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119 commits

Author SHA1 Message Date
Thomas Arp
f6339b495e
Feature/clang tidy (#154)
* First cmake list file, simple docs.

TODO: utils folder.

* Support for building utils

* All fields except HAVE_DOPRNT in place

* Now builds and runs :)

* Added support for clang-tidy, if available.
2025-07-02 22:34:57 +02:00
Thomas Arp
3e0c1ccc18
Support cmake (#153)
* First cmake list file, simple docs.

TODO: utils folder.

* Support for building utils

* All fields except HAVE_DOPRNT in place

* Now builds and runs :)
2025-07-02 22:23:10 +02:00
Thomas Arp
b9d84fc325
Make sure %target% also works in act triggers and code cleanup (#152)
* Make sure %target% works in act triggers

* code cleanup. Remove inline block, make variable names more understandable.

Ref https://www.tbamud.com/forum/4-development/4525-confused-over-piece-of-code-in-parse-room
2025-07-02 22:22:36 +02:00
Thomas Arp
bdaca46e79
Added a new trigger type for mobs, called "Damage", that triggers every (#151)
time the mob is harmed, through any means.

Valid return values: 
-1: prevents damage from occurring. Will also prevent a fight from
starting.
0: forces a miss.
>0 : the damage the mob will endure.

Available variables:
%actor%: the one doing the damage
%victim%: typically the same as %self% - the one being attacked
%damage%: the damage inflicted. Always a non-negative number.
%attacktype%: The attack type. Will be UNDEFINED when hitting with a
weapon.
2025-07-02 22:22:17 +02:00
Thomas Arp
f1794521cf
Feature/issue 141 immort where (#142)
* perform_immort_where and print_object_location rewritten to handle paging.

Fixes #141

* A little more info in immort where now we have more space for output.

Fixes #141

* Added PRF_VERBOSE for toggling long output in where command.

Fixes #141

* Also toggle headers in `where x` depending on verbose-pref.

Fixes #141
2025-07-02 22:21:14 +02:00
Thomas Arp
89eb009c4f
Remove webster lookup since it no longer works (#99)
* removed useless util/webster.c and fixed a couple of potential buffer overruns in the util functions

* removed stray utf-8 error chars. I guess someone has used an editor with fancy 's

* removed last webster integrations
2025-07-02 22:18:40 +02:00
Thomas Arp
9a0a096f85 Merge remote-tracking branch 'refs/remotes/origin/master' 2025-07-02 21:27:07 +02:00
Thomas Arp
ba7dc7bf6f convert docs files to utf-8 2025-07-02 21:26:19 +02:00
Thomas Arp
558e71eed8 ignore .idea from clion IDE 2025-07-02 21:25:34 +02:00
Marthammor
a4af23538f
Add MTTS support (#150)
MTTS support - thanks to marthammer for the patch
2025-06-28 23:58:14 +02:00
Thomas Arp
b471ff195e
avoid freeing obj_proto[].name. (#149)
fixes #148
2025-05-06 23:15:06 +02:00
Rumble
392f3d90b8 Staying ahead of the power curve 2025-04-16 12:24:37 -07:00
Thomas Arp
be8de64cf8
fix buffer overrun act.informative.c (#146)
Ref https://www.tbamud.com/kunena/4-development/5636-bug-in-do-toggle-in-act-informative-c#10540

Thanks to Ironfist for the fix
2025-02-19 21:18:39 +01:00
Rumble
5024dd8e66 Updated for 2025 release 2025-01-09 23:57:59 +00:00
Thomas Arp
69888a5d89
Update aedit.c (#145)
fixes #144 

Thanks to @gbstott for the bug report
2025-01-08 22:57:39 +01:00
haloway13
1ccb6adaee
Update dg_olc.c (#143)
Better auto-formatting of dg_scripts. Thanks to haloway13 for the patch.
2025-01-01 11:05:54 +01:00
Thomas Arp
d3227f1300
Fix bug in process_output (#140)
Based on error report from JTP in the tbamud forums. If an attacker was able to start a session and then break the connection, the  process_output function would fail. This would trigger two calls to close_socket on the same descriptor. This in turn results in a double free on the character struct.

https://www.tbamud.com/kunena/4-development/5617-another-core-dump-not-long-after-the-one-earlier
Thanks to JTP for the bug report.
2024-12-30 12:30:29 +01:00
Thomas Arp
88b3027ec6
Bugfix/135 while freezes the mud (#138)
* Added loop counter per while instead of global. fixes #135

* Revert "Added loop counter per while instead of global. fixes #135"

This reverts commit 59cf6a1fb2.

* Remove extraneous reset of loop var.

Fixes #135

Thanks to bylins for the fix - https://github.com/bylins
2024-09-28 20:29:11 +02:00
Victor Augusto Borges Dias de Almeida
7036a15782
Changes to make the code compile normally on macOS. (#137)
Changes in configure to set crypt lib dynamically depending on the OS
2024-09-22 11:15:28 +02:00
welcor
e59420363a Merge branch 'master' of git@github.com:tbamud/tbamud.git 2024-09-16 22:26:44 +02:00
Thomas Arp
c838a513dd
Added loop counter per while instead of global. fixes #135 (#136) 2024-09-16 22:25:29 +02:00
welcor
ed9e5e1c5a Merge branch 'master' of github.com:tbamud/tbamud 2024-06-20 22:48:59 +02:00
Dan Danese
762cb77c60
Fix a bug with the prior commit for handling triggers. It should have (#132)
continued the loop, not returned since it isn't likely to be the end of
the wld file.

Added the ability to specify multiple files on the command line. This
will load all files passed before processing into html files. This is to
fix the 'missing exits' from the output html files. The prior version
only worked on a single zone or wld file and generated incomplete
output. The record count was moved global to enable proper tracking of
the entire world. The index_boot function was modified to scan the files
first, get a record count, then start over and load the room records.

example usage: wld2html *.wld

This command will generate the entire world as one html file per room.

Fixed room number roll over. The original was using a short int which is
a 16bit int and rolls at 32k.

Fixed an issue where the html files would get negative names due to
integer rollover. It had something to do with sprintf an int using %d,
but only if you passed that to fopen. Casting the int (room number) to
a long before using sprintf with %ld fixed the issue.

Added the missing four directions from the dir_names array and defines.

Co-authored-by: Dan Danese <biouxtia@danese.us>
2024-06-20 19:56:51 +02:00
Thomas Arp
317286d051
Ignore project files on commit, and fix the automap bug showing two (#133)
descriptions
2024-06-20 19:31:20 +02:00
Dan Danese
ac711ffff8
Update wld2html.c (#131)
Triggers on elements of the room break this utility. Added code to toss them since we don't need them. Can add handling that pulls the trigger info later if desired, but too time consuming to index them before building the room for this simple tool.
2024-06-18 20:56:13 +02:00
Thomas Arp
cde4b84be1
Update FAQ.txt (#130)
Added info about generated maps for the areas on tbaMUD
2024-06-08 12:12:54 +02:00
Nick Schmoyer
5da67ddc6a
Add missing lookup for flags in read_ibt (#128) 2024-03-02 23:11:28 +01:00
Roman Shapiro
b2d38522e0
Added new easy way of building TbaMUD in the Visual Studio through the CMake (#127)
* Added new experimental MSVC build way through CMake

* Small build/README.md fix
2023-11-19 04:04:39 +01:00
Serge
498b652546
fixed small bug in toggle showvnum (#125)
Thanks, @prool
2023-01-07 15:43:06 +01:00
Rumble
213e52d255 Updated for 2023 release 2023-01-02 14:23:51 +00:00
Steaphan Greene
79e2f91894
Fix (remove) rogue non-ascii character from socials.new. (#123)
This character isn't ascii, nor even utf8.  It doesn't serve any real
textual purpose either, so, just delete it.
2022-12-05 12:53:37 +01:00
Thomas Arp
7f495670f2
Bugfix: the "rest" is added but was never subtracted. (#120) 2022-11-16 23:08:51 +01:00
tjr1974
e9c9808a24
Update act.informative.c (#119)
Fixed formatting for readability.
Indentations should be correct.
Tested on fresh install. 
It does compile. 
Room descriptions display properly.
2022-11-16 23:08:33 +01:00
Thomas Arp
c9ebc7174c
Create build.yml (#117)
Support for building pull requests with github actions
2022-11-06 23:41:31 +01:00
Thomas Arp
bde600051d
Merge pull request #114 from Vatiken/master
Replaced missing semi-colon. -No Compile
2022-11-05 12:53:30 +01:00
Thomas Arp
a745935421
Merge pull request #113 from tbamud/zusuk-patch-1
Added check for NOTHING key in has_key()
2022-11-05 12:53:05 +01:00
Joseph
0ee3aac10d Replaced missing semi-colon. -No Compile 2022-11-04 21:02:35 -03:00
Thomas Arp
15074b1d93
Added check for NOTHING key in has_key() 2022-11-02 22:31:56 +01:00
Thomas Arp
8f67dd880c
Merge pull request #110 from tjr1974/master
Fixes & Code Quality
2022-10-25 00:36:18 +02:00
tjr1974
34aca229df
Update act.informative.c
Used code formatter to correct indentations and align all {} in lACMD(do_exits)
Checked for unmactched braces and found none.
My code editor shows all {} are matched.
2022-10-24 17:07:54 -05:00
tjr1974
041765438a
Update act.informative.c
Used code formatter to correct indentations and align all {} in the look_at_room()
Checked for unmactched braces and found none.
My code editor shows all {} are matched.
2022-10-24 16:38:11 -05:00
tjr1974
59398b2fdc
Update handler.c
Fixes indentations in obj_to_room()
2022-10-24 16:07:49 -05:00
tjr1974
97bd28ffd3
Update act.informative.c
Fixes unguarded blocks of code in ACMD(do_exits) that could cause the server to report scripted trigger events (mob movements, exit links to rooms being reassigned, and doors being opened or closed) as script errors. Particularly, if this code is copy and pasted into the do_auto_exits().
2022-10-23 15:29:43 -05:00
tjr1974
7039f9c402
Update act.informative.c
Fixes unguarded else clauses due to inconsistent use of {} in look_at_room().
2022-10-23 15:12:57 -05:00
tjr1974
3635026433
Update handler.c
Fixes the display order of objects in obj_to_room().
Objects are now displayed in the order they are placed/dropped. This prevents fountains, boards, etcetera from "moving" around the room.
2022-10-23 14:57:14 -05:00
Thomas Arp
16a46903e4
Merge pull request #103 from mackerel3/antipattern
use strncat(sizeof(...) - strlen(...) - 1)
2022-09-03 12:33:01 +02:00
Mackerel
2d8c05b4ed use strncat(sizeof(...) - strlen(...) - 1) 2022-09-03 00:11:03 -04:00
Thomas Arp
95d4da4972
Merge pull request #101 from ktpx/recent
inc size of name, max length names crash on addrecent due to buffer o…
2022-03-25 00:03:13 +01:00
Thomas
9c801f9ab6 inc size of name, max length names crash on addrecent due to buffer overflow 2022-03-24 22:46:43 +01:00
Rumble
5305783e1b Fixed World file errors 2021-03-06 19:29:28 +00:00
Rumble
68dd901943 Updated for 2021 release 2021-03-06 15:50:00 +00:00
Noah Cunningham
547c7ddccf
Fix for pointer in fread() db.c to fix Raspberry Pi load issue (#97)
This corrects an issue encountered when loading world information on the Raspberry Pi. Sometimes, there is a ~ stored in the memory location in front of tmp char array. The for loop will decrement below the starting memory address, making it read the ~ and think it's at the end of the room, causing an error and preventing the MUD from loading.

This change checks the memory address of tmp, ensuring it is > the starting memory address before decrementing it in the for() loop. Then, the if/else checks to ensure the carriage return and newline are properly placed to prevent duplication.
2020-11-16 12:36:04 -05:00
MBourne
dceb563a9b
Bug/drink containers (#94)
* Bugfix for name_from_drinkcon

* Newline at end of utils.c
2020-06-07 08:52:22 -04:00
Thomas Arp
c0fb6f8a71
Correct log message for strange room flags (#88)
Thanks to Cunning on the tba board for the bug report
https://www.tbamud.com/forum/4-development/4548-db-c-typo-in-parse-rooms#8633
2020-04-16 20:12:34 -04:00
Thomas Arp
1f520546b2
Merge pull request #84 from tbamud/crash-bug-in-object-drop-script
Crash bug in object drop script
2020-03-08 23:57:15 +01:00
Thomas Arp
6fede208d2
Gcc 9.2.1 warnings (#87)
* Make sure all followers are free'd before freeing the character list

Otherwise, the followers structs will point to free'd memory and
the stop_follower call will attempt to dereference a free'd
characters' followers list.

* fix gcc warning: truncation in strncat

In file included from /usr/include/string.h:494,
from sysdep.h:74,
from act.item.c:12:
In function ‘strncat’,
inlined from ‘name_from_drinkcon’ at act.item.c:804:5,
inlined from ‘name_from_drinkcon’ at act.item.c:769:6:
/usr/include/x86_64-linux-gnu/bits/string_fortified.h:136:10: warning: ‘__builtin_strncat’ output truncated before terminating nul copying as many bytes from a string as its length [-Wstringop-truncation]
136 | return __builtin___strncat_chk (__dest, __src, __len, __bos (__dest));
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
act.item.c: In function ‘name_from_drinkcon’:
act.item.c:797:16: note: length computed here
797 | cpylen = strlen(cur_name);
| ^~~~~~~~~~~~~~~~

* Whitespace cleanup before bugfix

* Fix warnings for gcc-9.2.1

Also, fixed an ancient FIXME and a known bad strcat usage.

spell_parser.c: In function ‘say_spell’:
spell_parser.c:135:75: warning: ‘%s’ directive output may be truncated writing up to 255 bytes into a region of size 216 [-Wformat-truncation=]
135 | snprintf(buf1, sizeof(buf1), "$n stares at you and utters the words, '%s'.",
| ^~
In file included from /usr/include/stdio.h:867,
from sysdep.h:69,
from spell_parser.c:12:
/usr/include/x86_64-linux-gnu/bits/stdio2.h:67:10: note: ‘__builtin___snprintf_chk’ output between 43 and 298 bytes into a destination of size 256
2020-03-08 08:33:59 -04:00
Thomas Arp
fc223452e8 Fix typo in previous commit.
Also, inline lookup functions if possible.
2020-03-07 23:24:32 +01:00
Thomas Arp
a60f0eefb8 Minor bugfix in code that should be unreachable.
We already log that we update, but no update was taking place.
2020-03-07 23:22:01 +01:00
Thomas Arp
53870eba5d Added further failsafes to prevent dereferencing free'd objects
"obj" variable is not updated here, so we must lookup to see if it has
been free'd in script_driver().

Fixes #83
2020-03-01 01:27:57 +01:00
Thomas Arp
d5a11618f1 Remove crash bug when purging a dropped item in a wtrigger.
We're leveraging the lookup table, because it's a safer way
to see if an object has been free'd than looking at the object
itself (which while it may work may just as well fail).

Fixes #83
2020-03-01 01:19:06 +01:00
Thomas Arp
140cdc5d22 Merge branch 'master' of github.com:tbamud/tbamud 2020-02-29 14:33:30 +01:00
Thomas Arp
eb650c2811
GitHub issues 78 79 81 num aff flags off by one (#82)
* Make sure all followers are free'd before freeing the character list

Otherwise, the followers structs will point to free'd memory and
the stop_follower call will attempt to dereference a free'd
characters' followers list.

* https://github.com/tbamud/tbamud/issues/79 typo

* https://github.com/tbamud/tbamud/issues/81 nullpointer crash on syntax check run

* NUM_AFF_FLAGS fix.

Now, consistently, the NUM_AFF_FLAGS is used in the same way as other
NUM_* variables. Specifically, the the number is consistent with
how others are defined - 1 above the highest in the list.

I would like to have removed the need to start from 1 instead of 0
as well, but the loading mechanism, and thus potentially a lot of
existing object files, use 0 as a marker for "no flags set", and
we can't easily fix that. So, the places we loop through the list,
we still need to make sure we're stying within the [1;NUM_AFF_FLAGS) interval.

Simultaneously, I've checked over the other flags, and it seems like
the usage is pretty consistent there.

Fixes https://github.com/tbamud/tbamud/issues/78
2020-02-25 18:39:29 -05:00
Thomas Arp
4f875db90e Merge branch 'master' of github.com:tbamud/tbamud 2020-02-25 22:46:53 +01:00
Thomas Arp
7f0acefcb4 Confusing code fix (#76)
* Make sure all followers are free'd before freeing the character list

Otherwise, the followers structs will point to free'd memory and
the stop_follower call will attempt to dereference a free'd
characters' followers list.

* Make sure %target% works in act triggers

* code cleanup. Remove inline block, make variable names more understandable.

Ref https://www.tbamud.com/forum/4-development/4525-confused-over-piece-of-code-in-parse-room
2020-01-26 16:19:10 -05:00
Thomas Arp
28ca86645b Merge branch 'master' of github.com:tbamud/tbamud 2020-01-26 21:43:08 +01:00
Thomas Arp
1ab51a0545 Make sure all followers are free'd before freeing the character list (#75)
Otherwise, the followers structs will point to free'd memory and
the stop_follower call will attempt to dereference a free'd
characters' followers list.
2020-01-19 08:44:21 -05:00
Thomas Arp
bf31d98414 Make sure all followers are free'd before freeing the character list
Otherwise, the followers structs will point to free'd memory and
the stop_follower call will attempt to dereference a free'd
characters' followers list.
2020-01-19 14:40:33 +01:00
Rumble
934d83b829 Updating for 2020 release.
Merge branch 'master' of https://github.com/tbamud/tbamud
2020-01-14 20:08:23 +01:00
Rumble
4214a3e31e Updated for 2020 release 2020-01-14 20:02:24 +01:00
Thomas Arp
462807d9e8 Fixes for w-format-truncation. Also, export of zones work again on linux (#74) 2020-01-10 19:28:09 -05:00
Thomas Arp
29f19f9ce5 Fixes for w-format-truncation. Also, export of zones work again on linux 2020-01-11 01:05:32 +01:00
Jason 'Opie' Babo
b028d60749
Merge pull request #73 from steaphangreene/fix-typos
Yet more simple fixes, mostly spelling.
2019-11-30 14:35:33 +00:00
Steaphan Greene
d8291143f3 Yet more simple fixes, mostly spelling.
This should be my last batch of these big fixes.

That's not to say there aren't still more things to fix.  There
certainly are.  But, I expect my future fixes will be smaller.
2019-11-30 09:30:22 -05:00
Steaphan Greene
d7b07c3586 More simple typo/spelling fixes. (#72)
My second batch, there are yet more of these coming.
2019-11-25 13:57:43 -05:00
Jason 'Opie' Babo
65937cd820
Merge pull request #71 from steaphangreene/fix-typos
Some simple typo/spelling fixes.
2019-11-24 21:07:55 +00:00
Steaphan Greene
b7b2b2fa84 Some simple typo/spelling fixes.
There are more of these coming - this is just my first batch.
2019-11-24 15:46:01 -05:00
Jason 'Opie' Babo
91bc4dba02
Merge pull request #70 from steaphangreene/standardize-spellings
So long as every word that is tied to a command is the same, it's all good!
2019-11-24 18:21:56 +00:00
Steaphan Greene
1f7c168121 Standardize on American spellings.
Full internationalization would be much cooler, but that's never going
to happen.  Given that, this will at least prevent folks from constantly
having to look and switch between typing "armor" and "armour", depending
on which zone each item originated in, etc.

I could flip these either way, but a survey of the current state shows
that about 80% of the mixed cases use the American spellings, while 20%
use the British.  And, most words *only* exist in this data in their
American forms.  So, it seems the majority prefer these spellings.

In case anyone likes trivia:
* The most common mixed words in here were "armour" and "colour", each of
  which occured about half as often as "armor" and "color", respectively.
* The most British word in here was "theatre" (including other forms),
  which occured about twice as often as "theater".

This stanardizes all of these (and other forms of these same words):
* armour -> armor
* colour -> color
* favour -> favor
* honour -> honor
* civilise -> civilize
* centre -> center
* theatre -> theater
* defence -> defense
* offence -> offense
* realise -> realize
2019-11-24 12:53:10 -05:00
Jason 'Opie' Babo
2fba5240c1
Merge pull request #69 from steaphangreene/extra-if-spaces
Remove extra spaces inside parens in a some expressions.
2019-11-24 16:54:41 +00:00
Steaphan Greene
dee749d30c Remove extra spaces inside parens in a some expressions.
Functionally, this is a non-change.
This just conforms a few odd cases to be the same as the rest.

`git show -w` shows nothing (this is a whitespace-only change).
2019-11-24 11:45:56 -05:00
Jason 'Opie' Babo
6b9df83fe3
Merge pull request #68 from steaphangreene/case-fixes
Normalize case in many TBA script commands.
2019-11-18 21:16:38 +00:00
Jason 'Opie' Babo
c339bab6cc
Merge pull request #67 from steaphangreene/data-fixes
Various TBA data fixes.
2019-11-18 21:13:44 +00:00
Steaphan Greene
458447512d Normalize case in many TBA script commands.
Since circle/tba is not case-sensitive, this should be a non-change.
I confirmed this by verifying that `diff -i` shows zero changes.

So, to tba, this is just a cosmetic cleanup.

However, to others that use this data, the case might be important.
...this includes my own separate MUD codebase. :)
2019-11-18 13:06:53 -08:00
Steaphan Greene
59cee1ff53 Various TBA data fixes.
These all seem to be corrupted data, plus one rogue non-ascii character.

I don't think any of these are controversial.  These are clearly all bugs.
2019-11-18 13:02:11 -08:00
Steaphan Greene
c59c321d5d TBA data file whitespace cleanups. (#66)
This just converts the few DOS text files still in here to standard text files (line-endings),
removes all the trailing spaces on lines, removes all the trailing blank lines, and replaces
all the tabs (except in .zon files, where they seem to be common) with expanded spaces.

It's easy to confirm this is actually a non-change, except for whitespace:
* `git show -w` shows this commit as only removing 8 trailing blank lines.

This should make no difference to tbaMUD itself, but it will make working on these files,
especially with scripts and automated tools, much easier.

This is the base change for a set of other changes I will put up once/if this merges,
without this, the others are just too complicated to wrangle.
2019-11-18 12:53:47 -05:00
Steaphan Greene
9856fca4e3 Fix a few apparent TBA world consistency errors. (#65)
These are mostly cases of confusion between the "on the body"
and "about the body" slots (5 and 12).

But, there are also some that seem to just be misconfigured,
like non-weapons being wielded, worn items being unwearable,
weapons being worn instead of wielded, and items being worn
instead of held.

I have an independent MUD codebase that reads these files, and
so this gives me an ability to somewhat orthogonally test these,
and easily find this sort of issue.

I did avoid all the cases where it was clear this was done
intentionally, like all the cases where the second neck was
used for the missing face slot (masks, etc).

The ones fixed here all seem to really be (minor) bugs.
2019-11-17 21:52:01 -05:00
Steaphan Greene
ece0bfd8e0 Minor fixes for done/end markers in one script. (#63)
I don't know dg_script well at all, so I could be mistaken.
But, I think these are just minor errors in this script.

I have a separately-implemented mud codebase that interprets the
worlds from tbamud, and it flags these as errors, and some other
issues I might chose to fix later, depending on how this PR goes. :)

Of course, it's possible this is really a bug in my own codebase, and
not in these scripts... but I don't think so - and the documentation
I've managed to find seems to confirm my suspicion.
2019-11-17 15:48:41 -05:00
Steaphan Greene
3f1ea5e7a5 Undo apparent accidental @-color replaces in upstream TBA files. (#62)
I am guessing some script or tool used upstream is doing an unsafe
search-and-replace for '@' with TAB, and accidentally changing these.
They seem to have been creeping into the repo for years.

I produced this fix commit automatically with:
  sed -i 's|\t\([bcdgmnoruwyBCDGMRWY]\)|@\1|g' tba/*/*.*
...and then a few files' changes had to be undone.

I looked through all of the rest, and they look like correct fixes.

I also ran all the other letters, and they only make incorrect "fixes".
2019-11-17 15:46:39 -05:00
Steaphan Greene
3e03332f0a Normalize a few spell names. (#64)
This just makes all dg_casts use the same name for the same spell.

Some of these are just short names, at least one seems to be a typo.
2019-11-17 15:45:51 -05:00
Fiztba
0a9cab1109 Zonereset Fix (#60)
* Fixed Zoneresets Confirmation Message

* Quick fix for Zonereset Toggle
2019-11-05 08:15:09 -05:00
Cat
43bf0e8f84 Make builds work on FreeBSD and OpenBSD (#58)
* make Makefile more portable

tbamud doesn't build on FreeBSD or OpenBSD.  This series of commits are meant to make those builds work by making the Makefile more portable.
I should mention that I've never used tbamud before today, so please read my pull request carefully.

This commit itself fixes the first issue encountered.  I assume wildcard and patsubst are gmake-only.

* Update Makefile.in

It turns out using the backslash to escape newlines in this situation is not portable.

* Delete Makefile.in

Will re-add.  There are problems with this file.  It's marked executable when it shouldn't be, and has ^M characters which prevent builds on OpenBSD.

* re-add Makefile.in
2019-04-30 07:57:21 -04:00
Rumble
674fbfddf1 Updated for 2019 release 2019-01-19 23:25:38 +00:00
wyld-sw
7c5e92d4c7 Corrected logic preventing writing mobile records. 2018-12-27 15:29:53 -05:00
Kevin Fischer
3cb8e52043 Fix error in "last all" command and several -Wunused-result compiler errors (#55)
* Add build generated files to .gitignore

* Fix error in "last all" output and resolve Wunused-result warnings

- Check return value of several standard library calls that could
return error states.
- Fix issue with "last all" command (it sent tabs for alignment
that were reinterpreted as colors).

* Fix buffer overflow in do_export_zone command
2018-07-21 19:37:18 -04:00
Kevin Fischer
b27003e881 Make some string ops bounded and fix bug in editor toggle command (#54)
* Replace a few strcat/sprintf instances with bounded variants

Also cleaned up the whitespace in the parse_edit_action function as it was
not consistent.

Fix bug in editor format command introduced in earlier commit

* Fix bug in editor toggle command when an escaped @ is in the buffer

Previously, toggling between @ and \t would always try to convert
@ to \t, even if already toggled, iff an escaped @ was present in the
buffer (i.e. '@@').
2018-07-16 05:17:45 -04:00
Kevin Fischer
14855c273a Fix string truncation warnings (Wstringop-truncation) (#53) 2018-07-15 17:23:26 -04:00
Kevin Fischer
ad88f94a46 Fix format overflow issues (#52)
Replace a few sprintf calls with snprintf to prevent buffer overflow.
Added error messages to the logs where buffer size prevents a room,
object, mobile, or quest from being saved to disk.
2018-07-15 11:52:27 -04:00
wyld-sw
bf941bc9b2 Removed dead stores. 2018-07-15 10:33:06 -04:00
Kevin Fischer
5cca63a01c Resolve Wrestrict warnings on GCC 8.1.1 (#51)
* Fix several misleading indentation warnings on GCC 8.1.1

* Fix reliance on undefined strcpy/sprintf behavior (-Wrestrict warnings)

The standard states that strcpy results in undefined behavior when the source
and destination buffers overlap. I resolved this with a combination of memmove
and strlen. Note that the resulting code is slightly less efficient.

Similarly, sprintf's behavior is undefined when copying takes place between
objects that overlap. I replaced most of these with a simple strcat, though
one required a temp buffer.

* Fix format in improved-edit.c to match surrounding code
2018-07-14 14:11:47 -04:00
Kevin Fischer
f9903c05b3 Fix several misleading indentation warnings on GCC 8.1.1 (#50) 2018-07-14 12:31:20 -04:00
wyld-sw
c0ac6069f6 Reverted unintentional change affecting minimap placement. 2018-07-08 17:09:40 -04:00
Thomas Arp
68b9b35404
Merge pull request #49 from tbamud/isname-bugfix
Revert "Multiple keyword support (#46)"
2018-04-12 22:52:19 +02:00
Thomas Arp
d070a188f6 Revert "Multiple keyword support (#46)"
This reverts commit 168f6df
2018-04-12 22:50:38 +02:00
Thomas Arp
b57e3d1ad7 Make sure vict is valid_dg_target in do_mteleport (#48)
Also, trigger world enter trigger for the newly moved target, not the caller.
2018-04-07 11:13:27 -04:00
Bobsson
168f6df908 Multiple keyword support (#46)
* Support for multiple keywords in item commands

* Free the new array so we don't leak memory
2018-03-18 17:09:38 -04:00
Nauzhror
4ff9d28054 do_detach (#45)
Made detach able to remove triggers from rooms you are not in. Made its argument handling better match the usage syntax when targeting rooms. Removed player attachable script check because it is possible to have scripts attached from before the functionality was deactivated. Made confirmation messages more informative.
2018-02-16 21:43:08 -05:00
Paul Clarke
41da68bdb0 DG Scripts bug fixes (#44)
* Increase ID space

DG Scripts uses tiny idspace that results in wacky bugs when the mud is
running too long.

* Overhaul script ids

All references to GET_ID(ch/obj) were removed and replaced by
char_script_id() and obj_script_id(), which don’t assign ids until they
are needed. The ch->id and obj->id variable names were changed to
script_id to prevent accidental errors for future programmers. This
change greatly increases how long the mud can run before it runs out of
ID space.

* Fix extraction count

This prevents an error log where it has over-counted the extractions
pending. It now behaves correctly when the same mob is %purge%’d or
extract_char()’d twice.
2018-02-15 14:06:35 -05:00
Nauzhror
d7a50664ea Just a warning fix (#43)
* Added %log%, and made %send%, %echo%, etc. not force capitalization.

* Fixed Previous Commit

* Really fixed this time.

* Fixed look 2.mail

Also reverted CMMAND_TERMS, was increased in previous commit when it didn't need to be due to the removed of marena.

* Fixed add_to_lookup_table

Fixed as per  Welcor https://www.tbamud.com/forum/2-general/4307-crash-bug-need-assistance-with-gdb?start=20#7390

* Fixed two crash bugs

Fixed tw crash bugs Welcor found here https://www.tbamud.com/forum/4-development/4300-simple-list-forced-to-reset-itself

* wizhelp changes

Cleared buf in columns_list that was getting garbage data in it. Removed wizhelp subcommand from do_commands, and removed buf and sprintf line that were never sent to anyone and replaced it with a send_to_char. Removed arg capability from do_commands as it's no longer useful without the wizhelp subcommand. Replaced wizhelp subcommand with separate do_wizhelp command that sorts commands by their level and shows all imms all imm commands regardless of their level.

* Fix

Fixed previous commit

* Trigedit Mostly

Changed attributes to persist across logout when changed in trigedit. Made strength now loer for GRGOD and above when wearing equipment. Added npcflag field to trigedit. Fixed %actor.vnum()%

* Log Files

Fixed Farbled Data in Logfiles. Fix from Prool on forums.

* Mudlog, Trigedit, New Pref Toggle

Skimmed every call of mudlog for missing GET_INVIS_LEV and other obvious inconsistencies. Added affect_total() cals to dg_variables so stats adjust properly. Added zoneresets toggle to prefedit because syslog complete is super spammy as a result of zone resets so tey're now separate from other syslog options.

* npcflag fix

Just fixing a warning.
2018-02-15 11:09:51 -05:00
Nauzhror
79e7ab10ea Mostly Mudlog (#42)
* Added %log%, and made %send%, %echo%, etc. not force capitalization.

* Fixed Previous Commit

* Really fixed this time.

* Fixed look 2.mail

Also reverted CMMAND_TERMS, was increased in previous commit when it didn't need to be due to the removed of marena.

* Fixed add_to_lookup_table

Fixed as per  Welcor https://www.tbamud.com/forum/2-general/4307-crash-bug-need-assistance-with-gdb?start=20#7390

* Fixed two crash bugs

Fixed tw crash bugs Welcor found here https://www.tbamud.com/forum/4-development/4300-simple-list-forced-to-reset-itself

* wizhelp changes

Cleared buf in columns_list that was getting garbage data in it. Removed wizhelp subcommand from do_commands, and removed buf and sprintf line that were never sent to anyone and replaced it with a send_to_char. Removed arg capability from do_commands as it's no longer useful without the wizhelp subcommand. Replaced wizhelp subcommand with separate do_wizhelp command that sorts commands by their level and shows all imms all imm commands regardless of their level.

* Fix

Fixed previous commit

* Trigedit Mostly

Changed attributes to persist across logout when changed in trigedit. Made strength now loer for GRGOD and above when wearing equipment. Added npcflag field to trigedit. Fixed %actor.vnum()%

* Log Files

Fixed Farbled Data in Logfiles. Fix from Prool on forums.

* Mudlog, Trigedit, New Pref Toggle

Skimmed every call of mudlog for missing GET_INVIS_LEV and other obvious inconsistencies. Added affect_total() cals to dg_variables so stats adjust properly. Added zoneresets toggle to prefedit because syslog complete is super spammy as a result of zone resets so tey're now separate from other syslog options.
2018-02-15 10:55:18 -05:00
Nauzhror
34b7f5b00c Mostly Trigedit Changes (#41)
* Added %log%, and made %send%, %echo%, etc. not force capitalization.

* Fixed Previous Commit

* Really fixed this time.

* Fixed look 2.mail

Also reverted CMMAND_TERMS, was increased in previous commit when it didn't need to be due to the removed of marena.

* Fixed add_to_lookup_table

Fixed as per  Welcor https://www.tbamud.com/forum/2-general/4307-crash-bug-need-assistance-with-gdb?start=20#7390

* Fixed two crash bugs

Fixed tw crash bugs Welcor found here https://www.tbamud.com/forum/4-development/4300-simple-list-forced-to-reset-itself

* wizhelp changes

Cleared buf in columns_list that was getting garbage data in it. Removed wizhelp subcommand from do_commands, and removed buf and sprintf line that were never sent to anyone and replaced it with a send_to_char. Removed arg capability from do_commands as it's no longer useful without the wizhelp subcommand. Replaced wizhelp subcommand with separate do_wizhelp command that sorts commands by their level and shows all imms all imm commands regardless of their level.

* Fix

Fixed previous commit

* Trigedit Mostly

Changed attributes to persist across logout when changed in trigedit. Made strength now loer for GRGOD and above when wearing equipment. Added npcflag field to trigedit. Fixed %actor.vnum()%
2018-02-12 20:11:08 -05:00
Nauzhror
c8895b57d1 do_commands fix (#40)
* Added %log%, and made %send%, %echo%, etc. not force capitalization.

* Fixed Previous Commit

* Really fixed this time.

* Fixed look 2.mail

Also reverted CMMAND_TERMS, was increased in previous commit when it didn't need to be due to the removed of marena.

* Fixed add_to_lookup_table

Fixed as per  Welcor https://www.tbamud.com/forum/2-general/4307-crash-bug-need-assistance-with-gdb?start=20#7390

* Fixed two crash bugs

Fixed tw crash bugs Welcor found here https://www.tbamud.com/forum/4-development/4300-simple-list-forced-to-reset-itself

* wizhelp changes

Cleared buf in columns_list that was getting garbage data in it. Removed wizhelp subcommand from do_commands, and removed buf and sprintf line that were never sent to anyone and replaced it with a send_to_char. Removed arg capability from do_commands as it's no longer useful without the wizhelp subcommand. Replaced wizhelp subcommand with separate do_wizhelp command that sorts commands by their level and shows all imms all imm commands regardless of their level.

* Fix

Fixed previous commit
2018-01-28 10:49:00 -05:00
Nauzhror
2a62eb3f4d Wizhelp (#39)
* Added %log%, and made %send%, %echo%, etc. not force capitalization.

* Fixed Previous Commit

* Really fixed this time.

* Fixed look 2.mail

Also reverted CMMAND_TERMS, was increased in previous commit when it didn't need to be due to the removed of marena.

* Fixed add_to_lookup_table

Fixed as per  Welcor https://www.tbamud.com/forum/2-general/4307-crash-bug-need-assistance-with-gdb?start=20#7390

* Fixed two crash bugs

Fixed tw crash bugs Welcor found here https://www.tbamud.com/forum/4-development/4300-simple-list-forced-to-reset-itself

* wizhelp changes

Cleared buf in columns_list that was getting garbage data in it. Removed wizhelp subcommand from do_commands, and removed buf and sprintf line that were never sent to anyone and replaced it with a send_to_char. Removed arg capability from do_commands as it's no longer useful without the wizhelp subcommand. Replaced wizhelp subcommand with separate do_wizhelp command that sorts commands by their level and shows all imms all imm commands regardless of their level.
2018-01-24 21:22:23 -05:00
Nauzhror
fe8f93a6b2 Bugfixes (#38)
* Added %log%, and made %send%, %echo%, etc. not force capitalization.

* Fixed Previous Commit

* Really fixed this time.

* Fixed look 2.mail

Also reverted CMMAND_TERMS, was increased in previous commit when it didn't need to be due to the removed of marena.

* Fixed add_to_lookup_table

Fixed as per  Welcor https://www.tbamud.com/forum/2-general/4307-crash-bug-need-assistance-with-gdb?start=20#7390

* Fixed two crash bugs

Fixed tw crash bugs Welcor found here https://www.tbamud.com/forum/4-development/4300-simple-list-forced-to-reset-itself
2018-01-19 18:53:04 -05:00
Nauzhror
770285c464 Fixed add_to_lookup_table (#37)
* Added %log%, and made %send%, %echo%, etc. not force capitalization.

* Fixed Previous Commit

* Really fixed this time.

* Fixed look 2.mail

Also reverted CMMAND_TERMS, was increased in previous commit when it didn't need to be due to the removed of marena.

* Fixed add_to_lookup_table

Fixed as per  Welcor https://www.tbamud.com/forum/2-general/4307-crash-bug-need-assistance-with-gdb?start=20#7390
2018-01-18 11:59:25 -05:00
Nauzhror
25e8daa43e Look at 2.Mail (#36)
* Added %log%, and made %send%, %echo%, etc. not force capitalization.

* Fixed Previous Commit

* Really fixed this time.

* Fixed look 2.mail

Also reverted CMMAND_TERMS, was increased in previous commit when it didn't need to be due to the removed of marena.
2018-01-15 17:30:40 -05:00
Nauzhror
023348b0a0 Added %log% command, and made capitalization up to the builders discretion in various trigedit messages. (#35)
* Added %log%, and made %send%, %echo%, etc. not force capitalization.

* Fixed Previous Commit

* Really fixed this time.
2018-01-15 15:37:42 -05:00
Rumble
512fd64d65 Removed empty quest file 2018-01-15 01:37:03 +01:00
Rumble
70aef3841c Removed empty quest file 2018-01-15 01:34:26 +01:00
Rumble
deeb862cde Final update for 2018 release, thanks Fizban for updating shady triggers and WhiskyTest for bug fix 2018-01-15 01:15:10 +01:00
1047 changed files with 40366 additions and 38391 deletions

8
.clang-tidy Normal file
View file

@ -0,0 +1,8 @@
Checks: >
-*,
clang-analyzer-*,
bugprone-*,
performance-*,
portability-*
#WarningsAsErrors: '*'
HeaderFilterRegex: 'src/.*'

19
.github/workflows/build.yml vendored Normal file
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@ -0,0 +1,19 @@
name: C/C++ CI
on:
push:
branches: [ "master" ]
pull_request:
branches: [ "master" ]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: configure
run: ./configure
- name: build
run: cd src && touch .accepted && make

92
.gitignore vendored
View file

@ -1,3 +1,95 @@
bin/*
src/*.o
src/util/*.o
config.cache
config.log
config.status
src/Makefile
src/conf.h
src/util/Makefile
src/.accepted
src/depend
src/util/depend
build/*
# Do not commit files from players
lib/plrfiles/A-E/*
lib/plrfiles/F-J/*
lib/plrfiles/K-O/*
lib/plrfiles/P-T/*
lib/plrfiles/U-Z/*
lib/plrfiles/ZZZ/*
lib/plrfiles/index
# but do commit the placeholders
!lib/plrfiles/A-E/00
!lib/plrfiles/F-J/00
!lib/plrfiles/K-O/00
!lib/plrfiles/P-T/00
!lib/plrfiles/U-Z/00
!lib/plrfiles/ZZZ/00
# or vars
lib/plrvars/A-E/*
lib/plrvars/F-J/*
lib/plrvars/K-O/*
lib/plrvars/P-T/*
lib/plrvars/U-Z/*
lib/plrvars/ZZZ/*
lib/plrvars/index
# except the placeholders
!lib/plrvars/A-E/00
!lib/plrvars/F-J/00
!lib/plrvars/K-O/00
!lib/plrvars/P-T/00
!lib/plrvars/U-Z/00
!lib/plrvars/ZZZ/00
# or objects
lib/plrobjs/A-E/*
lib/plrobjs/F-J/*
lib/plrobjs/K-O/*
lib/plrobjs/P-T/*
lib/plrobjs/U-Z/*
lib/plrobjs/ZZZ/*
lib/plrobjs/index
# except the placeholders
!lib/plrobjs/A-E/00
!lib/plrobjs/F-J/00
!lib/plrobjs/K-O/00
!lib/plrobjs/P-T/00
!lib/plrobjs/U-Z/00
!lib/plrobjs/ZZZ/00
# also not autogenerated config file
/lib/etc/config
# or the list of last logins
/lib/etc/last
# or mail
lib/etc/plrmail
#or time
lib/etc/time
# test object files, etc
src/test/depend
src/test/*.o
src/test/testfile
# ide etc.
.vscode
.project
.settings
.idea
.cproject
# macOS generated files
.DS_Store
.DS_Store?
._*
.Spotlight-V100
.Trashes
ehthumbs.db
Thumbs.db

407
CMakeLists.txt Normal file
View file

@ -0,0 +1,407 @@
cmake_minimum_required(VERSION 3.12)
project(TbaMUD C)
set(CMAKE_C_STANDARD 99)
# Include checker modules
include(CheckFunctionExists)
include(CheckIncludeFile)
include(CheckTypeSize)
include(CheckStructHasMember)
include(CheckSymbolExists)
include(CheckCSourceCompiles)
# Output paths
set(BIN_OUTPUT_DIR ${CMAKE_SOURCE_DIR}/bin)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${BIN_OUTPUT_DIR})
# Include source and build paths
include_directories(src ${CMAKE_BINARY_DIR})
# ========== Compiler flags ==========
if (CMAKE_COMPILER_IS_GNUCC)
include(CheckCCompilerFlag)
check_c_compiler_flag(-Wall SUPPORTS_WALL)
check_c_compiler_flag(-Wno-char-subscripts SUPPORTS_WNO_CHAR_SUBSCRIPTS)
if (SUPPORTS_WALL)
set(MYFLAGS "-Wall")
if (SUPPORTS_WNO_CHAR_SUBSCRIPTS)
set(MYFLAGS "${MYFLAGS} -Wno-char-subscripts")
endif()
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${MYFLAGS}")
endif()
endif()
# clang-tidy if available
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
if(CLANG_TIDY_EXE AND STATIC_ANALYSIS)
message(STATUS "clang-tidy enabled: ${CLANG_TIDY_EXE}")
set(CMAKE_C_CLANG_TIDY "${CLANG_TIDY_EXE}")
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
else()
message(WARNING "clang-tidy not found. Static analysis disabled.")
endif()
# ========== Header checks ==========
check_include_file("fcntl.h" HAVE_FCNTL_H)
check_include_file("errno.h" HAVE_ERRNO_H)
check_include_file("string.h" HAVE_STRING_H)
check_include_file("strings.h" HAVE_STRINGS_H)
check_include_file("limits.h" HAVE_LIMITS_H)
check_include_file("sys/select.h" HAVE_SYS_SELECT_H)
check_include_file("sys/wait.h" HAVE_SYS_WAIT_H)
check_include_file("sys/types.h" HAVE_SYS_TYPES_H)
check_include_file("unistd.h" HAVE_UNISTD_H)
check_include_file("memory.h" HAVE_MEMORY_H)
check_include_file("assert.h" HAVE_ASSERT_H)
check_include_file("arpa/telnet.h" HAVE_ARPA_TELNET_H)
check_include_file("arpa/inet.h" HAVE_ARPA_INET_H)
check_include_file("sys/stat.h" HAVE_SYS_STAT_H)
check_include_file("sys/socket.h" HAVE_SYS_SOCKET_H)
check_include_file("sys/resource.h" HAVE_SYS_RESOURCE_H)
check_include_file("netinet/in.h" HAVE_NETINET_IN_H)
check_include_file("netdb.h" HAVE_NETDB_H)
check_include_file("signal.h" HAVE_SIGNAL_H)
check_include_file("sys/uio.h" HAVE_SYS_UIO_H)
check_include_file("mcheck.h" HAVE_MCHECK_H)
check_include_file("stdlib.h" HAVE_STDLIB_H)
check_include_file("stdarg.h" HAVE_STDARG_H)
check_include_file("float.h" HAVE_FLOAT_H)
if (HAVE_STDLIB_H AND HAVE_STDARG_H AND HAVE_STRING_H AND HAVE_FLOAT_H)
set(STDC_HEADERS 1)
endif()
# macros
macro(check_run_return_value CODE EXPECTED_RESULT VAR_NAME)
set(_file "${CMAKE_BINARY_DIR}/check_run_${VAR_NAME}.c")
file(WRITE "${_file}" "${CODE}")
try_run(_run_result _compile_result
${CMAKE_BINARY_DIR} ${_file}
)
if (_compile_result EQUAL 0 AND _run_result EQUAL ${EXPECTED_RESULT})
set(${VAR_NAME} TRUE)
else()
set(${VAR_NAME} FALSE)
endif()
endmacro()
# ========== Function checks ==========
foreach(FUNC gettimeofday select snprintf strcasecmp strdup strerror
stricmp strlcpy strncasecmp strnicmp strstr vsnprintf vprintf
inet_addr inet_aton)
string(TOUPPER "${FUNC}" _upper_name)
check_function_exists(${FUNC} HAVE_${_upper_name})
endforeach()
if (NOT HAVE_VPRINTF)
check_function_exists(_doprnt HAVE_DOPRNT)
endif()
# ========== Type checks ==========
check_type_size("pid_t" HAVE_PID_T)
check_type_size("size_t" HAVE_SIZE_T)
check_type_size("ssize_t" HAVE_SSIZE_T)
set(CMAKE_EXTRA_INCLUDE_FILES "sys/socket.h")
check_type_size("socklen_t" HAVE_SOCKLEN_T)
unset(CMAKE_EXTRA_INCLUDE_FILES)
if (NOT HAVE_PID_T)
set(pid_t int)
endif()
if (NOT HAVE_SIZE_T)
set(size_t "unsigned")
endif()
if (NOT HAVE_SSIZE_T)
set(ssize_t int)
endif()
if (NOT HAVE_SOCKLEN_T)
set(socklen_t int)
endif()
# ========== const ==========
check_c_source_compiles("
int main() {
/* Ultrix mips cc rejects this. */
typedef int charset[2]; const charset x;
/* SunOS 4.1.1 cc rejects this. */
char const *const *ccp;
char **p;
/* NEC SVR4.0.2 mips cc rejects this. */
struct point {int x, y;};
static struct point const zero = {0,0};
/* AIX XL C 1.02.0.0 rejects this.
It does not let you subtract one const X* pointer from another in an arm
of an if-expression whose if-part is not a constant expression */
const char *g = \"string\";
ccp = &g + (g ? g-g : 0);
/* HPUX 7.0 cc rejects these. */
++ccp;
p = (char**) ccp;
ccp = (char const *const *) p;
{ /* SCO 3.2v4 cc rejects this. */
char *t;
char const *s = 0 ? (char *) 0 : (char const *) 0;
*t++ = 0;
}
{ /* Someone thinks the Sun supposedly-ANSI compiler will reject this. */
int x[] = {25, 17};
const int *foo = &x[0];
++foo;
}
{ /* Sun SC1.0 ANSI compiler rejects this -- but not the above. */
typedef const int *iptr;
iptr p = 0;
++p;
}
{ /* AIX XL C 1.02.0.0 rejects this saying
\"k.c\", line 2.27: 1506-025 (S) Operand must be a modifiable lvalue. */
struct s { int j; const int *ap[3]; };
struct s *b; b->j = 5;
}
{ /* ULTRIX-32 V3.1 (Rev 9) vcc rejects this */
const int foo = 10;
}
; return 0; }
" HAVE_CONST)
if (HAVE_CONST)
set(CONST_KEYWORD const)
else()
set(CONST_KEYWORD "")
endif()
# ========== Struct checks ==========
if (HAVE_NETINET_IN_H)
check_struct_has_member("struct in_addr" s_addr netinet/in.h HAVE_STRUCT_IN_ADDR)
endif()
# ========== crypt()/libcrypt ==========
find_library(CRYPT_LIBRARY crypt)
if (CRYPT_LIBRARY)
message(STATUS "Found libcrypt: ${CRYPT_LIBRARY}")
list(APPEND EXTRA_LIBS ${CRYPT_LIBRARY})
set(_saved_lib_list ${CMAKE_REQUIRED_LIBRARIES})
set(CMAKE_REQUIRED_LIBRARIES ${CRYPT_LIBRARY})
check_include_file("crypt.h" HAVE_CRYPT_H)
check_function_exists(crypt CIRCLE_CRYPT)
check_run_return_value("
#include <string.h>
#include <unistd.h>
${HAVE_CRYPT_H} ? \"#include <crypt.h>\" : \"\"
int main(void)
{
char pwd[11], pwd2[11];
strncpy(pwd, (char *)crypt(\"FooBar\", \"BazQux\"), 10);
pwd[10] = '\\\\0';
strncpy(pwd2, (char *)crypt(\"xyzzy\", \"BazQux\"), 10);
pwd2[10] = '\\\\0';
if (strcmp(pwd, pwd2) == 0)
exit(0);
exit(1);
}
" 0 HAVE_UNSAFE_CRYPT)
set(CMAKE_REQUIRED_LIBRARIES ${_saved_lib_list})
endif()
# ========== network libs ==========
check_function_exists(gethostbyaddr HAVE_GETHOSTBYADDR)
if (NOT HAVE_GETHOSTBYADDR)
message(STATUS "gethostbyaddr() not available, trying nsllib")
find_library(NSL_LIBRARY nsl)
if (NSL_LIBRARY)
message(STATUS "...nsllib found.")
list(APPEND EXTRA_LIBS ${NSL_LIBRARY})
endif()
endif()
check_function_exists(socket HAVE_SOCKET)
if (NOT HAVE_SOCKET)
message(STATUS "socket() not available, trying socketlib")
find_library(SOCKET_LIBRARY socket)
if (SOCKET_LIBRARY)
message(STATUS "...socketlib found")
list(APPEND EXTRA_LIBS ${SOCKET_LIBRARY})
endif()
endif()
# ========== time.h needs special treatment ==========
check_include_file("sys/time.h" HAVE_SYS_TIME_H)
check_include_file("sys/time.h" HAVE_TIME_H)
if (HAVE_SYS_TIME_H AND HAVE_TIME_H)
check_c_source_compiles("
#include <sys/types.h>
#include <sys/time.h>
#include <time.h>
int main() {
struct tm *tp;
; return 0; }
" TIME_WITH_SYS_TIME)
endif()
# ========== Determine return value of signal() ==========
check_c_source_compiles("
#include <signal.h>
int handler(int sig) { return 0; }
int main() {
signal(SIGINT, handler);
return 1;
}
" SIGNAL_RETURNS_INT FAIL_REGEX ".*incompatible pointer type.*")
check_c_source_compiles("
#include <signal.h>
void handler(int sig) { }
int main() {
signal(SIGINT, handler);
return 1;
}
" SIGNAL_RETURNS_VOID FAIL_REGEX ".*incompatible pointer type.*")
if (SIGNAL_RETURNS_INT)
message(STATUS "signal() returns int.")
set(RETSIGTYPE int)
elseif (SIGNAL_RETURNS_VOID)
message(STATUS "signal() returns void.")
set(RETSIGTYPE void)
else()
message(FATAL_ERROR "Could not determine return value from signal handler.")
endif()
# ========== Define general UNIX-system ==========
if (UNIX)
set(CIRCLE_UNIX 1)
endif()
set(PROTO_FUNCTIONS
accept
bind
gettimeofday
atoi
atol
bzero
chdir
close
fclose
fcntl
fflush
fprintf
fputc
fread
fscanf
fseek
fwrite
getpeername
getpid
getrlimit
getsockname
htonl
htons
inet_addr
inet_aton
inet_ntoa
listen
ntohl
perror
printf
qsort
read
remove
rewind
select
setitimer
setrlimit
setsockopt
snprintf
sprintf
sscanf
strcasecmp
strdup
strerror
stricmp
strlcpy
strncasecmp
strnicmp
system
time
unlink
vsnprintf
write
socket
)
configure_file(
${CMAKE_SOURCE_DIR}/src/conf.h.cmake.in
${CMAKE_BINARY_DIR}/tmp_conf.h
)
macro(check_function_prototype FUNCTION)
set(_code "
#define NO_LIBRARY_PROTOTYPES
#define __COMM_C__
#define __ACT_OTHER_C__
#include \"${CMAKE_BINARY_DIR}/tmp_conf.h\"
#include \"${CMAKE_SOURCE_DIR}/src/sysdep.h\"
#ifdef ${FUNCTION}
error - already defined!
#endif
void ${FUNCTION}(int a, char b, int c, char d, int e, char f, int g, char h);
int main() {
; return 0; }
")
string(TOUPPER "${FUNCTION}" _upper_name)
check_c_source_compiles("${_code}" NEED_${_upper_name}_PROTO FAIL_REGEX ".*incompatible pointer type.*")
if (NEED_${_upper_name}_PROTO)
message(STATUS "${FUNCTION}() has no prototype, NEED_${_upper_name}_PROTO set!")
else()
message(STATUS "${FUNCTION}() has a prototype, not setting NEED_${_upper_name}_PROTO")
endif()
endmacro()
foreach (FUNC ${PROTO_FUNCTIONS})
check_function_prototype(${FUNC})
endforeach()
# ========== Generate conf.h ==========
configure_file(
${CMAKE_SOURCE_DIR}/src/conf.h.cmake.in
${CMAKE_BINARY_DIR}/conf.h
)
# ========== Source-filer ==========
file(GLOB SRC_FILES src/*.c)
# ========== Bygg kjørbar ==========
add_executable(circle ${SRC_FILES})
target_link_libraries(circle ${EXTRA_LIBS})
add_subdirectory(src/util)
if (MEMORY_DEBUG)
message(STATUS "MEMORY_DEBUG is activated, setting up zmalloc")
target_compile_definitions(circle PRIVATE MEMORY_DEBUG)
endif()

View file

@ -1173,6 +1173,8 @@ Xlist (mlist, olist, rlist, zlist, slist, tlist, qlist)
(lots of major bugfixes too)
tbaMUD Release history:
tbaMUD 2019, January 2019
tbaMUD 2018, January 2018
Version 3.68 release: February, 2017
Version 3.67 release: January, 2016
Version 3.66 release: January, 2015

71
configure vendored
View file

@ -1227,18 +1227,28 @@ if eval "test \"`echo '$ac_cv_func_'crypt`\" = yes"; then
cat >> confdefs.h <<\EOF
#define CIRCLE_CRYPT 1
EOF
CRYPTLIB="-lcrypt"
echo "CRYPTLIB set to: $CRYPTLIB" 1>&6
else
echo "$ac_t""no" 1>&6
echo $ac_n "checking for crypt in -lcrypt""... $ac_c" 1>&6
echo "configure:1235: checking for crypt in -lcrypt" >&5
ac_lib_var=`echo crypt'_'crypt | sed 'y%./+-%__p_%'`
if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then
echo $ac_n "(cached) $ac_c" 1>&6
else
ac_save_LIBS="$LIBS"
LIBS="-lcrypt $LIBS"
cat > conftest.$ac_ext <<EOF
echo $ac_n "checking for crypt in -lcrypt""... $ac_c" 1>&6
echo "configure:1235: checking for crypt in -lcrypt" >&5
OS_NAME=$(uname)
if [ "$OS_NAME" = "Darwin" ]; then
# macOS: No need for -lcrypt
CRYPTLIB=""
echo "CRYPTLIB not needed on macOS" 1>&6
else
# Other systems (Linux): Use -lcrypt
ac_lib_var=`echo crypt'_'crypt | sed 'y%./+-%__p_%'`
if eval "test \"`echo '$''{'ac_cv_lib_$ac_lib_var'+set}'`\" = set"; then
echo $ac_n "(cached) $ac_c" 1>&6
else
ac_save_LIBS="$LIBS"
LIBS="-lcrypt $LIBS"
cat > conftest.$ac_ext <<EOF
#line 1243 "configure"
#include "confdefs.h"
/* Override any gcc2 internal prototype to avoid an error. */
@ -1250,30 +1260,29 @@ int main() {
crypt()
; return 0; }
EOF
if { (eval echo configure:1254: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then
rm -rf conftest*
eval "ac_cv_lib_$ac_lib_var=yes"
else
echo "configure: failed program was:" >&5
cat conftest.$ac_ext >&5
rm -rf conftest*
eval "ac_cv_lib_$ac_lib_var=no"
fi
rm -f conftest*
LIBS="$ac_save_LIBS"
fi
if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then
echo "$ac_t""yes" 1>&6
cat >> confdefs.h <<\EOF
if { (eval echo configure:1254: \"$ac_link\") 1>&5; (eval $ac_link) 2>&5; } && test -s conftest${ac_exeext}; then
rm -rf conftest*
eval "ac_cv_lib_$ac_lib_var=yes"
else
echo "configure: failed program was:" >&5
cat conftest.$ac_ext >&5
rm -rf conftest*
eval "ac_cv_lib_$ac_lib_var=no"
fi
rm -f conftest*
LIBS="$ac_save_LIBS"
fi
if eval "test \"`echo '$ac_cv_lib_'$ac_lib_var`\" = yes"; then
echo "$ac_t""yes" 1>&6
cat >> confdefs.h <<\EOF
#define CIRCLE_CRYPT 1
EOF
CRYPTLIB="-lcrypt"
else
echo "$ac_t""no" 1>&6
fi
CRYPTLIB="-lcrypt"
echo "CRYPTLIB set to: $CRYPTLIB on Linux" 1>&6
else
echo "$ac_t""no" 1>&6
fi
fi
fi

View file

@ -257,6 +257,9 @@ http://tbamud.com
All donated areas have been added to the latest version of tbaMUD. If you
wish to donate some of your own work stop by the Builder Academy.
https://github.com/rds1983 has generated maps of all the existing areas,
and they can be found here: https://mudmapbuilder.github.io/
2.3. I have questions about tbaMUD. Where should I go?
Stop by The Builder Academy at tbamud.com 9091 or the website at:

View file

@ -1,7 +1,7 @@
Updated: Apr 2007
tbaMUD README
-------------
All requests for help or bugs should be reported to: builderacademy.net 9091.
All requests for help or bugs should be reported to: tbamud.com 9091.
Information about CircleMUD can be found at the CircleMUD Home Page and FTP:
http://www.circlemud.org

93
doc/README.CMAKE.md Normal file
View file

@ -0,0 +1,93 @@
Updated 2025-04
## Building TbaMUD with the cmake tool
# Building with CMake
This document describes how to configure, build and install tbamud
from source code using the CMake build tool. To build with CMake, you of
course first have to install CMake. The minimum required version of CMake is
specified in the file `CMakeLists.txt` found in the top of the tbamud source
tree. Once the correct version of CMake is installed you can follow the
instructions below for the platform you are building on.
CMake builds can be configured either from the command line, or from one of
CMake's GUIs.
NOTE: The current CMakeLists.txt only supports linux.
# Configuring
A CMake configuration of tbamud is similar to the autotools build of curl.
It consists of the following steps after you have unpacked the source.
We recommend building with CMake on Windows.
## Using `cmake`
You can configure for in source tree builds or for a build tree
that is apart from the source tree.
- Build in a separate directory (parallel to the source tree in this
example). The build directory is created for you. This is recommended over
building in the source tree to separate source and build artifacts.
```shell
$ cmake -B build -S .
```
- Build in the source tree. Not recommended.
```shell
$ cmake -B .
```
The examples below will assume you have created a build folder.
The above commands will generate the build files. If you need to regenerate
the files, you can delete the cmake cache file, and rerun the above command:
```shell
$ rm build/CMakeCache.txt
```
Once the build files are generated, the build is run with cmake
```shell
$ cmake --build build
```
This will generate the object files in a subdirectory under the specified
build folder and link the executable. The resulting binaries will be in the
bin/ folder.
### Utilities
It is possible to build only single tools, none or all of them,
by specifying the target in the build command:
```shell
# only build the mud
$ cmake --build build --target circle
# only build tools
$ cmake --build build --target utils
# only build one tool
$ cmake --build build --target wld2html
```
### Debugging memory
In case you want to run the mud with memory debugging turned on, you
can set the MEMORY_DEBUG flag during configuration by specifying the
flag:
```shell
$ cmake -B build -S . -DMEMORY_DEBUG:int=1
$ cmake --build build
```
When the mud is shut down, the zmalloc code will identify any leaks in your code.
Note that memory debugging may consume quite a lot of memory and take some time
to be handled on shutdown.

21
doc/README.MSVC2022 Normal file
View file

@ -0,0 +1,21 @@
Updated: Apr 2025
Compiling CircleMUD under Microsoft Windows XP
using Microsoft Visual C++ 2022 (8.0)
### Overview
This guide describes how to build TbaMUD in the Visual Studio through the new experimental CMake environment.
### Prerequisites
* [Visual Studio 2022+](https://visualstudio.microsoft.com/ru/vs/)
* [CMake 3.27+](https://cmake.org/)
### Build Steps
1. Goto the folder `src` and copy `conf.h.win` to `conf.h`.
2. Run this command in the root folder:
cmake -B build -S . -G "Visual Studio 17 2022"
3. Open `build/circle.sln` in Visual Studio.
4. Compile and run.

View file

@ -24,7 +24,7 @@ Contents
1.1 Overview
The act() function is used to process and send strings of text to characters
in a room. It can be used to send the same basic string to a number of
characters filling in certain segments designated by control characters
characters filling in certain segments designated by control characters
in different ways, dependant on what each character can see and who each
character is. Once the text string passed to the function has been parsed, it
is capitalized and a newline is added to its tail.
@ -38,17 +38,17 @@ struct obj_data *obj, const void *vict_obj, int type)
These pieces are used as follows:
str: This is the basic string, a null terminated character array, including
control characters (see section 1.4 on Control Characters), to be sent to
control characters (see section 1.4 on Control Characters), to be sent to
characters designated by the targets.
hide_invisible: A TRUE or FALSE value indicating whether or not to hide the
entire output from any characters that cannot see the “performing character”.
entire output from any characters that cannot see the “performing character”.
ch: The “performing character”. This is the character that the output string
ch: The “performing character”. This is the character that the output string
is associated with. The character is used to determine the room for the output
of the action in question.
obj: An object (an actual item obj_data) used in the course of the action.
obj: An object (an actual item obj_data) used in the course of the action.
vict_obj: This can be either a character involved in the action, another
object, or even a predefined string of text.
@ -73,7 +73,7 @@ The next parameter vict_objcan be a number of things ranging from a game object
null terminated character array (char *).
Do note, however, that obj and vict_obj are both ignored if there is no control
character reference (see section 1.4 Control Characters) to them and the type
character reference (see section 1.4 Control Characters) to them and the type
is set to TO_ROOM or TO_CHAR. In these cases, NULL should be supplied as the
input to the function.
@ -96,7 +96,7 @@ TO_CHAR: Finally, this option sends the output to the ch.
TO_SLEEP: This is a special option that must be combined with one of the above
options. It tells act() that the output is to be sent even to characters that
are sleeping. It is combined with a bitwise or. i.e. TO_VICT | TO_SLEEP.
are sleeping. It is combined with a bitwise or. i.e. TO_VICT | TO_SLEEP.
When the string has been parsed, it is capitalized and a newline is added.
@ -105,20 +105,20 @@ In a manner similar to the printf() family of functions, act() uses control
characters. However, instead of using the % symbol, act() uses the $ character
to indicate control characters.
$n Write name, short description, or “someone”, for ch, depending on whether
$n Write name, short description, or “someone”, for ch, depending on whether
ch is a PC, a NPC, or an invisible PC/NPC.
$N Like $n, except insert the text for vict_obj.*
$m “him,” “her,” or “it,” depending on the gender of ch.
$m “him,” “her,” or “it,” depending on the gender of ch.
$M Like $m, for vict_obj.*
$s “his,” “her,”or “it,” depending on the gender of ch.
$s “his,” “her,”or “it,” depending on the gender of ch.
$S Like $s, for vict_obj.*
$e “he,” “she,” “it,” depending on the gender of ch.
$e “he,” “she,” “it,” depending on the gender of ch.
$E Like $e, for vict_obj.*
$o Name or “something” for obj, depending on visibility.
$o Name or “something” for obj, depending on visibility.
$O Like $o, for vict_obj.*
$p Short description or “something” for obj.
$p Short description or “something” for obj.
$P Like $p for vict_obj.*
$a “an” or“a”, depending on the first character of objs name.
$a “an” or“a”, depending on the first character of objs name.
$A Like $a, for vict_obj.*
$T Prints the string pointed to by vict_obj.*
$F Processes the string pointed to by vict_obj with the fname() function prior
@ -129,7 +129,7 @@ no action is taken.
$U Processes the buffer and uppercases the first letter of the following word
(the word immediately after to the control code). If there is no following
word, no action is taken.
$$ Print the character $.
$$ Print the character $.
NOTE*: vict_obj must be a pointer of type struct char_data *.

View file

@ -9,8 +9,8 @@ to players in color in the tbaMUD game engine. Its intended audience is for
Coders of tbaMUD.
tbaMUD allows you to create colorful messages by using ANSI control sequences.
Each player may select what “level” of color he/she desires from the four
levels “off,” “brief,” “normal,” and “complete.” Each player can select his/her
Each player may select what “level” of color he/she desires from the four
levels “off,” “brief,” “normal,” and “complete.” Each player can select his/her
color level by using the TOGGLE COLOR command from within the MUD; you as the
programmer must decide which messages will be colored for each of the color
levels.
@ -21,17 +21,17 @@ All files in which you wish to use color must have the line:
This should be put in after all other includes in the beginning of the file.
There are 8 colors available “normal,” red, green, yellow, blue, magenta,
There are 8 colors available “normal,” red, green, yellow, blue, magenta,
cyan and white. They are accessible by sending control sequences as part of
another string, for example:
sprintf(buf, "If youre %shappy%s and you know it clap "
sprintf(buf, "If youre %shappy%s and you know it clap "
"%d of your hands.\n\r", x, y, num_of_hands);
send_to_char(ch, buf);
In this example, x and y are the “on” and “off” sequences for the color you
want. There are 2 main series of color macros available for you to use (dont
actually use “x” and “y,” of course!): the K series and the CC series. The CC
In this example, x and y are the “on” and “off” sequences for the color you
want. There are 2 main series of color macros available for you to use (dont
actually use “x” and “y,” of course!): the K series and the CC series. The CC
(Conditional Color) series is recommended for most general use.
The name of the actual sequence starts with the name of its series, plus a
@ -51,21 +51,21 @@ CCBLU() (arguments defined below).
The K series requires no arguments, and is simply a macro to the ANSI color
code. Therefore, if you use a K-series color code, the color will ALWAYS be
sent, even if the person youre sending it to has color off. This can very bad.
sent, even if the person youre sending it to has color off. This can very bad.
Some people who do not have ANSI-compatible terminals will see garbage
characters instead of colors. If the terminal correctly ignores ANSI color
codes, then nothing will show up on their screen at all. The K series is mainly
used to print colors to a string if the players color level will later be
used to print colors to a string if the players color level will later be
tested manually (for an example, see do_gen_com in act.comm.c).
The recommended series is the CC series (i.e. CCNRM(), CCRED(), etc.) The CC
series macros require two arguments a pointer to the character to whom the
series macros require two arguments a pointer to the character to whom the
string is being sent, and the minimum color level the player must be set to in
order to see the color. Color sent as 'brief' (formerly known as sparse it was
changed for consistency with the syslog command) (C_SPR) will be seen by people
with color set to sparse, normal, or complete; color sent as normal (C_NRM)
with color set to sparse, normal, or complete; color sent as normal (C_NRM)
will be seen only by people with color set to normal or complete; color sent as
complete (C_CMP) will be seen only by people with color set to complete.
complete (C_CMP) will be seen only by people with color set to complete.
To illustrate the above, an example is in order:
@ -76,29 +76,29 @@ ACMD(do_showcolor)
{
char buf[300];
sprintf(buf, "Dont you just love %scolor%s, %scolor%s, " "%sCOLOR%s!\n\r",
sprintf(buf, "Dont you just love %scolor%s, %scolor%s, " "%sCOLOR%s!\n\r",
CCBLU(ch, C_CMP), CCNRM(ch, C_CMP), CCYEL(ch, C_NRM), CCNRM(ch, C_NRM),
CCRED(ch, C_SPR), CCNRM(ch, C_SPR));
send_to_char(ch, buf);
}
What does this do? For people with color set to Complete, it prints:
Dont you just love color, color, COLOR! (blue) (yellow) (red)
Dont you just love color, color, COLOR! (blue) (yellow) (red)
People who have color set to Normal will see:
Dont you just love color, color, COLOR! (yellow) (red)
Dont you just love color, color, COLOR! (yellow) (red)
People who have color set to Sparse will see:
Dont you just love color, color, COLOR! (red)
Dont you just love color, color, COLOR! (red)
People who have color set to Off will see:
Dont you just love color, color, COLOR! (no color, as youd expect)
Dont you just love color, color, COLOR! (no color, as youd expect)
There are several common pitfalls with using the CC series of color macros:
Do not confuse CCNRM with C_NRM. CCNRM() is a macro to turn the color back to
normal; C_NRMis a color level of “normal.” Always make sure that every pair of
“on” and “off” codes are at the same color level. For example:
normal; C_NRMis a color level of “normal.” Always make sure that every pair of
“on” and “off” codes are at the same color level. For example:
WRONG: sprintf(buf, "%sCOLOR%s\n\r", CCBLU(ch, C_NRM), CCNRM(ch, C_CMP));
@ -110,14 +110,14 @@ WRONG: sprintf(buf, "%sCOLOR%s\n\r", CCBLU(ch, C_CMP), CCNRM(ch, C_NRM));
The above statement is also wrong, although not as bad. In this case, someone
with color set to Normal will (correctly) not get the CCBLU code, but will then
unnecessarily get the CCNRM code. Never send a color code if you dont have to.
unnecessarily get the CCNRM code. Never send a color code if you dont have to.
The codes are several bytes long, and cause a noticeable pause at 2400 baud.
This should go without saying, but dont ever send color at the C_OFF level.
This should go without saying, but dont ever send color at the C_OFF level.
Special precautions must be taken when sending a colored string to a large
group of people. You cant use the color level of “ch” (the person sending the
string) each person receiving the string must get a string appropriately
group of people. You cant use the color level of “ch” (the person sending the
string) each person receiving the string must get a string appropriately
colored for his/her level. In such cases, it is usually best to set up two
strings (one colored and one not), and test each players color level
strings (one colored and one not), and test each players color level
individually (see do_gen_comin act.comm.c for an example).

View file

@ -4,14 +4,14 @@ Builder Academy at telnet://tbamud.com:9091 or email rumble@tbamud.com -- Rumble
The Art of Debugging
Originally by Michael Chastain and Sammy
The following documentation is excerpted from Merc 2.0s hacker.txt file. It
The following documentation is excerpted from Merc 2.0s hacker.txt file. It
was written by Furey of MERC Industries and is included here with his
permission. We have packaged it with tbaMUD (changed in a couple of places,
such as specific filenames) because it offers good advice and insight into the
art and science of software engineering. More information about tbaMUD,
can be found at the tbaMUD home page http://tbamud.com.
1 “Im running a Mud so I can learn C programming!”
1 “Im running a Mud so I can learn C programming!”
Yeah, right. The purpose of this document is to record some of our knowledge,
experience and philosophy. No matter what your level, we hope that this
@ -31,11 +31,11 @@ Play with it some more.
Read documentation again.
Get the idea?
The idea is that your mind can accept only so much “new data” in a single
session. Playing with something doesnt introduce very much new data, but it
does transform data in your head from the “new” category to the “familiar”
category. Reading documentation doesnt make anything “familiar,” but it
refills your “new” hopper.
The idea is that your mind can accept only so much “new data” in a single
session. Playing with something doesnt introduce very much new data, but it
does transform data in your head from the “new” category to the “familiar”
category. Reading documentation doesnt make anything “familiar,” but it
refills your “new” hopper.
Most people, if they even read documentation in the first place, never return
to it. They come to a certain minimum level of proficiency and then never
@ -47,17 +47,17 @@ through the two-step learning cycle many times to master it.
man gives you online manual pages.
grep stands for “global regular expression print;” searches for strings in text
grep stands for “global regular expression print;” searches for strings in text
files.
vi, emacs, jove use whatever editor floats your boat, but learn the hell out
of it; you should know every command in your editor.
ctags mags “tags” for your editor which allows you to go to functions by name
ctags mags “tags” for your editor which allows you to go to functions by name
in any source file.
>, >>, <, | input and output redirection at the command line; get someone to
show you, or dig it out of “man csh”
show you, or dig it out of “man csh”
These are the basic day-in day-out development tools. Developing without
knowing how to use all of these well is like driving a car without knowing
@ -70,21 +70,21 @@ the hypothesis, run the program and provide it experimental input, observe its
behavior, and confirm or refute the hypothesis.
A good hypothesis is one which makes surprising predictions which then come
true; predictions that other hypotheses dont make.
true; predictions that other hypotheses dont make.
The first step in debugging is not to write bugs in the first place. This
sounds obvious, but sadly, is all too often ignored.
If you build a program, and you get any errors or any warnings, you should fix
them before continuing. C was designed so that many buggy ways of writing code
are legal, but will draw warnings from a suitably smart compiler (such as “gcc”
are legal, but will draw warnings from a suitably smart compiler (such as “gcc”
with the -Wall flag enabled). It takes only minutes to check your warnings and
to fix the code that generates them, but it takes hours to find bugs otherwise.
“Desk checking” (proof reading) is almost a lost art these days. Too bad. You
“Desk checking” (proof reading) is almost a lost art these days. Too bad. You
should desk check your code before even compiling it, and desk-check it again
periodically to keep it fresh in mind and find new errors. If you have someone
in your group whose only job it is to desk-check other peoples code, that
in your group whose only job it is to desk-check other peoples code, that
person will find and fix more bugs than everyone else combined.
One can desk-check several hundred lines of code per hour. A top-flight
@ -95,20 +95,20 @@ fixing technique. Compare that to all the hours you spend screwing around with
broken programs trying to find one bug at a time.
The next technique beyond desk-checking is the time-honored technique of
inserting “print” statements into the code, and then watching the logged
inserting “print” statements into the code, and then watching the logged
values. Within tbaMUD code, you can call printf(), fprintf(), or log()to dump
interesting values at interesting times. Where and when to dump these values
is an art, which you will learn only with practice.
If you dont already know how to redirect output in your operating system, now
is the time to learn. On Unix, type the command “man csh”, and read the part
about the “>” operator. You should also learn the difference between “standard
output” (for example, output from “printf”) and “standard error” (for example,
output from “fprintf(stderr, ...)”).
If you dont already know how to redirect output in your operating system, now
is the time to learn. On Unix, type the command “man csh”, and read the part
about the “>” operator. You should also learn the difference between “standard
output” (for example, output from “printf”) and “standard error” (for example,
output from “fprintf(stderr, ...)”).
Ultimately, you cannot fix a program unless you understand how it is operating
in the first place. Powerful debugging tools will help you collect data, but
they cant interpret it, and they cant fix the underlying problems. Only you
they cant interpret it, and they cant fix the underlying problems. Only you
can do that.
When you find a bug... your first impulse will be to change the code, kill the
@ -117,9 +117,9 @@ observe is often just the symptom of a deeper bug. You should keep pursuing the
bug, all the way down. You should grok the bug and cherish it in fullness
before causing its discorporation.
Also, when finding a bug, ask yourself two questions: “What design and
programming habits led to the introduction of the bug in the first place?” And:
“What habits would systematically prevent the introduction of bugs like this?”
Also, when finding a bug, ask yourself two questions: “What design and
programming habits led to the introduction of the bug in the first place?” And:
“What habits would systematically prevent the introduction of bugs like this?”
5 Debugging: Tools
@ -127,20 +127,20 @@ When a Unix process accesses an invalid memory location, or (more rarely)
executes an illegal instruction, or (even more rarely) something else goes
wrong, the Unix operating system takes control. The process is incapable of
further execution and must be killed. Before killing the process, however, the
operating system does something for you: it opens a file named “core” and
operating system does something for you: it opens a file named “core” and
writes the entire data space of the process into it.
Thus, “dumping core” is not a cause of problems, or even an effect of problems.
Its something the operating system does to help you find fatal problems which
Thus, “dumping core” is not a cause of problems, or even an effect of problems.
Its something the operating system does to help you find fatal problems which
have rendered your process unable to continue.
One reads a “core” file with a debugger. The two most popular debuggers on Unix
One reads a “core” file with a debugger. The two most popular debuggers on Unix
are adb and gdb, although occasionally one finds dbx. Typically one starts a
debugger like this: “gdb bin/circle” or “gdb bin/circle lib/core”.
debugger like this: “gdb bin/circle” or “gdb bin/circle lib/core”.
The first thing, and often the only thing, you need to do inside the debugger
is take a stack trace. In adb, the command for this is “$c”. In gdb, the
command is “backtrace”. In dbx, the command is “where”. The stack trace will
is take a stack trace. In adb, the command for this is “$c”. In gdb, the
command is “backtrace”. In dbx, the command is “where”. The stack trace will
tell you what function your program was in when it crashed, and what functions
were calling it. The debugger will also list the arguments to these functions.
Interpreting these arguments, and using more advanced debugger features,
@ -343,12 +343,12 @@ new tools.
7 Profiling
Another useful technique is “profiling,” to find out where your program is
Another useful technique is “profiling,” to find out where your program is
spending most of its time. This can help you to make a program more efficient.
Here is how to profile a program:
1. Remove all the .o files and the “circle” executable:
1. Remove all the .o files and the “circle” executable:
make clean
2. Edit your Makefile, and change the PROFILE=line:
@ -359,25 +359,25 @@ make
4. Run circle as usual. Shutdown the game with the shutdown command when you
have run long enough to get a good profiling base under normal usage
conditions. If you crash the game, or kill the process externally, you wont
conditions. If you crash the game, or kill the process externally, you wont
get profiling information.
5. Run the profcommand:
prof bin/circle > prof.out
6. Read prof.out. Run “man prof” to understand the format of the output. For
advanced profiling, you can use “PROFILE = -pg” in step 2, and use the “gprof”
command in step 5. The “gprof” form of profiling gives you a report which lists
6. Read prof.out. Run “man prof” to understand the format of the output. For
advanced profiling, you can use “PROFILE = -pg” in step 2, and use the “gprof”
command in step 5. The “gprof” form of profiling gives you a report which lists
exactly how many times any function calls any other function. This information
is valuable for debugging as well as performance analysis.
Availability of “prof” and “gprof” varies from system to system. Almost every
Unix system has “prof”. Only some systems have “gprof”.
Availability of “prof” and “gprof” varies from system to system. Almost every
Unix system has “prof”. Only some systems have “gprof”.
7 Books for Serious Programmers
Out of all the thousands of books out there, three stand out:
Kernighan and Plaugher, “The Elements of Programming Style”
Kernighan and Ritchie, “The C Programming Language”
Brooks, “The Mythical Man Month”
Kernighan and Plaugher, “The Elements of Programming Style”
Kernighan and Ritchie, “The C Programming Language”
Brooks, “The Mythical Man Month”

View file

@ -3,7 +3,7 @@ Builder Academy at telnet://tbamud.com:9091 or email rumble@tbamud.com -- Rumble
tbaMUD File Manifest
The main tbaMUD/ directory has the following subdirectories and files:
The main tbaMUD/ directory has the following subdirectories and files:
autorun - Shell script to run the MUD (./autorun &).
FAQ - Frequently Aske Questions with answers.
@ -16,7 +16,7 @@ lib/ - MUD data.
log/ - System logs.
src/ - Source code.
The bin/directory contains only binaries: circle (the main MUD) and its
The bin/directory contains only binaries: circle (the main MUD) and its
utilities, which are described in utils.txt.
The doc/ directory has its own README file, describing the contents of each
@ -51,12 +51,12 @@ time - Where the MUD time is saved.
The lib/misc/ directory contains the following files:
bugs - Bugs reported by players with the bug command.
ideas - Ideas from players from idea command.
bugs - Bugs reported by players with the bug command.
ideas - Ideas from players from idea command.
messages - Spell and skill damage messages.
socials - Text file with text of the socials.
socials.new - New format of socials you can edit via AEDIT.
typos - Typos reported by players with the typo command.
typos - Typos reported by players with the typo command.
xnames - Text file of invalid names.
The lib/plrobjs/ contains the following files and directories:
@ -80,18 +80,18 @@ zzz/
The lib/text/ directory contains the following files:
background - Background story (for option 3 from main menu).
credits - Text for credits command.
credits - Text for credits command.
greetings - Greeting message.
handbook - Text for Immortal Handbook (handbook command).
immlist - Text for immlist command.
handbook - Text for Immortal Handbook (handbook command).
immlist - Text for immlist command.
imotd - Immortal MOTD --seen by immortals on login.
info - Text for info command.
info - Text for info command.
motd - MOTD --seen by mortals on login.
news - Text for news command.
policies - Text for policy command.
wizlist - Text for wizlist command.
/help/screen - Text for help command as a mortal with no arguments.
/help/iscreen - Text for help command an an immortal with no arguments.
news - Text for news command.
policies - Text for policy command.
wizlist - Text for wizlist command.
/help/screen - Text for help command as a mortal with no arguments.
/help/iscreen - Text for help command an an immortal with no arguments.
The lib/world/directory contains the following subdirectories:
@ -103,8 +103,8 @@ wld - Contains *.wld files (world files)
zon - Contains *.zon files (zone files)
Each of the 6 subdirectories in the lib/world/ directory also contains two
additional files one called index, which specifies which files in that
directory should be loaded when the MUD boots, and index.mini, which
additional files one called index, which specifies which files in that
directory should be loaded when the MUD boots, and index.mini, which
specifies which files should be loaded if the MUD is booted with the -m
(mini-mud) option.
@ -128,6 +128,6 @@ trigger - Trigedit log messages.
usage - Mud system usage (player load & memory usage info).
The src/ directory contains all of the C and header files for the MUD, along
with a Makefile. The src/util/ directory contains source for tbaMUDs utility
with a Makefile. The src/util/ directory contains source for tbaMUDs utility
programs. See admin.txt for more information on how to compile the MUD. See
utils.txt for more information on how to use tbaMUDs utilities.
utils.txt for more information on how to use tbaMUDs utilities.

View file

@ -9,16 +9,16 @@ every platform that exists. This document is for experienced programmers
trying to make tbaMUD work on their platform.
tbaMUD should work on most UNIX platforms without any modifications; simply run
the “configure” script and it should automatically detect what type of system
the “configure” script and it should automatically detect what type of system
you have and anything that may be strange about it. These findings are all
stored in a header file called conf.h which is created in the src directory
from a template called conf.h.in. A Makefile is also created from the template
Makefile.in.
Non-UNIX platforms are a problem. Some cant run tbaMUD at all. However, any
Non-UNIX platforms are a problem. Some cant run tbaMUD at all. However, any
multitasking OS that has an ANSI C compiler, and supports non-blocking I/O and
socket-based TCP/IP networking, should theoretically be able to run tbaMUD; for
example, OS/2, AmigaOS, Mac OS (Classic versions; Mac OS X supports tbaMUDs
example, OS/2, AmigaOS, Mac OS (Classic versions; Mac OS X supports tbaMUDs
configure script from the command line), and all versions of Windows.
The port can be very easy or very difficult, depending mainly on whether or nor
@ -26,7 +26,7 @@ your OS supports the Berkeley socket API.
The general steps for porting tbaMUD to a non-UNIX platform are listed below. A
number of tips for porting can be found after the porting steps. Note that we
have already ported tba to Windows, so if youre confused as to how to perform
have already ported tba to Windows, so if youre confused as to how to perform
some of these steps, you can look at what we have done as an example (see the
files README.CYGWIN).
@ -36,11 +36,11 @@ trying to port the code.
Porting the Code
Step 1. Create a “conf.h” file for your system. Copy the template “conf.h.in”
to “conf.h”, and then define or undefine each item as directed by the comments
Step 1. Create a “conf.h” file for your system. Copy the template “conf.h.in”
to “conf.h”, and then define or undefine each item as directed by the comments
and based on the characteristics of your system. To write the conf.h file,
youll need to know which header files are included with your system, the
return type of signals, whether or not your compiler supports the const
youll need to know which header files are included with your system, the
return type of signals, whether or not your compiler supports the const
keyword, and whether or not you have various functions such as crypt()and
random(). Also, you can ignore the HAVE_LIBxxx and HAVE_xxx_PROTO constants at
the end of conf.h.in; they are not used in the code (they are part of UNIX
@ -58,12 +58,12 @@ be in the source file comm.c.
Step 4. Test your changes! Make sure that multiple people can log in
simultaneously and that they can all type commands at the same time. No player
should ever have a “frozen” screen just because another is waiting at a prompt.
should ever have a “frozen” screen just because another is waiting at a prompt.
Leave the MUD up for at least 24 hours, preferably with people playing it, to
make sure that your changes are stable. Make sure that automatic events such as
zone resets, point regeneration, and corpse decomposition are being timed
correctly (a tick should be about 75 seconds). Try resetting all the zones
repeatedly by typing “zr *” many times. Play the MUD and make sure that the
repeatedly by typing “zr *” many times. Play the MUD and make sure that the
basic commands (killing mobs as a mortal, casting spells, etc.) work correctly.
Step 5. If you are satisfied that your changes work correctly, you are
@ -71,20 +71,20 @@ encouraged to submit them to be included as part of the tbaMUD distribution so
that future releases of tbaMUD will support your platform. This prevents you
from re-porting the code every time a new version is released and allows other
people who use your platform to enjoy tbaMUD as well. To submit your changes
you must make a patch file using the GNU diff program. diff will create a
patch file which can be later used with the patch utility to incorporate
you must make a patch file using the GNU diff program. diff will create a
patch file which can be later used with the patch utility to incorporate
your changes into the stock tbaMUD distribution. For example, if you have a
copy of tbaMUD in the “stock-tba” directory, and your changes are in “my-tba”,
copy of tbaMUD in the “stock-tba” directory, and your changes are in “my-tba”,
you can create a patch file like this:
diff -u --new-file --recursive stock-tba/src my-tba/src > patch
This will create a file called patch with your patches. You should then try
to use the patch program (the inverse of diff) on a copy of tbaMUD to make
This will create a file called patch with your patches. You should then try
to use the patch program (the inverse of diff) on a copy of tbaMUD to make
sure that tbaMUD is correctly changed to incorporate your patches. This step is
very important: if you dont create these patches correctly, your work will be
very important: if you dont create these patches correctly, your work will be
useless because no one will be able to figure out what you did! Make sure to
read the documentation to diff and patch if you dont understand how to use
read the documentation to diff and patch if you dont understand how to use
them. If your patches work, CELEBRATE!!
Step 6. Write a README file for your operating system that describes everything
@ -107,7 +107,7 @@ Each system to which tba is already ported has a CIRCLE_xx constant associated
with it: CIRCLE_UNIX for plain vanilla UNIX tbaMUD, CIRCLE_WINDOWS for MS
Windows, CIRCLE_OS2 for IBM OS/2, and CIRCLE_AMIGA for the Amiga. You must use
a similar constant for your system. At the top of your conf.h, make sure to
comment out “#define CIRCLE_UNIX” and add “#define CIRCLE_YOUR_SYSTEM”.
comment out “#define CIRCLE_UNIX” and add “#define CIRCLE_YOUR_SYSTEM”.
3.2 ANSI C and GCC
As long as your system has an ANSI C compiler, all of the code (except for
@ -122,22 +122,22 @@ you use gcc.
Make absolutely sure to use non-blocking I/O; i.e. make sure to enable the
option so that the read() system call will immediately return with an error if
there is no data available. If you do not use non-blocking I/O, read() will
“block,” meaning it will wait infinitely for one particular player to type
“block,” meaning it will wait infinitely for one particular player to type
something even if other players are trying to enter commands. If your system
does not implement non-blocking I/O correctly, try using the
POSIX_NONBLOCK_BROKEN constant in sysdep.h.
3.4 Timing
tbaMUD needs a fairly precise (on the order of 5 or 10 ms) timer in order to
correctly schedule events such as zone resets, point regeneration (“ticks”),
correctly schedule events such as zone resets, point regeneration (“ticks”),
corpse decomposition, and other automatic tasks. If your system supports the
select() system call with sufficient precision, the default timing code should
work correctly. If not, youll have to find out which system calls your system
work correctly. If not, youll have to find out which system calls your system
supports for determining how much time has passed and replace the select()
timing method.
3.5 Signals and Signal Handlers
A note about signals: Most systems dont support the concept of signals in the
A note about signals: Most systems dont support the concept of signals in the
same way that UNIX does. Since signals are not a critical part of how tbaMUD
works anyway (they are only used for updating the wizlist and some other
trivial things), all signal handling is turned off by default when compiling
@ -147,7 +147,7 @@ conf.h file and all signal code will be ignored automatically.
4 Final Note
IMPORTANT: Remember to keep any changes you make surrounded by #ifdef
statements (i.e. “#ifdef CIRCLE_WINDOWS ... #endif”). If you make absolutely
statements (i.e. “#ifdef CIRCLE_WINDOWS ... #endif”). If you make absolutely
sure to mark all of your changes with #ifdef statements, then your patches
(once you get them to work) will be suitable for incorporation into the
tbaMUD distribution, meaning that tbaMUD will officially support your platform.

View file

@ -10,6 +10,11 @@ to rec.games.mud.diku which originally announced CircleMUD as a publicly
available MUD source code.
tbaMUD Release history:
Version 2025 release: January, 2025
Version 2023 release: January, 2023
Version 2021 release: March, 2021
Version 2020 release: January, 2020
Version 2019 release: January, 2019
Version 2018 release: January, 2018
Version 3.68 release: February, 2017
Version 3.67 release: January, 2016
@ -138,7 +143,7 @@ communication channels
totally ignores all commands from that player until they are thawed.
--Even handier DELETE flag allows you to delete players on the fly.
--"set" command (mentioned above) allows you to freeze/unfreeze/
delete/siteok/un-siteok players --even if they arent logged in!
delete/siteok/un-siteok players --even if they arent logged in!
--Bad password attempts are written to the system log and saved;
if someone tries to hack your account, you see "4 LOGIN FAILURES
SINCE LAST SUCCESSFUL LOGIN" next time you log on.

View file

@ -110,12 +110,12 @@ is being specified. The command sort name is the shortest part of the command a
player must type for it to match. The hide-flag can be either 0 or 1; if 1, the
social is hidden from OTHERS if they cannot see the character performing the
social. The action is not hidden from the VICTIM, even if s/he cannot see the
character performing the social, although in such cases the characters name
will, of course, be replaced with “someone”. The min positions should be set to
character performing the social, although in such cases the characters name
will, of course, be replaced with “someone”. The min positions should be set to
dictate the minimum position a player must be in to target the victim and
perform the social. Min level allows you to further customize who can use what
socials.Where it makes sense to do so, text fields may be left empty. If
editing manually you should by put a # in the first column on the line. Aedit
editing manually you should by put a # in the first column on the line. Aedit
does this automatically.
Examples:

View file

@ -34,7 +34,7 @@ older CircleMUD data files to the versions used in CircleMUD v3, while others
are used to convert currently existing files into different formats.
Overall, these utilities have been created in an attempt to make the tbaMUD
administrators life a bit easier, and to give the administrator some ideas of
administrators life a bit easier, and to give the administrator some ideas of
further and more grandiose utilities to create. Some are no longer applicable
but are retained as examples.
@ -61,7 +61,7 @@ the second, and so forth.
The split utility is designed to split large world files into smaller, zone
sized files that are easier to manage and maintain. The utility reads its input
from the standard input and writes the output to files with names specified
within the larger world file. This is done by inserting =filename into the
within the larger world file. This is done by inserting =filename into the
world file at the appropriate points, where filename is the name of the file
for the following section.
@ -141,8 +141,8 @@ The command line syntax for autowiz is as follows:
autowiz <wizlev> <wizlistfile> <immlev> <immlistfile> [pid to signal]
where <wizlev> is equal to whatever LVL_GOD is set to in your tbaMUD server,
<wizlistfile> is the filename for the file containing the games Wizlist.
<immlev> should be set to your games LVL_IMMORT, while <immlistfile>
<wizlistfile> is the filename for the file containing the games Wizlist.
<immlev> should be set to your games LVL_IMMORT, while <immlistfile>
is the name of the Immlist file.
This utility must be recompiled if you make any changes to the player file structure.

View file

@ -2893,7 +2893,7 @@ $n looks at your $t and seems to think it could use a little trimming off the to
You look at $p and think it could use a little trimming off the top.
$n looks at $p and seems to think it could use a little trimming off the top.
~halo halo 0 8 8 31
~halo halo 0 8 8 1
You whip out the ol' halo. That should prove your innocence.
$n loads a halo and dons it.
$N could use a good disguise.
@ -6109,7 +6109,7 @@ $n looks around for a victim to strangle.
You throw yourself against $N's throat, trying to squeeze the life out.
$n throws $mself after $N's throat.
$n throws $mself after your throat, you try to defend yourself.
AARGH! They must have left... #&%£@!
AARGH! They must have left...
You put your hands around your throat and stop breathing.
$n tries to strangle $mself, making a very strange noise and getting blue in the face.
You strangle $M $t.
@ -6508,6 +6508,21 @@ $n teases your $t.
You tease $p.
$n teases $p.
~testsocial testsocial 0 8 8 2
This action is unfinished.
This action is unfinished.
#
#
#
#
#
#
#
#
#
#
#
~thanks thank 0 5 0 0
Thank you too.
$n thanks everyone.
@ -7244,7 +7259,7 @@ You fall to your knees and worship $p.
$n falls to $s knees and worships $p.
~wrong wrong 0 8 8 0
You couldn't find the right if your life depended on it.
You couldn't find the right social if your life depended on it.
$n couldn't find the right social if $s life depended on it.
#
#

View file

@ -1,5 +1,5 @@
T B A M U D
2 0 1 8
2 0 2 5
Based on CircleMUD by Jeremy Elson and DikuMUD by Hans-Henrik Staerfeldt,
Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer

View file

@ -34,7 +34,7 @@ trigger you must define actor.
%damage% %actor% 20 - cause 20 points damage
%damage% %actor% %random.20% - cause 1-20 points damage randomly
eval stunned %actor.hitp% - evaluate all hitpoints and then damage
set stunned %actor.hitp% - evaluate all hitpoints and then damage
%damage% %actor% %stunned% - leaving the player stunned, but will recover
eval random_up_to_stunned %%random.%stunned%%%
@ -143,6 +143,22 @@ Mob Example: @RTSTAT 81@n
See also: POSITIONS, CHAR-VAR
#31
%LOG% WLOG MLOG OLOG
%log% <message>
This command sends a message to the syslog so all immmortals can see it. It can
be useful for debugging, or for tracking the frequency of things that shouldn't occur
very often.
%log% %actor.name%, a level %actor.level% %actor.class% just typed %cmd% %arg%
will generate a message that looks like:
[ Room 57700 :: Fizban, a level 34 Magic-User just typed log example ]
The part before the :: shows what the script that logged the message was attached to.
#0
%MOVE% MOVE-OBJECT MOVE-ALL
In an object trigger, moves the object to which the trig is attached to the
@ -841,7 +857,7 @@ AUTOQUESTS QUESTS QUESTMASTERS QUESTPOINTS QUEST-POINTS QUEST-MOBS QUESTMOBS
An autoquest is a quest that can be automatically started and completed by
players on the MUD without the intervention of an immortal. Players simply
visit a questmaster where they join an available quest, and get rewarded on
its completion.
its completion.
See Also: QEDIT, QUEST-FLAG
#31
@ -849,7 +865,7 @@ AUTOQUESTS QUESTS QUESTMASTERS QUEST-MOBS QUESTMOBS
An autoquest is a quest that can be automatically started and completed
without the intervention of an immortal. Simply visit a questmaster and join
an available quest, and get rewarded on its completion. Keep an eye out for
an available quest, and get rewarded on it's completion. Keep an eye out for
autoquests scattered throughout the World.
See Also: QUEST-FLAG, QUESTPOINTS
@ -859,7 +875,7 @@ AUTOSACRIFICE SACRIFICE
Usage: toggle autosac
Enables you to automatically sacrifice any mob you kill. If you do not have
autoloot and autoloot enabled the objects and gold will also be sacrificed.
autoloot enabled the objects and gold will also be sacrificed.
See Also: TOGGLE
#0
@ -1568,7 +1584,6 @@ qedit (quest editor)
questpoints
buildwalk
dig
tell m-w (an in game dictionary lookup)
gemote
history
file
@ -1862,6 +1877,11 @@ ANSI colors:
@*y - @yyellow@n @*Y - @Ybright yellow@n @*o - @oorange@n @*O - @Obright orange@n
@*w - @wwhite@n @*W - @Wbright white@n @*[F###] - @RSHOW COLOUR@n to list all codes.
It should be noted that in editors typing /t toggles whether color codes are shown
or are interpreted as color codes. This can be useful for copying and pasting
strings that contain color without having to re-insert all the color codes
manually.
See also: @*, OLC-COLOR, MXP, ANSI, PROMPT, TOGGLE, SHOW-COLOUR
#1
COLORSPRAY COLOR-SPRAY
@ -2423,25 +2443,6 @@ Example:
> diagnose doctor
See also: CONSIDER, HIT, KILL
#0
DICTIONARY DICTIONARIES THESAURUS M-W.COM DEFINITION MERRIAM-WEBSTER M-W-DEFINITION WEBSTER MW TELL-M-W BREATHER SPELLING WORDS
Usage: tell m-w <word>
We have a direct link to Merriam Webster. To use the dictionary just
tell m-w <word>
>tell m-w breather
You get this feedback from Merriam-Webster:
That means:
1 : one that breathes
2 : a break in activity for rest or relief
3 : a small vent in an otherwise airtight enclosure
A few obscure definitions are not available through m-w since they are in the
unabridged version that requires membership. They also offer a thesaurus at:
@Chttp://m-w.com/@n
#31
DIG UNDIG RDIG RELINK RLINKS
@ -3152,7 +3153,7 @@ game.
Invest in a thesaurus. Makes a world of difference, and if that doesn't
help, just make up your own words for things you create (just be sure to
describe them very well. Use @Chttp://m-w.com/@n for an online thesaurus
and dictionary. You can @Rtell m-w <word>@n to lookup a definition.
and dictionary.
4. Where can I learn Trigedit?
Here! Welcor is now the developer of trigedit. We have extensive help files,
@ -3291,7 +3292,7 @@ the earthquake spell.
See also: WATERWALK, EARTHQUAKE
#0
FOLLOWERS
FOLLOWERS UNFOLLOW
Usage: follow <leader>
@ -3329,7 +3330,7 @@ The 3rd number is liquid type from the following:
value 1: Initial drink units. Must be 1 or greater.
value 2: see below
value 3: 0 for not poisoned. Otherwise, the number of hours until the poison
burns off?
burns off.
value 2: The type of liquid in the drink-container, one of:
@ -3543,8 +3544,8 @@ GRAMMAR GRAMMER TIPS
words can be particularly tricky and elude electronic spell checkers. A good
dictionary, however, will help you spell archaic words. Whenever I am building
I use our Merriam Webster dictionary link on TBA to check any tough words for
proper spelling. Test it out @RTELL M-W DEFINITION@n. We hope to add a thesaurus
soon! Goto @Chttp://m-w.com/@n until then.
proper spelling. We hope to add a thesaurus soon! Goto @Chttp://m-w.com/@n
until then.
I have found that a good principle to make is to avoid the use of all
contractions. For example, if you mean to say "it is", do not use "it's", spell
it out. This will help differentiate between "its" (which means 'belonging to
@ -6295,8 +6296,12 @@ Usage: olist <range of vnums or zone number>
Olist gives you a list of the objects numbered within the parameters.
olist 12 - lists all objects defined in zone 12
olist 3001 3022 - lists all existing objects from vnum 3001 to 3022
olist 12 - lists all objects defined in zone 12
olist 3001 3022 - lists all existing objects from vnum 3001 to 3022
olist affect <num> - Displays top 100 objects, in order, with the selected affect.
Type olist affect to see all available fields.
olist type <num> - Displays objects of the selected type.
Type olist type to see all available fields.
See also: OEDIT, OLC
#31
@ -7068,30 +7073,28 @@ See also: FLAGS, PLR
#31
PROMOTE PROMOTIONS ADVANCEMENTS RAISES LVLS LEVELS GAINS 31 32 33 34 RANKS RANKING HIRING JOBS STAFFING
Here at The Builder Academy the level of an immortal generally denotes
their skill at building. This makes it easier for people to know who is in
charge, who they can ask for help, and who they should be wary of taking tips
from. I encourage everyone to help each other. Just realize that if the person
is not at least a Great God they may have relatively little experience.
Here at The Builder Academy, the level of an immortal generally reflects that
immortal's building skill and willingness to help others. If you have
questions, you may want to ask someone whose level is at least 32. Of course,
everyone is encouraged to help everyone else, but know that those who are not
at least level 32 may have relatively little experience.
Level 31 (Immortal) Anyone who is new to TBA and is working on their trial
vnum or zone.
Level 32 (God) An experienced builder that has proven their knowledge and is
willing to teach others. Level 2 and above is considered staff.
Level 33 (Greater God) An experienced builder that has contributed
significantly to TBA.
Level 34 (Implementor) Welcor and I (Rumble). Welcor hosts and I administrate.
Do not bother asking to be advanced, and if that is why you are here, you
are wasting your time. Note, this does not mean you are not a quality builder,
but TBA is not your typical MUD. On the contrary, we are here as dedicated
people to help you learn to build. Because of this the only chance of
advancement is if you are willing to learn to build and then help teach others.
If you are willing to give back to the tbaMUD community, and have the
necessary skills to do so, you will be advanced and given further privileges
to help teach others. Generally, if you have to ask for a promotion you will be
less likely to receive it. Performance is everything here.
Level 31 (Immortal) Anyone who is new to TBA and is working on their trial
vnum or zone.
Level 32 (God) An experienced builder with proven knowledge that is
willing to teach others. Immortals of level 32 and above
are considered staff.
Level 33 (Greater God) An experienced builder that has contributed significantly
to TBA.
Level 34 (Implementor) Current developers: Welcor, Wyld, and Opie.
Please do not bother asking to be advanced. If your goal is merely to rise in
the ranks, you are wasting your time. The Gods here are dedicated to helping
others learn to build. Thus, those who advance in level are those who become
proficient builders that offer their time to teach others. If you are willing
to give back to the tbaMUD community and have the requisite skills, you will be
advanced and given further tools to teach others via your level. Generally, if
you ask for a promotion, you will be less likely to receive it.
#0
PROPOSALS GUIDELINES ZONE-PROPOSALS PROPOSITIONS PROPOSE REQUESTS CRITERIA
@ -7169,7 +7172,7 @@ prefer to add the quest in the zone where quest completion takes place.
Quests use vnums in exactly the same way as mobiles, object and rooms. Each
zone will normally have 100 vnums available (#00 to #99, where # is the zone
number). Usually, when creating the first quest in a zone, #00 is used,
then #01, etc
then #01, etc.
When you qedit <vnum> to create a new quest (or edit an existing one), you will
see the menu in @RHELP QEDIT-MENU@n
@ -7180,12 +7183,12 @@ QEDIT-ACCEPT
This is the text that is sent to the player when they start the quest. It
should describe in detail exactly what is required to complete the quest. The
text is simply output on the players screen, so be creative here. An example
text is simply output on the player's screen, so be creative here. An example
of an accept message text could be something like:
The questmaster rummages in a large pile of papers.
The questmaster says Ah, here it is
The questmaster says Bob, the local butcher has offered this quest
The questmaster says "Ah, here it is"
The questmaster says "Bob, the local butcher has offered this quest"
The questmaster shows you a hastily scrawled note, that reads:
I am willing to offer any plucky adventurer 10 quest points if they bring me a
@ -7195,7 +7198,7 @@ order to fill. I need these within 24 hours
Thanks, Bob the Butcher, Midgaard
The questmaster sighs.
The questmaster says A tricky quest, but itll cost you 5qp to back out now
The questmaster says "A tricky quest, but it'll cost you 5qp to back out now"
#31
QEDIT-COMPLETED QEDIT-ABANDONED
@ -7209,7 +7212,7 @@ all timed quests.
QEDIT-COMPLETION
Just like the accept message, this is simply text that is output on the
players screen when they successfully complete the quest. Prizes (quest
player's screen when they successfully complete the quest. Prizes (quest
points, gold coins, experience points or an object) are automatically
announced after this text is shown, so this text does not need to have that
information in it.
@ -7235,7 +7238,7 @@ Quest flags: @cNOBITS@n
Enter quest flags, 0 to quit :
Currently, only one flag is available, the REPEATABLE flag. When you have
finished turning this on or off, select 0 (zero) to return to the main menu.
finished turning this on or off, select "0" (zero) to return to the main menu.
#31
QEDIT-LEVELS
@ -7289,12 +7292,12 @@ QEDIT-NEXT
This is the quest vnum of next quest in a chain. When a player completes
the current quest, the next quest will automatically be joined. This allows
for long quests with a number of steps.
for long quests with a number of "steps".
#31
QEDIT-PREREQUISITE
This is the object vnum for a prerequisite object. The prerequisite object
should be in the players inventory in order for them to be able to join the
should be in the player's inventory in order for them to be able to join the
quest. It is not taken from the player when the quest starts.
#31
QEDIT-PREVIOUS
@ -7305,15 +7308,15 @@ completed by the player in order to join this quest.
QEDIT-QUANTITY
This is the number of times the player needs to repeat the quest. For
example, it could be the number of items the player needs to find in a object
quest of the number of mobs the player should kill in a kill mob quest. This
should be used with caution, however. In an object quest picking up the same
example, it could be the number of items the player needs to find in a "object"
quest of the number of mobs the player should kill in a "kill mob" quest. This
should be used with caution, however. In an object quest picking up the same
object 20 times will also complete the quest.
#31
QEDIT-QUIT QEDIT-MESSAGE
The quit message is sent to the player when they type quest leave. Players
can lose quest points for abandoning a quest (see “Abandoned” on the next
can lose quest points for abandoning a quest (see "Abandoned" on the next
page), so if they lose quest points, this text really should inform them of
that.
#31
@ -7342,14 +7345,14 @@ Room, Clear Room - Room VNUM
#31
QEDIT-TIME
This is the number of ticks or game hours that the player has to complete
This is the number of 'ticks' or game hours that the player has to complete
the quest. If this is set, then the builder should really try to do the quest
themselves, and time how long it takes (typing time before and after the
attempt), and then giving at least one extra tick for players to complete it.
themselves, and time how long it takes (typing 'time' before and after the
attempt), and then giving at least one extra 'tick' for players to complete it.
#31
QEDIT-TYPE
There are a few different quest types. When you select option 7 from the
There are a few different quest types. When you select option '7' from the
main menu, you will be shown a list to choose from:
0) Object - Player needs to find a particular object.
@ -7424,7 +7427,7 @@ Usage: quest [list | join <#> | progress | leave | history]
quest - Show usage information for the quest command.
quest list - Used at the questmaster to see which quests are available.
quest join # - Used to the questmaster to join the quest listed as number nn on quest list.
quest join # - Used to the questmaster to join the quest listed as number 'nn' on quest list.
quest progress - Shows the player which quest they are doing, and their quest progress.
quest leave - Allows the player to abandon the current quest, taking the quest point penalty.
quest history - Shows all previously completed non-repeatable quests.
@ -7797,6 +7800,11 @@ The following terrains may be selected (only one):
10) Underwater Underwater requires AFF_SCUBA. 5
#31
RELEASES
The complete release history of tbaMUD is available at:
https://github.com/tbamud/tbamud/blob/master/doc/releases.txt
#0
RELOAD
Usage: reload < '*' | all | file >
@ -9324,7 +9332,7 @@ and simply bearing artistic merit. Second, by ensuring that they are absolutely
necessary to achieve the goals of the game! If your game is made for experience
and equipment gathering, and failure to read descriptions directly impedes this
goal, then players will learn to read everything. If your game is made for
exploring or role-play, most of your players probably already read them Â-
exploring or role-play, most of your players probably already read them -
because knowing their environment is a basic requirement of play. In any case,
builders exist to ensure that the goals of play are supported by game
descriptions.
@ -9336,7 +9344,7 @@ meaning behind descriptions, areas to find, special items, unique nooks and
crannies to spend time socializing, and hints that point to these things
elsewhere outside of your own zone is an excellent idea. In fact, if you
don't wish to be building descriptions no one will read, you should employ
special secrets Â- most especially on games where knowing one's environment
special secrets - most especially on games where knowing one's environment
does deeply affect a character's development. No matter what kind of zone you
are building, keep it interesting throughout!
@ -9359,7 +9367,7 @@ road.
shouldn't be the sole builder of your zone. Instead, seek the assistance of
someone who adds creative merit to your descriptions. You can do practically
everything from plot to secrets to minutiae, even write the zone in full and
just ask someone you know who writes well to Â'say it better' and rewrite
just ask someone you know who writes well to 'say it better' and rewrite
what you intended to have there all along. Novels have editors, and so
should any zone.
@ -9631,19 +9639,19 @@ have a point and here it is: *drum roll please*
Building is hard work! It is a form of expression and creativity. What kind
of areas you build generally reflects on what kind of person you are. You
do not have to be a good speller but you do need a good dictionary/thesaurus.
@RHELP M-W@n. Sometimes building can seem like a thankless job and sometimes
building can be a reward in itself. Building a few areas, even a few good
ones, does not make you an Immortal or an Imp. It takes more than building to
be one of those and it entails even more work. Respect others and they will
respect you. The more detailed an area the better it is. Always choose Quality
over Quantity. Put some pride in your areas, develop a style of your own. Try
new things keep it interesting, if you become bored with building an area take
a break and play a mortal or do something else, don't take advantage of builder
privileges. Treat others as you wish to be treated. One more warning I would
give to builders before they take things personally or get insulted. Everyone
has their own ideas on how to run a MUD, what it comes down to is whoever owns
the MUD makes the final decision, so it does not matter how good you think your
idea is, it may never be used if the owner does not like it. Plain and simple.
Sometimes building can seem like a thankless job and sometimes building can be
a reward in itself. Building a few areas, even a few good ones, does not make
you an Immortal or an Imp. It takes more than building to be one of those and
it entails even more work. Respect others and they will respect you. The more
detailed an area the better it is. Always choose Quality over Quantity. Put
some pride in your areas, develop a style of your own. Try new things keep it
interesting, if you become bored with building an area take a break and play a
mortal or do something else, don't take advantage of builder privileges.
Treat others as you wish to be treated. One more warning I would give to
builders before they take things personally or get insulted. Everyone has their
own ideas on how to run a MUD, what it comes down to is whoever owns the MUD
makes the final decision, so it does not matter how good you think your idea
is, it may never be used if the owner does not like it. Plain and simple.
You see this on every MUD. So please keep the ideas coming, but do not try to
force them onto anyone. Be constructive, not critical about peoples ideas.
Everyone is allowed their opinions.
@ -9851,6 +9859,7 @@ tbalim test 61165
return
toggle nohassle on
To list empty zones "show zone none"
To setup test with zone 348
return
saveall
@ -10128,11 +10137,6 @@ MOB: 1322
^^^//\\_^^//\\_^ ^(\_\_\_\)
^^^ ^^ ^^^ ^^
#31
RELEASES
The complete release history of tbaMUD is available at:
https://github.com/tbamud/tbamud/blob/master/doc/releases.txt
#0
THE-MUD-CONNECTOR TMC MUD-CONNECTOR MUDCONNECTOR
Most of our traffic comes through word of mouth or TMC reviews. If you are so
@ -10919,7 +10923,7 @@ Example: @RTSTAT 76@n
TRIGEDIT-MOB-COMMAND TRIG-MOB-COMMAND
Activates when commands are performed in the same room as the mobile.
Does not work for God and above.
Does not work for Greater God and above.
Numeric Arg : not used.
Argument : text which must be part of the command typed to filter out
@ -11387,7 +11391,7 @@ Example: @RTSTAT 90@n
TRIGEDIT-OBJ-COMMANDS TRIGEDIT-OBJECT-COMMAND TRIG-OBJ-COMMAND TRIG-OBJ-COMMANDS
Activates when a command is performed near this object.
Command triggers do not work for God and above.
Command triggers do not work for Greater God and above.
Numeric Arg : a bitfield to indicate where the object must be in order to cause
the trigger to activate.
@ -11605,7 +11609,7 @@ Example: @RTSTAT 57@n
TRIGEDIT-ROOM-COMMANDS TRIG-ROOM-COMMANDS CLIMBING
Activates when commands are performed in the room.
Does not work for God and above.
Does not work for Greater God and above.
Numeric Arg : not used.
Argument : text which must be part of the command typed to filter out
@ -12008,6 +12012,7 @@ mudcommand - Returns the mud command the string is shorthand for. Used to make
charat - set new variable %text/var.charat(index)% i.e. set phrase testing,
set var1 %phrase.charat(2)% now %var1% == e
toupper - Returns the string with the first letter of it capitalized.
Example: @RTSTAT 30@n
#31
TRIGGER-EDITORS

View file

@ -62,7 +62,7 @@ rhian daughter~
Rhian~
Shiro's daughter, Rhian, stands here waiting to help you.
~
She is clothed in a beautfiul, and tight, dress. Something tells you that
She is clothed in a beautiful, and tight, dress. Something tells you that
she sells more weapons when she wears that dress. She is easily one of the
more stunning woman you have ever come across.
~
@ -366,7 +366,7 @@ young girl~
the young girl~
A young girl is playing with a little doll.
~
She is enthralled with reenacting a little skit os some sort where her doll
She is enthralled with reenacting a little skit of some sort where her doll
is a powerful Magi and is fighting the evil Drakkar. She is almost as filthy
and ragged as the doll that she plays with.
~
@ -523,7 +523,7 @@ The Master Magi of the green order dismisses you with a wave.
~
A Master Magi is the highest ranking magi of each order. Of the seven
orders of the Magi only 5 have Master Magi's. The orders of the purple and
grey robe have yet to select a master magi as none of them are powerful enough.
gray robe have yet to select a master magi as none of them are powerful enough.
~
72 0 0 0 16 0 0 0 0 E
@ -552,7 +552,7 @@ the yellow Master Magi~
A Master Magi in a yellow robe strolls by.
~
One of the seven orders of the Magi, This Master Magi is well known
throughout the city and is reverred almost as much as the gods.
throughout the city and is revered almost as much as the gods.
~
72 0 0 0 16 0 0 0 0 E
20 14 -2 4d4+200 3d3+3
@ -581,7 +581,7 @@ the bartender~
Hannibal, the bartender wipes down a spot at the bar for you to sit at.
~
Hannibal loves his job more than anyone in the city. He is always up to
date on all happenings withing Sanctus. If you need some information this is
date on all happenings within Sanctus. If you need some information this is
the man to go to. He shouts over the other customers to you, 'What can I
getcha? '
~
@ -609,7 +609,7 @@ T 322
#142
green magi~
the green magi~
A member of the green magi flys past, literally.
A member of the green magi flies past, literally.
~
Another magi out for some spell testing it seems. They constantly expand
their knowledge. Seeking to invent some new spell to help restore the balance
@ -625,7 +625,7 @@ woman waitress~
the waitress~
A scantily clad waitress waits to fulfill your every need.
~
She expertly works her way inbetween the tables and people balancing three
She expertly works her way in between the tables and people balancing three
pints of ale on a platter while skillfully avoiding the attempted slaps at her
fine ass.
~
@ -654,7 +654,7 @@ yellow magi~
the yellow magi~
A yellow magi chants some arcane words and is suddenly standing behind you.
~
The magi are known for thier experience with magic. Many study decades to
The magi are known for their experience with magic. Many study decades to
reach the title of Master Magi. Very few actually make it.
~
72 0 0 0 0 0 0 0 600 E
@ -663,9 +663,9 @@ reach the title of Master Magi. Very few actually make it.
8 8 1
E
#146
grey magi man~
the grey magi~
A man in a flowing grey robe is resting here.
gray magi man~
the gray magi~
A man in a flowing gray robe is resting here.
~
He carries himself with a confidence that is almost frightening. You
realize he must be a magi.
@ -683,7 +683,7 @@ Logan looks up with a wry grin on his face.
~
You are just another shopper to him, and he will squeeze every dollar out of
you that you carry if your not careful. He runs the town pawnshop. Though the
prices aren't great he carries alot of equipment that cannot be found anywhere
prices aren't great he carries a lot of equipment that cannot be found anywhere
else.
~
253962 0 0 0 112 0 0 0 0 E
@ -707,11 +707,11 @@ not laugh or even smirk since you know they take offense to such things.
E
T 70
#149
sargeant~
the sargeant~
A sargeant is trying to find his corporal so he can put him to work.
sergeant~
the sergeant~
A sergeant is trying to find his corporal so he can put him to work.
~
The sargeant looks pissed that his corporal ran away. Now he is going to
The sergeant looks pissed that his corporal ran away. Now he is going to
enjoy tearing the corporal a new one. More latrine duty is in the corporals
future.
~
@ -740,7 +740,7 @@ midwife~
the midwife~
A midwife is tidying up the house.
~
She looks rather old, touches of grey sprinkle her dark brown hair. She
She looks rather old, touches of gray sprinkle her dark brown hair. She
must have once been very attractive, but not any longer. She looks worn down
and tired from her daily chores.
~
@ -853,12 +853,12 @@ almost anything out of cloth.
E
T 117
#159
lietenant~
lieutenant~
the lieutenant~
A lieutenant is cursing up a storm as he looks for his sargeant.
A lieutenant is cursing up a storm as he looks for his sergeant.
~
He is used to giving orders, not babysitting and hunting down people.
Looks like alot of heads are going to roll when he finds who he is looking for.
Looks like a lot of heads are going to roll when he finds who he is looking for.
He looks very strong and wise.
~
6232 0 0 0 16 0 0 0 1000 E
@ -965,9 +965,9 @@ that far.
8 8 1
E
#167
staff sargeant~
the staff sargeant~
A staff sargeant walks by, keeping step to a cadence in his head.
staff sergeant~
the staff sergeant~
A staff sergeant walks by, keeping step to a cadence in his head.
~
This guy has been around. He could probably teach you a thing or two on
fighting styles.
@ -990,7 +990,6 @@ He is covered in a film of dirt and grime. He smells even worse than you.
30 900
8 8 1
E
T 206
#169
citizen~
a citizen~
@ -1149,7 +1148,7 @@ javier~
Javier, the High Councillor~
Javier, the High Councillor looks at you peacefully.
~
One of the seven Hich councilman he holds one of the most prestigious
One of the seven high councilman he holds one of the most prestigious
positions within Sanctus. Javier is known for his common sense and appeal to
those who live hard lives. He was himself just a farmer before he his calling
to become a Cleric.
@ -1165,7 +1164,7 @@ the lookout~
A lookout peers into the distance.
~
Hour after hour he stands above the gates looking for any sign of danger.
It is up to him to warn the town in case of an attack. The position has alot
It is up to him to warn the town in case of an attack. The position has a lot
of responsibility and is only given to those who show promise within the army.
~
@ -1211,7 +1210,7 @@ Morgan, the bartender~
Morgan, the bartender, looks you over carefully.
~
He serves his customers with ease and experience. He wears a spotty apron
and has a dirty towl is over one shoulder.
and has a dirty towel is over one shoulder.
~
188426 0 0 0 0 0 0 0 0 E
34 9 -10 6d6+340 5d5+5
@ -1311,7 +1310,7 @@ E
#191
puppy~
the puppy~
A small puppy has lost his way and is wimpering pathetically.
A small puppy has lost his way and is whimpering pathetically.
~
How cute, you feel pity for him as he tries to work his way between peoples
legs trying to find his way home.
@ -1323,9 +1322,9 @@ legs trying to find his way home.
E
T 160
#192
german shephard dog~
the german shephard~
A german shephard perks up its ears and wags its tail as you approach.
german shepherd dog~
the german shepherd~
A german shepherd perks up its ears and wags its tail as you approach.
~
These dogs are kept for many reasons. Some are used to herd livestock,
others for protection, and even a few simply as pets. They are very smart and
@ -1356,7 +1355,7 @@ T 145
#194
mouse~
the mouse~
A mouse scurries into the gutter, trying to avoid being stept on.
A mouse scurries into the gutter, trying to avoid being stepped on.
~
This little rodent looks more like someone's pet than a street rat. It is
pure white with black eyes and seems unafraid.

View file

@ -64,7 +64,7 @@ E
#10004
coyote~
the coyote~
A skinny grey coyote fades into the trees as you approach.
A skinny gray coyote fades into the trees as you approach.
~
Although the coyote looks a little too skinny, it is definitely still in very
good shape. This scavenger has learned to live off the land and has become a
@ -172,7 +172,7 @@ A raccoon is sitting in a tree just above you.
~
This miniature bandit looks very interested in what you're doing. It watches
you without any sign of fear. It uses its human-like hands to climb around in
the trees. It is grey and black with the unforgettable mask around its eyes.
the trees. It is gray and black with the unforgettable mask around its eyes.
~
76 0 0 0 0 0 0 0 0 E
3 19 8 0d0+30 1d2+0

View file

@ -56,7 +56,7 @@ heifer ~
the heifer~
A heifer looks up at you.
~
The heifer is a young cow that has not yet calfed.
The heifer is a young cow that has not yet calved.
~
72 0 0 0 0 0 0 0 0 E
7 18 5 1d1+70 1d2+1

View file

@ -3,7 +3,7 @@ kami~
the guardian of earth~
Kami, the guardian of earth stands here.
~
@WKami has long pointy ears, and dreen skin, he also has two antenna on his
@WKami has long pointy ears, and green skin, he also has two antenna on his
head. Kami wears a white robe like thing that has a strange symbol on the
front.
@n
@ -48,7 +48,7 @@ large wolf~
a large wolf~
A large wolf stands here growling.
~
The wolf has a very dirty looking coat, she seems angy at something.
The wolf has a very dirty looking coat, she seems angry at something.
~
72 0 0 0 16 0 0 0 0 E
2 20 8 0d0+20 0d2+0
@ -62,7 +62,7 @@ Matilda~
Matilda sits behind her desk writing something on a piece of paper.
~
She is a very pretty woman, and is also very polite, she smile sweetly at you
and then goes baack to writing on her paper.
and then goes back to writing on her paper.
~
26 0 0 0 120 0 0 0 0 E
1 20 9 0d0+10 1d2+0
@ -75,7 +75,7 @@ Newbie Fighter~
a Newbie Fighter~
A Newbie Fighter stands here looking at you.
~
He seems to be not a lot to look at, he looks koind of weak, his health seems
He seems to be not a lot to look at, he looks kind of weak, his health seems
to be good though.
~
10 0 0 0 0 0 0 0 0 E
@ -89,7 +89,7 @@ Vegeta~
Vegeta stands here, grinning evilly at you.
~
@YVegeta has a huge golden aura, his hair is blond and his muscles are huge.
Occasionnly bolts of electricity arc therogh his aura. @n
Occasionally bolts of electricity arc through his aura. @n
~
26 0 0 0 120 0 0 0 0 E
34 9 -10 6d6+340 5d5+5
@ -104,7 +104,7 @@ Master Roshi~
Master Roshi sits here reading a magazine and making weird noises.
~
He wears a large turtle shell, and large funny looking sunglasses, the sun
shines off of his head, and he wears an old hawain shirt.
shines off of his head, and he wears an old Hawaiian shirt.
~
10 0 0 0 0 0 0 0 0 E
1 20 9 0d0+10 1d2+0
@ -119,7 +119,7 @@ Truncks~
Truncks~
Truncks is here playing his game system paying you no mind.
~
The purple haird boy wears nothing more then a capsul corp t-shirt, blue
The purple haired boy wears nothing more then a capsule corp t-shirt, blue
jeans, and a pair of semi worn-out socks.
~
10 0 0 0 0 0 0 0 0 E
@ -134,7 +134,7 @@ Bulma~
A beautiful woman is here tending to the garden.
~
Here hair is purple and she wears no clothing you have seen, it seems to be
made completly of a red materal, she has a very shaped figure, curves in all the
made completely of a red material, she has a very shaped figure, curves in all the
right places.
~
72 0 0 0 0 0 0 0 0 E
@ -161,8 +161,8 @@ the Elder Namek~
The Elder Namek sits in his large chair breathing heavily.
~
This has to be the largest Namek ever, sitting at a height of about 8'7" and
weighing over 800lb, he could eaisly crush you. But he won't because of his age
and he is a peace loveing man that looks like any other Namek.
weighing over 800lb, he could easily crush you. But he won't because of his age
and he is a peace loving man that looks like any other Namek.
~
10 0 0 0 0 0 0 0 0 E
1 20 9 0d0+10 1d2+0
@ -233,7 +233,7 @@ E
#10399
Biker~
a Biker~
A Biker stands here swingging a chain around.
A Biker stands here swinging a chain around.
~
He has the usual gamblers dice, and holds a knife in his left hand.
~

View file

@ -30,7 +30,7 @@ T 10406
#10402
Arwin Mic'Zell~
Arwin Mic'Zell~
Arwin Mic'Zell fiddles with some armour behind his desk.
Arwin Mic'Zell fiddles with some armor behind his desk.
~
It looks unfinished. Arwin Mic'Zell wears some of the finest cloths you have
ever seen, they seem to be custom made, and very expensive. He has short blond
@ -93,9 +93,9 @@ Ligern~
Ligern~
Ligern, the village warrior, sits watching the fire.
~
Ligern looks to be younge, but he has many scars all over his body, the fire
light illuminates his body, makeing him seem older then he actually is.
Although he has many scars, he looks to be strong, and more powerfulthen any
Ligern looks to be young, but he has many scars all over his body, the fire
light illuminates his body, making him seem older then he actually is.
Although he has many scars, he looks to be strong, and more powerful then any
other in the village.
~
10 0 0 0 96 0 0 0 0 E
@ -135,7 +135,7 @@ Jak~
Jak~
Jak the shop keeper sits behind his desk.
~
He wears a long raddy trench coat, and his hair is all straggly. He has
He wears a long ratty trench coat, and his hair is all straggly. He has
multiple cuts on his face, and a long beard.
~
10 0 0 0 120 0 0 0 0 E
@ -149,7 +149,7 @@ orc~
an orc~
An orc moves in the shadows.
~
This creature almost matches a trolls uglyness, the stench that comes from
This creature almost matches a trolls ugliness, the stench that comes from
him smells like rotting flesh. His armor looks weak, and he wears no weapon.
He looks to be a little strong.
~
@ -178,7 +178,7 @@ elide postmistress postmaster~
postmistress Elide~
A woman stands about the room, giving people there mail.
~
She wears a pair of specticles, and a long white coat. Her hair is a bright
She wears a pair of spectacles, and a long white coat. Her hair is a bright
pink, and is in a pony tail. She stands up straight looking at you sternly.
~
518154 0 0 0 0 0 0 0 0 E
@ -189,7 +189,7 @@ E
#10413
Jewel~
Jewel~
Jewel stands here smiling sweetle.
Jewel stands here smiling sweetly.
~
Jewel looks rather pretty. She has long brown hair, and she wears some odd
looking clothes. She has a well built body and looks very nice.
@ -228,10 +228,10 @@ expression as if asking who you are.
E
#10416
guard town armored~
Town Gurad~
Town Guard~
A heavily armored Guard stands here.
~
The gurad looks to be unnaffected by your presence. His large form is
The guard looks to be unaffected by your presence. His large form is
completely covered by armor. His face expressionless, his body motionless. He
just looks to be one big living statue.
~

View file

@ -55,7 +55,7 @@ elite Suncas rebel soldier~
an elite Suncas rebel soldier~
An elite Suncas rebel soldier is standing here.
~
This grizzled veteran looks more like a mercenary than a soldier. Wich in
This grizzled veteran looks more like a mercenary than a soldier. Which in
fact may actually be the case. The Suncas rebels have been known to hire help
when they need it.
~
@ -195,7 +195,7 @@ even attempt to escape so a guard is more for looks than need.
8 8 1
E
#10617
panhandler bum begger~
panhandler bum beggar~
a panhandler~
A panhandler broke off her ass, begging for your charity is sitting here.
~
@ -247,11 +247,11 @@ Int: 20
Wis: 20
E
#10634
tring armourer~
Tring, the armourer~
Tring, the armourer pounds away at a stubborn cast.
tring armorer~
Tring, the armorer~
Tring, the armorer pounds away at a stubborn cast.
~
Elcardorian armour has been known for its strength and durability around the
Elcardorian armor has been known for its strength and durability around the
realm. It is just about as famous as its outrageous prices. This stocky old
man makes some of the finest in the city, and he prices it that way too.
~
@ -315,9 +315,9 @@ grocer elcardorian~
the elcardorian grocer~
The grocer of Elcardo smiles at you in hopes of a sale.
~
His bussiness continues to do well no matter who is fighting who, or who is
His business continues to do well no matter who is fighting who, or who is
running what. The grocer could care less about rebels. As long as people need
food and suppies, he's happy.
food and supplies, he's happy.
~
10 0 0 0 0 0 0 0 1000 E
10 17 4 2d2+100 1d2+1
@ -354,7 +354,7 @@ A dark hooded man roams the streets
You can see almost nothing about this man because his black cloak covers him
fully. Just between the opening of the coat, a glint of steel catches your
eyes. Odds are this man would like to be left alone. He is almost certainly a
rebel which is apperant by the symbol on the head hilt of the dagger. Who is he
rebel which is apparent by the symbol on the head hilt of the dagger. Who is he
stalking?
~
76 0 0 0 0 0 0 0 0 E

View file

@ -55,7 +55,7 @@ E
#10704
spirit ieul~
the thieving spirit of Iuel~
A spirit of Iuel haunting these grounds waves a shakey hand at you.
A spirit of Iuel haunting these grounds waves a shaky hand at you.
~
The spirit floats towards you slowly, looking for anything of value.
~
@ -67,7 +67,7 @@ E
#10705
assassin spirit~
the assassin spirit of Iuel~
A spirit of Iuel haunting these grounds waves a shakey hand at you.
A spirit of Iuel haunting these grounds waves a shaky hand at you.
~
The spirit fades slowly in and out of existence, barely still part of the
real world. It stares with dull lifeless eyes at everything around it, seeming
@ -81,10 +81,10 @@ E
#10706
knight spirit~
the fallen knight's spirit of Iuel~
A spirit of Iuel haunting these grounds waves a shakey hand at you.
A spirit of Iuel haunting these grounds waves a shaky hand at you.
~
The shadowy figure seems to blink in and out of existence, it's form never
really even discernable, besides the fact that it looks human in form and is
really even discernible, besides the fact that it looks human in form and is
layered in armor.
~
16460 0 0 0 0 0 0 0 500 E
@ -95,9 +95,9 @@ E
#10707
trulling spirit~
the trulling spirit of Iuel~
A spirit of Iuel haunting these grounds waves a shakey hand at you.
A spirit of Iuel haunting these grounds waves a shaky hand at you.
~
An ephemereal form that almost seems to disappear when looked at directly.
An ephemeral form that almost seems to disappear when looked at directly.
~
16460 0 0 0 0 0 0 0 500 E
14 16 1 2d2+140 2d2+2
@ -107,7 +107,7 @@ E
#10708
dark blessing spirit~
the dark blessing spirit of Iuel~
A spirit of Iuel haunting these grounds waves a shakey hand at you.
A spirit of Iuel haunting these grounds waves a shaky hand at you.
~
This shade from another life is strangely dark, almost black and seems to
carry with it an ill boding.
@ -118,9 +118,9 @@ carry with it an ill boding.
8 8 0
E
#10709
vampric spirit~
the vampric spirit of Iuel~
A spirit of Iuel haunting these grounds waves a shakey hand at you.
vampiric spirit~
the vampiric spirit of Iuel~
A spirit of Iuel haunting these grounds waves a shaky hand at you.
~
A lost soul of a long dead vampire, it's body has become lost with time and
only it's lifeless spirit can now seek fresh blood that it cannot consume.
@ -133,10 +133,10 @@ E
#10710
ghoulic spirit~
the ghoulic spirit of Iuel~
A spirit of Iuel haunting these grounds waves a shakey hand at you.
A spirit of Iuel haunting these grounds waves a shaky hand at you.
~
This hunched over spirit barely even looks human, or what was once a human,
grotesque features marc it as a ghoul that long since died.
grotesque features mark it as a ghoul that long since died.
~
16460 0 0 0 0 0 0 0 500 E
14 16 1 2d2+140 2d2+2
@ -146,7 +146,7 @@ E
#10711
spell spirit iuel~
the spell chanting spirit of Iuel~
A spirit of Iuel haunting these grounds waves a shakey hand at you.
A spirit of Iuel haunting these grounds waves a shaky hand at you.
~
The wandering spirit is the remains of a powerful mage that found
immortality. But could not bring it's mortal body along for the ride.
@ -159,9 +159,9 @@ E
#10712
spirit soul snatcher~
the soul snatching spirit of Iuel~
A spirit of Iuel haunting these grounds waves a shakey hand at you.
A spirit of Iuel haunting these grounds waves a shaky hand at you.
~
This undead spirit has lost it's bodily form and now lusts for anothers to
This undead spirit has lost it's bodily form and now lusts for another's to
absorb and return to life.
~
16462 0 0 0 0 0 0 0 500 E
@ -172,7 +172,7 @@ E
#10713
fat rat pets~
a fat rat~
A fat rat sits on a mat eating slabs of cat grining like the mad hat-ter.
A fat rat sits on a mat eating slabs of cat grinning like the mad hat-ter.
~
This tamed rat waddles awkwardly due to it's massive girth.
~
@ -236,7 +236,7 @@ E
#10718
king crab~
a king crab~
A huge crab scutters around in the muddy waters.
A huge crab skitters around in the muddy waters.
~
The large crab has a set of deadly claws on two of it's eight long limbs.
Each limb measuring almost a span in length. It's hard crustaceous shell and

View file

@ -1,7 +1,7 @@
#1100
wraith~
a mournful wraith~
A mournful wraith hovers in and out of existance.
A mournful wraith hovers in and out of existence.
~
Faceless and featureless, the only that can be seen about this entity is the
vague outline of a humanoid figure. Glowing faintly, it nonetheless appears the

View file

@ -13,7 +13,7 @@ small dog. It is built very low to the ground and is actually pretty quick.
E
#11501
rat~
a large grey rat~
a large gray rat~
A large dusty rat crawls around here.
~
This rat seems to be oblivious to all around it.
@ -64,7 +64,7 @@ E
#11505
bat~
a small black bat~
This is a small unfeathered viscious looking bat.
This is a small unfeathered vicious looking bat.
~
It squeaks and flutters its wings in anticipation to flight, and possibly a
feast.
@ -107,7 +107,7 @@ monk peaceful~
a peaceful monk~
A peaceful monk wanders the halls in thought.
~
He looks peaceful until you notice what looks like troll armour hidden
He looks peaceful until you notice what looks like troll armor hidden
underneath his robes.
~
10314 0 0 0 0 0 0 0 1000 E
@ -182,7 +182,7 @@ centaur swordswoman~
a centaur swordswoman~
A centaur swordswoman stands here looking pretty.
~
She simply stomps over any remaining monks that live. Crushin skulls and
She simply stomps over any remaining monks that live. Crushing skulls and
breaking bones as she passes.
~
76 0 0 0 0 0 0 0 400 E
@ -203,8 +203,8 @@ A monk who was kneeling in prayer before you interrupted him.
8 8 1
E
#11515
centaur axesman~
a centaur axesman~
centaur axeman~
a centaur axeman~
A centaur axeman is here waiting to pick a fight.
~
He looks crazed and in pursuit of more blood.
@ -291,9 +291,9 @@ A white and tan centaur gallops in your direction.
8 8 1
E
#11522
centaur armoured~
an armoured centaur~
A heavily armoured centaur points an intimidating finger in your direction.
centaur armored~
an armored centaur~
A heavily armored centaur points an intimidating finger in your direction.
~
This centaur has been equipped for battle with chainmail. He stomps around
heavily from the added weight.
@ -322,7 +322,7 @@ E
#11524
ensign goblin~
an ensign goblin~
An ensign goblin straight out from military camp, leads the raid at the frontlines.
An ensign goblin straight out from military camp, leads the raid at the front lines.
~
He looks a little bit cleaner than the typical goblin, must be more educated.
@ -335,7 +335,7 @@ E
#11525
raging troll~
a raging troll~
A raging troll cletches his fist in anger pulling the surroundings down.
A raging troll clenches his fist in anger pulling the surroundings down.
~
This troll looks to be in a battle frenzy. A glazed look covers his eyes as
he snorts and grunts in anger.
@ -346,9 +346,9 @@ he snorts and grunts in anger.
8 8 1
E
#11526
stone skined troll~
stone skinned troll~
a stone skinned troll~
With skin of stone hardness, this troll runs up and down the monestary crashing into everything in his path.
With skin of stone hardness, this troll runs up and down the monastery crashing into everything in his path.
~
The skin of this troll looks like rock! He uses his arms and legs as
bludgeoning weapons against anything he comes across.
@ -376,7 +376,7 @@ doom priest guild guardian~
a Doom Priest guild guardian~
A powerful Doom Priest guards the stairwell going down.
~
He carries no weapons and wear no armour. He needs no such thing to protect
He carries no weapons and wears no armor. He needs no such thing to protect
himself. A power and intelligence can be seen when looking at this priest. He
acknowledges your presence and stands even closer to the Doom Priest guild
entrance.
@ -413,7 +413,7 @@ E
#11534
bird~
a small white bird~
A very small white bird is pirched here.
A very small white bird is perched here.
~
This bird looks very gentle and sweet.
~

View file

@ -140,12 +140,12 @@ government.
8 8 2
E
#11709
assassin chieftan~
the Assassin Chieftan~
The Assassin Chieftan stands here guarding over her prisoner.
assassin chieftain~
the Assassin Chieftain~
The Assassin Chieftain stands here guarding over her prisoner.
~
The Chieftan of the Red Assassins stands here with her specially gold rimmed
red veil and her dull gold badge that reads 'Red Assassin Chieftan'. She gives
The Chieftain of the Red Assassins stands here with her specially gold rimmed
red veil and her dull gold badge that reads 'Red Assassin Chieftain'. She gives
orders to her assassins from the government and checks over her prisoner. She
has long black hair that flies out from behind her veiled head. She has a very
tall and skinny figure and she stands with her hand on her hip.
@ -161,7 +161,7 @@ government official visconti~
the Government Official Visconti~
The Government Official Visconti crawls up in his own filth.
~
The Goverment Official Visconti, famous now for the addition of the top floor
The Government Official Visconti, famous now for the addition of the top floor
in the second tower, is covered in dirt, with ragged clothing and a bruised
face. He has a stubbled beard growing from lack of grooming and he smells like
a skunk in an exhaust pipe!
@ -214,7 +214,7 @@ The Government Official Phel is standing here.
persuasive skills around the town, nobody is exactly sure if this guy's
trustworthy or not. He wears a dark green suit as he works his busy day. His
hair is blonde with a white streak of hair down the right. His eyes are colored
differentyly, one being brown and one being hazel.
differently, one being brown and one being hazel.
~
26 0 0 0 0 0 0 0 -100 E
15 15 1 3d3+150 2d2+2
@ -364,7 +364,7 @@ big white apron that somehow manages to fit around his grandiose waist.
8 8 1
E
#11723
cryng man~
crying man~
a crying man~
A crying man mopes on one of the pews about how he lost his wedding ring.
~
@ -394,7 +394,7 @@ maid~
the maid~
The maid stands here doing laundry.
~
The maid is a short skynni woman, wearing a black dress and a white apron.
The maid is a short skinny woman, wearing a black dress and a white apron.
She carries a bunch of towels in her hand and is busy doing the laundrywork to
care about anything else.
~
@ -426,7 +426,7 @@ The Librarian stands here, swatting dust particles that come by.
~
The librarian wears her brown hair down to her waist, and has bright green
eyes. She stands aware, looking t the air. She seems very conscious about
having dust in the room, as she keept slapping them out of the air with a
having dust in the room, as she keeps slapping them out of the air with a
feather duster.
~
10 0 0 0 0 0 0 0 200 E
@ -454,7 +454,7 @@ Clever Josie sits in the corner reading a book.
~
Clever Josie the know-it--all of the bunch. She is reading to herself in the
corner quietly. She is the only one of the children that is behaving nicely.
She has medium length brown heair and cat-shaped black glasses. She is wearing
She has medium length brown hair and cat-shaped black glasses. She is wearing
a brown dress with pockets at the front.
~
10 0 0 0 0 0 0 0 0 E

View file

@ -33,14 +33,14 @@ T 11800
T 11801
T 11802
#11802
child colouring~
a colouring child~
A child is colouring quietly with crayons here.
child coloring~
a coloring child~
A child is coloring quietly with crayons here.
~
This young girl looks to be between three and five years old. Her bright
blue eyes are slightly vacant as though she is far away in some imaginary place,
and her lips move silently as though she is singing or whispering to herself.
A coloured crayon moves back and forth as she draws around her splayed fingers,
A colored crayon moves back and forth as she draws around her splayed fingers,
leaving the white canvas of paper covered with the smeared dark outlines of
hands.
~
@ -60,7 +60,7 @@ A little shadow-baby kicks restlessly within its cot.
shadowy limbs flail and kick randomly as its tiny muscles strengthen themselves
slowly. It is impossible to tell by its little porcelain face whether it is
male or female, but its little navy jumpsuit is distinctly boyish. The only
thing unusual is its ghostly transparence, fading in and out of visibility like
thing unusual is its ghostly transparency, fading in and out of visibility like
a flickering shadow.
~
10 0 0 0 0 0 0 0 0 E
@ -77,7 +77,7 @@ A little girl, about four years old stands here.
This little girl has soft brown hair that hangs in little ringlets around her
face. Bright starry eyes peer keenly around as though everything is new and
exciting. She fidgets constantly, as though a little hyper, and her small
fingers are blistered from constant colouring or writing.
fingers are blistered from constant coloring or writing.
~
10 0 0 0 24 0 0 0 0 E
10 17 4 2d2+100 1d2+1
@ -93,7 +93,7 @@ A tiny humming-bird flits rapidly about.
~
This minute little creature is barely the size of a ping pong ball, tiny
glittering wings beating so rapidly they can only be seen in a blur. A long
slender beak curves delicately from its irridescent green head, shimmering blue
slender beak curves delicately from its iridescent green head, shimmering blue
feathers continuing down its body.
~
72 0 0 0 0 0 0 0 0 E
@ -147,7 +147,7 @@ A young shadow-child leans against the railing, staring out dreamily.
though deep in a world of daydreams. Her fingers absent-mindedly caress back
and forth along the polished wood, her eyes unblinking as she looks out over the
mountains. Her whole form flickers, as a flame that is dying, one moment solid
and the next transparent and fading, a shadow-grey hue darkening her features.
and the next transparent and fading, a shadow-gray hue darkening her features.
~
188426 0 0 0 0 0 0 0 0 E
@ -315,7 +315,7 @@ A young shadow-woman is covered in flour here.
~
She looks to be in her late twenties, sparkling blue eyes slightly worn, and
the first shadows of time and stress creeping across her face. Long, uncut
brown hair cascades down her back, tied into a rough ponytail and greyed here
brown hair cascades down her back, tied into a rough ponytail and grayed here
and there with pats of flour.
~
258058 0 0 0 0 0 0 0 0 E
@ -348,7 +348,7 @@ An insect flits unobtrusively amongst the shadows.
~
This little jewelled insect shimmers shades of green and blue, its dark body
glossy and segmented. Two sleek silver-webbed wings extend from either side of
its back, several wirey black legs curled cautiously close to its abdomen.
its back, several wiry black legs curled cautiously close to its abdomen.
~
254152 0 0 0 0 0 0 0 0 E
10 17 4 2d2+100 1d2+1
@ -438,7 +438,7 @@ A shadow-man lounges slobbishly, watching television.
This middle-aged man looks as though he has done nothing but lounge on a
couch for the past ten years, a large pot belly protruding from his flabby
torso. His eyes are glazed and dull from watching television, a dark shadow of
stubble spreading over his face and rust-coloured stains covering his
stubble spreading over his face and rust-colored stains covering his
three-fingered right hand.
~
10 0 0 0 0 0 0 0 -1000 E
@ -450,7 +450,7 @@ T 11815
#11827
weeping girl~
a weeping girl~
A girl sits weeping, her tears shattering like ice on the countertop.
A girl sits weeping, her tears shattering like ice on the counter top.
~
This young girl is dark haired and solemn faced, her large blue eyes filling
with crystal tears that seem to turn to ice as they drip down her face,
@ -626,7 +626,7 @@ dark serpent~
the dark serpent~
A dark serpent writhes along the ground.
~
Shimmering black and undulating slowly, this mesmerising serpent weaves along
Shimmering black and undulating slowly, this mesmerizing serpent weaves along
the ground like the shadow of some dancing flame. Two evil emerald eyes seem
uncannily intelligent as the creature surveys its surroundings, a bright ruby
tongue flickering out in a gentle hiss.
@ -659,7 +659,7 @@ T 11884
#11839
ghostly girl~
a ghostly girl~
A ghostly girl fades in and out of existance.
A ghostly girl fades in and out of existence.
~
Pale and partially transparent, this little girl looks just as though she
were just about to hit her teen years. Some strange event has frozen her in
@ -679,7 +679,7 @@ a cheerful young woman~
A cheerful-looking young woman smiles as she looks around.
~
Smiling gently, this young woman's face is relaxed and care-free, a hint of
mischief and humour dancing in her large blue eyes. Long wisps of wavy brown
mischief and humor dancing in her large blue eyes. Long wisps of wavy brown
hair trail down her back, drifting in front of her face as she wanders,
examining everything curiously.
~

View file

@ -28,7 +28,7 @@ the wandering spirit~
A strange amorphous being wanders these halls eternally cleaning.
~
This spirit, having lived out its days in the mortal world, now works off its
final sins by doing menial labour in this realm's purgatory. In this case,
final sins by doing menial labor in this realm's purgatory. In this case,
those chores seem to be cleaning up after the immortals of the land.
~
254028 0 0 0 589840 0 0 0 0 E
@ -42,7 +42,7 @@ malikar twat~
Malikar the Janitor~
Malikar the Janitor stands here, looking lost.
~
It looks like Malikar is suffering from a bad concience he must have buggered
It looks like Malikar is suffering from a bad conscience he must have buggered
Emershia one time too many.
~
172108 0 0 0 2 0 0 0 -1000 E
@ -114,7 +114,7 @@ Julia~
Taylor's secretary stands here holding a note pad.
~
She is a very pretty woman, her hair is shoulder length and a beautiful
brown, and here body is slim and curvey. She stands about 5'4" and looks to be
brown, and here body is slim and curvy. She stands about 5'4" and looks to be
light.
~
256026 0 0 0 120 0 0 0 0 E
@ -174,7 +174,7 @@ a shitzu puppy dog~
A friendly Shitzu puppy dog named Peishu is playing here.
~
Peishu is a friendly Shitzu puppy dog bred from ancient chinese ancestors he
has a long line of geneology dating back to the times of Confucius. He is
has a long line of genealogy dating back to the times of Confucius. He is
Gina's favorite pet and doesn't look too dangerous.
~
188506 0 0 0 80 0 0 0 0 E

View file

@ -365,7 +365,7 @@ the bailiff~
The bailiff stands here, keeping order in the courtroom.
~
He is a very stern man and insists on absolute quiet in his courtroom unless
the judge has given someone permisson to speak.
the judge has given someone permission to speak.
~
2058 0 0 0 16 0 0 0 900 E
16 15 0 3d3+160 2d2+2

View file

@ -61,8 +61,8 @@ Int: 25
Wis: 25
E
#12504
looter thiefing~
a thiefing looter~
looter thieving~
a thieving looter~
A thief sulks along the street looting the abandoned homes.
~
This looter is taking advantage of the city's downfall and has amassed a
@ -201,7 +201,7 @@ Atropos~
Atropos is here selling baked items.
~
He smiles at your patronage and claps his hands together causing a spray of
flower everwhere. Atropos says, 'What can I get ya today? '
flower everywhere. Atropos says, 'What can I get ya today? '
~
16394 0 0 0 0 0 0 0 0 E
10 17 4 2d2+100 1d2+1
@ -252,7 +252,7 @@ the elite guard~
an elite temple guard~
An elite temple guard is here.
~
Ther guard has worked his way through the ranks from a mere soldier to his
The guard has worked her way through the ranks from a mere soldier to her
present day exulted position as an elite guard. She seems very proud of
herself.
~

View file

@ -277,7 +277,7 @@ variable questmaster master~
the variable questmaster~
The variable questmaster is waiting to set you.
~
This questmaster will save a variable to your player file to remember wether
This questmaster will save a variable to your player file to remember whether
or not you have done his quest. This way you can only do this quest once.
~
10 0 0 0 0 0 0 0 0 E
@ -317,7 +317,7 @@ albert einstein guy~
Einstein~
A guy sporting the aged Don King look is calculating things in his head.
~
He frizzled grey hair sticks out in every direction. He sports a black and
He frizzled gray hair sticks out in every direction. He sports a black and
white peppered mustache and seems to be daydreaming or in deep thought. A
pencil is stuck behind one ear and a notepad sticks out of his back pocket.

View file

@ -4,7 +4,7 @@ a feeling of hopelessness~
A feeling of hopelessness threatens to overcome you.
~
Depression, hopelessness, fear and anxiety all come together to try and bring
you down. They threaten to overcome and overpower you. Seperately, each is a
you down. They threaten to overcome and overpower you. Separately, each is a
dangerous foe, but together they are near unstoppable. Perhaps, before they
grow any more in numbers, or torment your soul any further you should just kill
yourself and end your pain.
@ -22,7 +22,7 @@ a feeling of depression~
A feeling of depression threatens to drag you down.
~
Depression, hopelessness, fear and anxiety all come together to try and bring
you down. They threaten to overcome and overpower you. Seperately, each is a
you down. They threaten to overcome and overpower you. Separately, each is a
dangerous foe, but together they are near unstoppable. Perhaps, before they
grow any more in numbers, or torment your soul any further you should just kill
yourself and end your pain.
@ -40,7 +40,7 @@ a feeling of fear~
A feeling of fear stings in the pit of your stomach.
~
Depression, hopelessness, fear and anxiety all come together to try and bring
you down. They threaten to overcome and overpower you. Seperately, each is a
you down. They threaten to overcome and overpower you. Separately, each is a
dangerous foe, but together they are near unstoppable. Perhaps, before they
grow any more in numbers, or torment your soul any further you should just kill
yourself and end your pain.
@ -58,7 +58,7 @@ a feeling of anxiety~
A feeling of anxiety gnaws at the back of your mind.
~
Depression, hopelessness, fear and anxiety all come together to try and bring
you down. They threaten to overcome and overpower you. Seperately, each is a
you down. They threaten to overcome and overpower you. Separately, each is a
dangerous foe, but together they are near unstoppable. Perhaps, before they
grow any more in numbers, or torment your soul any further you should just kill
yourself and end your pain.
@ -96,7 +96,7 @@ The urge to commit suicide rips at your will.
~
Suicide is the act of killing oneself. But this isn't you. So if you kill
this is it really suicide? Or is it murder? Whatever this is, it is dangerous
and may be the cause of feelings that keep spreading through you and attepting
and may be the cause of feelings that keep spreading through you and attempting
to drag down your soul.
~
53370 0 0 0 65604 0 0 0 0 E

View file

@ -70,7 +70,7 @@ A gigantic red dragon lies here blocking your way.
This huge dragon sprawls across your way leaving you only a little room to
pass by it. Smoke and hot air Jet forth from its fanged maw and nostrils, while
sparks of reddish light reflect off its deep red scales and the treasure
imbedded in its belli. Its eyes are closed and although it is over 100 feet
imbedded in its belly. Its eyes are closed and although it is over 100 feet
long if it is sleeping.. You might be able to get passed it. What a guardian!
~

View file

@ -151,9 +151,9 @@ The wayward apostle approaches slowly, extending his arms in a hug.
8 8 1
E
#1511
pharoah~
Pharoah~
Pharoah has been sent here in retribution for a lifetime of evils.
pharaoh~
Pharaoh~
Pharaoh has been sent here in retribution for a lifetime of evils.
~
Richly clothed and postured in arrogance and love of power, he looks at you
with nothing more than a smirk of contempt.

View file

@ -16,7 +16,7 @@ king welmar~
King Welmar~
The wise King Welmar sits here in his throne.
~
In his later middle-age, with his beard starting to grey, King Welmar is
In his later middle-age, with his beard starting to gray, King Welmar is
still very powerfully built, and wouldn't take kindly to an attack. Despite
that, you know he is well-loved throughout the land, and has a reputation as a
wise and just ruler.
@ -166,9 +166,9 @@ Peter, the Captain of the Royal Guard~
Peter, the Captain of the Royal Guard, walks around inspecting.
~
As all members of the Guard, Peter wears the chain mail required of them as
uniform. Even though all the other guards seem well trained, you realise none
uniform. Even though all the other guards seem well trained, you realize none
of them would stand a chance against this man in a fight. He stands at least
two metres tall, but still moves with an almost feline grace. He actually
two meters tall, but still moves with an almost feline grace. He actually
radiates strength and confidence, and you have to fight a sudden urge to come to
attention as you see him.
~
@ -262,7 +262,7 @@ the Astrologer~
The Astrologer is sitting here, studying a book.
~
He is old and white-haired, with a long beard. As you see him, you can
almost believe the rumours about stars deciding Fate, and that astrology is
almost believe the rumors about stars deciding Fate, and that astrology is
capable of seeing the future.
~
26651 0 0 0 0 0 0 0 900 E

View file

@ -1,5 +1,5 @@
#16900
gibberling, bloodthirsty~
gibberling bloodthirsty~
a bloodthirsty gibberling~
A bloodthirsty gibberling is here, grunting loudly.
~
@ -16,7 +16,7 @@ BareHandAttack: 14
Int: 5
E
#16901
cougar, cuogar, ~
cougar~
the cougar~
A cougar is on the prowl here.
~
@ -30,7 +30,7 @@ for fresh meat to fill it's savage belly until the next kill.
BareHandAttack: 9
E
#16902
gibberling, shifty~
gibberling shifty~
the shifty gibberling~
A shifty gibberling is lingering here.
~
@ -45,7 +45,7 @@ creatures' beady black eyes.
Int: 15
E
#16903
gibberling, raider~
gibberling raider~
a gibberling raider~
A gibberling raider is here, snarling like an animal.
~
@ -61,7 +61,7 @@ warriors.
8 8 1
E
#16904
gibberling, mutant~
gibberling mutant~
the mutant gibberling~
A mutant gibberling is going completely insane here!
~
@ -77,7 +77,7 @@ Int: 5
Wis: 5
E
#16905
gibberling, king, cheiftain~
gibberling king chieftain~
the gibberling chieftain~
The king of the gibberlings is here!
~
@ -116,7 +116,7 @@ Dex: 7
Wis: 5
E
#16907
fat, gibberling, butcher~
fat gibberling butcher~
the gibberling butcher~
A fat female gibberling is here, loudly burping and grunting.
~
@ -134,7 +134,7 @@ Int: 3
Wis: 3
E
#16908
gibberling, shaman~
gibberling shaman~
the gibberling shaman~
A gibberling shaman stands here.
~
@ -152,7 +152,7 @@ BareHandAttack: 12
Wis: 15
E
#16909
small, marmot~
small marmot~
a small marmot~
A small marmot is scurrying about.
~

View file

@ -35,7 +35,7 @@ lesser Kraken squid~
the lesser Kraken~
A lesser Kraken is here, eyeing you with hunger.
~
The lesser Kraken is two-thirds the length of a man, diregarding the
The lesser Kraken is two-thirds the length of a man, disregarding the
tentacles. Which is hard to do, due to the sharp, claw-like tip on on the end
of all eight limbs.
~
@ -66,7 +66,7 @@ greater Kraken squid~
a greater Kraken~
A greater Kraken lurks in these waters. Watch out!!!!
~
This monster of a squid fills the waters infront of you. The tentacles are
This monster of a squid fills the waters in front of you. The tentacles are
too long to see in your field of vision to estimate its size. You notice the
little beady eyes looking back at you, and the large beak opening and closing in
anticipation.
@ -97,7 +97,7 @@ Trilless sorceress north northern~
Trilless~
Trilless the Northern Sorceress is here, radiating goodness and well-being.
~
An aged woman, Trilless has long grey-white hair and pale, wrinkled skin.
An aged woman, Trilless has long gray-white hair and pale, wrinkled skin.
She wears white robes, and she gives forth an aura of purity and goodness. The
only splash of color in her form is her eyes, which are a shade of piercing
electric blue.
@ -115,7 +115,7 @@ guard guardian light~
the Light Guardian~
The Light Guardian stands here, glowing with intense light.
~
A glowing figure in brightly luminous armour, the Light Guardian looks to be
A glowing figure in brightly luminous armor, the Light Guardian looks to be
a formidable foe.
~
4106 0 0 0 0 0 0 0 1000 E
@ -133,7 +133,7 @@ sentinel Dark guard~
the Dark Sentinel~
A Dark Sentinel watches vigilantly, sucking light from the room.
~
The black, light-absorbing armour of the Dark Sentinel draws you in, and it
The black, light-absorbing armor of the Dark Sentinel draws you in, and it
becomes an effort not to fall over.
~
4106 0 0 0 0 0 0 0 -1000 E
@ -148,7 +148,7 @@ E
#17509
Shadimar spectre~
Shadimar's Spectre~
Shadimar's Spectre floats here, glowing with faint grey light.
Shadimar's Spectre floats here, glowing with faint gray light.
~
This is not the true Shadimar, it is but a pale vision of him. You can see
the background through the Spectre's form.
@ -182,7 +182,7 @@ Carcophan the Southern Wizard stands here, radiating pure evil.
~
If it wasn't for his aura of darkness, Carcophan could merely be a genteel
old man with salt-and-peppered hair and a dignified stance. But the dark
flowing robes and occolt sigils adorning them let you know that this is not
flowing robes and occult sigils adorning them let you know that this is not
someone to be trifled with.
~
522 0 0 0 0 0 0 0 -1000 E
@ -203,7 +203,7 @@ the inverse Salamander~
An inverse salamander crouches into the ground here, absorbing light and heat.
~
According to legend and myth, the Salamander is supposed to be a being of
fire and light. The reptillian form you see before you looks to be the exact
fire and light. The reptilian form you see before you looks to be the exact
opposite, as it sucks the light and warmth from the room with its dark, liquid
eyes.
~

View file

@ -141,7 +141,7 @@ a guerilla officer~
An officer of the resistance force is leading his soldiers into battle.
~
His eyes tell you what he dares not say to his troops, this battle is
hopless, lives are waster killing machines that can just be rebuilt.
hopeless, lives are waster killing machines that can just be rebuilt.
~
72 0 0 0 0 0 0 0 0 E
32 10 -9 6d6+320 5d5+5

View file

@ -97,7 +97,7 @@ quasit imp thing~
the quasit~
A funny little imp-like thing (a quasit perhaps?) is sneaking about here.
~
Little green, vaguely humoniod shaped creature, with a long pointed tail.
Little green, vaguely humanoid shaped creature, with a long pointed tail.
It is hard to say because before you ever get a good look at it, it darts back
into the shadows.
~

View file

@ -86,7 +86,7 @@ a frail old man~
A frail, old man is lying here
~
This frail old man is laying on the ground close to the back wall. He is
pale and emancipated. He looks up at you with fear in his eyes. He is truely a
pale and emancipated. He looks up at you with fear in his eyes. He is truly a
poor soul if you ever saw one.
~
18442 0 0 0 0 0 0 0 1000 E
@ -129,7 +129,7 @@ croc man~
croc man~
A snarling Croc Man is standing here
~
This huge looking half man half croc, glares at you with hatred and distain.
This huge looking half man half croc, glares at you with hatred and disdain.
There is only on thing that it wants.... Your flesh!
~
16394 0 0 0 0 0 0 0 -500 E
@ -155,7 +155,7 @@ E
#18723
Ringmaster~
the Ringmaster~
The powerfull Ringmaster stands here.
The powerful Ringmaster stands here.
~
Dressed well, the Ringmaster commands all who are part of the circus. He has
a ominous presence to him.

View file

@ -5,7 +5,7 @@ A young bullywug scavenges about.
~
This rather small bullywug has the same frog-like features as its adult kin,
only slightly paler and less muscular. Its mottled hide looks soft in places,
affording it less protection than the armour-like skin of a full grown bullywug.
affording it less protection than the armor-like skin of a full grown bullywug.
~
4106 0 0 0 0 0 0 0 -200 E
@ -36,7 +36,7 @@ the scaly leviathan~
A scaly leviathan's monstrous head protrudes from the water.
~
Sharp serrated teeth frame the open massive jaw of this creature. Two tiny
black eyes peer out from the scale armour of its gigantic face. Deep below the
black eyes peer out from the scale armor of its gigantic face. Deep below the
water, the enormous undulating shadow of its body sends waves rippling across
the surface.
~
@ -53,8 +53,8 @@ menacing lizard warrior~
a lizard warrior~
A menacing lizard warrior stands at post.
~
This savage, reptilian humanoid stands tall, proud, and muscular. Dark grey
scales armour almost his entire body, making him blend seamlessly into shadow,
This savage, reptilian humanoid stands tall, proud, and muscular. Dark gray
scales armor almost his entire body, making him blend seamlessly into shadow,
only his fierce yellow eyes piercingly obvious.
~
24696 0 0 0 80 0 0 0 -200 E
@ -68,8 +68,8 @@ menacing lizard warrior xgateopenerx~
a lizard warrior~
A menacing lizard warrior stands at post.
~
This savage, reptilian humanoid stands tall, proud, and muscular. Dark grey
scales armour almost his entire body, making him blend seamlessly into shadow,
This savage, reptilian humanoid stands tall, proud, and muscular. Dark gray
scales armor almost his entire body, making him blend seamlessly into shadow,
only his fierce yellow eyes piercingly obvious.
~
188474 0 0 0 0 0 0 0 -200 E
@ -84,7 +84,7 @@ a tiny lizard hatchling~
A tiny lizard hatchling crawls about.
~
This tiny lizard is humanoid but crawling about on four legs as though
newly-born. Soft transluscent scales cover its whole body and its small eyes
newly-born. Soft translucent scales cover its whole body and its small eyes
are still squinted shut as though asleep.
~
10 0 0 0 0 0 0 0 0 E
@ -113,9 +113,9 @@ a bullywug subleader~
The bullywug subleader patrols cautiously.
~
This large, bipedal amphibian looks almost like a frog. Covered in smooth,
mottled olive green hide he looks naturally well-armoured. A wide gaping mouth
mottled olive green hide he looks naturally well-armored. A wide gaping mouth
covers much of his face, the only other noteworthy feature being his large
bulbousy eyes that peer keenly about.
bulbous eyes that peer keenly about.
~
20568 0 0 0 0 0 0 0 -200 E
18 14 0 3d3+180 3d3+3
@ -129,7 +129,7 @@ a jet-black crow~
A jet-black crow hops warily along the ground.
~
This large bird is covered in shimmering inky feathers that glisten almost
irridescent in any light. Its large, sharp beak is curved and predatory, as is
iridescent in any light. Its large, sharp beak is curved and predatory, as is
the look in its tiny beaded eyes.
~
72 0 0 0 0 0 0 0 0 E
@ -178,8 +178,8 @@ a cross spider~
A cross spider scuttles about warily.
~
This rather plain-looking spider has the characteristic sleek legs and large
fangs of its more dangerous arachnoid kin. Large bulbous eyes peer keenly and
evily about, watching for any opportunity this creature could take to capture a
fangs of its more dangerous arachnid kin. Large bulbous eyes peer keenly and
evilly about, watching for any opportunity this creature could take to capture a
new meal.
~
104 0 0 0 0 0 0 0 -400 E
@ -194,8 +194,8 @@ a bolas spider~
A bolas spider clicks its fangs, filling the air with a heady scent.
~
The air seems vaguely foggy around this creature, a powerful almost
hypnotising scent wafting around it. The natural pheremones of this animal are
apparantly as deadly as they are intoxicating, judging by the predatory gleam in
hypnotizing scent wafting around it. The natural pheromones of this animal are
apparently as deadly as they are intoxicating, judging by the predatory gleam in
its calculating eyes.
~
72 0 0 0 0 0 0 0 -400 E
@ -208,7 +208,7 @@ T 1914
#1913
fishing spider~
a fishing spider~
A fishing spider scurries about on spindley legs.
A fishing spider scurries about on spindly legs.
~
This delicate-looking spider is light and agile enough to run across the
surface of still waters with its long, slender legs. Small in size and almost
@ -242,7 +242,7 @@ widow spider~
a widow spider~
A widow spider wanders silently about.
~
This black bulbousy spider has an unproportionately large belly, scarlet
This black bulbous spider has an unproportionately large belly, scarlet
markings decorating its black hide like fresh blood. Abnormally large poison
sacks are visible behind its substantial fangs, indicating that this spider's
bite could be worse than most.
@ -260,7 +260,7 @@ a mangora spider~
A beautiful mangora spider shimmers as it hurries along.
~
This large delicate-looking spider is covered in beautiful soft velvety fur.
Shimmering like a large jewel, the deep reddish purple colouring of its soft
Shimmering like a large jewel, the deep reddish purple coloring of its soft
hide stands out strikingly.
~
200 0 0 0 48 0 0 0 -400 E
@ -276,7 +276,7 @@ a bird-eating spider~
A bird-eating spider lies in wait here, cleaning its pincers.
~
This large, incredibly ferocious spider has intimidatingly huge fangs,
coupled with a sturdy hairy body and long well-armoured forearms. Although its
coupled with a sturdy hairy body and long well-armored forearms. Although its
pincers are slick with fresh blood, its eyes look almost murderously hungry.
~
72 0 0 0 0 0 0 0 -400 E
@ -337,7 +337,7 @@ a trapdoor spider~
A trapdoor spider crouches, attempting to hide itself.
~
This stealthy spider gets its name from its love of hiding places and
attacking its prey with a quick ambush. Dark shades of drab colours, its
attacking its prey with a quick ambush. Dark shades of drab colors, its
relatively small body is easy to conceal, only the glint of its smooth fangs and
dark eyes easily betray its presence.
~
@ -422,8 +422,8 @@ an enormous whisper spider~
An enormous whisper spider stirs from her blanket of webbing.
~
This massive spider is almost ten feet in width, long jointed legs clicking
slightly as they support the weight of its huge bulbousy black body. The two
signature grey stripes of the whisper species mark this creature's underbelly,
slightly as they support the weight of its huge bulbous black body. The two
signature gray stripes of the whisper species mark this creature's underbelly,
and two blood red eyes peer effortlessly through the dark.
~
40970 0 0 0 80 0 0 0 0 E
@ -505,8 +505,8 @@ tiny fly glittering dragonfly~
a tiny glittering dragonfly~
A tiny glittering dragonfly flexes its wings.
~
This tiny jewelled insect is sleek and shimmering with beautiful irridescent
colours. Fragile silvery wings open and close reflexively as it rests, delicate
This tiny jewelled insect is sleek and shimmering with beautiful iridescent
colors. Fragile silvery wings open and close reflexively as it rests, delicate
metallic veins sparkling as they catch the light.
~
10 0 0 0 0 0 0 0 0 E
@ -522,10 +522,10 @@ a scruffy-haired gnome~
A scruffy-haired gnome rubs his eyes, blinking with confusion.
~
Similar in appearance to a dwarf, this little humanoid is somewhat frailer,
being the lighter build of his gnomish kin. Long wisps of frizzy grey hair
being the lighter build of his gnomish kin. Long wisps of frizzy gray hair
stick out haphazardly from both his head and his large, pointed ears.
Friendly-faced, his skin is lined with many years of laughter and sorrow alike,
wise grey eyes twinkling with a stubborn humour.
wise gray eyes twinkling with a stubborn humor.
~
10 0 0 0 0 0 0 0 100 E
17 15 0 3d3+170 2d2+2

View file

@ -217,7 +217,7 @@ An old magi has been guarding the orb for decades, his sanity seems questionable
~
After over 50 years of guard duty this magi seems to have lost touch with
reality. He stares blankly around the room and doesn't seem to even notice you.
He wears a plain grey robe and is a member of the magi guards, a once elite
He wears a plain gray robe and is a member of the magi guards, a once elite
group of magi dedicated to protecting the Orb of Sanctum.
~
10 0 0 0 0 0 0 0 0 E
@ -247,7 +247,7 @@ Yoda~
Yoda~
Jedi Master Yoda.
~
A tiny green alien, dressed in grey and white robes. He carries around a
A tiny green alien, dressed in gray and white robes. He carries around a
small cane, and speaks oddly.
~
8 0 0 0 0 0 0 0 1000 E

View file

@ -137,7 +137,7 @@ E
#2010
elephant~
an elephant~
A huge grey beast with long tusks and large floppy ears trumpets at you.
A huge gray beast with long tusks and large floppy ears trumpets at you.
~
Yet another exotic animal the emperor imports so his people can watch it be
riddled with arrows and then slaughtered by gladiators. Metal tusks have been

View file

@ -70,7 +70,7 @@ E
#20005
man woodsman~
a woodsman~
A grizzy old man stomps past with confidence.
A grizzly old man stomps past with confidence.
~
This man has lived out in the wilderness for the majority of his life. Few
things surprise or threaten him on his own turf.
@ -158,7 +158,7 @@ The soaked captain is drying off here.
~
Once a captain of a barge that would travel down the river. His boat seemed
to have ran afoul on some rocks and he barely was able to SWIM for his life.
He has to have been very strong and good at swiming to have fought off the river
He has to have been very strong and good at swimming to have fought off the river
like he did.
~
74 0 0 0 0 0 0 0 0 E

View file

@ -49,7 +49,7 @@ creature siren~
a stunningly beautiful siren~
A siren rests here, singing in a soothing voice.
~
The siren has golden-coloured eyes, and her body is lean. She has a fair
The siren has golden-colored eyes, and her body is lean. She has a fair
complexion, and her voluptuous, full lips are the main features of this
marvelous creature.
~
@ -67,7 +67,7 @@ Tryny the Widow~
@W[GREET]@n Tryny the Widow Shopkeeper is here, waiting to sell you things.
~
Tryny has looks depressed and in need of comforting. Her black hair lined
with streaks of grey, and her face has numerous wrinkles on it.
with streaks of gray, and her face has numerous wrinkles on it.
~
10 0 0 0 8192 0 0 0 0 E
10 17 4 2d2+100 1d2+1

View file

@ -39,7 +39,7 @@ Jaelle JaelleTarot reader~
Jaelle~
Jaelle endlessly shuffles and reshuffles a deck of tarot cards.
~
She is wearing a long, white, shortsleeved dress with a bright scarf wrapped
She is wearing a long, white, short-sleeved dress with a bright scarf wrapped
angled around her waist, held in place by a black corset. Another scarf of the
same material is tied around her head over cascading blonde curls.
~

View file

@ -199,7 +199,7 @@ BareHandAttack: 4
E
#2214
damsel~
a damsel in distresss~
a damsel in distress~
A damsel in distress sings so beautifully.
~
Such a beautiful voice, but such an ugly face. She reminds you of those
@ -328,7 +328,7 @@ zombie~
a frozen zombie~
A zombie with icicles hanging on it shuffles by.
~
The cold has taken ahold of this zombie and turned it into a popsicle. It
The cold has taken hold of this zombie and turned it into a popsicle. It
moves even slower than normal.
~
72 0 0 0 0 0 0 0 -750 E
@ -370,7 +370,7 @@ dungeon guard~
a dungeon guard~
A dungeon guard stands his watch vigilantly.
~
He stands with pride and honor, the perfect guard. He wears a grey robe
He stands with pride and honor, the perfect guard. He wears a gray robe
over his armor with two crossed thunderbolts emblazoned on it.
~
2124 0 0 0 80 0 0 0 750 E
@ -384,7 +384,7 @@ dungeon sentry~
a dungeon sentry~
This sentry is standing watch over a large locked door to the south.
~
She stands rigidly at attention. Heels together, feet seperated at a 45
She stands rigidly at attention. Heels together, feet separated at a 45
degree angle, back straight, closed hands against the seam of her trousers.
She doesn't move an inch.
~

View file

@ -101,7 +101,7 @@ a @Rspaghetti @Ddemon@n~
@nA living pile of @Rspaghetti @wlurches past.@n
~
@cThis mass of long, wet noodles seems to have suddenly mutated into a gross
kind of monster. It roars and growls out of a dent into the clump of modly
kind of monster. It roars and growls out of a dent into the clump of moldy
noodles, though it apparently has no eyes. Old spaghetti sauce seeps out and
leaves a trail everywhere this demon goes.@n
~

View file

@ -3,7 +3,7 @@ Wizard merchant~
a wizard~
A tall man wearing a wizards hat stands behind a counter.
~
The wizard is tall man with a grey beard. You can see such great wisdom in
The wizard is tall man with a gray beard. You can see such great wisdom in
his eyes. His hat makes him look very comical.
~
256030 0 0 0 73808 0 0 0 600 E
@ -45,7 +45,7 @@ Lora Croft~
You see Lora Croft examining some of the weapons she sells.
~
You see a beautiful well built woman. She wears a white tank top shirt that
is almost see through. She looks very strong yet femanine
is almost see through. She looks very strong yet feminine
~
256026 0 0 0 8272 0 0 0 250 E
24 12 -4 4d4+240 4d4+4
@ -96,9 +96,9 @@ good you taste.
BareHandAttack: 6
E
#23207
Armourer~
the armourer~
The armourer is here forging new items.
Armorer~
the armorer~
The armorer is here forging new items.
~
You see a very large man. He holds a large hammer and his muscles bulge as
he swings the hammer. He is very strong and has a soft smile. He looks pleased

View file

@ -48,7 +48,7 @@ a black beetle~
A mean looking black beetle is here.
~
The beetle is the size of a small bird and is missing a leg. He probably
lost it in combat, but that doesnt make him any less strong.
lost it in combat, but that doesn't make him any less strong.
~
10 0 0 0 0 0 0 0 -250 E
15 15 1 3d3+150 2d2+2

View file

@ -39,7 +39,7 @@ E
#23403
Kobold~
a kobold~
A Kobold is snearing at you.
A Kobold is sneering at you.
~
You see a small rat man, which stands about 3 feet tall. In his hand is a
small dagger which is jagged and chipped. The clothes on this rat man are torn
@ -57,7 +57,7 @@ a badger~
A badger is here hissing.
~
You see a large badger with red eyes staring back at you. The badger seems
to be unusally strong.
to be unusually strong.
~
72 0 0 0 0 0 0 0 0 E
2 20 8 0d0+20 1d2+0
@ -136,11 +136,11 @@ to be of a serpent type. It's body blends into the water.
BareHandAttack: 3
E
#23410
Armourer~
the armourer~
The Armourer is watching you eagerly.
Armorer~
the armorer~
The Armorer is watching you eagerly.
~
The Armourer is the size of a hobbit. He looks well equipped and seems to
The Armorer is the size of a hobbit. He looks well equipped and seems to
have been in a battle or two. He has a kind looking face.
~
188426 0 0 0 80 0 0 0 -250 E

View file

@ -146,7 +146,7 @@ the water snake~
A water snake is swimming through the water.
~
She is black and very large. If she got a good hold of you she could
proably crush you.
probably crush you.
~
10 0 0 0 0 0 0 0 -1000 E
11 17 3 2d2+110 1d2+1

View file

@ -3,7 +3,7 @@ assistant stonewright shopkeeper trader~
the stonewrights' assistant~
The assistant to the stonewright is here, ready to sell you some stones.
~
The stonewrights' assistant is a musculous man, obviously strong from
The stonewrights' assistant is a muscular man, obviously strong from
helping the stonewright with the rocks. And he obviously has been sent here,
because he's expendable - the stonewright wasn't...
~
@ -15,7 +15,7 @@ E
#23602
weaponsmith assistant trader~
the weaponsmiths' assistant~
The assistant to the dwarven weaponsmith is ready to fo business with you here.
The assistant to the dwarven weaponsmith is ready to do business with you here.
~
The weaponsmith himself is too valuable to the dwarven community to stand in
these halls. His assistant, on the other hand, is still a young dwarf, who
@ -28,14 +28,14 @@ worth a dime a dozen.
8 8 1
E
#23603
armoursmith assistant trader~
the armoursmiths' assistant~
The assistant to the Armoursmith is here, showing you his wares.
armorsmith assistant trader~
the armorsmiths' assistant~
The assistant to the Armorsmith is here, showing you his wares.
~
Having realised how many people with bad intentions come to buy their armor,
Having realized how many people with bad intentions come to buy their armor,
the dwarves have decided to only send the assistants to the tradehalls, leaving
the masters i the safety of their workshops. Thus a young dwarf, no more than
seventy or eighty years old, tends the stall for the armoursmith. But don't
seventy or eighty years old, tends the stall for the armorsmith. But don't
let his age fool you. He knows how to wield the hammer to make the armor last.
Having discovered the possibilities in trade, the dwarves have decided to make
the armor in your size too.
@ -64,7 +64,7 @@ guard trade~
the trade guard~
A guard is here, keeping an eye on the flow of traders.
~
This dwarf has foumd a good spot, from which he can see if people are
This dwarf has found a good spot, from which he can see if people are
carrying stolen goods from the trade area. He looks ready to call for backup,
if needed.
~
@ -78,9 +78,9 @@ guard trade sergeant dwarf~
the sergeant of the trade hall guards~
The sergeant of the guards is patrolling the trade halls, eyeing you suspiciously.
~
A short look on this dwarf makes you realise he might not actually want to
A short look on this dwarf makes you realize he might not actually want to
be here, but has been ordered by his superiors to go around here, almost under
open sky, compared to his warm cosy bunk in the barraks in the town itself.
open sky, compared to his warm cosy bunk in the barracks in the town itself.
He seems to be just on the verge of becoming provocative just to get a fight
going. He still keeps his poor men busy, though.
~
@ -130,7 +130,7 @@ Torg, the dwarven weaponsmith is pounding while the iron is hot.
A stout and strong dwarf, he resembles every caricature ever made of dwarven
weaponsmiths. Short, bald and with a long beard, working his head off in the
smoky smithy. You notice he is very careful about striking at the right angle
with every stroke, and you realise you're standing in front of one of the
with every stroke, and you realize you're standing in front of one of the
masters of forgery, Torg himself.
~
253978 0 0 0 0 0 0 0 650 E
@ -139,15 +139,15 @@ masters of forgery, Torg himself.
8 8 1
E
#23610
ralf armoursmith dwarven~
ralf armorsmith dwarven~
Ralf~
Ralf, legendary dwarven armoursmith, has gone all but deaf in the noise.
Ralf, legendary dwarven armorsmith, has gone all but deaf in the noise.
~
He didn't hear you approaching. Actually you are quite sure he wouldn't
have heard you if you'd entered mounted on horseback. He is totally absorbed
in his work, making the armours for future wars. His stature is that of and
in his work, making the armors for future wars. His stature is that of and
old dwarf, yet he uses his hammer like it was made of air. Again and again it
pounds on the metal, making those small dents that will strengthen the armour
pounds on the metal, making those small dents that will strengthen the armor
rather than weaken it.
~
253978 0 0 0 0 0 0 0 650 E
@ -160,7 +160,7 @@ stonewright dwarven~
the dwarven stonewright~
The dwarven stonewright is making another rock into a headstone.
~
He looks really strong and you realise he's the one responsible for all of
He looks really strong and you realize he's the one responsible for all of
the headstones on the floor. He isn't really concentrating at the moment,
though. It seems he's more interested in keeping an eye on you, making sure
nothing is removed from his workshop.
@ -175,7 +175,7 @@ foreman dwarf miner~
the dwarven foreman~
You are being watch by a dwarf, who spends most of his time watching others work.
~
The foreman stares back at you. He says, 'You are interupting the work - Go
The foreman stares back at you. He says, 'You are interrupting the work - Go
away !'
~
6216 0 0 0 0 0 0 0 450 E
@ -229,7 +229,7 @@ guard sergeant dwarf~
a sergeant of the kings guard~
A sergeant of the kings guard is getting his people lined up for inspection.
~
Battlescarred, and ready to get more of them, he looks like everything you'd
Battle-scarred, and ready to get more of them, he looks like everything you'd
expect an old military career-dwarf to look. You don't think irritating him
would be such a good idea.
~
@ -244,7 +244,7 @@ a dwarven lieutenant~
A Lieutenant is inspecting the troops.
~
Being lieutenant in the dwarven army is not easy. You have captains trying
to keep you down, seargants trying to get you demoted and other lieutenants
to keep you down, sergeants trying to get you demoted and other lieutenants
trying to make you look bad in front of the captain. This lieutenant looks
quite strong and ready to beat the crap out of anyone disrupting his chances of
promotion.
@ -259,7 +259,7 @@ captain guard dwarf~
a dwarven captain~
A captain of the guard is looking extremely important here.
~
He has an aura of importance surroundung him. He seems busy doing
He has an aura of importance surrounding him. He seems busy doing
absolutely nothing right now, but the scars on his face, the muscles on his
arms suggest he is ready for combat, should it be necessary.
~
@ -274,7 +274,7 @@ the dwarven prince~
A young dwarf is here, sleeping.
~
You deem from what you've heard that you're standing in front of the prince
of the dwarves. He is asleep, but you quickly realise if you woke him, he'd
of the dwarves. He is asleep, but you quickly realize if you woke him, he'd
beat the living crap out of you.
~
16456 0 0 0 0 0 0 0 500 E
@ -288,8 +288,8 @@ the dwarven minister of trade~
The dwarven minister of trade is an important person. And he's here.
~
It has taken some time for this old dwarf to get to the position he's at
today. He is a master of retoric and can talk almost any salesman down in
price, while sellig his own goods more and more expensively.
today. He is a master of rhetoric and can talk almost any salesman down in
price, while selling his own goods more and more expensively.
~
2058 0 0 0 0 0 0 0 400 E
14 16 1 2d2+140 2d2+2
@ -301,7 +301,7 @@ dwarf cleric~
the dwarven cleric~
The dwarven cleric is here, praying.
~
An old, whitebearded dwarf, he seems to have been here as long as the rock
An old, white-bearded dwarf, he seems to have been here as long as the rock
walls around you. He looks at you with eyes sad with age. He slowly lowers
his head, while mumbling something like 'Too late for saving.. .. Had I been
younger... '
@ -331,7 +331,7 @@ E
#23623
dwarf male~
a dwarf~
A longbearded dwarf is walking here.
A long-bearded dwarf is walking here.
~
He has got a long beard, a small body and strong limbs. A dwarf if you ever
saw one.
@ -345,7 +345,7 @@ T 23604
#23624
dwarf woman female~
a dwarf woman~
A longbearded dwarf woman is walking here.
A long-bearded dwarf woman is walking here.
~
Had she not worn her clothes in a slightly different way than the men, you
might have mistaken her for one. The beard, stoutness and strong limbs are all
@ -377,7 +377,7 @@ a dwarven miner ~
A dwarven miner has heard the bell and is now looking for whoever stole the titanium.
~
This fierce-looking dwarf is ready to give his life to stop thieves from
stealing the hardearned titanium he and his fellow miners has been mining
stealing the hard-earned titanium he and his fellow miners has been mining
lately.
~
2090 0 0 0 0 0 0 0 800 E
@ -391,7 +391,7 @@ a dwarven miner~
A dwarven miner is here, taking a break.
~
This old dwarf has a beard that almost reaches his toes. He's so used to
walkng around in the mines he almost needs no light.
walking around in the mines he almost needs no light.
~
72 0 0 0 0 0 0 0 800 E
10 17 4 2d2+100 1d2+1

View file

@ -56,7 +56,7 @@ E
#23704
lookout guard dwarf dwarven~
the lookout~
The dwarven lookout is here, watching over the traderoute.
The dwarven lookout is here, watching over the trade route.
~
This is one dwarf you do not want to mess with. He's so high in the ranks,
that he alone can determine when to set off the traps, you've noticed further
@ -92,8 +92,8 @@ bodyguard guard dwarf~
a bodyguard~
A bodyguard for the dwarven trader, is here, guarding.
~
When he vulunteered for this duty, he was certain to see the world. And
sure enough. Following the trader whereever he goes, takes him around to parts
When he volunteered for this duty, he was certain to see the world. And
sure enough. Following the trader wherever he goes, takes him around to parts
of the world he only dreamed about.
~
6154 0 0 0 0 0 0 0 400 E

View file

@ -89,7 +89,7 @@ spider~
a large spider~
A large spider with a look for blood is stuck to the wall here.
~
This spider has many corpses strown about his web and it seems to want to
This spider has many corpses strewn about his web and it seems to want to
add you.
~
26 0 0 0 0 0 0 0 -100 E
@ -148,7 +148,7 @@ the queen plegia~
Queen Plegia sits atop her throne here.
~
The queen looks as if she has a lot of power and experience. She has
beautifull white hair and baby blue eyes. She appears to not question your
beautiful white hair and baby blue eyes. She appears to not question your
intrusion rather seems glad you came.
~
10 0 0 0 0 0 0 0 100 E
@ -226,7 +226,7 @@ duck~
the swimming duck~
A swimming duck is here in the water.
~
The duck has many colorfull feathers and seems flawless in pattern and color
The duck has many colorful feathers and seems flawless in pattern and color
of it's feathers. The duck itself seems very calm and easy. The water around
the duck seems to be cleaner than the rest.
~
@ -241,7 +241,7 @@ the swallow~
A large swallow is here hunting fish.
~
This swallow looks very hungry and has determination in his eye but has had
no luck as of yet. The bird is very persistant and seems almost dead from
no luck as of yet. The bird is very persistent and seems almost dead from
hunger but he keeps searching.
~
72 0 0 0 0 0 0 0 0 E

View file

@ -18,7 +18,7 @@ a diamond-back rattle snake~
A diamond-back rattle snake is coiled up ready to strike.
~
A diamond-back rattle snake is coiled up amongst the rocks here ready to
strike at anything that moves or trys to step on it.
strike at anything that moves or tries to step on it.
~
72 0 0 0 0 0 0 0 0 E
17 15 0 3d3+170 2d2+2
@ -43,7 +43,7 @@ E
#23903
red scorpion~
a red scorpion~
A red scorpion quivers its posion stinger at you.
A red scorpion quivers its poisoned stinger at you.
~
A red scorpion is the largest of all scorpions and quivers its deadly
stinger at you with confidence of victory.
@ -57,7 +57,7 @@ E
#23904
black scorpion~
a black scorpion~
A black scorpion is sharpening its viscious stinger here.
A black scorpion is sharpening its vicious stinger here.
~
A black scorpion passes its time while waiting for victims by polishing its
armor and sharpening its deadly stinger.
@ -219,7 +219,7 @@ eagle brown bird~
a brown eagle~
A brown eagle has sharp claws of steel.
~
The eagle is a magnificant bird of prey, has sharp eyesight, claws to grasp
The eagle is a magnificent bird of prey, has sharp eyesight, claws to grasp
it's prey, and a 15 macra wingspan.
~
2140 0 0 0 524304 0 0 0 0 E
@ -480,7 +480,7 @@ An elf slave is pacing the cell.
~
An elf slave is anxious and wants to find a way to escape slavery by his
drow captors. He has been forced to mine for them and has been beaten,
whipped, and humilitated by the drow guards. He is weak and has lost hope of
whipped, and humiliated by the drow guards. He is weak and has lost hope of
rescue by his friends.
~
74 0 0 0 16 0 0 0 1000 E

View file

@ -166,7 +166,7 @@ The War Master is planning for battle.
~
This grizzled old minotaur is not only the best and strongest warrior in the
city, but also the undefeated champion of the arena. He has more scars than
wrinkles. Most of his fur has turned grey. He looks like he knows what you
wrinkles. Most of his fur has turned gray. He looks like he knows what you
are thinking.
~
2122 0 0 0 0 0 0 0 300 E
@ -294,7 +294,7 @@ A minotaur tradesman is busy calculating profits.
~
He looks intelligent. But he has never experienced the training for battle.
He has lived his life eating from the silver spoon. Some think they can avoid
war by seperating themselves from those who fight. They are so wrong.
war by separating themselves from those who fight. They are so wrong.
~
2120 0 0 0 0 0 0 0 300 E
9 17 4 1d1+90 1d2+1

View file

@ -279,7 +279,7 @@ a slightly dangerous alien~
Drooling everywhere is a slightly dangerous-looking alien.
~
This alien has brown and green scales, 4 limbs and 2 tentacles. He has evil
green eyes and rows of sharp teeth pertruding from his dog-like mouth.
green eyes and rows of sharp teeth protruding from his dog-like mouth.
~
10 0 0 0 0 0 0 0 0 E
20 14 -2 4d4+200 3d3+3
@ -292,7 +292,7 @@ a very dangerous alien~
Snarling with rage, a very dangerous-looking alien salivates.
~
This alien is completely red and is covered with hundreds of sharp horns that
reach from the two at the eides of his head, down his spine and to the tip of
reach from the two at the sides of his head, down his spine and to the tip of
his devil-like tail.
~
10 0 0 0 0 0 0 0 0 E
@ -305,8 +305,8 @@ klingon warrior~
a fearsome Klingon warrior~
Practicing with his batleth, is a fearsome-looking Klingon warrior.
~
His face is a dark brown and his quite distinct, with it's pertruding
forehead scales and his devious-looking eyes. He is fully armoured and appears
His face is a dark brown and his quite distinct, with it's protruding
forehead scales and his devious-looking eyes. He is fully armored and appears
to be quite skilled with his batleth.
~
10 0 0 0 0 0 0 0 0 E
@ -315,11 +315,11 @@ to be quite skilled with his batleth.
8 8 1
E
#24117
small grey mouse~
a small grey mouse~
A small grey mouse carefully explores the office.
small gray mouse~
a small gray mouse~
A small gray mouse carefully explores the office.
~
Her fur is a pale grey and her ears, tail and claws are a bright, clean pink.
Her fur is a pale gray and her ears, tail and claws are a bright, clean pink.
She peers around with large black eyes and constantly twitches her nose.
~
10 0 0 0 0 0 0 0 0 E
@ -334,9 +334,9 @@ an experimental android~
Half completed, an experimental android stands here, de-activated.
~
The android was never completed and therefore, has no gender. It has 2 legs,
a torso, a head and an eletronic mind, but lacks any arms. It wears no clothes
a torso, a head and an electronic mind, but lacks any arms. It wears no clothes
and only has a half-finished skin-implant. Because of this, the android looks
spotched with a disease. Where the skin failed to cover, silvery mechanical
splotched with a disease. Where the skin failed to cover, silvery mechanical
parts and micro-chips can be seen. It is currently de-activated but can be
re-activated by pressing a switch up behind it's left shoulder-blade.
@ -354,9 +354,9 @@ an experimental android~
Half completed, an experimental android stands here, examining its surroundings.
~
It looks unfinished. The android was never completed and therefore, has no
gender. It has 2 legs, a torso, a head and an eletronic mind, but lacks any
gender. It has 2 legs, a torso, a head and an electronic mind, but lacks any
arms. It wears no clothes and only has a half-finished skin-implant. Because
of this, the android looks spotched with a disease. Where the skin failed to
of this, the android looks splotched with a disease. Where the skin failed to
cover, silvery mechanical parts and micro-chips can be seen. It has been
re-activated and is ready to accept vocal command programming.
~

View file

@ -17,7 +17,7 @@ mayor~
the Mayor~
The Mayor is walking around here, inspecting the city.
~
He is a stocky, middle-aged man with thin, grey hair.
He is a stocky, middle-aged man with thin, gray hair.
~
26634 0 0 0 16 0 0 0 1000 E
7 18 5 1d1+70 1d2+1
@ -43,11 +43,11 @@ Int: 18
Wis: 18
E
#24203
theatre manager~
the theatre manager~
The theatre manager is here, looking bored.
theater manager~
the theater manager~
The theater manager is here, looking bored.
~
The theatre manager stares back at you. He's a balding older man, and he
The theater manager stares back at you. He's a balding older man, and he
wears a cheap looking suit. He expects that you've bought tickets to tonight's
performance.
~

View file

@ -61,7 +61,7 @@ a ghoul~
The wrecked body of a mutated human shambles toward you, licking its lips.
~
This was certainly once a human being, but somehow it has been mutated into
the characature of a digusting, undead thing - doomed to spend eternity feeding
the caricature of a disgusting, undead thing - doomed to spend eternity feeding
upon the flesh of corpses.
~
188540 0 0 0 160 0 0 0 -1000 E
@ -186,7 +186,7 @@ as a razor.
BareHandAttack: 10
E
#24513
matron mother woman hiedous~
matron mother woman hideous~
a Matron~
A hideous, contorted female hisses as you approach, readying her claws.
~

View file

@ -50,9 +50,9 @@ A Large Elven weaponsmith is walking behind the counter.
8 8 1
E
#24805
Elf armoursmith smith elven~
the Elven armoursmith~
A Large Elven armoursmith is walking around behind the counter.
Elf armorsmith smith elven~
the Elven armorsmith~
A Large Elven armorsmith is walking around behind the counter.
~
You notice a tired look on his face.
~

View file

@ -328,7 +328,7 @@ wizard speaker mage~
the wizard~
An old wizard is here making a speech here.
~
This wizzened old man looks like he could easily pass for the oldest living
This wizened old man looks like he could easily pass for the oldest living
man. Of course, having heard stories about some of the magic available to the
people living here, and what toll the magic draws... This man might be as young
as you.
@ -732,11 +732,11 @@ Master in hopes of gleaning secrets one could never hope to uncover alone.
E
T 2501
#2555
cat grey familiar~
the grey cat~
A grey cat is lounging lazily here.
cat gray familiar~
the gray cat~
A gray cat is lounging lazily here.
~
The grey cat cocks an ear towards you, sensing your scrutiny, then purrs
The gray cat cocks an ear towards you, sensing your scrutiny, then purrs
contentedly. It looks rather harmless, until you notice its very large claws.
~
@ -746,7 +746,7 @@ contentedly. It looks rather harmless, until you notice its very large claws.
8 8 2
E
#2556
master guildmaster grey~
master guildmaster gray~
the Master of Neutrality~
The Master of Neutrality is here contemplating the balance of the Universe.
~
@ -805,7 +805,7 @@ the white robed apprentice~
A white robed apprentice screams at your desecration of goodness.
~
He looks like a fanatic. The white robed apprentice screams 'Thou art
unworthy of this honour! '
unworthy of this honor! '
~
174 0 0 0 16 0 0 0 750 E
20 14 -2 4d4+200 3d3+3
@ -858,7 +858,7 @@ The Grand Mistress of Magic is sitting here.
~
She looks quite comfortable on her emerald throne. Amazingly young and
pretty for one of such stature in the guild, no doubt she has kept her youthful
appearance through the use of strong magics. The Grand Mistress pets her
appearance through the use of strong magicks. The Grand Mistress pets her
familiar and smiles at you in confidence.
~
2062 0 0 0 16 0 0 0 0 E

View file

@ -71,7 +71,7 @@ Pixie King~
the Pixie King~
The Pixie King looks at you with a merry glint in his eyes and nods
~
The Pixe King is slightly bigger than other pixies. He is really cool.
The Pixie King is slightly bigger than other pixies. He is really cool.
The King loves to frolic and play, especially with new friends. He asks you
"Will you be my fwiend? ".
~
@ -117,7 +117,7 @@ a Pixie Guard~
The Pixie Guard stands here, prepared to loose his life for the king.
~
The Pixie Guard doesn't really do much to inspire fear in your heart, but
you suppose that if pressed, he could fight quite visciously compared to most
you suppose that if pressed, he could fight quite viciously compared to most
Pixies.
~
4106 0 0 0 1048576 0 0 0 1000 E

View file

@ -157,7 +157,7 @@ cornelius chimpanzee~
Cornelius~
Cornelius the chimpanzee is standing here.
~
Cornelius is an archeologist. He is simpathetic towards humans, unlike the
Cornelius is an archeologist. He is sympathetic towards humans, unlike the
other apes.
~
8264 0 0 0 0 0 0 0 200 E

View file

@ -52,9 +52,9 @@ deathwish...
BareHandAttack: 3
E
#25204
vampyre greater~
a Greater Vampyre~
A Greater Vampyre flings himself on you in a frenzy of Bloodlust!
vampire greater~
a Greater Vampire~
A Greater Vampire flings himself on you in a frenzy of Bloodlust!
~
You really don't have the time to stop and check this guy out, he is
attacking you!
@ -66,9 +66,9 @@ attacking you!
BareHandAttack: 4
E
#25205
vampyre lesser~
a Lesser Vampyre~
A Lesser Vampyre attacks with a power that only a vampyre could possess.
vampire lesser~
a Lesser Vampire~
A Lesser Vampire attacks with a power that only a vampire could possess.
~
Watch the teeth - something you were supposed to remember about the teeth.
~
@ -79,8 +79,8 @@ A Lesser Vampyre attacks with a power that only a vampyre could possess.
BareHandAttack: 8
E
#25206
Lord vampyre~
the Vampyre Lord~
Lord vampire~
the Vampire Lord~
A huge, terrifying man-like thing is about to bite your neck.
~
He moves so fast, it is hard to tell anything about him at all.

View file

@ -16,8 +16,8 @@ skinny woman villager~
the skinny woman~
A skinny woman stands here. She is pale, sickly and generally pathetic to see.
~
The woman would probably be quite a hotty if not for her ribs showing through
the flimsy fabric of her grubby, raggety dress.
The woman would probably be quite a hottie if not for her ribs showing through
the flimsy fabric of her grubby, raggedy dress.
~
76 0 0 0 0 0 0 0 400 E
6 18 6 1d1+60 1d2+1
@ -44,7 +44,7 @@ penelope penelope~
Penelope~
Penelope stands here, looking beautiful as a Goddess.
~
Slighty plump, but all in the right places, Penelope looks as if she knows a
Slightly plump, but all in the right places, Penelope looks as if she knows a
trick or two with the fellas.
~
229386 0 0 0 0 0 0 0 600 E

View file

@ -17,7 +17,7 @@ pirate ghost~
a pirate ghost~
A pirate ghost fades into existence, intent on getting you off his ship.
~
The image of this being flickers in and out of existance, making it hard for
The image of this being flickers in and out of existence, making it hard for
you to distinguish any specific features.
~
231544 0 0 0 65556 0 0 0 -1000 E

View file

@ -194,7 +194,7 @@ Well, like fish.
8 8 1
E
#25716
franz homo clothier~
franz clothier~
Franz the clothier~
Franz stands here, sizing you up, one hand resting delicately under one chin, the other on his elbow.
~

View file

@ -4,7 +4,7 @@ the Fetch~
A Fetch, dressed in black tattered robes which seem to float about its body, stands here.
~
A Fetch can mean one thing and one thing only - someone is going to die.
The primary function of a Fetch is to fortell death. The question is - is this
The primary function of a Fetch is to foretell death. The question is - is this
Fetch foretelling your death, or someone else's?
~
253978 0 0 0 88 0 0 0 0 E
@ -61,7 +61,7 @@ the churel~
A moaning churel floats through the house, weeping for all the lost children.
~
Its feet seem a bit askew, almost as if they were turned backward on the
ankles, and the constant moaning is enought to drive a crazy man sane.
ankles, and the constant moaning is enough to drive a crazy man sane.
~
196680 0 0 0 0 0 0 0 -300 E
30 10 -8 6d6+300 5d5+5
@ -102,7 +102,7 @@ a Screeching Apparition~
A Screeching Apparition comes flying at you, screaming its anger and hatred.
~
Its insubstantial form gathers together into a blackish cloud, all mottled
and shot thtrough with streaks of reddish-orange flames.
and shot through with streaks of reddish-orange flames.
~
98346 0 0 0 0 0 0 0 -1000 E
30 10 -8 6d6+300 5d5+5

View file

@ -43,7 +43,7 @@ huntress rahn~
a Rahn huntress~
A Rahn huntress decides you are fair game since you have invaded her territory!
~
This fearsome woman can only be described as 'beastial'.
This fearsome woman can only be described as 'bestial'.
~
104 0 0 0 1572864 0 0 0 0 E
23 13 -3 4d4+230 3d3+3

View file

@ -232,7 +232,7 @@ Dragon ancient~
the Ancient Dragon~
An Ancient Dragon is resting on it's haunches in the center of the floor, one eye cocked curiously upon you.
~
Scarred, a bit withered, but definately still in good enough condition to
Scarred, a bit withered, but definitely still in good enough condition to
whoop your ass.
~
2058 0 0 0 73808 0 0 0 0 E
@ -260,9 +260,7 @@ receptionist~
a receptionist~
A receptionist sits at her desk, filing her nails.
~
Undefined  Dragon ancient It wi The Ancient Dragon Sy An Ancient
Dragon is resting on it's haunches in the center of the floor, one eye cocked
curiously upon you.
Undefined
~
10 0 0 0 112 0 0 0 0 E
15 15 1 3d3+150 2d2+2

View file

@ -28,7 +28,7 @@ E
#26402
cathari goddess~
the Goddess Cathari~
The Goddess Cathari, in all her spendid wisdom, rests here in her golden throne.
The Goddess Cathari, in all her splendid wisdom, rests here in her golden throne.
~
Her aura is such that it makes you squint looking at her. What a sight to
beheld... A true Goddess. Maybe you should try killing her...

View file

@ -41,7 +41,7 @@ ankou king lord~
Lord Ankou~
Lord Ankou, King of the Dead, rides his ghostly cart through the forest.
~
This awful spectre of death rides his cart throught the forest searching for
This awful spectre of death rides his cart through the forest searching for
dead souls that he may claim as his own.
~
254040 0 0 0 65616 0 0 0 -1000 E
@ -63,8 +63,8 @@ man or woman or if it ever was alive at all.
8 8 0
E
#26605
man hunter vampyre~
the vampyre hunter~
man hunter vampire~
the vampire hunter~
A man stands here, a wooden stake sticking out of a backpack he is wearing.
~
He gives you a piercing look, one that seems to borrow down into your soul.

View file

@ -4,7 +4,7 @@ the woman in pink~
A woman wearing a pretty pink taffeta dress trudges along the beach.
~
My, what beauty. But she just gives you a long, doleful stare and without a
sound continues along. How strange--her eyes are a very dull grey. Doesn't
sound continues along. How strange--her eyes are a very dull gray. Doesn't
seem to work with her beautiful face.
~
220 0 0 0 0 0 0 0 0 E
@ -20,7 +20,7 @@ the woman in blue~
A woman wearing a pretty blue silk dress trudges along the beach.
~
My, what beauty. But she just gives you a long, doleful stare and without a
sound continues along. How strange--her eyes are a very dull grey. Doesn't
sound continues along. How strange--her eyes are a very dull gray. Doesn't
seem to work with her beautiful face.
~
220 0 0 0 0 0 0 0 0 E
@ -36,7 +36,7 @@ the woman in pristine white~
A woman wearing a pretty pristine white cotton dress trudges along the beach.
~
My, what beauty. But she just gives you a long, doleful stare and without a
sound continues along. How strange--her eyes are a very dull grey. Doesn't
sound continues along. How strange--her eyes are a very dull gray. Doesn't
seem to work with her beautiful face.
~
220 0 0 0 0 0 0 0 0 E
@ -52,7 +52,7 @@ the woman in a drab beige dress~
A woman wearing a drab beige burlap dress trudges along the beach.
~
My, what beauty. But she just gives you a long, doleful stare and without a
sound continues along. How strange--her eyes are a very dull grey. Doesn't
sound continues along. How strange--her eyes are a very dull gray. Doesn't
seem to work with her beautiful face.
~
220 0 0 0 0 0 0 0 0 E
@ -68,7 +68,7 @@ the special slave of the master~
A slave for the master works endlessly at his will.
~
My, what beauty. But she just gives you a long, doleful stare and without a
sound continues along. How strange--her eyes are a very dull grey. Doesn't
sound continues along. How strange--her eyes are a very dull gray. Doesn't
seem to work with her beautiful face.
~
220 0 0 0 0 0 0 0 0 E
@ -97,7 +97,7 @@ crab~
a small, red crab~
A small, red crab scuttles along the beach.
~
This small creature has rather large pincers for its negligble size. It
This small creature has rather large pincers for its negligible size. It
looks benign, but probably wouldn't appreciate being attacked.
~
88 0 0 0 0 0 0 0 0 E
@ -199,7 +199,7 @@ The High Priest of Terror stands before you in all her majesty.
How shocking! Out of all the types of people you would expect to see in
this kind of position, you didn't expect to see someone this beautiful and
kind- looking. She stands about 2 meters tall, and while she is obviously very
strong, she is also quite voluptious. She looks at you with the most
strong, she is also quite voluptuous. She looks at you with the most
sympathetic eyes--you just want to give yourself over to her.
~
88 0 0 0 16 0 0 0 -1000 E
@ -227,7 +227,7 @@ the Grand Dragon of Terror~
The Grand Dragon of Terror rests, curled around a giant pillar in the temple.
~
This dragon is just beautiful. Its scales are mirror-like in polish.
Beautifully-coloured wings protrude from the sides. Unlike most dragons, this
Beautifully-colored wings protrude from the sides. Unlike most dragons, this
actually resembles a snake--except that it's about one-hundred times larger,
and certainly is more dangerous. Sharp teeth extend from the mouth, and wisps
of smoke curl from its nose. It looks at you with infinite intelligence and a
@ -272,7 +272,7 @@ interrogator inquisitor grand~
the Grand Inquisitor~
The Grand Inquisitor of Despair looks you up and down appraisingly.
~
This man looks just like the others, except for an uncharactistic gleam in
This man looks just like the others, except for an uncharacteristic gleam in
his eye. He looks quite sinister, as though he expects to get information out
of you--whether you know it or not.
~
@ -288,7 +288,7 @@ the Priest of Hopelessness~
The Priest of Hopelessness stands here, waiting to remove all hope of leaving.
~
The priest looks back at you indignantly and says, "how dare you attempt to
look at me!? " and prompty attacks you.
look at me!? " and promptly attacks you.
~
10 0 0 0 1048576 0 0 0 -1000 E
23 13 -3 4d4+230 3d3+3

View file

@ -4,7 +4,7 @@ a sad-looking memlin~
A small creature digs here with a sad look in its eyes.
~
This creature is one of the few left of the race of memlins. Short and
gangly, it looks well suited to life in tunnels. Its warty skin is the colour
gangly, it looks well suited to life in tunnels. Its warty skin is the color
of sand and stone and two large pointed ears twitch at any sound. Large yellow
eyes seem to fill its face with an expression of despair and helplessness.
~
@ -85,7 +85,7 @@ armored guardian~
an armored guardian~
An armored guardian stands here, blocking the gates to the north.
~
Tall and menacing, his body is completely covered with black irridescent
Tall and menacing, his body is completely covered with black iridescent
armor that reveals none of his natural form. Even his eyes are masked by the
metal visor over his face, though somehow he seems to perceive his surroundings
very well indeed.
@ -118,9 +118,9 @@ T 2714
T 2715
T 2712
#2707
colourful pheasant~
a colourful pheasant~
A colourful pheasant hides amongst the greenery.
colorful pheasant~
a colorful pheasant~
A colorful pheasant hides amongst the greenery.
~
This beautiful bird is well-fattened and covered with bright plumage that
makes its efforts at hiding almost laughable. Its cherry-red face blends into a
@ -220,7 +220,7 @@ skeletal creature toothy~
a skeletal creature~
A skeletal creature crouches within the circle of light.
~
The colour of faded blue egg-shell, this creature makes a faint clacking
The color of faded blue egg-shell, this creature makes a faint clacking
sound when it moves as though it is made entirely of bone... or indeed
egg-shell. Squinting black eyes peer calculatingly out from an elongated skull
and a hideous toothy smile splits across its face at the sight of you. Two
@ -276,7 +276,7 @@ A dark, beady-eyed rat sniffs the air.
This mangy rodent must be well-fed to have grown so large. Pink scaly feet
and a long worm-like tail are all of the creature that is not covered in coarse,
matted dark fur. Two predatory black eyes scan the surroundings as the animal
apparantly continues its scavenges for anything edible.
apparently continues its scavenges for anything edible.
~
6264 0 0 0 64 0 0 0 0 E
10 19 4 2d2+100 1d2+1
@ -290,7 +290,7 @@ iridescent beetle little~
a little iridescent beetle~
A little iridescent beetle scurries along.
~
This little glistening beetle has two rather large pinchers that protrude
This little glistening beetle has two rather large pincers that protrude
like horns from its head. Tiny legs move almost too quickly to be seen, as the
creature scuttles nervously around, streaks of blue and green glinting in its
black armor.
@ -362,7 +362,7 @@ polished and gleaming as it moves. An enormous tail waves slowly and
pendulously from side to side, its clawed feet indenting the almost solid
ground. Its most unusual feature is its large faintly glowing eyes, uncannily
perceptive they seem to peer through things rather than at them. The eyes are
of odd colouring too, one glowing bright ember red and the other gleaming
of odd coloring too, one glowing bright ember red and the other gleaming
charcoal black.
~
253978 0 0 0 0 0 0 0 0 E
@ -381,7 +381,7 @@ A female humanoid with scaly skin stands here, her eyes faintly glowing.
soft scales that shimmer gently in the light, barely noticeable they look more
like tattooed patterns on human skin. Long fair hair cascades down her back,
and her features are strikingly prominent yet still smoothly feminine. Her
large blue eyes seem almost eeriely perceptive, shimmering just a little to
large blue eyes seem almost eerily perceptive, shimmering just a little to
brightly to appear normal, vivid splashes of green fading and dying as though
some strange force pulses through them.
~
@ -397,7 +397,7 @@ a Khan'li warrior~
A Khan'li warrior stands proudly here.
~
This tall warrior is strong and muscular, his whole body covered in very fine
smooth scale-like skin that glistens irridescent black, almost shimmering and
smooth scale-like skin that glistens iridescent black, almost shimmering and
radiating intense heat. His eyes are large and dark, flickering slightly with
red flashes as though a very fire dances within them. Long clawed hands hang at
his sides and his black teeth are small and pointed. Powerful and intimidating,
@ -476,9 +476,9 @@ a young memlin~
A young memlin stands eagerly here, as if waiting for something.
~
This bright-eyed memlin has an expression of almost excited wonder and
curiousity on his face. Fidgeting constantly, he wrings his hands as he
curiosity on his face. Fidgeting constantly, he wrings his hands as he
glances around at everything, flickers of emotion passing over his face like
windblown clouds.
wind-blown clouds.
~
253962 0 0 0 0 0 0 0 0 E
10 17 4 2d0+100 1d2+1
@ -518,9 +518,9 @@ dark crow~
a dark crow with gleaming green eyes~
A dark crow perches here, its green eyes gleaming.
~
This jet-black crow is covered with sleek irridescent feathers, its
This jet-black crow is covered with sleek iridescent feathers, its
formidable beak sharply curved, obviously made for tearing flesh. Two tiny
gleaming eyes peer suspicously about, the colour of deep emerald green.
gleaming eyes peer suspiciously about, the color of deep emerald green.
~
10 0 0 0 0 0 0 0 0 E
23 13 -3 4d4+230 3d3+3

View file

@ -51,7 +51,7 @@ evil bird~
the evil bird~
An evil bird is here.
~
It is raven black with bright, gleeming, yellow eyes.
It is raven black with bright, gleaming, yellow eyes.
~
72 0 0 0 16 0 0 0 -1000 E
14 16 1 2d2+140 2d2+2
@ -125,7 +125,7 @@ lithophiliac~
the lithophiliac~
A lithophiliac is here, burping his ass off.
~
He is skinny but still a scary being, presuambly because of his dreadful
He is skinny but still a scary being, presumably because of his dreadful
smell.
~
14 0 0 0 4 0 0 0 200 E

View file

@ -4,7 +4,7 @@ the Earl of Sundhaven~
The Earl of Sundhaven is out for a stroll.
~
A tall noble with sand-colored hair and goatee is strolling by with an
amiable but authoritave countenance. Long out of knighthood, he nevertheless
amiable but authoritative countenance. Long out of knighthood, he nevertheless
looks quite confident in his abilities to defend himself, and has gone on to
wining, dining and governing the human population.
~
@ -35,7 +35,7 @@ the town hangman~
The town hangman is here, idly swinging a noose.
~
This brawny, placid fellow is garbed in loose black garments and an
eyepatch, from his days as a pirate along the northern coast. He has, of
eye-patch, from his days as a pirate along the northern coast. He has, of
course, since seen the light and sticks to legal murder.
~
2058 0 0 0 16 0 0 0 0 E
@ -118,7 +118,7 @@ a blackberry picker~
A blackberry picker is singing among the bushes.
~
She is garbed in a peasant's frock and carries a basket of blackberries.
Black hair frames a gentle face and broad grey eyes accustomed to hardship.
Black hair frames a gentle face and broad gray eyes accustomed to hardship.
She gives you a shy smile and feigns interest in a fray of her sleeve.
~
10 0 0 0 0 0 0 0 0 E
@ -324,7 +324,7 @@ the cartographer~
The cartographer grins at you over wire-rimmed spectacles.
~
Thin and wisp-haired, this old man regards you with a wily grin and looks
ready to cut some deals. There is a rumour he was kicked out of the mages
ready to cut some deals. There is a rumor he was kicked out of the mages
guild for fraud. Can you trust his goods?
~
188426 0 0 0 0 0 0 0 -800 E
@ -426,11 +426,11 @@ E
#27131
mekala thai cook~
Mekala~
Mekala tosses some pad tai in a pan nearby.
Mekala tosses some pad thai in a pan nearby.
~
This young, dark woman has traveled far from jungle lands to prepare her
spicy-hot dishes for this heavily traversed town. She sings a foreign song in
a bizarre, guttaral tongue.
a bizarre, guttural tongue.
~
188426 0 0 0 0 0 0 0 0 E
7 18 5 1d1+70 1d2+1
@ -438,9 +438,9 @@ a bizarre, guttaral tongue.
8 8 2
E
#27132
armourer~
the armourer~
The armourer is here buffing a suit of scale mail.
armorer~
the armorer~
The armorer is here buffing a suit of scale mail.
~
The cousin of the warrior guildmaster is six foot five and perhaps three
hundred pounds.. Needless to say, he has many friends. He stands rose-buffing
@ -481,7 +481,7 @@ E
#27135
mockingbird bird~
a mockingbird~
A grey and white mockingbird mimics you from an oak branch.
A gray and white mockingbird mimics you from an oak branch.
~
She cocks her head from side to side, studying you rapidly, then does an
impression that looks very familiar and makes your friends crack up laughing.
@ -521,9 +521,9 @@ variety of colored silk goods.
E
T 27100
#27138
boy mischievious~
a mischievious boy~
A mischievious boy is looking for something to set on fire.
boy mischievous~
a mischievous boy~
A mischievous boy is looking for something to set on fire.
~
His small, darting eyes are set off by a mess of tousled black hair. Ever
since his sling shot was taken away, he has been playing with torches.
@ -630,9 +630,9 @@ covers them until the moment of its departure from the world.
8 8 0
E
#27146
grey cat~
a grey cat~
A grey cat pads around, sniffing things.
gray cat~
a gray cat~
A gray cat pads around, sniffing things.
~
He seems vaguely interested in something beyond the range of your five
senses, as cats often are.
@ -676,7 +676,7 @@ the gate watchman~
The gate watchman stares glass-eyed at the horizon.
~
He was apparently chosen for his inability to blink. He is a brawny fellow,
but doesnt strike you as having the froth-mouthed drive to fight as seen in the
but doesn't strike you as having the froth-mouthed drive to fight as seen in the
town guards.
~
2058 0 0 0 16 0 0 0 0 E
@ -689,7 +689,7 @@ sparrow bird pets~
a little sparrow~
A little sparrow pecks at the ground.
~
The tiny metal clasp round a leg of this diminuitive bird tells you it is
The tiny metal clasp round a leg of this diminutive bird tells you it is
someone's pet. It regards you with one eye then the other in a nervous
fashion, awaiting its first chance to fly to freedom.
~
@ -762,7 +762,7 @@ naga black guard guardian~
a black naga guardian~
The black naga guardian is coiled here.
~
The guardian naga is a serpentlike creature, coal-black scales shield an
The guardian naga is a serpent-like creature, coal-black scales shield an
elongate body with the head of a woman, and make no sound with her curious
writhing. It looks intelligent enough to judge whether you are worthy to pass
into the guild of rogues that is its keeping.
@ -862,7 +862,7 @@ lamprey black~
a black lamprey~
Something makes an eel-like motion under the water.
~
A giant leechlike movement under the water marks the outline of a lamprey,
A giant leech-like movement under the water marks the outline of a lamprey,
skin wet and oil-black. The row of teeth that gapes for an instant above the
waterline gives a hint of its hunger for prey in this deserted place.
~
@ -889,7 +889,7 @@ disgruntled courier postmasters~
a disgruntled courier~
A disgruntled courier awaits your bidding.
~
The grey and strained eyes of the courier look at you with ill-concealed
The gray and strained eyes of the courier look at you with ill-concealed
lack of interest. The scars on his face are an indication that he has seen
foul weather of all sorts on the roads, and nothing you could request would
surprise him.

View file

@ -4,7 +4,7 @@ a child playing~
A child playing obliviously on the floor is here.
~
The child is like their parents with brown hair and eyes and they wear a
black pait of knit pants and and a white top. They play with a wooden toy on
black pair of knit pants and and a white top. They play with a wooden toy on
~
122970 0 0 0 0 0 0 0 0 E
0 20 10 1d1+0 1d1+0

View file

@ -84,9 +84,9 @@ E
#27305
panther alien~
a panther alien~
A fourlegged panther alien is here waiting to rip your guts out!
A four-legged panther alien is here waiting to rip your guts out!
~
You thought the regular aliens had a lot of teeth?! This maneater has twice
You thought the regular aliens had a lot of teeth?! This man-eater has twice
as many at the bipedal aliens. It also looks a lot nastier. It moves with
such speed on all fours that there is just no way you can out run it. You must
stand and fight this black monstrosity!
@ -126,7 +126,7 @@ The Predator Captain is standing here looking angry!
~
Uh oh... Now you've done it! There are some places you just shouldn't go
... This is one of them! The Captain of the Predators is very angry that you
have invaded his ship. He will have to 'discuss' it with his crewmembers after
have invaded his ship. He will have to 'discuss' it with his crew-members after
he finishes polishing your skull!
~
6382 0 0 0 80 0 0 0 -1000 E
@ -143,7 +143,7 @@ A Space Station Alpha crewmember is here trying to stay alive!
~
This poor haggard soul has been fleeing the onslaught of two different
species of alien aggressors. How he has managed to stay alive this long is
anyone's guess. He must be extreamly resourceful!
anyone's guess. He must be extremely resourceful!
~
2508 0 0 0 0 0 0 0 367 E
25 12 -5 5d5+250 4d4+4

View file

@ -3,8 +3,8 @@ Kay the village Priest~
Kay the Village Priest~
Kay the Village Priest is here to tend you.
~
Kay, the boyist lad, is the Cure of Saint Brigid. He has short black hair,
dark eyes, rather scrawney in demeanor, but a very wise lad trained from the
Kay, the boyish lad, is the Cure of Saint Brigid. He has short black hair,
dark eyes, rather scrawny in demeanor, but a very wise lad trained from the
north.
~
256090 0 0 0 8448 0 0 0 550 E
@ -54,10 +54,10 @@ E
T 27405
#27402
Francis~
Francis the Blacksmithe~
Francis the Blacksmithe is here beating out a rod of metal.
Francis the Blacksmith~
Francis the Blacksmith is here beating out a rod of metal.
~
Francis is a big burley man with a rddy complexion, dark black hair, dark
Francis is a big burley man with a ruddy complexion, dark black hair, dark
eyes and a thick full beard. He had a huge upper body and arms from his work at
the forge. He wears a white shirt, and black pants, and thick work boots on his
feet. He looks like he is very formidable if you make him angry so best to
@ -108,7 +108,7 @@ Charity of Malvern is here to help you.
Charity is the adopted daughter to Elizabeth and Andrew of Saint Brigid.
She is very tall, lean and strikingly beautiful with long flowing blond hair to
almost the ground, blue eyes, and a fair complexion. She wears a simple blue
gown ordorned with flowers and hems sewn by her own hand and it fits the
gown adorned with flowers and hems sewn by her own hand and it fits the
flattering curves she has. Her shoes are black made of calf skin.
~
522330 0 0 0 0 0 0 0 0 E
@ -129,13 +129,13 @@ E
#27405
Zino~
Zino the Jeweler~
Zino the Jeweler is standing here with an eyeloop examining a jewel.
Zino the Jeweler is standing here with an eye-loop examining a jewel.
~
Zino is new to this realm, he is from the north, living in Hypperex mostly
and nmakes his living examining and appraising jewelry and jewels for the barons
of Hypperex. He is a wirey man, who is very lean, with graying hair has a full
and makes his living examining and appraising jewelry and jewels for the barons
of Hypperex. He is a wiry man, who is very lean, with graying hair has a full
goatee, and dark eyes. He wears a typical red tunic and pants with a golden
belt, and necklace that has the symbol of the Inqusition about his neck. He is
belt, and necklace that has the symbol of the Inquisition about his neck. He is
not too welcome here in Saint Brigid by the folk here but he is known for being
a just and fair man when it comes to his skills to appraisal.
~
@ -185,10 +185,10 @@ Floora~
Floora the Grump~
Floora the Grump is here to take your order.
~
Floora is an old woman in about her nineties, bu looks and acts like she is
Floora is an old woman in about her nineties, but looks and acts like she is
still in her fifties. She has dark hair, sprinkled ever slightly with gray
hair, green eyes and has a trim but heavyset figure. She is no slouch when it
comes to hard work, being active alot in her store, it is always so neat and
comes to hard work, being active a lot in her store, it is always so neat and
orderly. She wears a simple green and brown jumper with a brown tunic and
boots. For her age she still seems to shine brightly.
~
@ -241,7 +241,7 @@ Miriam~
Miriam of Malvern is here to humble serve you.
~
Miriam is a youthful girl of about twenty, she has long reddish-gold hair,
green eyes and a trim very volompous body. She wears a simple black dress
green eyes and a trim very voluptuous body. She wears a simple black dress
adorned in blue and a necklace of a pentagram around her neck. She has no shoes
on ad the slit in her dress goes up to her waist revealing a little more than
anyone would want to know that she is a witch. There is a tattoo on her left
@ -444,7 +444,7 @@ Dirken the mighty runs his hands all over Candy's body.
~
Dirken is an young man about twenty-eight, with short blond hair, brown eyes,
a bean pole body, and a ruddy complexion. He sits on the bed with his shirt off
as he waits for Candy to acknowledge him and to start mutually satisfiying each
as he waits for Candy to acknowledge him and to start mutually satisfying each
other. He is not very handsome for a miner.
~
254170 0 0 0 2096 0 0 0 0 E
@ -487,7 +487,7 @@ E
#27420
Tarus~
Tarus the Traveller~
Tarus the Traveller is here wathing the action.
Tarus the Traveller is here watching the action.
~
Tarus is a short dwarf of a man, with a long beard, a small body and only
stands about 4'2" tall. His hair is white, and his eyes a sinister deep red.
@ -573,7 +573,7 @@ a child~
a child plays innocently on the floor.
~
The child is like their parents with brown hair and eyes and they wear a
black pait of knit pants and and a white top. They play with a wooden toy on
black pair of knit pants and and a white top. They play with a wooden toy on
the floor oblivious to the carnage that is to come.
~
254682 0 0 0 0 0 0 0 0 E
@ -593,8 +593,8 @@ A female citizen of Saint Brigid~
a female citizen of Saint Brigid~
A female citizen of Saint Brigid is going about her daily chores
~
The woman is a typical peasantl with a simple leather brown skirt and tunic
tha she wears about her. She had long brown hair, and looks a bit rought for
The woman is a typical peasant with a simple leather brown skirt and tunic
that she wears about her. She had long brown hair, and looks a bit rough for
wear when it comes for battle. She is one of the many farmers of Saint Brigid
who works the fields.
~
@ -642,7 +642,7 @@ a female farmer~
A female farmer is working in the fields.
~
She is a typical farmer with straw hat and a blue shirt, pants and work boots
in which she toils in the earth with her branwney arms and narrow frame. She
in which she toils in the earth with her brawny arms and narrow frame. She
has long blond hair, blue eyes and a delicate, angelic appearance.
~
72 0 0 0 0 0 0 0 0 E
@ -715,13 +715,13 @@ E
#27431
Catherine~
Catherine~
Catherine the begger is here.
Catherine the beggar is here.
~
Catherine the begger is a young woman who is a known witch from the north.
Catherine the beggar is a young woman who is a known witch from the north.
She is outcast, and makes a decent wage begging from the local populace for food
and clothing, perhaps anything she really needs. She has dark hair, dark eyes
and a round pleasant face, She is dressed in a patched ruddy gown with a rope
belt and no shoes. In her hand she carries a tamborine in which to catch the
belt and no shoes. In her hand she carries a tambourine in which to catch the
coins given to her by the adventurers in the tavern.
~
188504 0 0 0 0 0 0 0 1000 E
@ -741,8 +741,8 @@ a sleeping adventurer~
a sleeping adventurer is passed out here on the floor.
~
He is a typical ruffian who wanders this realm seeking fortune and glory.
The adventurer is male, short, with short haire, dwarf-like, with a beard and he
snoozes on the floor in a drunken stooper with a glass mug still in hand.
The adventurer is male, short, with short hair, dwarf-like, with a beard and he
snoozes on the floor in a drunken stupor with a glass mug still in hand.
~
206 0 0 0 0 0 0 0 0 E
9 17 4 1d1+90 1d2+1
@ -761,10 +761,10 @@ SavingSpell: 2
E
#27433
hooker~
a midjet named Bridjet~
a midget named Bridjet~
A midget named Bridget is here waiting for the next trick.
~
Brigjet is a fll framed young woman of eighteen but only stands about four
Brigjet is a full framed young woman of eighteen but only stands about four
foot two in height, and weighs about eighty pounds, She has red hair and green
eyes, wearing that of a thin, sheer gown as she waits for the next trick to
come.
@ -806,7 +806,7 @@ adventurer male~
male adventurer~
A male adventurer is here drinking.
~
This man is a mercinary of his profession, wearing armor and brandishing a
This man is a mercenary of his profession, wearing armor and brandishing a
sword at his side. He is an adventurer seeking fortune and glory. He has black
hair, dark eyes and a lean muscular body. He looks dangerous to be around.
~
@ -826,8 +826,8 @@ hooker~
a hooker~
A hooker is here taking a break from her tricks to smoke a cigarette.
~
The hooker is not bad looking and she wears a simple robe over her narrpw
body. Her face is made up still but her hair is a mess from all the activies in
The hooker is not bad looking and she wears a simple robe over her narrow
body. Her face is made up still but her hair is a mess from all the activities in
the last few hours.
~
254042 0 0 0 120 0 0 0 0 E

View file

@ -248,7 +248,7 @@ E
#27519
punk~
the punk~
A punk is here, deciding what colour to spray paint your back.
A punk is here, deciding what color to spray paint your back.
~
You see a punk who is more than willing to knock off an old lady for a few
bucks.
@ -1004,11 +1004,11 @@ A retired Captain stands here, selling boats.
8 8 1
E
#27577
armourer~
the Armourer~
An Armourer stands here displaying his shiny new (and previously owned) armour.
armorer~
the Armorer~
An Armorer stands here displaying his shiny new (and previously owned) armor.
~
An old but very strong armourer. He has made more armour in his life than
An old but very strong armorer. He has made more armor in his life than
you have ever seen.
~
188426 0 0 0 0 0 0 0 900 E

View file

@ -138,11 +138,11 @@ you.
8 8 0
E
#27710
shiriff~
a shiriff~
A shiriff of the Shire looks for signs of trouble.
sheriff~
a sheriff~
A sheriff of the Shire looks for signs of trouble.
~
The shiriff is over waist high, quite tall for a halfling. His eyes are ever
The sheriff is over waist high, quite tall for a halfling. His eyes are ever
roaming, looking for signs of trouble from riff-raff like you. In his belt is a
thin dagger, and on his body he wears a suit of leather armor. This is one
halfling you don't want to mess with.
@ -153,11 +153,11 @@ halfling you don't want to mess with.
6 6 1
E
#27711
shiriff~
a shiriff~
A shiriff of the Shire looks for signs of trouble.
sheriff~
a sheriff~
A sheriff of the Shire looks for signs of trouble.
~
The shiriff is over waist high, quite tall for a halfling. His eyes are ever
The sheriff is over waist high, quite tall for a halfling. His eyes are ever
roaming, looking for signs of trouble from riff raff like you. In his belt is a
thin dagger, and on his body he wears a suit of leather armor. This is one
halfling you don't want to mess with.
@ -283,7 +283,7 @@ the blacksmith~
The blacksmith bids you welcome to his humble store.
~
The blacksmith is a lean and mean fighting machine. His knowledge of weapons
and armour would certainly help him in any fight against riff-raff like you.
and armor would certainly help him in any fight against riff-raff like you.
~
10 0 0 0 0 0 0 0 600 E
30 10 -8 6d6+300 5d5+5
@ -425,11 +425,11 @@ The receptionist sits here, signing forms.
8 8 1
E
#27732
shiriff~
a shiriff~
A shiriff of the Shire looks for the lost halfling youth.
sheriff~
a sheriff~
A sheriff of the Shire looks for the lost halfling youth.
~
The shiriff is over waist high, quite tall for a halfling. He looks at you,
The sheriff is over waist high, quite tall for a halfling. He looks at you,
smiles and asks you if you have seen a halfling youth somewhere outside the
shire.
~

View file

@ -20,7 +20,7 @@ The huge, green Sea Serpent is swimming in the ocean, hunting for food.
~
You see a huge monster before you. Its glowing green eyes and sharp teeth
terrify you. Green scales provide a spectacular defense armor. They would
prob- ably make great armor on you too.
probably make great armor on you too.
~
72 0 0 0 16 0 0 0 -875 E
22 13 -3 4d4+220 3d3+3

View file

@ -1,9 +1,9 @@
#27900
bat grey~
a grey bat~
A grey bat hangs from the shadows here.
bat gray~
a gray bat~
A gray bat hangs from the shadows here.
~
This furry creature looks just like a giant grey rat, only with large
This furry creature looks just like a giant gray rat, only with large
pointed ears and webbed wings that it curls around itself whilst hanging.
Glistening fangs and keen beady eyes seem ever ready for a chance to attack
fresh prey.
@ -66,7 +66,7 @@ A choirboy is singing here.
~
This young lad has an innocent cherubic face, flushed with the effort of
recent singing. Pale and solemn, it looks as though he must have spent most of
his life within stone walls, his slight buld made even frailer through lack of
his life within stone walls, his slight build made even frailer through lack of
work or play.
~
4296 0 0 0 64 0 0 0 20 E
@ -96,7 +96,7 @@ The cardinal Richelieu is standing here, shouting to the people.
This man has a darkly-lined face that is red from bellowing, and a peculiar
mustache, identifying him to most as Richelieu, the cardinal of France and
minister of Louis XIV. He appears completely absorbed in what he is saying, his
eyes bright and fierce with righteous fervour.
eyes bright and fierce with righteous fervor.
~
2058 0 0 0 16 0 0 0 50 E
15 15 1 3d3+150 2d2+2
@ -123,7 +123,7 @@ man hunchback~
the hunchback~
A man with a strangely shaped body is here wandering amongst the bells.
~
This unusal looking man looks half-crazed, his face flushed as he screams
This unusual looking man looks half-crazed, his face flushed as he screams
for someone named Esmerelda. His back is strangely bent, a large hump rising
from between his shoulders, but he looks incredibly muscular and strong, his
strength no doubt more powerful because of his anger.
@ -170,9 +170,9 @@ D'artagnan~
An apprentice of the Musketeers is standing here.
~
This youth looks fresh faced and eager, his keen piercing eyes showing an
unusal power and certainty as though he has great potential for leadership.
unusual power and certainty as though he has great potential for leadership.
Still scrawny and small built, he is nonetheless quick and agile in movement,
his demeanour almost too confident for one so young.
his demeanor almost too confident for one so young.
~
4168 0 0 0 8 0 0 0 10 E
13 16 2 2d2+130 2d2+2
@ -200,7 +200,7 @@ a white poodle ~
A white poodle is tied to a tree here.
~
This little dog is covered in fluffy white fur, carefully groomed and
sculpted from head to foot. Its smooth grey face has been clean shaven, two
sculpted from head to foot. Its smooth gray face has been clean shaven, two
large black eyes blinking at the surroundings as it waits for its owner.
~
6154 0 0 0 80 0 0 0 -15 E
@ -215,7 +215,7 @@ Pierre the magician~
Pierre is standing here mixing something very special.
~
Dark haired and pale skinned, his piercing green eyes are fixed keenly on
what he is doing, aged hands steadily pouring colourful potions into glass
what he is doing, aged hands steadily pouring colorful potions into glass
vials. His expression is stern and wise, as though he has learned much of the
world in his years.
~
@ -245,7 +245,7 @@ A French woman is sitting here waiting for a carriage to pass.
~
This young lady is very pretty and well-groomed, a hint of expensive
perfume lingering about her presence, indicating her upper class status.
Waiting patiently, whe watches the surroundings dreamily with large chocolate-
Waiting patiently, she watches the surroundings dreamily with large chocolate-
brown eyes.
~
4296 0 0 0 64 0 0 0 8 E
@ -275,7 +275,7 @@ Renoir the thief~
Renoir the thief lingers here, sharpening his dagger.
~
Dark garbed, and covered with a layer of grime, he blends easily and
dangerously into the shadows, his squinting grey eyes watching everything
dangerously into the shadows, his squinting gray eyes watching everything
suspiciously. His constant sharpening of his dagger is an indication that he
must use it often.
~
@ -321,9 +321,9 @@ Esmerelda woman mysterious gypsy ~
Esmerelda the gypsy~
A mysterious woman is dancing here.
~
This young woman has smooth olive-coloured skin, her jet black hair
This young woman has smooth olive-colored skin, her jet black hair
cascading down her back in loose curls as she dances. Smiling flirtatiously,
her emerald green eyes flicker with firey personality and an almost devilish
her emerald green eyes flicker with fiery personality and an almost devilish
enjoyment of life.
~
2058 0 0 0 4 0 0 0 -50 E
@ -353,7 +353,7 @@ Robespierre~
A revolutionary is here.
~
His face is firm and set as though he has utter conviction in his beliefs,
stone-grey eyes look ready to take on almost anyone who would disagree with
stone-gray eyes look ready to take on almost anyone who would disagree with
him. He does not look strong enough to be a fighter although his movements are
fast and decisive.
~
@ -384,7 +384,7 @@ Monet chef cook~
Monet the cook~
Monet the chef is cooking delicious-smelling food.
~
Known as one of the best chefs of all France, Monet has the privlege of
Known as one of the best chefs of all France, Monet has the privilege of
catering for the royal guards of king Louis XIV. Jovial in expression, his dark
twinkling eyes seem to indicate that he loves his job, his hands moving in a
flurry of busy preparation.
@ -462,7 +462,7 @@ A French receptionist is here, waiting to help.
~
This young woman is very pretty and kind-faced, her gentle dark eyes
smiling welcomingly at all who pass. Sleek brown hair is pulled back into a
shiny ponytail, her smooth face powdered subtley and a hint of red gloss
shiny ponytail, her smooth face powdered subtly and a hint of red gloss
flushing her lips.
~
6154 0 0 0 8192 0 0 0 15 E
@ -476,7 +476,7 @@ a royal Musketeer~
A royal Musketeer is here protecting the king.
~
This Musketeer must be well trusted and competent to have achieved such a
place of honour, that of personally guarding the life of the King. Stern in
place of honor, that of personally guarding the life of the King. Stern in
expression, his countenance is one of unyielding loyalty and determination, his
keen eyes on the lookout for any danger.
~
@ -555,7 +555,7 @@ The guardian of time and space stands here.
~
This tall person is slightly strange in appearance, though it is not
immediately obvious why. His face is deeply lined and creased with age, his
deep-set grey eyes filled with a wisdom rarely seen. Although he does not look
deep-set gray eyes filled with a wisdom rarely seen. Although he does not look
particularly strong, something about his presence gives the impression that he
is a force to be reckoned with.
~
@ -587,7 +587,7 @@ Louis XIV is sitting here.
Proud and grim, his features are sharp and striking, dark confident eyes
betray no hint of uncertainty though this is the man held responsible for all
of the problems in France. He looks completely sure of himself, and this
despite the circulating rumours that he is not even really the king.
despite the circulating rumors that he is not even really the king.
~
6154 0 0 0 0 0 0 0 -50 E
15 15 1 3d3+150 2d2+2

View file

@ -59,7 +59,7 @@ barumafir keeper tavern barman~
Barumafir~
Barumafir, the keeper of this tavern is standing here.
~
Barumafir is a middle-aged, shortlike man with a bad sciatica. But he does
Barumafir is a middle-aged, short-like man with a bad sciatica. But he does
well with his tavern.
~
188426 0 0 0 0 0 0 0 200 E
@ -99,7 +99,7 @@ pinemarten brown~
the pinemarten~
A brown pinemarten stars at you.
~
The animal looks considerably meagre.
The animal looks considerably meager.
~
88 0 0 0 0 0 0 0 15 E
1 20 9 0d0+10 1d2+0
@ -141,7 +141,7 @@ A greenish creature with many tentacles rises from the pond!
~
These strange monsters are slimy and their skin is covered in the shaking
rings of meat and vesicles. They have several ugly heads with an eye standing
in the each. The land of Gwyte is where they come from. It is rumouded that
in the each. The land of Gwyte is where they come from. It is rumored that
they serve the Evil and therefore were sent around as messengers of horror.
~
10 0 0 0 0 0 0 0 -400 E

View file

@ -65,8 +65,8 @@ lilith~
Lilith~
Lileth stands here in all her magnificence.
~
She is extremely beutiful, with glowing gold hair cascading down her
shoulders, adorned with precious jewlery from all over the cosmos.
She is extremely beautiful, with glowing gold hair cascading down her
shoulders, adorned with precious jewelry from all over the cosmos.
~
2058 0 0 0 16 0 0 0 30 E
33 9 -9 6d6+330 5d5+5

View file

@ -189,7 +189,7 @@ a rat~
A rat crawls around in a skull here.
~
This little guy is having loads of fun playing inside of a skull on the
ground here. It sits in the eyehole and starts watching you now...
ground here. It sits in the eye-hole and starts watching you now...
~
63630 0 0 0 65552 0 0 0 -98 E
21 13 -2 4d4+210 3d3+3

View file

@ -304,7 +304,7 @@ An ugly woman clad in studded black leather turns toward you and shouts, "Down o
~
This ugly wench is clad in studded black leather from head to toe. Her
nipples protrude conspicuously from a leather push-up bra. A thong around her
waist disappears into her crotch, which hasnt been waxed in a mellenia.
waist disappears into her crotch, which hasn't been waxed in a millenia.
~
16398 0 0 0 0 0 0 0 -1000 E
30 10 -8 6d6+300 5d5+5
@ -443,7 +443,7 @@ ghenna deepspawn~
the Deepspawn~
The Deepspawn is standing here, ready to kill you.
~
It looks like a large, rubbery shpere of mottled grey and brown. Six arms
It looks like a large, rubbery sphere of mottled gray and brown. Six arms
project from its body; three are tentacle-arms, and three are jaw-arms, ending
in mouths of many teeth. It also has about 40 long, retractable, flexible eye
stalks that wave at you menacingly.

View file

@ -5,7 +5,7 @@ A Guardian of Hell stands here keeping you the hell out.
~
The guardian is a stone devil, a hideous creation from the dark laboratories
of Hell. Its black eyes stare into your soul with a hunger that makes you
shiver. The guardian stands motionless before you. Its rough grey skin looks
shiver. The guardian stands motionless before you. Its rough gray skin looks
impervious to normal weapons.
~
6236 0 0 0 2128 0 0 0 -900 E
@ -65,7 +65,7 @@ A shiny gold bar lies on the ground.
E
#28606
chicken pot pie~
a scrumpious chicken pot pie~
a scrumptious chicken pot pie~
A yummy looking chicken pot pie is here on the ground.
~
You see a golden crusted pot pie filled with chicken and vegetables.
@ -144,7 +144,7 @@ living wall~
the living wall~
A wall stands here. Its surface seems to move and come to life...
~
The wall consist of greying and sinewy flesh - faces, hands, broken bones,
The wall consist of graying and sinewy flesh - faces, hands, broken bones,
feet, and toes jutting from the surface. You hear low moans of horror, pain,
and sorrow issuing from the walls.
~
@ -171,7 +171,7 @@ bloody severed arm~
bloody severed arm~
A bloody severed arm lies here.
~
The blood arm of some poor luckless indivudual. The stench of the gore
The blood arm of some poor luckless individual. The stench of the gore
covered limb makes you want to retch.
~
78 0 0 0 0 0 0 0 -884 E
@ -209,7 +209,7 @@ blood~
the blood from the fountain~
The blood in the fountain gurgles merrily.
~
You see gallons and gallons of thick red blood gurgling in the fountian.
You see gallons and gallons of thick red blood gurgling in the fountain.
~
78 0 0 0 0 0 0 0 -950 E
@ -222,7 +222,7 @@ Lost soul~
the lost soul~
A lost soul stands here looking lost.
~
This soul is definetely clueless to where it is. He holds a ticket that
This soul is definitely clueless to where it is. He holds a ticket that
reads #14349023402342039840293481234900049.
~
76 0 0 0 0 0 0 0 -500 E
@ -345,7 +345,7 @@ construction worker male~
male construction worker~
A construction worker is here welding pipework.
~
He is the typical contruction worker. T-shirt, jeans, yellow hard hat. As
He is the typical construction worker. T-shirt, jeans, yellow hard hat. As
you look closer at the hard hat you notice it says, '4th DEMONsion Construction
Co. '
~
@ -357,9 +357,9 @@ E
#28628
construction worker female~
female construction worker~
A construction worker is here working riviting framework.
A construction worker is here working riveting framework.
~
She is the typical contruction worker. T-shirt, jeans, yellow hard hat.
She is the typical construction worker. T-shirt, jeans, yellow hard hat.
As you look closer at the hard hat you notice it says, '4th DEMONsion
Construction Co. '
~
@ -373,7 +373,7 @@ construction worker female~
female construction worker~
A construction worker is here working cutting structural steel.
~
She is the typical contruction worker. T-shirt, jeans, yellow hard hat.
She is the typical construction worker. T-shirt, jeans, yellow hard hat.
As you look closer at the hard hat you notice it says, '4th DEMONsion
Construction Co. '
~
@ -387,9 +387,9 @@ fire devil~
fire devil~
A fire devil stands here with a box of matches lighting up poor souls.
~
It is an undescribly grotesque creature. Its pale green-yellow skin erupts
It is an indescribably grotesque creature. Its pale green-yellow skin erupts
with blisters and puss. As you look at it, it smiles at you with sharp blood
covered teeth. This is definetly a face only a mother could love.
covered teeth. This is definitely a face only a mother could love.
~
2140 0 0 0 0 0 0 0 -1000 E
22 13 -3 4d4+220 3d3+3
@ -445,7 +445,7 @@ A Greater Ice Devil stands here cheerfully freezing souls..
This devil is a mix of bug, bird, humanoid, and who knows what else. Its
multifaceted eyes stare everywhere. It goes about its business of slowly and
painfully freezing the damned souls, quickly thawing them and then starting
over. Every couple of minutes it takes time out to break an apendage off of a
over. Every couple of minutes it takes time out to break an appendage off of a
nearby soul and beat the soul with it.
~
18526 0 0 0 0 0 0 0 -1000 E
@ -458,8 +458,8 @@ trapped soul ice~
soul trapped under the ice~
A soul trapped under the ice gasps desperately for air.
~
This poor soul has been incased in ice; almost as if it is caught under an
iceflow. It desperatly gasps for air for a few minutes and then seems to die
This poor soul has been encased in ice; almost as if it is caught under an
ice-flow. It desperately gasps for air for a few minutes and then seems to die
for a second before it is restored and begins thrashing about again.
~
10 0 0 0 0 0 0 0 -789 E
@ -472,7 +472,7 @@ half frozen body~
half frozen body~
A half frozen body hangs here on a meat hook.
~
A large meat hook is imbedded deep withing the back of the body. You see
A large meat hook is imbedded deep within the back of the body. You see
small white maggots eating away at the body. The flesh seems to move and
wriggle with a life of its own...
~
@ -567,7 +567,7 @@ records worker~
records worker~
A records worker is here filing bad reports.
~
You see a rather plain looking office personel here filing a file on
You see a rather plain looking office person here filing a file on
someone.
~
204 0 0 0 0 0 0 0 -1000 E
@ -848,7 +848,7 @@ E
#28665
stray proton~
stray proton~
A stray proton is here wizzing about.
A stray proton is here whizzing about.
~
I can't see it. Can you?
~
@ -916,7 +916,7 @@ guard dog~
guard dog~
A guard dog sits here guarding the break room.
~
A vicious looking pit bull / demon dog mix is here slobering on the donuts.
A vicious looking pit bull / demon dog mix is here slobbering on the donuts.
~
10 0 0 0 0 0 0 0 -900 E
24 12 -4 4d4+240 4d4+4

View file

@ -91,7 +91,7 @@ An elven alchemist inhales the fumes deeply and sighs happily.
~
Churt notices you gagging as you enter his shop and peers at you with some
surprise. He is a powerful wizard, having practiced such great spells as
`Churt's Irresistable Retch' and `Word of Command: Go away, I... ' Well, never
`Churt's Irresistible Retch' and `Word of Command: Go away, I... ' Well, never
mind that one.
~
190686 0 0 0 524400 0 0 0 700 E
@ -536,7 +536,7 @@ E
#28741
groff troll cook~
Groff the Troll~
A huge hairy troll stirrs a bubbling pot.
A huge hairy troll stirs a bubbling pot.
~
As you watch, safely hidden, he picks up a dead goblin and throws it into his
pot, followed by a few spotted mushrooms and a halfling. Then he catches sight
@ -969,7 +969,7 @@ Throm the Giant~
Throm the Giant guards the Great Goblin.
~
You are sure you have seen Throm before, somewhere. Maybe he was at the
weapon shop the other day? Anyway, the Great Goblin has hired this reknowned
weapon shop the other day? Anyway, the Great Goblin has hired this renowned
giant to guard his person.
~
6254 0 0 0 16 0 0 0 -900 E

View file

@ -102,9 +102,9 @@ E
#28809
hercules~
the mighty Hercules~
The Mighty Hercules is working hard on his extra Labours for the Gods.
The Mighty Hercules is working hard on his extra Labors for the Gods.
~
He has been put to do the Ten Labours -- ten impossible tasks, by Hera, the
He has been put to do the Ten Labors -- ten impossible tasks, by Hera, the
queen goddess, who disliked him. But he finished them all and at the end was
granted immortality. He is a very brave and strong fighter.
~
@ -260,7 +260,7 @@ Leo~
Leo the lion is roaring at you, ready for a strike!
~
His metallic skin means that he could be the one which was killed by
Hercules during his first Labour. His skin is so weapon-proof that Hercules
Hercules during his first Labor. His skin is so weapon-proof that Hercules
had to use his bare hands to tear the lion into two from its mouth!
~
106 0 0 0 16 0 0 0 -100 E

View file

@ -5,7 +5,7 @@ Farlenian the soldier stands and watches quietly.
~
Farlenian is a dark-haired, blue-eyed man with an extremely grave expression
drawn upon his face. He wears a bright blue set of overalls, with some
protective layers of leather overtop and a white cloak to round it out. His
protective layers of leather over top and a white cloak to round it out. His
crossbow looks well-used and cared for. You think he knows how to use it.
~
10 0 0 0 0 0 0 0 400 E
@ -32,7 +32,7 @@ Alerka~
Alerka~
Alerka Bardbane is resting here.
~
Alerka sneers at you rudely, and ignores you. He looks rather non-descript
Alerka sneers at you rudely, and ignores you. He looks rather nondescript
and plain, just an ordinary man taking a break. His knives do not look
ordinary at all, however.
~
@ -184,7 +184,7 @@ a farmer~
A tired farmer relaxes here, for awhile.
~
The dust and dirt of the land cover this man head to toe. His eyes look
weary, his hands calloused, and those big workboots he's wearing just can't be
weary, his hands calloused, and those big work-boots he's wearing just can't be
comfortable. This man is one of the citizenry elite; he feeds the people
through his own hard work. Maybe you should buy him a beer.
~

View file

@ -22,7 +22,7 @@ an Elvis Impersonator~
An Elvis Impersonator is hiding behind a potted ficus here.
~
This jumpsuitted throwback likes strutting his stuff. The jumpsuit is
absolutely covered with flashy sequinns. As you look at him, he snaps his
absolutely covered with flashy sequins. As you look at him, he snaps his
fingers and points at you as he says, "Thank you. Thank you very much! "
~
34888 0 0 0 0 0 0 0 0 E
@ -55,10 +55,10 @@ E
#29105
Lesser Ghoul~
the Lesser Ghoul~
A gibbering lesser ghoul is scavaging for his next meal here.
A gibbering lesser ghoul is savaging for his next meal here.
~
It is a little thing, three feet tall at the most. Its warped, green little
body twitches almost uncontrolably as he scans you deciding if it is worth the
body twitches almost uncontrollably as he scans you deciding if it is worth the
risk to try to make you his next meal.
~
200 0 0 0 0 0 0 0 -5 E
@ -74,9 +74,9 @@ E
#29106
Goblin~
a Goblin~
A grey-skinned goblin is prowling around here.
A gray-skinned goblin is prowling around here.
~
The grey skinned creature is prowling here. He carries a crude club and a
The gray skinned creature is prowling here. He carries a crude club and a
nasty expression
~
2248 0 0 0 0 0 0 0 0 E
@ -92,9 +92,9 @@ E
#29107
Crystal Monster~
the Crystal Monster~
A mosnter made of crystal lurks here,
A monster made of crystal lurks here,
~
Almost invisible against the rockey backdrop, the rock monster went
Almost invisible against the rocky backdrop, the rock monster went
unnoticed until it struck. Made of crystals and minerals it is slow but
powerful.
~
@ -184,8 +184,8 @@ Int: 15
Wis: 15
E
#29113
zombie legionaire undead~
an Undead Legionaire~
zombie legionnaire undead~
an Undead Legionnaire~
A shambling zombie patrols the area here
~
A walking, rotting corpse. This is one of the mistresses countless thralls.
@ -206,7 +206,7 @@ Suit armor dark stormy knight~
the Dark and Stormy Knight~
A Gigantic Suit of Armor stands here contesting your right to proceed further
~
This monsterous suit of armor stands over ten feet tall and five feet wide.
This monstrous suit of armor stands over ten feet tall and five feet wide.
Four inches thick as its thinnest point, the armor is covered with all form of
arcane runes that glow with power, burnishing the dark metal with an unholy
green glow that flows from deep within the Doomguard. Who can guess what foul
@ -227,8 +227,8 @@ A Greater Ghoul~
the Greater Ghoul~
A Greater ghoul stands on the balcony gnawing on the leg bone of his last victim
~
A Humanoid mass of massive grey-green muscle and yellowed teeth. Always and
eternaly hungry. He likes to take his victims here to eat in peace. Will you
A Humanoid mass of massive gray-green muscle and yellowed teeth. Always and
eternally hungry. He likes to take his victims here to eat in peace. Will you
be his next victim.
~
8268 0 0 0 16 0 0 0 -60 E
@ -301,7 +301,7 @@ E
#29130
doom doomguard armor~
the doomguard~
a flawed doomguard in on assingment, patrolling outside the citadel walls here.
a flawed doomguard in on assignment, patrolling outside the citadel walls here.
~
Like an invisible man in visible armor, the animated suit of plate was
relegated to outerpatrol due to its inferior quality.

View file

@ -188,7 +188,7 @@ E
#29214
receptionist wife~
the Receptionist~
The receptionst smiles and offers you a room.
The receptionist smiles and offers you a room.
~
Myrama is all smiles as you look at her. She is bright, witty, and the only
reason why Kell is so successful. Myrama is truly marvelous!
@ -218,7 +218,7 @@ the Lawyer~
The lawyer is here, ready to lie his tongue out.
~
The lawyer looks at you, ready to spot anything he can sue you for. This
has got to be one of the most loathesome mobs in the whole mud!
has got to be one of the most loathsome mobs in the whole mud!
~
138 0 0 0 0 0 0 0 -1000 E
14 16 1 2d2+140 2d2+2
@ -638,7 +638,7 @@ E
#29248
digger gravedigger~
the gravedigger~
A gravedigger works away the nightshift here.
A gravedigger works away the night shift here.
~
He looks tired and dirty. A glare out of the corner of his eye, and he
dismisses you easily. He doesn't seem to care one whit about you.

View file

@ -3,7 +3,7 @@ madman man mad~
the Madman~
A madman has tea with his mortally challenged friends.
~
He looks up at you with misted eyes and clenches his knife convusively.
He looks up at you with misted eyes and clenches his knife convulsively.
Spluttering and shaking, he begins to rise to his feet, cradling the cold steel
of his knife in his hands. A tiny voice in your head says very clearly,
'Uh-oh. ' You feel chilled... Distant.
@ -157,7 +157,7 @@ Cityguard guard city~
the Cityguard~
A cityguard is keeping the peace.
~
Just another law abidding citizen that decided to do more than just work the
Just another law abiding citizen that decided to do more than just work the
mines or fields. He has devoted his life to ensuring the protection of others.
~
@ -238,7 +238,7 @@ E
#29417
Woman Old~
the Old Woman~
An Old Woman sits here, rembering better times...
An Old Woman sits here, remembering better times...
~
Looking closer, you see that she isn't remembering; she's asleep!
~

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