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Updated World and files for 3.57 release. --Rumble
This commit is contained in:
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
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help, find any bugs, or have ideas for improvement please stop by TBA at
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telnet://tbamud.com:9091 or email rumble@tbamud.com --Rumble
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tbaMUD 3.56
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tbaMUD 3.57
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[Aug 11 2008] - Rumble
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Updated World and files for 3.57 release.
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[Aug 10 2008] - Fizban
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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.)
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You can now put objects in and remove objects from closed containers as an imm with nohassle.
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You can now walk through closed doors as an imm with nohassle on.
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You can now open locked containers and doors without unlocking them as an immortal with nohassle.
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You can now examine the contents of closed containers as an imm with nohassle.
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Made zedit new add the .qst file to the index file.
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Made zedit new added the .qst file to the index file.
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Fixed various qedit related bugs. (thanks Mirad and Jamdog)
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Removed deprecated "murder" code.
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When pkill is on players can now order charmed mobs to attack other players.
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@ -81,6 +83,7 @@ tbaMUD 3.56
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[Apr 26 2008] - Rumble
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Added README.BSD. (thanks Blix)
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Cleaned up act.comm.c, mobs can now use comm channels. (thanks Rhade)
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tbamud 3.56
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[Apr 07 2008] - Rumble
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Fixed typos in lib/misc/messages and socials.new
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[Apr 04 2008] - jeremyosborne
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10738
lib/misc/socials.new
10738
lib/misc/socials.new
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
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@ -7,6 +7,9 @@ NEW COMMANDS AND NEW MUD BEHAVIOR:
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** Check out the latest news and information on the tbaMUD codebase at
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@Chttp://tbamud.com@n.
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** Your prompt will now show (news) and (motd) whenever these files
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have been updated.
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** Added a new command to cancel all pending (queued) commands. For example
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a fighting player that has spammed 10 kick or spell commands can type
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'--' to cancel them all so they can instead flee.
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@ -923,10 +923,10 @@ E
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#164
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drunk~
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the drunk~
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A pathetic drunk is here, passed out.
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A pathetic drunk is staggering around intoxicated almost to unconsciousness.
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~
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He probably won't last very long. Some hoodlums or a thieve will come along
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and relieve him of his money and maybe his life.
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He probably won't last very long. Some hoodlums or a thief will come along
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and relieve him of his money and maybe his life.
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~
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10 0 0 0 0 0 0 0 400 E
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6 18 6 1d1+60 1d2+1
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@ -1042,6 +1042,7 @@ to get back to his farm as soon as possible.
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170 28900
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8 8 2
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E
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T 302
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#173
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magi guildguard~
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the magi guildguard~
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@ -214,7 +214,7 @@ the test mob~
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~
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Test mobs can be whatever you want them to be.
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~
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72 0 0 0 0 0 0 0 0 E
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8 0 0 0 0 0 0 0 0 E
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3 19 8 0d0+30 1d2+0
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30 900
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8 8 0
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@ -38,7 +38,7 @@ road, trying to dry up the areas of the road that are muddiest.
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4106 0 0 0 0 0 0 0 300 E
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25 12 -5 5d5+250 4d4+4
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250 62500
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8 8 1
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8 8 0
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E
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#30903
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muddy little boy~
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@ -345,9 +345,9 @@ donld smithy~
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Donld~
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Donld the smithy pounds away at his anvil.
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~
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He is tall and lean, well muscled but not huge like many stereotypical
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smiths of the area. He looks up at you without stopping pounding, winks with a
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sligh smile, and goes back to concentrating on his anvil.
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He is tall and lean, well muscled but not huge like many stereotypical smiths
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of the area. He looks up at you without stopping his pounding, winks with a sly
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smile, and goes back to concentrating on his anvil.
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~
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124938 0 0 0 0 0 0 0 800 E
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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.~
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0 0 0 0
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1 1 0 30
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E
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emails listing~
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HELP CONTACT
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~
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E
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wizlist~
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Implementors
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~~~~~~~~~~~
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@ -56,10 +60,6 @@ wizlist~
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Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor
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Theophilus Tocamat Torpidai Treestump Tuskony Zizazat
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~
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E
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emails listing~
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HELP CONTACT
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~
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#5
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foraged berries~
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some foraged berries~
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@ -1782,8 +1782,8 @@ it together wrong. Someone must have not been able to "join" it properly.
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~
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#193
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blood trickle stream thin liquid red blood~
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a thin stream or red liquid~
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A small trickle or red liquid flows from the shop to the north to a drain to the south.~
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a thin stream of red liquid~
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A small trickle of red liquid flows from the shop to the north to a drain to the south.~
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~
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23 0 0 0 0 0 0 0 0 0 0 0 0
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0 0 13 0
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@ -1834,4 +1834,19 @@ that past grievance and hatreds were forgiven and it was used in amulets,
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bracelets and rings to ward off evil and protect against witchcraft and
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poisoning. Mistletoe symbolizes peace and love.
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~
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#197
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kickme sign~
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a "kick me" sign~
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A sign with "kick me" written in bold black letters is laying on the ground.~
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~
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12 0 0 0 0 ak 0 0 0 0 0 0 0
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0 0 0 0
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1 1 0 0
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T 177
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E
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kickme sign~
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The sign seems to suggest that someone should kick whoever is wearing it. A
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piece of tape is affixed to the top of the small piece of paper and looks
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perfect to place on someone's back.
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~
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$~
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@ -255,7 +255,7 @@ pile ashes~
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come from a regular fire.
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~
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#251
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marble fountain~
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water marble fountain water~
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a marble fountain~
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A large fountain with two statues standing protectively above it.~
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~
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@ -264,19 +264,6 @@ A large fountain with two statues standing protectively above it.~
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0 0 0 0
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T 201
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E
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fountain~
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This is the most beautiful fountain you have ever set your eyes upon! It
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has a marble bottom, which is clean enough to eat off from. In the center of
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the fountain, you see some stone FIGURES. They have their mouths open. As you
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look closely you can see that there is water streaming out from the mouths.
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What a neat idea!
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~
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E
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statues figures~
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Below each statue is engraved a name. Rumble and Ferret. More is written
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below the names but you must look more closely to read it.
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~
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E
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rumble names ferret~
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To bring peace where there was only war. To bring justice where there was
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only inequity. To bring freedom where there was only coercion. To bring
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@ -284,4 +271,17 @@ balance where there was only chaos. To bring Sanctum to the world.
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DO NOTE ENTER FOUNTAIN!
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~
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E
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statues figures~
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Below each statue is engraved a name. Rumble and Ferret. More is written
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below the names but you must look more closely to read it.
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~
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E
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fountain~
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This is the most beautiful fountain you have ever set your eyes upon! It
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has a marble bottom, which is clean enough to eat off from. In the center of
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the fountain, you see some stone FIGURES. They have their mouths open. As you
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look closely you can see that there is water streaming out from the mouths.
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What a neat idea!
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~
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$~
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@ -23,13 +23,17 @@ A small pouch has been dropped here.~
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15 1 -1 0
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1 30 0 0
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#23403
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fountain~
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milk fountain milk~
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a fountain~
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A drinking fountain looks out of place, here in the Arena.~
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~
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23 0 0 0 0 0 0 0 0 0 0 0 0
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999 999 15 0
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1004 0 0 0
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-1 1 10 0
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0 0 0 0
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E
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fountain milk~
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The fountain seems to be filled with milk! Of course, newbies drink milk.
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~
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#23404
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leaves leaf~
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a leaf~
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@ -38,6 +42,11 @@ A fallen leaf rests here.~
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19 0 0 0 0 a 0 0 0 0 0 0 0
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5 0 0 0
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1 5 0 0
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E
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leaves leaf~
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The leaf has a strange magical affect to it. Your feet seem lighter as if
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you may be able to walk on water.
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~
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#23405
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newbie sword short shortsword~
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a newbie shortsword~
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@ -929,13 +929,13 @@ A large, sociable bulletin board is mounted on a wall here.~
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0 0 0 0
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0 0 0 0
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E
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drop box message~
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Use 'look box' to write a message.
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~
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E
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box~
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If you can read this, the drop box is not working.
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~
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E
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drop box message~
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Use 'look box' to write a message.
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~
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#25797
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board frozen bulletin~
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a frozen bulletin board~
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@ -945,13 +945,13 @@ A large bulletin board is here, carved from a block of ice.~
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0 0 0 0
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0 0 0 0
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E
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freeze bulletin~
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Use 'look board' to read the board.
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~
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E
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board~
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If you can read this, the board is not working.
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~
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E
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freeze bulletin~
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Use 'look board' to read the board.
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~
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#25798
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board holy bulletin~
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a holy bulletin board~
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@ -961,13 +961,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
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0 0 0 0
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0 0 0 0
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E
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holy bulletin~
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Use 'look board' to read the board.
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~
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E
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board~
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If you can read this, the board is not working.
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~
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E
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holy bulletin~
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Use 'look board' to read the board.
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~
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#25799
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board bulletin~
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a bulletin board~
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@ -977,11 +977,11 @@ A large bulletin board is mounted on a wall here.~
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0 0 0 0
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0 0 0 0
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E
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bulletin~
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Use 'look board' to read the board.
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~
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E
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board~
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If you can read this, the board is not working.
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~
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E
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bulletin~
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Use 'look board' to read the board.
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~
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$~
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|
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@ -202,13 +202,13 @@ A small sword lies here.~
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0 1 6 11
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3 60 0 0
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E
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inscription~
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It says: 'May this sword be a good companion. '
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~
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E
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sword small~
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The small sword seems to have an inscription of some sort inscription...
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~
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E
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inscription~
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It says: 'May this sword be a good companion. '
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~
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#322
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sword long~
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a long sword~
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@ -500,6 +500,7 @@ A metal staff has carelessly been left here.~
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4 g 0 0 0 ao 0 0 0 0 0 0 0
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10 2 2 15
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7 850 0 0
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T 303
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E
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staff metal~
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The staff is made of metals unknown to you.
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|
@ -614,13 +615,13 @@ A large, sociable bulletin board is mounted on a wall here.~
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0 0 0 0
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0 0 0 0
|
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E
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social bulletin~
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Use 'look board' to read the board.
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~
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E
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board~
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If you can read this, the board is not working.
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~
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E
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social bulletin~
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Use 'look board' to read the board.
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~
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#397
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board frozen bulletin~
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a frozen bulletin board~
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|
@ -630,13 +631,13 @@ A large bulletin board is here, carved from a block of ice.~
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0 0 0 0
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0 0 0 0
|
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E
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freeze bulletin~
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Use 'look board' to read the board.
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~
|
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E
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board~
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If you can read this, the board is not working.
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~
|
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E
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freeze bulletin~
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Use 'look board' to read the board.
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~
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#398
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board holy bulletin~
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a holy bulletin board~
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|
@ -646,13 +647,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
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0 0 0 0
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0 0 0 0
|
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E
|
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holy bulletin~
|
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Use 'look board' to read the board.
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~
|
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E
|
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board~
|
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If you can read this, the board is not working.
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~
|
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E
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holy bulletin~
|
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Use 'look board' to read the board.
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~
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#399
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board bulletin~
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a bulletin board~
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|
@ -662,11 +663,11 @@ A large bulletin board is mounted on a wall here.~
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0 0 0 0
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0 0 0 0
|
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E
|
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bulletin~
|
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Use 'look board' to read the board.
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~
|
||||
E
|
||||
board~
|
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If you can read this, the board is not working.
|
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~
|
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E
|
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bulletin~
|
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Use 'look board' to read the board.
|
||||
~
|
||||
$~
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|
|
|
@ -135,13 +135,13 @@ A small sword lies here.~
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0 1 6 11
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3 60 10 0
|
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E
|
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inscription~
|
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It says: 'May this sword be a good companion. '
|
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~
|
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E
|
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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
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sword long~
|
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a long sword~
|
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|
@ -535,13 +535,13 @@ A large, sociable bulletin board is mounted on a wall here.~
|
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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.~
|
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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.
|
||||
~
|
||||
$~
|
||||
|
|
|
@ -11,19 +11,17 @@ 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%?
|
||||
wait 1 sec
|
||||
say An ogre has something of mine.
|
||||
wait 1 sec
|
||||
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
|
||||
* wait 1 second, always give the player time before you start sending text.
|
||||
wait 1 sec
|
||||
say Can you help me, %actor.name%?
|
||||
wait 1 sec
|
||||
say An ogre has something of mine.
|
||||
wait 1 sec
|
||||
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
|
||||
~
|
||||
#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)%
|
||||
wait 1 sec
|
||||
say you have already completed this quest.
|
||||
halt
|
||||
else
|
||||
wait 1 sec
|
||||
say Hello, %actor.name%. Could you find me the magic eight ball?
|
||||
say Please say yes, %actor.name%.
|
||||
end
|
||||
if %direction% == south && %actor.varexists(solved_tutorial_quest_zone_0)%
|
||||
wait 1 sec
|
||||
say you have already completed this quest.
|
||||
else
|
||||
wait 1 sec
|
||||
say Hello, %actor.name%. Could you find me the magic eight ball?
|
||||
say Please say yes, %actor.name%.
|
||||
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.
|
||||
|
@ -819,15 +812,14 @@ 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[2] chilling
|
||||
set w1[3] insipid
|
||||
set w1[4] nauseating
|
||||
set w1[5] astronomical
|
||||
|
@ -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
|
||||
|
@ -1351,17 +1330,17 @@ switch %cmd%
|
|||
%send% %actor% Access Denied.
|
||||
halt
|
||||
else
|
||||
%send% %actor% Access Granted.
|
||||
if %oc%==2
|
||||
oset 1 15
|
||||
%send% %actor% Closed and locked.
|
||||
elseif %oc%==1
|
||||
oset 1 0
|
||||
%send% %actor% Unlocked and open.
|
||||
else
|
||||
%send% Broken.
|
||||
%send% %actor% Access Granted.
|
||||
if %oc% == 2
|
||||
nop %self.val1(15)%
|
||||
%send% %actor% Closed and locked.
|
||||
elseif %oc% == 1
|
||||
nop %self.val1(0)%
|
||||
%send% %actor% Unlocked and open.
|
||||
else
|
||||
%send% Broken.
|
||||
end
|
||||
end
|
||||
end
|
||||
break
|
||||
default
|
||||
return 0
|
||||
|
@ -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%
|
||||
%echo% purging %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory.
|
||||
%load% obj %item.vnum%
|
||||
%purge% %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
|
||||
|
@ -1538,25 +1515,29 @@ 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)%
|
||||
* 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.
|
||||
switch %random.2%
|
||||
case 1
|
||||
%transform% 12
|
||||
%send% %actor% As you join the orb to the staff it clicks into place.
|
||||
%echoaround% %actor% %actor.name% places an orb onto %actor.hisher% staff.
|
||||
break
|
||||
default
|
||||
%transform% 192
|
||||
%send% %actor% As you try to join the orb to the staff it turns in your hands and snaps in half.
|
||||
%echoaround% %actor% %actor.name% tries to place an orb onto %actor.hisher% staff until the staff twists in %actor.hisher% hands and snaps in half.
|
||||
break
|
||||
done
|
||||
detach 48 %self.id%
|
||||
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.
|
||||
switch %random.2%
|
||||
case 1
|
||||
%transform% 12
|
||||
%send% %actor% As you join the orb to the staff it clicks into place.
|
||||
%echoaround% %actor% %actor.name% places an orb onto %actor.hisher% staff.
|
||||
break
|
||||
default
|
||||
%transform% 192
|
||||
%send% %actor% As you try to join the orb to the staff it turns in your hands and snaps in half.
|
||||
%echoaround% %actor% %actor.name% tries to place an orb onto %actor.hisher% staff until the staff twists in %actor.hisher% hands and snaps in half.
|
||||
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
|
||||
|
@ -1767,91 +1748,88 @@ 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%
|
||||
case 1
|
||||
dg_cast 'cure light' %actor%
|
||||
break
|
||||
case 2
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 3
|
||||
dg_cast 'detect invisibility'
|
||||
break
|
||||
case 4
|
||||
dg_cast 'detect magic'
|
||||
break
|
||||
case 5
|
||||
dg_cast 'bless' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'heal' %actor%
|
||||
break
|
||||
case 7
|
||||
dg_cast 'infravision'
|
||||
break
|
||||
case 8
|
||||
dg_cast 'invisibility' %actor%
|
||||
break
|
||||
case 9
|
||||
dg_cast 'armor' %actor%
|
||||
break
|
||||
case 10
|
||||
dg_cast 'strength' %actor%
|
||||
break
|
||||
case 11
|
||||
dg_cast 'sleep' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'blindness' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'detect poison' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
default
|
||||
* Senile magi "almost" kills himself.
|
||||
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
|
||||
* 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
|
||||
case 2
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 3
|
||||
dg_cast 'detect invisibility'
|
||||
break
|
||||
case 4
|
||||
dg_cast 'detect magic'
|
||||
break
|
||||
case 5
|
||||
dg_cast 'bless' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'heal' %actor%
|
||||
break
|
||||
case 7
|
||||
dg_cast 'infravision'
|
||||
break
|
||||
case 8
|
||||
dg_cast 'invisibility' %actor%
|
||||
break
|
||||
case 9
|
||||
dg_cast 'armor' %actor%
|
||||
break
|
||||
case 10
|
||||
dg_cast 'strength' %actor%
|
||||
break
|
||||
case 11
|
||||
dg_cast 'sleep' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'blindness' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'detect poison' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
default
|
||||
* Senile magi "almost" kills himself.
|
||||
say That wasn't right...
|
||||
%echo% A failed spell backfires on the mage!
|
||||
%damage% %self% %self.hitp%
|
||||
break
|
||||
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
|
||||
%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
|
||||
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%.
|
||||
|
|
|
@ -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
|
||||
|
|
1050
lib/world/trg/12.trg
1050
lib/world/trg/12.trg
File diff suppressed because it is too large
Load diff
|
@ -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.
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
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
|
||||
eval ward_major %ward_major%+1
|
||||
if %ward_major% == 2
|
||||
detach all %self.id%
|
||||
end
|
||||
global ward_major
|
||||
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
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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~
|
||||
|
|
|
@ -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
|
||||
say Where did YOU come from, %actor.name%?
|
||||
* 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~
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
$~
|
||||
|
|
|
@ -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~
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
~
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
$~
|
||||
|
|
|
@ -1055,9 +1055,7 @@ D1
|
|||
E
|
||||
message~
|
||||
The message appears to read:
|
||||
|
||||
I hate being a Tanner
|
||||
|
||||
I hate being a Tanner
|
||||
~
|
||||
S
|
||||
#5565
|
||||
|
@ -1078,9 +1076,9 @@ D3
|
|||
E
|
||||
plaque~
|
||||
Engraved on the plaque are the following words:
|
||||
|
||||
|
||||
The Holy Shrine of Allah
|
||||
|
||||
|
||||
~
|
||||
S
|
||||
#5566
|
||||
|
@ -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
|
||||
|
@ -1364,13 +1362,13 @@ D3
|
|||
E
|
||||
plaque door~
|
||||
The plaque on the door reads:
|
||||
|
||||
|
||||
THE ART EXHIBIT
|
||||
of
|
||||
NEW THALOS
|
||||
|
||||
|
||||
- the management is not responsible for lost items.
|
||||
|
||||
|
||||
~
|
||||
S
|
||||
#5580
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -1,76 +1,77 @@
|
|||
#234
|
||||
Radiax~
|
||||
Newbie School~
|
||||
23400 23499 30 2
|
||||
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)
|
||||
G 1 23409 99 -1 (a newbie chest)
|
||||
G 1 23408 99 -1 (a newbie club)
|
||||
G 1 23407 99 -1 (a newbie dagger)
|
||||
G 1 23406 99 -1 (a newbie mace)
|
||||
G 1 23405 99 -1 (a newbie shortsword)
|
||||
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)
|
||||
G 1 23424 1 -1 (some cleric's breeches)
|
||||
G 1 23425 1 -1 (some leather leggings)
|
||||
G 1 23426 1 -1 (some mail boots)
|
||||
G 1 23427 1 -1 (some leather boots)
|
||||
G 1 23428 1 -1 (some sandals)
|
||||
G 1 23429 1 -1 (some mage boots)
|
||||
M 0 23404 16 23438 (a badger)
|
||||
E 1 23417 2 3 (a red charm)
|
||||
M 0 23404 16 23446 (a badger)
|
||||
M 0 23405 16 23446 (a brownie)
|
||||
E 1 23416 2 4 (a silver pendant)
|
||||
M 0 23408 16 23445 (a urd)
|
||||
E 1 23415 2 3 (a black collar)
|
||||
M 0 23406 16 23445 (a bulette)
|
||||
E 1 23421 5 6 (a wizards hat)
|
||||
M 0 23404 16 23443 (a badger)
|
||||
E 1 23413 2 2 (a ring of fire)
|
||||
M 0 23403 16 23443 (a kobold)
|
||||
M 0 23403 16 23456 (a kobold)
|
||||
E 1 23411 2 1 (a ring of shadows)
|
||||
M 0 23405 16 23456 (a brownie)
|
||||
E 1 23412 2 2 (a blessed ring)
|
||||
M 0 23409 1 23461 (a water weird)
|
||||
E 1 23414 2 3 (a warriors amulet)
|
||||
E 1 23410 2 1 (a ring of power)
|
||||
M 0 23406 16 23453 (a bulette)
|
||||
E 1 23421 5 6 (a wizards hat)
|
||||
M 0 23408 16 23453 (a urd)
|
||||
E 1 23419 5 6 (a leather helm)
|
||||
O 0 23404 8 23439 (a leaf)
|
||||
M 0 23407 16 23439 (a osquip)
|
||||
E 1 23420 5 6 (a gold tiara)
|
||||
M 0 23407 16 23435 (a osquip)
|
||||
E 1 23420 5 6 (a gold tiara)
|
||||
M 0 23408 16 23435 (a urd)
|
||||
E 1 23419 5 6 (a leather helm)
|
||||
M 0 23406 16 23437 (a bulette)
|
||||
M 0 23403 16 23437 (a kobold)
|
||||
E 1 23418 5 6 (a warriors helm)
|
||||
M 0 23403 16 23441 (a kobold)
|
||||
E 1 23418 5 6 (a warriors helm)
|
||||
M 0 23405 16 23454 (a brownie)
|
||||
M 0 23407 16 23454 (a osquip)
|
||||
M 0 23405 16 23434 (a brownie)
|
||||
M 0 23404 16 23434 (a badger)
|
||||
M 0 23406 16 23433 (a bulette)
|
||||
M 0 23407 16 23433 (a osquip)
|
||||
M 0 23404 16 23432 (a badger)
|
||||
M 0 23403 16 23428 (a kobold)
|
||||
O 0 5323 2 23468 (the diamond)
|
||||
M 0 23402 4 23427 (the dummy mob)
|
||||
M 0 23401 4 23426 (a newbie training mob)
|
||||
D 0 23403 0 1 (Newbie School)
|
||||
S
|
||||
$
|
||||
#234
|
||||
None.~
|
||||
Newbie School~
|
||||
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)
|
||||
G 1 23409 99 -1 (a newbie chest)
|
||||
G 1 23408 99 -1 (a newbie club)
|
||||
G 1 23407 99 -1 (a newbie dagger)
|
||||
G 1 23406 99 -1 (a newbie mace)
|
||||
G 1 23405 99 -1 (a newbie shortsword)
|
||||
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)
|
||||
M 0 23410 1 23471 (the armourer)
|
||||
G 1 23422 1 -1 (some leggings)
|
||||
G 1 23423 1 -1 (some leather leggings)
|
||||
G 1 23424 1 -1 (some cleric's breeches)
|
||||
G 1 23425 1 -1 (some leather leggings)
|
||||
G 1 23426 1 -1 (some mail boots)
|
||||
G 1 23427 1 -1 (some leather boots)
|
||||
G 1 23428 1 -1 (some sandals)
|
||||
G 1 23429 1 -1 (some mage boots)
|
||||
M 0 23404 16 23438 (a badger)
|
||||
E 1 23417 2 3 (a red charm)
|
||||
M 0 23404 16 23446 (a badger)
|
||||
M 0 23405 16 23446 (a brownie)
|
||||
E 1 23416 2 4 (a silver pendant)
|
||||
M 0 23408 16 23445 (a urd)
|
||||
E 1 23415 2 3 (a black collar)
|
||||
M 0 23406 16 23445 (a bulette)
|
||||
E 1 23421 5 6 (a wizards hat)
|
||||
M 0 23404 16 23443 (a badger)
|
||||
E 1 23413 2 2 (a ring of fire)
|
||||
M 0 23403 16 23443 (a kobold)
|
||||
M 0 23403 16 23456 (a kobold)
|
||||
E 1 23411 2 1 (a ring of shadows)
|
||||
M 0 23405 16 23456 (a brownie)
|
||||
E 1 23412 2 2 (a blessed ring)
|
||||
M 0 23409 1 23461 (a water weird)
|
||||
E 1 23414 2 3 (a warriors amulet)
|
||||
E 1 23410 2 1 (a ring of power)
|
||||
M 0 23406 16 23453 (a bulette)
|
||||
E 1 23421 5 6 (a wizards hat)
|
||||
M 0 23408 16 23453 (a urd)
|
||||
E 1 23419 5 6 (a leather helm)
|
||||
O 0 23404 8 23439 (a leaf)
|
||||
M 0 23407 16 23439 (a osquip)
|
||||
E 1 23420 5 6 (a gold tiara)
|
||||
M 0 23407 16 23435 (a osquip)
|
||||
E 1 23420 5 6 (a gold tiara)
|
||||
M 0 23408 16 23435 (a urd)
|
||||
E 1 23419 5 6 (a leather helm)
|
||||
M 0 23406 16 23437 (a bulette)
|
||||
M 0 23403 16 23437 (a kobold)
|
||||
E 1 23418 5 6 (a warriors helm)
|
||||
M 0 23403 16 23441 (a kobold)
|
||||
E 1 23418 5 6 (a warriors helm)
|
||||
M 0 23405 16 23454 (a brownie)
|
||||
M 0 23407 16 23454 (a osquip)
|
||||
M 0 23405 16 23434 (a brownie)
|
||||
M 0 23404 16 23434 (a badger)
|
||||
M 0 23406 16 23433 (a bulette)
|
||||
M 0 23407 16 23433 (a osquip)
|
||||
M 0 23404 16 23432 (a badger)
|
||||
M 0 23403 16 23428 (a kobold)
|
||||
O 0 5323 2 23468 (the diamond)
|
||||
M 0 23402 4 23427 (the dummy mob)
|
||||
M 0 23401 4 23426 (a newbie training mob)
|
||||
D 0 23403 0 1 (Newbie School)
|
||||
S
|
||||
$
|
||||
|
|
|
@ -1,121 +1,111 @@
|
|||
#267
|
||||
Questor~
|
||||
Vice Island~
|
||||
26700 26799 30 1
|
||||
R 0 26759 26732 -1 (a dull iron key)
|
||||
O 0 26732 5 26759 (a dull iron key)
|
||||
D 0 26759 0 1 (Creepy Hallway)
|
||||
M 0 26707 5 26701 (a small, red crab)
|
||||
M 0 26707 5 26701 (a small, red crab)
|
||||
M 0 26707 5 26701 (a small, red crab)
|
||||
M 0 26707 5 26701 (a small, red crab)
|
||||
M 0 26701 5 26704 (the woman in pink)
|
||||
E 1 26700 5 5 (a pretty pink taffeta dress)
|
||||
M 0 26702 5 26704 (the woman in blue)
|
||||
E 1 26701 5 5 (a pretty blue silk dress)
|
||||
M 0 26702 5 26704 (the woman in blue)
|
||||
E 1 26701 5 5 (a pretty blue silk dress)
|
||||
M 0 26703 5 26704 (the woman in pristine white)
|
||||
E 1 26702 5 5 (a pretty pristine white cotton dress)
|
||||
M 0 26704 5 26704 (the woman in a drab beige dress)
|
||||
E 1 26703 5 5 (an ugly beige burlap dress)
|
||||
M 0 26704 5 26704 (the woman in a drab beige dress)
|
||||
E 1 26703 5 5 (an ugly beige burlap dress)
|
||||
M 0 26705 1 26704 (the special slave of the master)
|
||||
E 1 26704 2 5 (a beautiful swirling multi-colored dress)
|
||||
M 0 26706 1 26704 (a fat harem master)
|
||||
G 1 26705 2 -1 (a demon-faced talisman)
|
||||
E 1 26706 1 5 (a robe of leisure)
|
||||
E 1 26730 10 17 (a stone key)
|
||||
M 0 26708 1 26725 (a cuddly little tar baby)
|
||||
E 1 26707 15 17 (a tar rattle)
|
||||
M 0 26709 2 26741 (a seagull)
|
||||
M 0 26709 2 26740 (a seagull)
|
||||
M 0 26710 1 26758 (the Priest of Fear)
|
||||
G 1 26708 10 -1 (a screaming scroll)
|
||||
E 1 26709 1 6 (a Crown of Spikes)
|
||||
E 1 26710 1 12 (a black, bloodstained robe)
|
||||
E 1 26713 10 17 (a cellkey)
|
||||
M 0 26711 1 26751 (a wailing ghost)
|
||||
G 1 26731 10 -1 (a redwood key)
|
||||
M 0 26712 1 26752 (the prisoner)
|
||||
E 1 26711 1 8 (a ball and chain)
|
||||
E 1 26712 1 9 (some manacles)
|
||||
M 0 26713 1 26749 (the butcher)
|
||||
E 1 26714 1 16 (a huge butcher knife)
|
||||
E 1 26729 1 17 (a transparent glass key)
|
||||
M 0 26714 1 26795 (the High Priest of Terror)
|
||||
E 1 26715 1 10 (a pair of pitch black armbands)
|
||||
E 1 26716 1 7 (a pair of pitch black leggings)
|
||||
E 1 26717 1 8 (a pair of pitch black boots)
|
||||
E 1 26718 1 9 (a pair of pitch black gloves)
|
||||
E 1 26719 1 16 (the terror-blade)
|
||||
E 1 26720 1 5 (a pitch-black plate armor)
|
||||
E 1 26721 1 6 (the Headdress of Terror)
|
||||
E 1 26722 1 1 (a ring of pitch-black metal)
|
||||
E 1 26723 1 3 (a cloak of the purest black)
|
||||
G 1 26728 20 -1 (a pitch-black key)
|
||||
M 0 26715 1 26799 (the Keeper of the Shrine of Vice)
|
||||
E 1 26725 10 16 (a cat o' nine tails)
|
||||
M 0 26717 1 26765 (a torturer)
|
||||
E 1 26725 10 16 (a cat o' nine tails)
|
||||
G 1 26736 3 -1 (a shining blue potion)
|
||||
G 1 26735 10 -1 (a glowing red potion)
|
||||
M 0 26718 20 26766 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26770 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26770 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26772 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26772 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26776 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26776 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
G 1 26737 10 -1 (a green potion)
|
||||
M 0 26718 20 26778 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26778 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26778 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26778 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26719 1 26771 (the Grand Inquisitor)
|
||||
E 1 26738 1 17 (a purple potion of giant strength)
|
||||
E 1 26739 1 3 (a cloak of wisdom)
|
||||
M 0 26720 1 26783 (the Priest of Hopelessness)
|
||||
E 1 26740 20 3 (a cloak of forgetfulness)
|
||||
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 26754 2 1 (Open Hearth)
|
||||
D 0 26755 3 2 (Supply Room)
|
||||
D 0 26756 0 1 (Deserted Bedroom)
|
||||
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)
|
||||
S
|
||||
$
|
||||
#267
|
||||
Questor~
|
||||
Vice Island~
|
||||
26700 26799 30 1
|
||||
R 0 26759 26732 -1 (a dull iron key)
|
||||
O 0 26732 5 26759 (a dull iron key)
|
||||
D 0 26759 0 1 (Creepy Hallway)
|
||||
M 0 26707 5 26701 (a small, red crab)
|
||||
M 0 26707 5 26701 (a small, red crab)
|
||||
M 0 26707 5 26701 (a small, red crab)
|
||||
M 0 26707 5 26701 (a small, red crab)
|
||||
M 0 26701 5 26704 (the woman in pink)
|
||||
E 1 26700 5 5 (a pretty pink taffeta dress)
|
||||
M 0 26702 5 26704 (the woman in blue)
|
||||
E 1 26701 5 5 (a pretty blue silk dress)
|
||||
M 0 26702 5 26704 (the woman in blue)
|
||||
E 1 26701 5 5 (a pretty blue silk dress)
|
||||
M 0 26703 5 26704 (the woman in pristine white)
|
||||
E 1 26702 5 5 (a pretty pristine white cotton dress)
|
||||
M 0 26704 5 26704 (the woman in a drab beige dress)
|
||||
E 1 26703 5 5 (an ugly beige burlap dress)
|
||||
M 0 26704 5 26704 (the woman in a drab beige dress)
|
||||
E 1 26703 5 5 (an ugly beige burlap dress)
|
||||
M 0 26705 1 26704 (the special slave of the master)
|
||||
E 1 26704 2 5 (a beautiful swirling multi-colored dress)
|
||||
M 0 26706 1 26704 (a fat harem master)
|
||||
G 1 26705 2 -1 (a demon-faced talisman)
|
||||
E 1 26706 1 5 (a robe of leisure)
|
||||
E 1 26730 10 17 (a stone key)
|
||||
M 0 26708 1 26725 (a cuddly little tar baby)
|
||||
E 1 26707 15 17 (a tar rattle)
|
||||
M 0 26709 2 26741 (a seagull)
|
||||
M 0 26709 2 26740 (a seagull)
|
||||
M 0 26710 1 26758 (the Priest of Fear)
|
||||
G 1 26708 10 -1 (a screaming scroll)
|
||||
E 1 26709 1 6 (a Crown of Spikes)
|
||||
E 1 26710 1 12 (a black, bloodstained robe)
|
||||
E 1 26713 10 17 (a cellkey)
|
||||
M 0 26711 1 26751 (a wailing ghost)
|
||||
G 1 26731 10 -1 (a redwood key)
|
||||
M 0 26712 1 26752 (the prisoner)
|
||||
E 1 26711 1 8 (a ball and chain)
|
||||
E 1 26712 1 9 (some manacles)
|
||||
M 0 26713 1 26749 (the butcher)
|
||||
E 1 26714 1 16 (a huge butcher knife)
|
||||
E 1 26729 1 17 (a transparent glass key)
|
||||
M 0 26714 1 26795 (the High Priest of Terror)
|
||||
E 1 26715 1 10 (a pair of pitch black armbands)
|
||||
E 1 26716 1 7 (a pair of pitch black leggings)
|
||||
E 1 26717 1 8 (a pair of pitch black boots)
|
||||
E 1 26718 1 9 (a pair of pitch black gloves)
|
||||
E 1 26719 1 16 (the terror-blade)
|
||||
E 1 26720 1 5 (a pitch-black plate armor)
|
||||
E 1 26721 1 6 (the Headdress of Terror)
|
||||
E 1 26722 1 1 (a ring of pitch-black metal)
|
||||
E 1 26723 1 3 (a cloak of the purest black)
|
||||
G 1 26728 20 -1 (a pitch-black key)
|
||||
M 0 26715 1 26799 (the Keeper of the Shrine of Vice)
|
||||
E 1 26725 10 16 (a cat o' nine tails)
|
||||
M 0 26717 1 26765 (a torturer)
|
||||
E 1 26725 10 16 (a cat o' nine tails)
|
||||
G 1 26736 3 -1 (a shining blue potion)
|
||||
G 1 26735 10 -1 (a glowing red potion)
|
||||
M 0 26718 20 26766 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26770 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26770 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26772 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26772 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26776 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26776 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
G 1 26737 10 -1 (a green potion)
|
||||
M 0 26718 20 26778 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26778 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26778 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26718 20 26778 (an interrogator)
|
||||
E 1 26726 500 6 (a pair of wire-rimmed spectacles)
|
||||
M 0 26719 1 26771 (the Grand Inquisitor)
|
||||
E 1 26738 1 17 (a purple potion of giant strength)
|
||||
E 1 26739 1 3 (a cloak of wisdom)
|
||||
M 0 26720 1 26783 (the Priest of Hopelessness)
|
||||
E 1 26740 20 3 (a cloak of forgetfulness)
|
||||
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 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 26754 2 1 (Open Hearth)
|
||||
D 0 26755 3 2 (Supply Room)
|
||||
D 0 26756 0 1 (Deserted Bedroom)
|
||||
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 26792 0 2 (Entrance to the Office of the High Priest of Terror)
|
||||
D 0 26794 2 2 (Hall of Death)
|
||||
D 0 26797 0 2 (Entrance to the Temple of Terror)
|
||||
S
|
||||
$
|
||||
|
|
|
@ -1,119 +1,120 @@
|
|||
#308
|
||||
Kaan~
|
||||
Baron Cailveh~
|
||||
30800 30899 30 2
|
||||
M 0 30828 1 30846 (Calintra)
|
||||
G 1 29105 99 -1 (a green herb)
|
||||
M 0 30837 1 30849 (the tailor)
|
||||
G 1 343 100 -1 (a leather jacket)
|
||||
G 1 371 100 -1 (a pair of leather gloves)
|
||||
G 1 376 100 -1 (a leather cap)
|
||||
G 1 381 100 -1 (a pair of leather pants)
|
||||
M 0 30832 1 30854 (Mochaaska)
|
||||
G 1 30820 100 -1 (a small barrel)
|
||||
G 1 30821 100 -1 (a large barrel)
|
||||
M 0 30833 1 30852 (the store owner)
|
||||
G 1 330 100 -1 (a torch)
|
||||
G 1 331 100 -1 (a lantern)
|
||||
G 1 332 100 -1 (a bag)
|
||||
G 1 339 100 -1 (a pot)
|
||||
G 1 376 100 -1 (a leather cap)
|
||||
M 0 30829 1 30845 (Salaylia)
|
||||
G 1 30818 100 -1 (a pork roast platter with potatoes)
|
||||
G 1 30819 100 -1 (a Deluxe Salaylia Sandwich Supreme)
|
||||
M 0 30831 1 30842 (the master apothecary)
|
||||
G 1 30816 1000 -1 (a refreshing potion)
|
||||
G 1 30817 1000 -1 (a potion of curing)
|
||||
M 0 30836 2 30838 (a young lass)
|
||||
M 0 30835 3 30840 (a townesman)
|
||||
M 0 30835 3 30850 (a townesman)
|
||||
M 0 30834 1 30847 (the towne minister)
|
||||
E 1 30815 100 13 (a white beaded waist tie)
|
||||
M 0 30830 1 30844 (the towne smithy)
|
||||
M 0 30827 1 30848 (a flirtatious woman)
|
||||
M 0 30826 1 30848 (a well-dressed gentleman)
|
||||
M 0 30825 1 30848 (a man)
|
||||
M 0 30824 1 30848 (an expansive storyteller)
|
||||
M 0 30823 1 30848 (the barkeep)
|
||||
M 0 30822 1 30827 (the school marm)
|
||||
M 0 30821 1 30828 (an eating man)
|
||||
D 0 30828 1 1 (Small Home)
|
||||
M 0 30820 1 30824 (a quiet housewife)
|
||||
D 0 30824 2 1 (Simple Home)
|
||||
M 0 30819 1 30835 (a humble old man)
|
||||
D 0 30835 3 1 (Thatch-Roofed Home)
|
||||
M 0 30818 1 30836 (a lounging woodsman)
|
||||
D 0 30836 3 1 (Small Log Home)
|
||||
M 0 30817 1 30832 (a snoozing farmer)
|
||||
D 0 30832 1 1 (Quiet Home)
|
||||
M 0 30816 1 30837 (a busy housewife)
|
||||
D 0 30837 3 1 (Cozy Home)
|
||||
M 0 30815 3 30817 (a fat cow)
|
||||
M 0 30815 3 30818 (a fat cow)
|
||||
M 0 30815 3 30816 (a fat cow)
|
||||
D 0 30816 0 1 (The Pastures)
|
||||
M 0 30814 1 30815 (an old farmhand)
|
||||
D 0 30815 2 1 (Scrupulously Clean Barn)
|
||||
M 0 30813 1 30861 (a visiting cousin)
|
||||
E 1 30813 100 7 (a set of scuffed thigh plates)
|
||||
E 1 30814 100 13 (a tarnished weapons belt)
|
||||
D 0 30861 2 1 (The Feasting Hall)
|
||||
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)
|
||||
M 0 30806 1 30857 (a robed man)
|
||||
G 1 30809 100 -1 (a wadded piece of paper)
|
||||
M 0 30802 1 30857 (Gilzaan)
|
||||
E 1 30806 100 2 (the Crest of Cailveh)
|
||||
D 0 30857 0 1 (Main Hall)
|
||||
M 0 30805 1 30860 (a quiet servant)
|
||||
D 0 30860 2 1 (The Feasting Hall)
|
||||
M 0 30804 1 30880 (the court astronomer)
|
||||
M 0 30803 1 30876 (Necromocis)
|
||||
E 1 30807 100 8 (some scholar's sandals)
|
||||
E 1 30808 100 17 (the Book of Warding)
|
||||
M 0 30800 1 30879 (the Baron Cailveh)
|
||||
E 1 30800 1 17 (an old and brittle key)
|
||||
E 1 30801 100 16 (the Baron's Flail)
|
||||
E 1 30802 100 12 (a holy adornment)
|
||||
E 1 30803 100 14 (a white bead bracelet)
|
||||
D 0 30858 2 1 (Audience Chamber)
|
||||
D 0 30858 0 1 (Audience Chamber)
|
||||
D 0 30858 1 1 (Audience Chamber)
|
||||
M 0 30801 1 30858 (Melinna, the Baroness)
|
||||
E 1 30805 100 5 (a flowing white gown)
|
||||
D 0 30881 0 2 (Artifact Room)
|
||||
D 0 30871 4 1 (Sitting Room)
|
||||
D 0 30871 1 1 (Sitting Room)
|
||||
D 0 30875 5 1 (Runed Stairwell)
|
||||
D 0 30866 3 1 (End of the Hall)
|
||||
D 0 30870 0 1 (Necromocis' Private Chambers)
|
||||
D 0 30864 2 1 (Stone and Mortar Hallway)
|
||||
D 0 30865 0 1 (Stone and Mortar Hallway)
|
||||
D 0 30867 2 1 (Gilzaan's Private Chambers)
|
||||
D 0 30862 0 1 (Private Meeting Room)
|
||||
D 0 30859 3 1 (Behind the Gilded Chair)
|
||||
D 0 30823 3 1 (Cul-de-sac)
|
||||
D 0 30823 1 1 (Cul-de-sac)
|
||||
D 0 30823 0 1 (Cul-de-sac)
|
||||
D 0 30834 1 1 (Small Home)
|
||||
D 0 30822 1 1 (Towne Road)
|
||||
D 0 30822 3 1 (Towne Road)
|
||||
D 0 30833 1 1 (Simple Home)
|
||||
D 0 30821 1 1 (Towne Road)
|
||||
D 0 30821 3 1 (Towne Road)
|
||||
D 0 30831 3 1 (Freshly-Painted Home)
|
||||
D 0 30825 1 1 (Towne Road)
|
||||
D 0 30829 3 1 (Tidy Home)
|
||||
D 0 30826 1 1 (Schoolhouse Square)
|
||||
D 0 30826 3 1 (Schoolhouse Square)
|
||||
S
|
||||
$
|
||||
#308
|
||||
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)
|
||||
G 1 343 100 -1 (a leather jacket)
|
||||
G 1 371 100 -1 (a pair of leather gloves)
|
||||
G 1 376 100 -1 (a leather cap)
|
||||
G 1 381 100 -1 (a pair of leather pants)
|
||||
M 0 30832 1 30854 (Mochaaska)
|
||||
G 1 30820 100 -1 (a small barrel)
|
||||
G 1 30821 100 -1 (a large barrel)
|
||||
M 0 30833 1 30852 (the store owner)
|
||||
G 1 330 100 -1 (a torch)
|
||||
G 1 331 100 -1 (a lantern)
|
||||
G 1 332 100 -1 (a bag)
|
||||
G 1 339 100 -1 (a pot)
|
||||
G 1 376 100 -1 (a leather cap)
|
||||
M 0 30829 1 30845 (Salaylia)
|
||||
G 1 30818 100 -1 (a pork roast platter with potatoes)
|
||||
G 1 30819 100 -1 (a Deluxe Salaylia Sandwich Supreme)
|
||||
M 0 30831 1 30842 (the master apothecary)
|
||||
G 1 30816 1000 -1 (a refreshing potion)
|
||||
G 1 30817 1000 -1 (a potion of curing)
|
||||
M 0 30836 2 30838 (a young lass)
|
||||
M 0 30835 3 30840 (a townesman)
|
||||
M 0 30835 3 30850 (a townesman)
|
||||
M 0 30834 1 30847 (the towne minister)
|
||||
E 1 30815 100 13 (a white beaded waist tie)
|
||||
M 0 30830 1 30844 (the towne smithy)
|
||||
M 0 30827 1 30848 (a flirtatious woman)
|
||||
M 0 30826 1 30848 (a well-dressed gentleman)
|
||||
M 0 30825 1 30848 (a man)
|
||||
M 0 30824 1 30848 (an expansive storyteller)
|
||||
M 0 30823 1 30848 (the barkeep)
|
||||
M 0 30822 1 30827 (the school marm)
|
||||
M 0 30821 1 30828 (an eating man)
|
||||
D 0 30828 1 1 (Small Home)
|
||||
M 0 30820 1 30824 (a quiet housewife)
|
||||
D 0 30824 2 1 (Simple Home)
|
||||
M 0 30819 1 30835 (a humble old man)
|
||||
D 0 30835 3 1 (Thatch-Roofed Home)
|
||||
M 0 30818 1 30836 (a lounging woodsman)
|
||||
D 0 30836 3 1 (Small Log Home)
|
||||
M 0 30817 1 30832 (a snoozing farmer)
|
||||
D 0 30832 1 1 (Quiet Home)
|
||||
M 0 30816 1 30837 (a busy housewife)
|
||||
D 0 30837 3 1 (Cozy Home)
|
||||
M 0 30815 3 30817 (a fat cow)
|
||||
M 0 30815 3 30818 (a fat cow)
|
||||
M 0 30815 3 30816 (a fat cow)
|
||||
D 0 30816 0 1 (The Pastures)
|
||||
M 0 30814 1 30815 (an old farmhand)
|
||||
D 0 30815 2 1 (Scrupulously Clean Barn)
|
||||
M 0 30813 1 30861 (a visiting cousin)
|
||||
E 1 30813 100 7 (a set of scuffed thigh plates)
|
||||
E 1 30814 100 13 (a tarnished weapons belt)
|
||||
D 0 30861 2 1 (The Feasting Hall)
|
||||
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 30810 1 30877 (a lab assistant)
|
||||
D 0 30877 2 2 (Laboratory)
|
||||
M 0 30809 1 30857 (a pious farmer)
|
||||
M 0 30806 1 30857 (a robed man)
|
||||
G 1 30809 100 -1 (a wadded piece of paper)
|
||||
M 0 30802 1 30857 (Gilzaan)
|
||||
E 1 30806 100 2 (the Crest of Cailveh)
|
||||
D 0 30857 0 1 (Main Hall)
|
||||
M 0 30805 1 30860 (a quiet servant)
|
||||
D 0 30860 2 1 (The Feasting Hall)
|
||||
M 0 30804 1 30880 (the court astronomer)
|
||||
M 0 30803 1 30876 (Necromocis)
|
||||
E 1 30807 100 8 (some scholar's sandals)
|
||||
E 1 30808 100 17 (the Book of Warding)
|
||||
M 0 30800 1 30879 (the Baron Cailveh)
|
||||
E 1 30800 1 17 (an old and brittle key)
|
||||
E 1 30801 100 16 (the Baron's Flail)
|
||||
E 1 30802 100 12 (a holy adornment)
|
||||
E 1 30803 100 14 (a white bead bracelet)
|
||||
D 0 30858 2 1 (Audience Chamber)
|
||||
D 0 30858 0 1 (Audience Chamber)
|
||||
D 0 30858 1 1 (Audience Chamber)
|
||||
M 0 30801 1 30858 (Melinna, the Baroness)
|
||||
E 1 30805 100 5 (a flowing white gown)
|
||||
D 0 30881 0 2 (Artifact Room)
|
||||
D 0 30871 4 1 (Sitting Room)
|
||||
D 0 30871 1 1 (Sitting Room)
|
||||
D 0 30875 5 1 (Runed Stairwell)
|
||||
D 0 30866 3 1 (End of the Hall)
|
||||
D 0 30870 0 1 (Necromocis' Private Chambers)
|
||||
D 0 30864 2 1 (Stone and Mortar Hallway)
|
||||
D 0 30865 0 1 (Stone and Mortar Hallway)
|
||||
D 0 30867 2 1 (Gilzaan's Private Chambers)
|
||||
D 0 30862 0 1 (Private Meeting Room)
|
||||
D 0 30859 3 1 (Behind the Gilded Chair)
|
||||
D 0 30823 3 1 (Cul-de-sac)
|
||||
D 0 30823 1 1 (Cul-de-sac)
|
||||
D 0 30823 0 1 (Cul-de-sac)
|
||||
D 0 30834 1 1 (Small Home)
|
||||
D 0 30822 1 1 (Towne Road)
|
||||
D 0 30822 3 1 (Towne Road)
|
||||
D 0 30833 1 1 (Simple Home)
|
||||
D 0 30821 1 1 (Towne Road)
|
||||
D 0 30821 3 1 (Towne Road)
|
||||
D 0 30831 3 1 (Freshly-Painted Home)
|
||||
D 0 30825 1 1 (Towne Road)
|
||||
D 0 30829 3 1 (Tidy Home)
|
||||
D 0 30826 1 1 (Schoolhouse Square)
|
||||
D 0 30826 3 1 (Schoolhouse Square)
|
||||
S
|
||||
$
|
||||
|
|
|
@ -1,151 +1,151 @@
|
|||
#309
|
||||
Kaan~
|
||||
Keep of Baron Westlawn~
|
||||
30900 30999 30 2
|
||||
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)
|
||||
E 1 30902 100 16 (a guardsman's sword)
|
||||
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)
|
||||
E 1 30902 100 16 (a guardsman's sword)
|
||||
D 0 30939 3 1 (Wide Hallway)
|
||||
M 0 30942 1 30957 (Bud)
|
||||
M 0 30941 1 30936 (a visiting merchant)
|
||||
M 0 30940 1 30938 (a bold noblewoman)
|
||||
M 0 30939 1 30938 (a haughty noble)
|
||||
M 0 30938 0 30938 (a young noble)
|
||||
M 0 30937 1 30938 (a secretive noble)
|
||||
M 0 30930 1 30949 (Salida)
|
||||
E 1 30936 100 16 (a large wooden spoon)
|
||||
M 0 30929 1 30949 (a cook)
|
||||
M 0 30928 1 30949 (a cook)
|
||||
D 0 30949 3 1 (The Kitchen)
|
||||
M 0 30936 1 30949 (a mischievous child)
|
||||
M 0 30935 1 30951 (a lounging soldier)
|
||||
M 0 30934 1 30979 (Roscoe)
|
||||
G 1 30937 1 -1 (a piece of straw)
|
||||
E 1 30938 100 8 (a pair of thick leather boots)
|
||||
E 1 30939 100 6 (a tall, wide-brimmed hat)
|
||||
M 0 30933 3 30986 (a stableman)
|
||||
M 0 30933 3 30988 (a stableman)
|
||||
M 0 30932 1 30923 (an old man)
|
||||
M 0 30931 1 30918 (a stray pig)
|
||||
M 0 30927 3 30944 (a serving wench)
|
||||
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)
|
||||
G 1 30914 100 -1 (a leather harness)
|
||||
M 0 30923 1 30935 (a raggedy commoner)
|
||||
M 0 30921 5 30954 (one of Westlawn's Elite)
|
||||
E 1 30924 100 8 (a pair of bladed boots)
|
||||
E 1 30923 100 16 (a red steel short sword)
|
||||
E 1 30922 100 3 (an elite charm)
|
||||
D 0 30954 1 1 (Outer Antechamber)
|
||||
D 0 30954 3 1 (Outer Antechamber)
|
||||
M 0 30921 5 30934 (one of Westlawn's Elite)
|
||||
E 1 30922 100 3 (an elite charm)
|
||||
E 1 30923 100 16 (a red steel short sword)
|
||||
E 1 30924 100 8 (a pair of bladed boots)
|
||||
M 0 30922 1 30933 (Jerrod)
|
||||
E 1 30925 100 16 (a titanium blade)
|
||||
E 1 30926 100 12 (a red mantle)
|
||||
E 1 30927 100 3 (a red clasp)
|
||||
M 0 30921 5 30941 (one of Westlawn's Elite)
|
||||
E 1 30922 100 3 (an elite charm)
|
||||
E 1 30923 100 16 (a red steel short sword)
|
||||
E 1 30924 100 8 (a pair of bladed boots)
|
||||
M 0 30920 6 30940 (a soldier)
|
||||
E 1 30902 100 16 (a guardsman's sword)
|
||||
E 1 30901 100 8 (a red steel face plate)
|
||||
E 1 30900 100 5 (a red steel breastplate)
|
||||
D 0 30940 1 1 (The Main Hall)
|
||||
M 0 30920 6 30937 (a soldier)
|
||||
E 1 30900 100 5 (a red steel breastplate)
|
||||
E 1 30902 100 16 (a guardsman's sword)
|
||||
D 0 30937 1 1 (Inner Yard)
|
||||
M 0 30920 6 30966 (a soldier)
|
||||
E 1 30901 100 8 (a red steel face plate)
|
||||
E 1 30900 100 5 (a red steel breastplate)
|
||||
E 1 30902 100 16 (a guardsman's sword)
|
||||
M 0 30919 2 30968 (a watchman)
|
||||
E 1 30921 100 17 (a glass eyepiece)
|
||||
E 1 30900 100 5 (a red steel breastplate)
|
||||
E 1 30901 100 8 (a red steel face plate)
|
||||
M 0 30919 2 30961 (a watchman)
|
||||
E 1 30921 100 8 (a glass eyepiece)
|
||||
E 1 30900 100 5 (a red steel breastplate)
|
||||
E 1 30901 100 17 (a red steel face plate)
|
||||
M 0 30918 1 30932 (a man rolling a keg)
|
||||
G 1 30920 100 -1 (a keg of beer)
|
||||
M 0 30917 1 30915 (a woman carrying a basket)
|
||||
G 1 30917 100 -1 (a wicker basket)
|
||||
P 1 30918 100 30917 (the Belt of Supreme Might)
|
||||
P 1 30919 100 30917 (the Shield of Sorcery)
|
||||
M 0 30916 1 30912 (a local)
|
||||
G 1 30915 100 -1 (a fishing pole)
|
||||
G 1 30916 100 -1 (a shiny lure)
|
||||
M 0 30915 1 30930 (an old nag)
|
||||
M 0 30914 1 30929 (an old, sagging cow)
|
||||
M 0 30913 1 30928 (a little girl)
|
||||
M 0 30912 1 30928 (a little boy)
|
||||
M 0 30910 1 30916 (a secretive man)
|
||||
E 1 30911 100 12 (a jet-black cloak)
|
||||
E 1 30912 100 17 (an etched staff)
|
||||
E 1 30913 100 2 (a glowing thumb rune)
|
||||
M 0 30909 1 30916 (a tired-looking man)
|
||||
G 1 30907 1000 -1 (a pint of Westlawn's Ale)
|
||||
M 0 30908 1 30916 (Gilsby)
|
||||
G 1 30907 1000 -1 (a pint of Westlawn's Ale)
|
||||
G 1 30908 1000 -1 (a jar of water)
|
||||
E 1 30910 100 17 (a wadded up piece of paper)
|
||||
G 1 30909 1000 -1 (a steak platter)
|
||||
D 0 30916 2 1 (The Fireside Inn)
|
||||
D 0 30916 3 1 (The Fireside Inn)
|
||||
M 0 30907 1 30920 (a young child)
|
||||
M 0 30906 1 30921 (a wizened old woman)
|
||||
G 1 30906 100 -1 (a string of beads)
|
||||
M 0 30905 1 30908 (a serf)
|
||||
D 0 30908 1 1 (Worn Roadway)
|
||||
M 0 30904 1 30919 (a sad little girl)
|
||||
D 0 30919 3 1 (Mud Yard)
|
||||
M 0 30903 1 30917 (a muddy little boy)
|
||||
D 0 30917 3 1 (Mud Yard)
|
||||
M 0 30902 1 30904 (a serf worker)
|
||||
G 1 30905 100 -1 (a shovel)
|
||||
O 0 30904 1 30904 (a wheel barrow)
|
||||
M 0 30901 1 30901 (a tradesman)
|
||||
G 1 30903 100 -1 (a barrel)
|
||||
D 0 30987 0 1 (South Stables)
|
||||
D 0 30975 2 1 (Training Fields)
|
||||
D 0 30984 2 1 (North Stables)
|
||||
D 0 30970 0 1 (Training Fields)
|
||||
D 0 30973 1 1 (Training Fields)
|
||||
D 0 30980 3 1 (Outpasture)
|
||||
D 0 30969 3 1 (Training Fields)
|
||||
D 0 30963 5 1 (On the Battlements)
|
||||
D 0 30943 5 1 (South End of the Main Hall)
|
||||
D 0 30943 1 1 (South End of the Main Hall)
|
||||
D 0 30943 3 1 (South End of the Main Hall)
|
||||
D 0 30955 4 1 (Cellar)
|
||||
D 0 30950 1 1 (Soldier's Barracks)
|
||||
D 0 30924 1 1 (Shack)
|
||||
D 0 30922 1 1 (Hovel)
|
||||
D 0 30910 0 1 (Twisting Road)
|
||||
S
|
||||
$
|
||||
#309
|
||||
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)
|
||||
E 1 30902 100 16 (a guardsman's sword)
|
||||
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)
|
||||
E 1 30902 100 16 (a guardsman's sword)
|
||||
D 0 30939 3 1 (Wide Hallway)
|
||||
M 0 30942 1 30957 (Bud)
|
||||
M 0 30941 1 30936 (a visiting merchant)
|
||||
M 0 30940 1 30938 (a bold noblewoman)
|
||||
M 0 30939 1 30938 (a haughty noble)
|
||||
M 0 30938 0 30938 (a young noble)
|
||||
M 0 30937 1 30938 (a secretive noble)
|
||||
M 0 30930 1 30949 (Salida)
|
||||
E 1 30936 100 16 (a large wooden spoon)
|
||||
M 0 30929 1 30949 (a cook)
|
||||
M 0 30928 1 30949 (a cook)
|
||||
D 0 30949 3 1 (The Kitchen)
|
||||
M 0 30936 1 30949 (a mischievous child)
|
||||
M 0 30935 1 30951 (a lounging soldier)
|
||||
M 0 30934 1 30979 (Roscoe)
|
||||
G 1 30937 1 -1 (a piece of straw)
|
||||
E 1 30938 100 8 (a pair of thick leather boots)
|
||||
E 1 30939 100 6 (a tall, wide-brimmed hat)
|
||||
M 0 30933 3 30986 (a stableman)
|
||||
M 0 30933 3 30988 (a stableman)
|
||||
M 0 30932 1 30923 (an old man)
|
||||
M 0 30931 1 30918 (a stray pig)
|
||||
M 0 30927 3 30944 (a serving wench)
|
||||
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)
|
||||
M 0 30924 1 30927 (the foreman)
|
||||
G 1 30928 1 -1 (a clipboard)
|
||||
M 0 30911 1 30927 (a worn-looking woman)
|
||||
G 1 30914 100 -1 (a leather harness)
|
||||
M 0 30923 1 30935 (a raggedy commoner)
|
||||
M 0 30921 5 30954 (one of Westlawn's Elite)
|
||||
E 1 30924 100 8 (a pair of bladed boots)
|
||||
E 1 30923 100 16 (a red steel short sword)
|
||||
E 1 30922 100 3 (an elite charm)
|
||||
D 0 30954 1 1 (Outer Antechamber)
|
||||
D 0 30954 3 1 (Outer Antechamber)
|
||||
M 0 30921 5 30934 (one of Westlawn's Elite)
|
||||
E 1 30922 100 3 (an elite charm)
|
||||
E 1 30923 100 16 (a red steel short sword)
|
||||
E 1 30924 100 8 (a pair of bladed boots)
|
||||
M 0 30922 1 30933 (Jerrod)
|
||||
E 1 30925 100 16 (a titanium blade)
|
||||
E 1 30926 100 12 (a red mantle)
|
||||
E 1 30927 100 3 (a red clasp)
|
||||
M 0 30921 5 30941 (one of Westlawn's Elite)
|
||||
E 1 30922 100 3 (an elite charm)
|
||||
E 1 30923 100 16 (a red steel short sword)
|
||||
E 1 30924 100 8 (a pair of bladed boots)
|
||||
M 0 30920 6 30940 (a soldier)
|
||||
E 1 30902 100 16 (a guardsman's sword)
|
||||
E 1 30901 100 8 (a red steel face plate)
|
||||
E 1 30900 100 5 (a red steel breastplate)
|
||||
D 0 30940 1 1 (The Main Hall)
|
||||
M 0 30920 6 30937 (a soldier)
|
||||
E 1 30900 100 5 (a red steel breastplate)
|
||||
E 1 30902 100 16 (a guardsman's sword)
|
||||
D 0 30937 1 1 (Inner Yard)
|
||||
M 0 30920 6 30966 (a soldier)
|
||||
E 1 30901 100 8 (a red steel face plate)
|
||||
E 1 30900 100 5 (a red steel breastplate)
|
||||
E 1 30902 100 16 (a guardsman's sword)
|
||||
M 0 30919 2 30968 (a watchman)
|
||||
E 1 30921 100 17 (a glass eyepiece)
|
||||
E 1 30900 100 5 (a red steel breastplate)
|
||||
E 1 30901 100 8 (a red steel face plate)
|
||||
M 0 30919 2 30961 (a watchman)
|
||||
E 1 30921 100 8 (a glass eyepiece)
|
||||
E 1 30900 100 5 (a red steel breastplate)
|
||||
E 1 30901 100 17 (a red steel face plate)
|
||||
M 0 30918 1 30932 (a man rolling a keg)
|
||||
G 1 30920 100 -1 (a keg of beer)
|
||||
M 0 30917 1 30915 (a woman carrying a basket)
|
||||
G 1 30917 100 -1 (a wicker basket)
|
||||
P 1 30918 100 30917 (the Belt of Supreme Might)
|
||||
P 1 30919 100 30917 (the Shield of Sorcery)
|
||||
M 0 30916 1 30912 (a local)
|
||||
G 1 30915 100 -1 (a fishing pole)
|
||||
G 1 30916 100 -1 (a shiny lure)
|
||||
M 0 30915 1 30930 (an old nag)
|
||||
M 0 30914 1 30929 (an old, sagging cow)
|
||||
M 0 30913 1 30928 (a little girl)
|
||||
M 0 30912 1 30928 (a little boy)
|
||||
M 0 30910 1 30916 (a secretive man)
|
||||
E 1 30911 100 12 (a jet-black cloak)
|
||||
E 1 30912 100 17 (an etched staff)
|
||||
E 1 30913 100 2 (a glowing thumb rune)
|
||||
M 0 30909 1 30916 (a tired-looking man)
|
||||
G 1 30907 1000 -1 (a pint of Westlawn's Ale)
|
||||
M 0 30908 1 30916 (Gilsby)
|
||||
G 1 30907 1000 -1 (a pint of Westlawn's Ale)
|
||||
G 1 30908 1000 -1 (a jar of water)
|
||||
E 1 30910 100 17 (a wadded up piece of paper)
|
||||
G 1 30909 1000 -1 (a steak platter)
|
||||
D 0 30916 2 1 (The Fireside Inn)
|
||||
D 0 30916 3 1 (The Fireside Inn)
|
||||
M 0 30907 1 30920 (a young child)
|
||||
M 0 30906 1 30921 (a wizened old woman)
|
||||
G 1 30906 100 -1 (a string of beads)
|
||||
M 0 30905 1 30908 (a serf)
|
||||
D 0 30908 1 1 (Worn Roadway)
|
||||
M 0 30904 1 30919 (a sad little girl)
|
||||
D 0 30919 3 1 (Mud Yard)
|
||||
M 0 30903 1 30917 (a muddy little boy)
|
||||
D 0 30917 3 1 (Mud Yard)
|
||||
M 0 30902 1 30904 (a serf worker)
|
||||
G 1 30905 100 -1 (a shovel)
|
||||
O 0 30904 1 30904 (a wheel barrow)
|
||||
M 0 30901 1 30901 (a tradesman)
|
||||
G 1 30903 100 -1 (a barrel)
|
||||
D 0 30987 0 1 (South Stables)
|
||||
D 0 30975 2 1 (Training Fields)
|
||||
D 0 30984 2 1 (North Stables)
|
||||
D 0 30970 0 1 (Training Fields)
|
||||
D 0 30973 1 1 (Training Fields)
|
||||
D 0 30980 3 1 (Outpasture)
|
||||
D 0 30969 3 1 (Training Fields)
|
||||
D 0 30963 5 1 (On the Battlements)
|
||||
D 0 30943 5 1 (South End of the Main Hall)
|
||||
D 0 30943 1 1 (South End of the Main Hall)
|
||||
D 0 30943 3 1 (South End of the Main Hall)
|
||||
D 0 30955 4 1 (Cellar)
|
||||
D 0 30950 1 1 (Soldier's Barracks)
|
||||
D 0 30924 1 1 (Shack)
|
||||
D 0 30922 1 1 (Hovel)
|
||||
D 0 30910 0 1 (Twisting Road)
|
||||
S
|
||||
$
|
||||
|
|
|
@ -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
|
||||
$
|
||||
|
|
|
@ -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));
|
||||
|
|
|
@ -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) */
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue