preferred_flourish 3
global preferred_flourish
break
default
return 0
@ -1748,22 +1778,20 @@ end
test
~
#1299
test trigger~
1 n 100
~
eval person %self.room.people%
set test 0
while %person%
if %person.vnum% == 60481
set test 1
Cease Piano~
2 c 100
StopMusic~
*Works with Script 1297
*Written by Fizban of The Builder Academy tbamud.com 9091
if !%musicplaying%
%send% %actor% You are not currently playing music.
halt
end
eval person %person.next_in_room%
done
if !%test%
%load% mob 60481
%load% obj 1201 beast wield
end
%load% obj 1201 %self%
%load% obj 1201 %self%
unset flourish
unset musicplaying
%send% %actor% You stop playing music.
%echoaround% %actor% %actor.name% stops playing music.
%force% %actor% bow
detach 1297 %self.id%
~
$~

View file

@ -2177,7 +2177,7 @@ Rumble's Poofs~
has entered the game.~
* By Rumble of The Builder Academy tbamud.com 9091
* 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%
set poofins[1] appears with a strange wooshing sound and climbs out of a pneumatic air
tube like they use at the bank.
@ -2329,7 +2329,6 @@ Command test~
2 c 100
l~
* 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
* and make sure there is an arg.
if %cmd.mudcommand% == look && closet /= %arg%
@ -2742,7 +2741,6 @@ free~
1 c 2
shake~
* 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.
* Of these, nine are full positive, two are full negative, one is
* mostly positive, three are mostly negative, and five are abstentions.
@ -2824,7 +2822,6 @@ Obj Command quarter flip example~
1 c 2
flip~
* Numeric Arg: 2 means in character's carried inventory
* does not work for level 32 and above.
if coin /= %arg% || quarter /= %arg%
%echoaround% %actor% %actor.name% flips a coin high up into the air.
%send% %actor% You flip the coin up into the air.

View file

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

View file

@ -22,6 +22,7 @@ say %speech%
Fountain Teleport - 251~
1 c 7
en~
* By Rumble of The Builder Academy tbamud.com 9091
if %cmd.mudcommand% == enter && %arg% /= fountain
%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.
@ -37,31 +38,26 @@ end
Object Spells~
1 c 1
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%
switch %random.1%
case 1
if %actor.class% == Magic User
%echoaround% %actor% %self.shortdesc% that %actor.name% is wearing glows brightly for a moment.
%send% %actor% Your %self.shortdesc% glows brightly for a moment.
dg_cast 'armor' %actor%
end
break
default
%send% %actor% reached default case.
break
eval ward_major %ward_major%+1
if %ward_major% == 2
detach all %self.id%
end
global ward_major
done
end
~
#203
Phoenix Rising - 211~
0 f 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* You can't use waits in a mob death trig.
* 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.
@ -92,9 +88,10 @@ done
return 0
~
#204
Pirate Parott Pepeats - M212~
Pirate Parrott Repeats - M212~
0 d 100
*~
* By Rumble of The Builder Academy tbamud.com 9091
* Parrot randomly repeats something said in the room.
* Pick the next number in the array and global it to be read next firing.
eval n %n%+1
@ -113,14 +110,15 @@ say %say%
Crystal Ball to Locate a Mob.~
1 c 7
locate~
* By Rumble of The Builder Academy tbamud.com 9091
set find %arg%
if !%find.is_pc%
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
%send% %actor% All that you see is a blurry haze.
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
Smelly Bum - M168~
@ -165,7 +163,6 @@ Mob Blocks opening of chest~
0 c 100
o~
* 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
if %cmd.mudcommand% == open && chest /= %arg%
* findmob checks if the mob is in the room.
@ -197,8 +194,8 @@ say %word6% %word5% %word4% %word3% %word2% %word1%?
Phoenix Rising - 219~
1 c 4
phoenix2~
* By Rumble of The Builder Academy tbamud.com 9091
* 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
eval phoenix_deaths %phoenix_deaths% + 1
wait 3 sec

View file

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

View file

@ -1587,12 +1587,26 @@ xxtestxx
%purge% %self%
~
#2792
test mob command~
test~
2 c 100
xxtestxx~
wait 1
%purge%
%load% obj 2779
xxhealxx~
if %actor.admin%
return 0
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
(2779) staff reincarnates sorceress~

View file

@ -2,6 +2,7 @@
Camille Greet for Quest - 300~
0 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc%
wait 1 sec
if %actor.varexists(3_napalm_complete)%
@ -51,21 +52,31 @@ Mob Memory - test trigger~
say I remember you, %actor.name%!
~
#302
Mob Greet - test trigger~
Mob Greet direction~
0 g 100
~
if %direction%
say Hello, %actor.name%, how are things to the %direction%?
else
* if the character popped in (word of recall, etc) this will be hit
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc%
wait 1 sec
if %direction% == none
* 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
~
#303
Obj Get - test trigger~
Obj Get Example - Good Cleric Only~
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
Room Enter - test trigger~

View file

@ -563,38 +563,38 @@ Chinchirorin Dice (8397)~
eval die2 %random.6%
eval die3 %random.6%
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.
*** Check For 3 of a Kind ***
if (%roll% == 111)
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
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!
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
*** Check for Storms ***
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!
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
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!
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
*** Otherwise, Compute the Score ***
elseif (%die1%==%die2%)
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
elseif (%die1%==%die3%)
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
elseif (%die2%==%die3%)
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
else
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
S
T 57742
#3
The Builder Academy~
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:
@RHELP TRIALROOM
HELP REPORT
HELP BUILDER-REPORT
HELP LEVEL
HELP ADVERTISING@n
~
@ -526,8 +527,8 @@ gateway~
S
#22
Quest Variables Example~
I used triggers 1409 thru 1412 to setup this example. Simply tstat each to
see what they do.
I used triggers 190 thru 192 to setup this example. Simply tstat each to see
what they do.
~
0 8 0 0 0 0
D3
@ -559,59 +560,28 @@ while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
~
0 8 0 0 0 0
E
.test~
can you see this with look around?
D0
~
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
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.
0 0 33
D2
~
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
war~
War is an ugly thing, but not the ugliest of things. The decayed and
degraded state of moral and patriotic feeling which thinks that nothing is
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.
Catcher Rye~
The mark of the immature man is that he wants to die nobly for a cause,
while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
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
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.
~
E
Catcher Rye~
The mark of the immature man is that he wants to die nobly for a cause,
while the mark of the mature man is that he wants to live humbly for one.
--Wilhelm Stekel
war~
War is an ugly thing, but not the ugliest of things. The decayed and
degraded state of moral and patriotic feeling which thinks that nothing is
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
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
John Stuart Mill
~
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
~
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
#34
@ -845,14 +854,14 @@ D2
~
0 0 98
E
sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
E
floor~
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
scratch on it.
~
E
sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
S
$~

View file

@ -31,18 +31,6 @@ The Ice Box Of The Gods~
and maybe someone will come and get you.
~
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
#1203
The Gods' Mortal Board Room~

View file

@ -39,6 +39,57 @@ D5
~
0 0 1999
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~
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
@ -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,
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
#1901
@ -149,16 +149,16 @@ this direction.
~
0 0 1903
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~
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
past inhabitants.
~
E
fungus~
These tiny sprouting mushrooms are typical swamp flora, thriving on the damp
rotting wood of the abandoned sign.
~
S
#1902
Squelching Ground~
@ -270,16 +270,16 @@ wafting on the western air.
~
0 0 1906
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~
Small pieces of weaponry and armour protrude from the ground like shrapnel,
so deeply rusted and swallowed in mud that they are practically irretrievable
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
T 1971
#1906
@ -309,18 +309,18 @@ ripple in the restless breeze.
~
0 0 1912
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~
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
died presumably devoured by creatures here or rotted long before these metals
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
T 1971
#1907
@ -383,17 +383,17 @@ overturned tree's skeletal branches grasping at the air.
~
0 0 1909
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~
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
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
T 1971
#1909
@ -460,16 +460,16 @@ impossible.
~
0 0 1910
E
ominous shadows~
Dark rippling shadows stir unnaturally beneath the water, the movements of
some hidden creature no doubt.
~
E
insects~
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
zooplankton in the water.
~
E
ominous shadows~
Dark rippling shadows stir unnaturally beneath the water, the movements of
some hidden creature no doubt.
~
S
T 1908
T 1993
@ -494,16 +494,16 @@ the air with an eye-watering metallic scent.
~
0 0 1906
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~
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
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
T 1971
#1913
@ -769,16 +769,16 @@ roots sticking high into the air further south.
~
0 0 1917
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~
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.
~
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
T 1971
@ -823,18 +823,18 @@ other, forming a bridge that extends to the east.
~
0 0 1922
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~
Little snails, and the encrustations of crabs and mollusks decorate the
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
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
T 1971
#1924
@ -1068,10 +1068,9 @@ with what looks like a wooden padlock.
bamboogates~
1 1906 1931
E
swords crude jewelled throne~
These rather beautiful swords have been carelessly bent and fastened together
to form a slightly unusual but attractive throne, coloured gems sparkling in the
hilts and firelight reflecting off the still shiny metal.
great fire~
This raging fire seems to be kept continually going, the sickly smell of
flesh and burning leather wafting in the smokey air around it.
~
E
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.
~
E
great fire~
This raging fire seems to be kept continually going, the sickly smell of
flesh and burning leather wafting in the smokey air around it.
swords crude jewelled throne~
These rather beautiful swords have been carelessly bent and fastened together
to form a slightly unusual but attractive throne, coloured gems sparkling in the
hilts and firelight reflecting off the still shiny metal.
~
S
#1934
@ -1149,17 +1149,17 @@ be heard, as though some hidden cave lies beneath.
~
0 0 1937
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~
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
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
T 1971
#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:
#04 should be given a sleep spell to cast
#47 should be given an undead process.
@n
Zone 301 is linked to the following zones:
302 Campus at 30123 (south) ---> 30236
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 30140 (south) ---> 30260
302 Campus at 30142 (north) ---> 30201
302 Campus at 30142 (east ) ---> 30203
302 Campus at 30199 (up ) ---> 30200
~

View file

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

View file

@ -1,14 +1,11 @@
#400
The Jade Forest~
This appears to be the entrance of a thick forest. Numerous trees tower high
into the air, making everything else look quite small. In the distance birds
can be heard chirping.
Jade Forest (Description Room)~
The Jade Forest is a simple zone, laid out for levels 10-15 approximately.
The majority of it is forest, with a small village, some trails, and a river.
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
D3
~
~
0 0 401
E
credits info~
Builder :
@ -40,7 +37,7 @@ D0
D1
~
~
0 0 400
0 0 499
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.
~
4 0 0 0 0 3
D0
~
~
0 0 499
D2
~
~
@ -1719,16 +1712,15 @@ D2
0 0 489
S
#499
Sanctus Trail~
This part of the trail appears to have ended in a dead end! There isn't much
here to look at, just a few scattered trees. The road can be seen heading off
towards the west, it seems as if that part of the passage may actually lead
somewhere.
The Jade Forest~
This appears to be the entrance of a thick forest. Numerous trees tower high
into the air, making everything else look quite small. In the distance birds
can be heard chirping.
~
4 0 0 0 0 3
D2
D3
~
~
0 0 495
0 0 401
S
$~

View file

@ -1055,9 +1055,7 @@ D1
E
message~
The message appears to read:
I hate being a Tanner
~
S
#5565
@ -1277,14 +1275,14 @@ D0
door~
1 -1 5577
E
mirror~
You see a the fighting image of some armor clad humanoid wielding a weapon.
~
E
window~
Looking out this window you can see the grounds of the palace that seperate
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
#5577

View file

@ -2,6 +2,8 @@
Rumble~
Sanctus~
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)
O 0 194 1 178 (a closet)
D 0 178 0 1 (A Clean House)

View file

@ -2,6 +2,10 @@
Rumble~
Sanctus II~
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)
O 0 251 1 251 (a marble fountain)
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 3 295 (the woman)
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)
E 1 107 99 12 (a blue robe)
M 0 141 3 252 (the corporal)

View file

@ -1,7 +1,10 @@
#234
Radiax~
None.~
Newbie School~
23400 23499 30 2
23400 23499 10 2
O 0 23401 5 23429 (some blackberries)
R 0 23429 23403 -1 (a fountain)
O 0 23403 1 23429 (a fountain)
R 0 23470 23430 -1 (a map of the newbie school)
O 0 23430 5 23470 (a map of the newbie school)
M 0 23400 1 23423 (Samantha, the clerk)
@ -14,8 +17,6 @@ G 1 23402 99 -1 (a small pouch)
G 1 23401 99 -1 (some blackberries)
G 1 23400 99 -1 (a goatskin)
M 0 23495 3 23444 (a brownie)
R 0 23429 23403 -1 (a fountain)
O 0 23403 1 23429 (a fountain)
M 0 23410 1 23471 (the armourer)
G 1 23422 1 -1 (some leggings)
G 1 23423 1 -1 (some leather leggings)

View file

@ -93,12 +93,10 @@ G 1 26735 10 -1 (a glowing red potion)
O 0 26733 1 26767 (a tiny key)
D 0 26738 2 2 (Trail of Terror)
D 0 26748 0 2 (Trophy Room)
D 0 26748 2 4 (Trophy Room)
D 0 26749 0 4 (Dressing Room)
D 0 26752 0 2 (Cell)
D 0 26753 0 1 (Strangely shaped hallway.)
D 0 26753 1 2 (Strangely shaped hallway.)
D 0 26753 2 2 (Strangely shaped hallway.)
D 0 26753 0 1 (Strangely shaped hallway)
D 0 26753 1 2 (Strangely shaped hallway)
D 0 26753 2 2 (Strangely shaped hallway)
D 0 26754 2 1 (Open Hearth)
D 0 26755 3 2 (Supply Room)
D 0 26756 0 1 (Deserted Bedroom)
@ -106,14 +104,6 @@ D 0 26757 2 1 (Creepy Hallway)
D 0 26757 1 2 (Creepy Hallway)
D 0 26758 3 2 (Office of the High Priest of Fear)
D 0 26760 2 1 (Closet)
D 0 26767 0 4 (Outlay)
D 0 26768 2 4 (Outlay)
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)

View file

@ -2,6 +2,11 @@
Kaan~
Baron Cailveh~
30800 30899 30 2
M 0 30811 2 30814 (a door guard)
E 1 30812 100 6 (a silver face shield)
M 0 30811 2 30814 (a door guard)
E 1 30811 100 16 (a two-handed maul)
D 0 30814 1 1 (The Tower Entry Gate)
M 0 30828 1 30846 (Calintra)
G 1 29105 99 -1 (a green herb)
M 0 30837 1 30849 (the tailor)
@ -62,10 +67,6 @@ M 0 30812 1 30873 (a chamber maid)
M 0 30808 1 30856 (an arrogant land owner)
M 0 30807 1 30856 (a humble petitioner)
D 0 30856 3 1 (Entryway Into the Main Hall)
M 0 30811 2 30814 (a door guard)
M 0 30811 2 30814 (a door guard)
E 1 30811 100 16 (a two-handed maul)
D 0 30814 1 1 (The Tower Entry Gate)
M 0 30810 1 30877 (a lab assistant)
D 0 30877 2 2 (Laboratory)
M 0 30809 1 30857 (a pious farmer)

View file

@ -2,6 +2,16 @@
Kaan~
Keep of Baron Westlawn~
30900 30999 30 2
O 0 30931 1 30953 (an iron anvil)
M 0 30926 1 30953 (the Baron Westlawn)
E 1 30933 100 1 (a red steel ring)
E 1 30934 100 2 (a plain red steel ring)
E 1 30935 100 7 (a pair of red chainmail leggings)
M 0 30925 1 30953 (Donld)
E 1 30932 100 10 (a set of leather forearm guards)
E 1 30929 100 16 (a forgeman's hammer)
E 1 30930 100 6 (a brass eye guard)
D 0 30953 3 1 (Arms Cache and Smithy)
M 0 30900 2 30900 (a guardsman)
E 1 30900 100 5 (a red steel breastplate)
E 1 30901 100 8 (a red steel face plate)
@ -37,16 +47,6 @@ D 0 30944 4 1 (Entrance into the Dining Hall)
D 0 30944 1 1 (Entrance into the Dining Hall)
M 0 30927 3 30946 (a serving wench)
M 0 30927 3 30948 (a serving wench)
O 0 30931 1 30953 (an iron anvil)
M 0 30926 1 30953 (the Baron Westlawn)
E 1 30933 100 1 (a red steel ring)
E 1 30934 100 2 (a plain red steel ring)
E 1 30935 100 7 (a pair of red chainmail leggings)
M 0 30925 1 30953 (Donld)
E 1 30932 100 10 (a set of leather forearm guards)
E 1 30929 100 16 (a forgeman's hammer)
E 1 30930 100 8 (a brass eye guard)
D 0 30953 3 1 (Arms Cache and Smithy)
M 0 30924 1 30927 (the foreman)
G 1 30928 1 -1 (a clipboard)
M 0 30911 1 30927 (a worn-looking woman)

View file

@ -2,11 +2,12 @@
Unknown~
Jade Forest~
400 499 30 2
M 0 400 1 499 (a grass snake)
R 0 496 486 -1 (a stone well)
O 0 486 99 496 (a stone well)
R 0 440 485 -1 (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)
O 0 485 99 439 (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)
R 0 435 485 -1 (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)
O 0 485 99 431 (a pool of murky water)
M 0 466 2 467 (rabbit)
M 0 466 2 467 (rabbit)
M 0 466 2 467 (a rabbit)
M 0 466 2 467 (a rabbit)
R 0 466 484 -1 (a stream of water)
O 0 484 99 466 (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)
R 0 461 484 -1 (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 (rat)
M 0 481 1 481 (zachary)
M 0 430 2 430 (a rat)
M 0 481 1 481 (Zachary)
G 1 403 99 -1 (rawhide whip)
G 1 120 99 -1 (a dagger)
G 1 124 99 -1 (a mace)
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 1 130 255 -1 (a torch)
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 1 401 1 -1 (rabbit skin boots)
G 1 409 1 -1 (wooden armour)
G 1 410 1 -1 (wooden warhelm)
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)
M 0 447 1 447 (Small Boy)
M 0 447 1 447 (a small boy)
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 0 427 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 0 411 1 411 (Onyx pebble)
M 0 406 2 406 (bluebird)
M 0 406 2 406 (a bluebird)
O 0 406 1 406 (tree stump)
M 0 493 2 493 (wolf)
M 0 491 2 491 (finch)
M 0 480 2 487 (ghost)
M 0 480 2 480 (ghost)
M 0 475 1 475 (coyote)
M 0 493 2 493 (a wolf)
M 0 491 2 491 (a finch)
M 0 480 2 487 (a ghost)
M 0 480 2 480 (a ghost)
M 0 475 1 475 (a coyote)
M 0 471 1 471 (raccoon)
M 0 460 2 460 (caterpillar)
M 0 444 1 444 (grasshopper)
M 0 441 2 441 (crow)
M 0 434 1 434 (muskrat)
M 0 416 2 416 (mouse)
M 0 423 2 423 (skeleton)
M 0 422 1 422 (ghoul)
M 0 421 2 421 (zombie)
M 0 426 2 426 (slug)
M 0 412 2 412 (chipmunk)
M 0 410 1 410 (bear)
M 0 403 2 403 (firefly)
M 0 460 2 460 (a caterpillar)
M 0 444 1 444 (a grasshopper)
M 0 441 2 441 (a crow)
M 0 434 1 434 (a muskrat)
M 0 416 2 416 (a mouse)
M 0 423 2 423 (a skeleton)
M 0 422 1 422 (a ghoul)
M 0 421 2 421 (a zombie)
M 0 426 2 426 (a slug)
M 0 412 2 412 (a chipmunk)
M 0 410 1 410 (a bear)
M 0 403 2 403 (a firefly)
O 0 402 1 402 (a small shrub)
M 0 401 2 401 (Giant Mosquito)
M 0 401 2 401 (a giant mosquito)
S
$

View file

@ -2115,7 +2115,7 @@ ACMD(do_toggle)
break;
case SCMD_SCREENWIDTH:
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)) {
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));

View file

@ -24,7 +24,7 @@
* @todo cpp_extern isn't needed here (or anywhere) as the extern reserved word
* works correctly with C compilers (at least in my Experience)
* 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 */
/* (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
* TBAMUD_VERSION() in utils.h.
* 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
* it was when players rented, set the define below to 1 because