tbamud/lib/world/trg/12.trg
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

1811 lines
41 KiB
Text

#1200
General trigger keeper. Only for use in room 0.~
2 a 100
~
* Not used for anything but variable storage. No Script!
* Without this trig attached you will get the error:
* Trying to access Global var list of void. Apparently this has not been set up!
~
#1201
Calculator By Mordecai~
2 d 100
*~
* By Mordecai
if %actor.is_pc%
return 0
eval sum %speech%
eval test1 "%speech%"
eval test %test1.strlen%
eval che %sum%/1
if %che% == %sum%
%echo% @WComputing results...@n
if (%speech%/===)
if (%sum%==1)
set sum Yes
elseif (%sum%==0)
set sum No
end
end
eval st 2+%test%
eval o .
eval sumslen "%sum%
eval len %st% - (%sumslen.strlen%-2)
if %len% > 0
eval dif (%len%/2)
while %y.strlen% < %st%
eval o .%o%
eval y %o%
eval m ?%m%
eval p %m%
if %dif% == %y.strlen%
eval wid1 %p%
end
done
end
eval opt1 8 + %test%
eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5
%echo% @WWizzzzzzzzzz....@n
if (%opt1%-2) == (%opt2%)
%echo% @c...%y%...@n
%echo% @c:@C..%y%..@c:@n
%echo% @c:@C:@G %speech% @C :@c:@n
%echo% @c:@C:.%y%.:@c:@n
%echo% @c:@C: %wid1%@G %sum% @C%wid1% :@c:@n
%echo% @c:@C:.%y%.:@c:@n
%echo% @c:..%y%..:@n
else
%echo% @r....%y%...@n
%echo% @r:@R...%y%..@r:@n
%echo% @r:@R:@G %speech% @R :@r:@n
%echo% @r:@R:..%y%.:@r:@n
%echo% @r:@R: %wid1%@G %sum% @R%wid1% :@r:@n
%echo% @r:@R:..%y%.:@r:@n
%echo% @r:...%y%..:@n
end
end
end
~
#1202
Object Wear or Wield Example~
1 j 100
~
* test trigger
%echo% actor : %actor%
wait 10
if %actor.level% < 34
%send% %actor% The sword whispers: I will not serve you!
wait 2
%echoaround% %actor% The sword exclaims: 'I will not serve those without honor.'
%damage% %actor% 100
%purge% self
else
%send% %actor% The sword whispers: I was made to serve, great one!
wait 2
%echoaround% %actor% The sword exclaims: 'I will serve you honorable one..'
end
~
#1203
Mynah Bird~
0 d 100
*~
if %actor.is_pc%
if %c%<20
eval c 20
global c
end
if !%speech.contains(!)%
eval c (%c%)+1
global c
set %c% %speech%
global %c%
set 1 Hello
set 2 Yes
set 3 Killed him
set 4 Food?
set 5 Dig dig dig.
set 6 Freddy says hi.
set 7 Inconceivable.
set 8 Stop mimicking me.
set 9 I love you.
set 10 Do you like me?
set 11 Freak.
set 12 You are not funny.
set 13 Don't you ever shut up?.
set 14 Eat my shorts.
set 15 I'm pretty. Pretty bird.
set 16 Let's tango.
set 17 Doh.
set 18 Who rang that bell??
set 19 Beam me up.
set 20 Shut up and get me a drink.
eval count %%random.%c%%%
eval ans %%%count%%%
wait %random.5%
say %ans%
end
end
~
#1204
Portal-Main Chamber~
1 c 100
en~
if %cmd.mudcommand% == enter && portal /= %arg%
wait 1
%send% %actor% A whirl of white light falls into your eyes, you fall into a huge water fall.
%echoaround% %actor% A whirl of white light falls into %actor.name% eyes, and %actor.heshe% falls into a huge water fall that appears under %actor.hisher% feet.
%teleport% %actor% 3001
wait 1
%force% %actor% look
end
~
#1205
Object Affects Example~
1 n 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %self.affects(BLIND)%
%echo% This object is affected with blind.
end
if %self.affects(INVIS)%
%echo% This object is affected with invisibility.
end
if %self.affects(DET-ALIGN)%
%echo% This object is affected with detect alignment.
end
if %self.affects(DET-INVIS)%
%echo% This object is affected with detect invisibility.
end
if %self.affects(DET-MAGIC)%
%echo% This object is affected with detect magic.
end
if %self.affects(SENSE-LIFE)%
%echo% This object is affected with sense life.
end
if %self.affects(WATWALK)%
%echo% This object is affected with water walk.
end
if %self.affects(SANCT)%
%echo% This object is affected with sanctuary.
end
if %self.affects(GROUP)%
%echo% This object is affected with group.
end
if %self.affects(CURSE)%
%echo% This object is affected with curse.
end
if %self.affects(INFRA)%
%echo% This object is affected with infravision.
end
if %self.affects(POISON)%
%echo% This object is affected with poison.
end
if %self.affects(PROT-EVIL)%
%echo% This object is affected with protection from evil.
end
if %self.affects(PROT-GOOD)%
%echo% This object is affected with protection from good.
end
if %self.affects(SLEEP)%
%echo% This object is affected with sleep.
end
if %self.affects(NO_TRACK)%
%echo% This object is affected with no track.
end
if %self.affects(FLYING)%
%echo% This object is affected with flying.
end
if %self.affects(SCUBA)%
%echo% This object is affected with scuba.
end
if %self.affects(SNEAK)%
%echo% This object is affected with sneak.
end
if %self.affects(HIDE)%
%echo% This object is affected with hide.
end
if %self.affects(UNUSED)%
%echo% This object is affected with unused.
end
if %self.affects(CHARM)%
%echo% This object is affected with charm.
end
~
#1206
(1207) Capturing~
2 c 0
*~
return 0
if %actor.name% != Heiach
%echoaround% %actor% %cmd% %arg% (%actor.name%)
end
~
#1207
(1207) Heiach's Random Forest Sound Script~
2 b 2
~
eval forest_sounds %random.25%
switch %forest_sounds%
case 1
%echo% @gThe gently chirping of crickets peacefully resonate across the forest.@n
break
case 2
%echo% A haze of @yfir@Wefl@yies@n dart inbetween some ancient cedars.
break
case 3
%echo% @DA thick fog drifts in, dampening the moss.@n
break
case 4
%echo% @DThe area is surrounded by a visually impeneratable mist.@n
break
case 5
%echo% @DThe grey haze starts to glow a dim silvery shade as the moonlight strikes it.@n
break
case 6
%echo% @DThe damp fallen clouds swirl slightly in an eddying wind.@n
break
case 7
%echo% @DThe thick brume shifts and ebbs away slightly.@n
break
case 8
%echo% A hushed whispering sound seems to emanate from the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n.
break
case 9
%echo% The largest @rt@wo@ra@wd@rs@wt@ro@wo@rl@n yawns openly and mumbles something to one of its friends.
break
case 10
%echo% Like a diminutive choir, the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n let loose a high-pitched song of peace.
break
case 11
%echo% From the east, tiny voices talk amongst themselves in their own plant-like language.
break
case 12
%echo% The patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n sway synchronisingly in the silver moonlight.
break
case 13
%echo% The peaceful chirping of bird-song floats down from above.
break
case 14
%echo% @gA piping little note sings down to you from above.@n
break
case 15
%echo% The tweeting of a newly born bird calling to its mother echoes around the forest.
break
case 16
%echo% The trill bird call of love emanates from the branches above.
break
case 17
%echo% The sound of ruffling and the snapping of small twigs reaches your ears.
break
case 18
%echo% @gA rapid chattering drifts down from the giant trees to the northeast.@n
break
case 19
%echo% With inequable grace, a snowy white owl ghosts in on silent wings.
break
case 20
%echo% A @dblack @Dbat@n flutters across the forest, high above.
break
case 21
%echo% @gA relaxed nattering can be heard in the top of a tree to the south.@n
break
case 22
%echo% A hedgehog slowly wanders inbetween some trees and out of view.
break
case 23
%echo% A faint wind breathes in from all directions, steeping the mists.
break
case 24
%echo% A @rr@ya@bi@gn@cb@mo@rw@n-colored butterfly floats across the clearing.
break
case 25
%echo% A strange @Yglowing @wluminescence@n drifts off to the north, fading into the damp fog.
break
default
break
done
~
#1208
Welcor test trigger~
2 d 100
*~
%echo% self.var is %self.var%.
wait 10 s
%echo% actor.eq(hold) is %actor.eq(hold)%
%echo% testvar is %testvar%
eval testvar %actor.eq(hold)%
%echo% testvar is %testvar%
%echo% testvar.id is %testvar.id% (%testvar.name%)
%echo% test is %.id% (%.name%)
%echo% sends the text $$2 to the room.
~
#1209
(1209) Taylors Chair Script~
1 c 100
si~
if %cmd.mudcommand% == sit && chair /= %arg%
if (%actor.id% == 4891)
%echoaround% %actor% %actor.name% rest himself in the armchair.
%send% %actor% You rest yourself comfortably in the armchair.
%force% %actor% sit
else
if %cmd.mudcommand% == sit && chair /= %arg%
%echoaround% %actor% %actor.name% tries to sit in the chair but a magical force prevents him.
%send% %actor% You try to sit in the chair but a magical force prevents you.
end
end
end
~
#1210
Actor Pref Checking~
2 q 100
~
if %actor.pref(BRIEF)%
%send% %actor% You have BRIEF on.
end
if %actor.pref(COMPACT)%
%send% %actor% You have COMPACT on.
end
if %actor.pref(NO_SHOUT)%
%send% %actor% You have NO_SHOUT on.
end
if %actor.pref(NO_TELL)%
%send% %actor% You have NO_TELL on.
end
if %actor.pref(D_HP)%
%send% %actor% You have D_HP on.
end
if %actor.pref(D_MANA)%
%send% %actor% You have D_MANA on.
end
if %actor.pref(D_MOVE)%
%send% %actor% You have D_MOVE on.
end
if %actor.pref(AUTOEX)%
%send% %actor% You have AUTOEX on.
end
if %actor.pref(NO_HASS)%
%send% %actor% You have NO_HASS on.
end
if %actor.pref(QUEST)%
%send% %actor% You have QUEST on.
end
if %actor.pref(SUMN)%
%send% %actor% You have SUMN on.
end
if %actor.pref(NO_REP)%
%send% %actor% You have NO_REP on.
end
if %actor.pref(LIGHT)%
%send% %actor% You have LIGHT on.
end
if %actor.pref(C1)%
%send% %actor% You have C1 on.
end
if %actor.pref(NO_WIZ)%
%send% %actor% You have NO_WIZ on.
end
if %actor.pref(L1)%
%send% %actor% You have L1 on.
end
if %actor.pref(L2)%
%send% %actor% You have L2 on.
end
if %actor.pref(NO_AUC)%
%send% %actor% You have NO_AUC on.
end
if %actor.pref(NO_GOS)%
%send% %actor% You have NO_GOS on.
end
if %actor.pref(RMFLG)%
%send% %actor% You have RMFLG on.
end
if %actor.pref(D_AUTO)%
%send% %actor% You have D_AUTO on.
end
if %actor.pref(CLS)%
%send% %actor% You have CLS on.
end
if %actor.pref(BLDWLK)%
%send% %actor% You have BLDWLK on.
end
if %actor.pref(AFK)%
%send% %actor% You have AFK on.
end
if %actor.pref(AUTOLOOT)%
%send% %actor% You have AUTOLOOT on.
end
if %actor.pref(AUTOGOLD)%
%send% %actor% You have AUTOGOLD on.
end
if %actor.pref(AUTOSPLIT)%
%send% %actor% You have AUTOSPLIT on.
end
if %actor.pref(AUTOSAC)%
%send% %actor% You have AUTOSAC on.
end
if %actor.pref(AUTOASSIST)%
%send% %actor% You have AUTOASSIST on.
end
~
#1211
Questpoints Test~
2 b 100
~
set actor %random.char%
%echo% QP: %actor.questpoints%
nop %actor.questpoints(2)%
%echo% QP+2: %actor.questpoints%
nop %actor.questpoints(-1)%
%echo% QP-1: %actor.questpoints%
~
#1212
Animal Chase Board Game - O1212~
1 c 4
go~
if %cmd% == go
* By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg%==stay)
return 0
if %cmd%!=gos
%send% %actor% Type: go < up | down | left | right >
end
halt
end
if %arg%
eval dedu %nextlev%*105
if %exx%>%dedu%
nop %actor.exp(-%dedu%)%
set dd %dedu%
end
end
if !%nextlev%
set nextlev 1
global nextlev
elseif %nextlev_s%
eval nextlev %nextlev_s%
global nextlev
end
if !%created%
%force% %actor% createnewgame
end
if %created%
set p_dir %arg%
extract px 1 %playerco%
extract py 2 %playerco%
set [%py%][%px%] @g\*@n
switch %p_dir%
case right
if %px%!=10
eval px %px%+1
else
eval px 1
end
break
case left
if %px%!=1
eval px %px%-1
else
eval px 10
end
break
case down
if %py%!=1
eval py %py%-1
else
eval py 10
end
break
case up
if %py%!=10
eval py %py%+1
else
eval py 1
end
break
done
if %chase%>0
eval chase %chase%-1
global chase
end
if ([%py%][%px%]==%spec_prize%)
set spec_prize
global spec_prize
eval exo (%nextlev%*2000)
nop %actor.exp(%exo%)%
eval points %points%+(%nextlev%*2)
global points
set alert You can now FLY and kill the animal!
eval chase 5+(%nextlev%/70)+(%chase%)
global chase
end
eval holech %%[%py%][%px%]%%
if %holech%/=@@
if !(%chase%>0)
set alert @MYou fall into a bottomless pit!@n
unset points
set nextlev 0
global nextlev
unset created
unset exx
set ax 1
set ay 1
set px 10
set py 10
%force% %actor% createnewgame
else
set alert You FLY over the pit!
end
end
eval prz_ch %%[%py%][%px%]%%
if (%prz_ch.contains(p)%)
eval points (%points%+%nextlev%)
global points
eval exo (%nextlev%*950)
nop %actor.exp(%exo%)%
set [%py%][%px%] @c.@n
global [%py%][%px%]
eval prize_count (%prize_count%)+1
set winner [%prize_count%]
if %prize_count%>=%numofprizes%
eval nextlev (%nextlev%)+1
global nextlev
set winner @YYou Win!!!@n Moving to level %nextlev%.
set px 10
set py 10
set ax 1
set ay 1
set created
global created
set prize_count 0
set numofprizes 0
%force% %actor% createnewgame
end
global prize_count
set alert You collect a prize. %winner%
end
set playerco %px% %py%
global playerco
if (%random.15%==1)||(%spec_on%)
if !%spec_on%
eval spec_on %random.4%+(%nextlev%/90)
global spec_on
end
eval spec_on (%spec_on%)-1
global spec_on
if !%spec_prize%
eval spec_prize [%random.10%][%random.10%]
global spec_prize
else
set %spec_prize% @yY@n
eval spec_prize
global spec_prize
end
end
if %sizem%
set [%py%][%px%] @GO@n
unset sizem
else
set [%py%][%px%] @Go@n
set sizem 1
global sizem
end
extract ax 1 %animal%
extract ay 2 %animal%
set [%ay%][%ax%] @r\*@n
if !%dir_chosen%
set dir_chosen 1
if %px%>%ax%
eval dis_x (%px%-%ax%)
eval move_x 1
elseif %px%<%ax%
eval dis_x (%ax%-%px%)
eval move_x 2
end
if %py%>%ay%
eval dis_y (%py%-%ay%)
eval move_y 4
elseif %py%<%ay%
eval dis_y (%ay%-%py%)
eval move_y 3
end
if %dis_x%>%dis_y%
set ani_dir %move_x%
else %dis_x%<%dis_y%
set ani_dir %move_y%
end
eval dificulty 100-(%nextlev%*4)
if (%random.100%)<=(%dificulty%)
eval ani_dir %random.4%
end
if %chase%
if %ani_dir%==1
eval ani_dir 2
elseif %ani_dir%==2
eval ani_dir 1
elseif %ani_dir%==3
eval ani_dir 4
elseif %ani_dir%==4
eval ani_dir 3
end
end
if !%arg%
set ani_dir 5
end
switch %ani_dir%
case 1
if %ax%!=10
eval ax %ax%+1
else
eval ax 1
end
break
case 2
if %ax%!=1
eval ax %ax%-1
else
eval ax 10
end
break
case 3
if %ay%!=1
eval ay %ay%-1
else
eval ay 10
end
break
case 4
if %ay%!=10
eval ay %ay%+1
else
eval ay 1
end
break
done
set animal %ax% %ay%
global animal
end
eval [%ay%][%ax%] @Ra@n
eval ch_3 %%[%py%][%px%]%%
set ch_3 %ch_3%
if %ch_3.contains(a)%
if %chase%
eval pointinc %nextlev%*%random.10%
eval points (%points%+%pointinc%)
global points
eval exo %nextlev%*7000
nop %actor.exp(%exo%)%
eval nextlev %nextlev%+1
global nextlev
set alert You kill the animal. You gain %pointinc% points and a new level. (%nextlev%)
unset created
set ax 1
set ay 1
set px 10
set py 10
%force% %actor% createnewgame
else
set alert You have been eaten by the @Ranimal@n.
set points 0
global points
set nextlev 0
global nextlev
unset created
unset chase
set exx 0
global exx
%force% %actor% createnewgame
end
end
eval h 11
while (%h%>1)
eval h (%h%)-1
eval printrow%h% %%[%h%][1]%% %%[%h%][2]%% %%[%h%][3]%% %%[%h%][4]%% %%[%h%][5]%% %%[%h%][6]%% %%[%h%][7]%% %%[%h%][8]%% %%[%h%][9]%% %%[%h%][10]%%
*eval printrow%h% %%row%h%%%
done
if %numofprizes%<10
set numop 0%numofprizes%
else
set numop %numofprizes%
end
if %prize_count%<10
set przc 0%prize_count%
else
set przc %prize_count%
end
if %nextlev%<10
set levlev 000%nextlev%
elseif %nextlev%<100
set levlev 00%nextlev%
elseif %nextlev%<1000
set levlev 0%nextlev%
else
set levlev %nextlev%
end
eval exx (%exo%+%exx%)-(%dd%)
if %exx%<=0
set exx 0
end
global exx
eval cht %chase%-1
if %cht%>0
set chy You can FLY and chase the animal %cht% more times.
end
set snd %send% %actor% @n
%force% %actor% cls
%snd% ) \\ / (
%snd% /\|\\ )\\_/( /\|\\
%snd% \* / \| \\ (/\\\|/\\) / \| \\ \*
%snd% \|\`._____________/__\|__o____\\\`\|'/___o__\|__\\______.'\|
%snd% \| '\^\` \| \\\|/ '\^\` \|
%snd% \| \| V level: %levlev% \| Dir: @C %arg%@n
%snd% \| %printrow10% \| @M@@@n = Bottomless Pit \| Points: @Y%points%@n
%snd% \| %printrow9% \| @yY@n = Power Up \| Exp: @C%exx%@n
%snd% \| %printrow8% \| @Wp@n = Prize \| AMU: %dedu%
%snd% \| %printrow7% \| @Go@n = You \|
%snd% \| %printrow6% \| @Ra@n = Animal \|
%snd% \| %printrow5% \| @cTo Move Type:@n \|
%snd% \| %printrow4% \| @Cgo <up\|down\|left\|right>@n\|
%snd% \| %printrow3% \| \|
%snd% \| %printrow2% \| @BCost of AMU exp per MV@n \|
%snd% \| %printrow1% \| @BIf you have exp.@n \|
%snd% \| \| \|
%snd% \| \| NEEDED: @R%numop%@n HAVE: @G%przc%@n \|
%snd% \| .______________________\|______________________. \|
%snd% \|' l /\\ / \\\\ \\ /\\ l \`\|
%snd% \* l / V )) V \\ l \*
%snd% l/ // \\I
%snd% V
%snd% %alert%
%snd% %chy%
%snd% Animal: ax:%ax% ay:%ay% You: px:%px% py:%py%
end
else
return 0
end
~
#1213
Animal Chase Board - Newgame - O1212~
1 c 100
newgame~
* By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
if %arg.cdr% == %actor.id%
eval nextlev %arg.car%
global nextlev
end
if %nextlev%>1&&%points%>0
set dd scoreboardmob
if %dd.vnum%>0
set nums 1
while %nums%
eval j %j%+1
eval nums %dd.varexists(%j%)%
if %nums%
eval nums2 %%dd.%j%%%
if (%nums2%/=%actor.name%)
extract partlev 2 %nums2%
set added 1
if %partlev%<%nextlev%
set %j% %actor.name% %nextlev% %points% %exx%
remote %j% %dd.id%
end
end
else
if !%added%
set %j% %actor.name% %nextlev% %points% %exx%
remote %j% %dd.id%
end
end
done
end
end
unset chase
set tail 1
global tail
eval animal 1 1
global animal
eval playerco 10 10
global playerco
set [1][1] @ra@n
set [10][10] @Go@n
global [1][1]
global [10][10]
eval numofprizes 0
global numofprizes
set prize_count 0
global prize_count
set created 1
global created
eval ww 11
while (%ww%>1)
eval ww %ww%-1
eval n %ww%
eval row %random.10%
eval r_col (%random.3%-1)
set [%n%][1] @c.@n
global [%n%][1]
set [%n%][2] @c.@n
global [%n%][2]
set [%n%][3] @c.@n
global [%n%][3]
set [%n%][4] @c.@n
global [%n%][4]
set [%n%][5] @c.@n
global [%n%][5]
set [%n%][6] @c.@n
global [%n%][6]
set [%n%][7] @c.@n
global [%n%][7]
set [%n%][8] @c.@n
global [%n%][8]
set [%n%][9] @c.@n
global [%n%][9]
set [%n%][10] @c.@n
global [%n%][10]
if (%r_col%)
while (%r_col%<3)
eval r_col %r_col%+1
eval jj %random.10%
if !(%posis%/=[%n%][%jj%])
eval numofprizes %numofprizes%+1
global numofprizes
eval [%n%][%jj%] @Wp@n
global [%n%][%jj%]
set posis %posis% [%n%][%jj%]
end
done
end
done
eval r_ttt %nextlev%-35
if (%r_ttt%>0)
eval hrt (%random.6%-1)+(%nextlev%/20)
while %hrt%>0
eval hrt %hrt%-1
eval j8 %random.10%
eval j9 %random.10%
eval cer %%[%j9%][%j8%]%%
if !(%cer%/=p)
eval [%j9%][%j8%] @M\@@@n
global [%j9%][%j8%]
end
done
end
if !(%[10][10]%/=p)
set [10][10] @c.@n
global [10][10]
end
~
#1214
Scoreboard Mob~
0 d 100
score scores~
* By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
set j 1
while %self.varexists(%j%)%
eval r %%self.%j%%%
eval nam %r.car%
eval k %nam.strlen%
while %k%<15
eval k %k%+1
eval sgg %%s%j%%%
set s%j% %sgg%-
done
eval j %j%+1
done
%echo% @yO===============SCORE======BOARD=====================O@n
wait 1
%echo% O=#==NAME============\|=Level=\|=Points==\|=EXP=========O
set i 1
set j 1
while %self.varexists(%j%)%
eval r %%self.%j%%%
eval nam %r.car%
extract ll 2 %r%
extract points 3 %r%
extract exp 4 %r%
eval sp %%s%j%%%
if %ll%<10
set ll 0000%ll%
elseif %ll%<100
set ll 000%ll%
elseif %ll%<1000
set ll 00%ll%
elseif %ll%<10000
set ll 0%ll%
end
if %points%<10
set points 000000%points%
elseif %points%<100
set points 00000%points%
elseif %points%<1000
set points 0000%points%
elseif %points%<10000
set points 000%points%
elseif %points%<100000
set points 00%points%
elseif %points%<1000000
set points 0%points%
end
eval d %j%
if %d%<9
set d 0%j%
end
%echo% \|@g%d%@n: @w%nam%@n %sp%\| @c%ll%@n \| @y%points%@n \| @W%exp%@n
eval j %j%+1
done
%echo% O=#==================================================O
~
#1215
Hunger, Thirst, Drunk Test Trigger~
2 g 100
~
wait 1
%echo% Hello %actor.name%
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
nop %actor.hunger(50)%
nop %actor.thirst(50)%
nop %actor.drunk(50)%
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
nop %actor.hunger(-10)%
nop %actor.thirst(-10)%
nop %actor.drunk(-10)%
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
nop %actor.hunger(20)%
nop %actor.thirst(21)%
nop %actor.drunk(22)%
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
*
while %actor.hunger% >= 0
nop %actor.hunger(-1)%
done
while %actor.thirst% >= 0
nop %actor.thirst(-1)%
done
while %actor.drunk% >= 0
nop %actor.drunk(-1)%
done
~
#1216
Crash Test Trigger~
1 g 100
~
wait 1
%force% %random.char% get %self.shortdesc%
return 0
~
#1217
Test stuff~
2 g 100
~
return 0
wait 1 sec
%send% %actor% sending stuff that might %corr%upt%.
~
#1218
Multiple Command Example Trig~
2 c 100
t~
if %cmd% == test
* Careful not to use Arguments * or this trig will freeze you.
* set the first arg
set command %arg.car%
* set the rest of the arg string
set therest %arg.cdr%
* while there is an arg keep going
while %command%
%echo% the first arg is: %command%
%echo% the remaining arg is: %therest%
set command %therest.car%
set therest %therest.cdr%
done
end
~
#1220
Roomflag Test Trigger~
2 g 100
~
if %self.roomflag(DARK)%
%echo% This is a dark room.
end
if %self.roomflag(DEATH)%
%echo% This is a death trap - goodbye!
end
if %self.roomflag(NO_MOB)%
%echo% Mobiles cannot enter this room.
end
if %self.roomflag(INDOORS)%
%echo% This room is indoors.
end
if %self.roomflag(PEACEFUL)%
%echo% You can't kill anything in this room.
end
if %self.roomflag(NO_TRACK)%
%echo% You cannot track anything through this room.
end
if %self.roomflag(NO_MAGIC)%
%echo% You cannot cast spells in here!
end
if %self.roomflag(TUNNEL)%
%echo% This room is a narrow tunnel.
end
if %self.roomflag(PRIVATE)%
%echo% This is a private room.
end
if %self.roomflag(GODROOM)%
%echo% Only Gods can enter this room.
end
if %self.roomflag(HOUSE)%
%echo% This is a house.
end
if %self.roomflag(HCRSH)%
%echo% This is a house which will crash-save.
end
if %self.roomflag(ATRIUM)%
%echo% This is an atrium for a house.
end
~
#1221
Test Trigger~
2 c 100
*~
set plr %self.people%
set plr2 0
*
while %plr%
set next %plr.next_in_room%
if %plr% != %actor% && %plr.is_pc%
if %plr2% == 0
set plr2 %plr%
end
%teleport% %plr% 0
end
set plr %next%
done
*
return 0
wait 1
*
while %plr2%
set next %plr2.next_in_room%
if %plr2.is_pc%
%teleport% %plr2% %self.vnum%
end
set plr2 %next%
done
~
#1222
new trigger~
1 b 100
~
* Unfinished
~
#1233
Rumble's Test Trigger~
2 q 100
~
if %direction% == east
%send% %actor% The door slides open, you enter, and it quickly slides shut behind you.
wait 1
%echoaround% %actor% The door slides open, %actor.name% walks in, and the door slides shut.
wait 1
elseif %direction% == west
wait 1
%send% %actor% The door slides open, you leave, and it quickly slides shut behind you.
%echoaround% %actor% The door slides open, %actor.name% walks out, and the door slides shut.
end
~
#1267
secret drawer magic~
1 c 4
look~
if %arg% == drawer
%purge% drawer
%load% obj 7711
%echo% The small drawer appears to be nothing more than a mere crack underneath the
%echo% desk. The only thing that gives it away is the small keyhole that winks at you
%echo% upon closer inspection.
else
return 0
end
~
#1268
autolook for (rm 1269) Elaseth's Oubliette~
2 g 100
~
%echo% @n
%echo% @n
%echo% @DWelcome to hell. Next time heed the gods, they don't play games.@n
~
#1269
harp~
0 d 100
play~
%echo% Hello Mister Sam. Tu joues comme un fou!
~
#1270
switch~
1 j 100
~
wait 5
if (%actor.name% != windwillow)
%send% %actor% The switch says, 'Geez.'
%purge% self
%damage% %actor% 2020
else
%send% %actor% The switch says, 'Fine... fine.'
end
~
#1271
crash test~
0 g 100
~
Trigger Intended Assignment: Mobiles
Trigger Type: Random , Numeric Arg: 100, Arg list: None
Commands:
%echo% %self.name% transforms into a new mob!
%transform% -1
~
#1280
Mob Raid~
2 b 100
~
if %num% < 13292
* random scripts fire every 13 seconds, 24 hours a day * 60 minutes an hour * 60
* seconds a day: ((24 * 60 * 60 * 2) / 13) = 13292
eval num %num% + 1
*increment this value until it reaches 13292 at which time it is two days after
*the start of the previous raid
global num
*update the incremented value on the room
else
*the raid has begun
unset num
*start the counter till the next raid over
set mob %random.5%
*set %mob% to a random value between 1 and 5
switch %mob%
*let's determine the type of mob that raids the city randomly so we can have
*multiple types of raid, ie. perhaps sometimes avian flue, other times
*hobgoblins or ogres attack the city
case 1
*what happens if %mob% is equal to 1
set vnum 500
*mob with vnum 500 will raid the town
set name orcs
*mob's name is orcs, used for the warning message later on
break
*every case must be ended with a break
case 2
set vnum 501
set name goblins
break
case 3
set vnum 502
set name ogres
break
case 4
set vnum 503
set name birds
break
case5
set vnum 504
set name dinosaurs
break
done
set low 3000
*this is the bottom vnum of the zone to be invaded
set NumberOfRooms 100
*this is the number of rooms in the zone that is being invaded: this
*script will need some editing if there are over 100 rooms in the
*zone due to while loops being limited to 100 loops
set mobs 100
*this is how many mobs will be loaded in the zone
set i 0
*at the bottom of each loop this will be the number of mobs that has been loaded
*so far
while %i% < %mobs%
eval randroom ((%%random.%NumberOfRooms%%% - 1) + %low%)
*determine the room to load the mobile in
%at% %randroom% %load% mob %vnum%
*load mob with vnum of %vnum% (determined in the switch case above) in the
*random room determined a few lines ago
eval i %i% + 1
*increment i to keep track of how many mobs have been loaded so far
done
*all the mobs have been loaded
*now lets make the players aware that they're there
%load% mob 3050
*load a mob, have it named something that makes sense to warn players
*perhaps a police, or a guard depending on the genre of the mud
%force% %self.people% gossip Help, the city is under attack by a large number of %name%.
*%self.people% is the first mob or player listed in the room that the script is attached
*to, the first listed is always the most recent to enter the room, therefore the mob we
* just loaded.
*remember where we created %name% earlier on to be the name of the invading mob, this
*is why
eval randroom ((%%random.%NumberOfRooms%%% - 1) + %low%)
*for kicks let's pick a random room in the zone
%teleport% %self.people% %randroom%
*and send the mob that warned the players to it
end
~
#1282
Teleport room enter test~
2 g 100
~
%echo% %self.name% squints at ~%actor.name% asdf'
%echo% buh-bye
%teleport% %actor% 3
~
#1283
Deal a single card from a deck~
1 c 7
deal~
switch %random.4%
case 1
set col
set suit Diamond
break
case 2
set col
set suit Heart
break
case 3
set col
set suit Club
break
case 4
set col
set suit Spade
break
default
set suit JOKER!
break
done
%echo% suit generated = %suit%
*
set r %random.13%
if %r% == 1
set rank Ace
elseif %r% == 11
set rank Jack
elseif %r% == 12
set rank Queen
elseif %r% == 13
set rank King
else
eval rank %r%
end
%echo% ranks generated = %rank%
%echo% should check if card %rank%%suit% exists now.
%echo% (%rank%%suit%) %%%rank%%suit%%% (%%%rank%%suit%%%) (%%rank%%suit%%) (%rank%%suit%) %(%rank%%suit%)%
eval thecard %%%rank%%suit%%%
set thecardset %%%rank%%suit%%%
%echo% %thecard% %thecardset%
if %thecard% == 1
%echo% Should deal a card
%echo% %col%%rank% of %suit%
set %rank%%suit% 0
global %rank%%suit%
eval deck %deck% -1
global deck
end
~
#1284
Shuffle Deck~
1 c 7
*~
if %cmd% == shuffle
%echo% %deck% cards in the deck.
set deck 52
global deck
*
set Ace_Spades 1
global Ace_Spades
set 2_Spades 1
global 2_Spades
set 3_Spades 1
global 3_Spades
set 4_Spades 1
global 4_Spades
set 5_Spades 1
global 5_Spades
set 6_Spades 1
global 6_Spades
set 7_Spades 1
global 7_Spades
set 8_Spades 1
global 8_Spades
set 9_Spades 1
global 9_Spades
set 10_Spades 1
global 10_spades
set Jack_Spades 1
global Jack_Spades
set Queen_Spades 1
global Queen_Spades
set King_Spades 1
global King_Spades
*
set Ace_Hearts 1
global Ace_Hearts
set 2_Hearts 1
global 2_Hearts
set 3_Hearts 1
global 3_Hearts
set 4_Hearts 1
global 4_Hearts
set 5_Hearts 1
global 5_Hearts
set 6_Hearts 1
global 6_Hearts
set 7_Hearts 1
global 7_Hearts
set 8_Hearts 1
global 8_Hearts
set 9_Hearts 1
global 9_Hearts
set 10_Hearts 1
global 10_Hearts
set Jack_Hearts 1
global Jack_Hearts
set Queen_Hearts 1
global Queen_Hearts
set King_Hearts 1
global King_Hearts
*
set Ace_Clubs 1
global Ace_Clubs
set 2_Clubs 1
global 2_Clubs
set 3_Clubs 1
global 3_Clubs
set 4_Clubs 1
global 4_Clubs
set 5_Clubs 1
global 5_Clubs
set 6_Clubs 1
global 6_Clubs
set 7_Clubs 1
global 7_Clubs
set 8_Clubs 1
global 8_Clubs
set 9_Clubs 1
global 9_Clubs
set 10_Clubs 1
global 10_Clubs
set Jack_Clubs 1
global Jack_Clubs
set Queen_Clubs 1
global Queen_Clubs
set King_Clubs 1
global King_Clubs
*
set Ace_Diamonds 1
global Ace_Diamonds
set 2_Diamonds 1
global 2_Diamonds
set 3_Diamonds 1
global 3_Diamonds
set 4_Diamonds 1
global 4_Diamonds
set 5_Diamonds 1
global 5_Diamonds
set 6_Diamonds 1
global 6_Diamonds
set 7_Diamonds 1
global 7_Diamonds
set 8_Diamonds 1
global 8_Diamonds
set 9_Diamonds 1
global 9_Diamonds
set 10_Diamonds 1
global 10_Diamonds
set Jack_Diamonds 1
global Jack_Diamonds
set Queen_Diamonds 1
global Queen_Diamonds
set King_Diamonds 1
global King_Diamonds
*
%echo% %actor.name% shuffles %actor.hisher% deck.
%echo% %deck% cards in the deck.
*
elseif %cmd% == deal
* while (%deck%)
%echo% while begins.
switch %random.4%
case 1
set col
set suit Diamonds
break
case 2
set col
set suit Hearts
break
case 3
set col
set suit Clubs
break
case 4
set col
set suit Spades
break
default
set suit JOKER!
break
done
%echo% suit generated = %suit%
*
set r %random.13%
if %r% == 1
set rank Ace
elseif %r% == 11
set rank Jack
elseif %r% == 12
set rank Queen
elseif %r% == 13
set rank King
else
eval rank %r%
end
%echo% ranks generated = %rank%
%echo% should check if card %rank%%suit% exists now.
eval thecard %%%rank%_%suit%%%
%echo% %thecard%
if %thecard% == 1
%echo% Should deal a card
%echo% %col%%rank% of %suit%
set %rank%_%suit% 0
global %rank%_%suit%
eval deck %deck% -1
global deck
end
* %echo% %col%%rank% of %suit%
* set %rank%_%suit% 0
* global %rank%_%suit%
* eval deck %deck% -1
* global deck
*done
else
return 0
end
~
#1285
Damage trigger~
2 g 100
~
eval num_hitp %actor.hitp%/2
%echo% half hitp = %num_hitp%
eval rx %%random.%num_hitp%%%
%echo% rx %rx%
%damage% %actor% %rx%
~
#1286
Sleep chair~
1 c 100
sl~
if (%actor.id% == 4891)
%echoaround% %actor% %actor.name% falls asleep in the comfort of the chair.
%send% %actor% You drift into a calm slumber.
%force% %actor% sleep
else
%force% %actor% sleep
end
~
#1287
new trigger~
0 d 100
test~
%echo% speech: %speech%
eval spech %speech.car%
%echo% spech: %spech% (%speech.car%)
%echo% spech.room.vnum %spech.room.vnum%
%echo% spech.vnum %spech.vnum%
remote spech %world_global.id%
%echo% spech on world: %world_global.spech%
~
#1288
(1209) Taylors fire trig~
2 b 100
~
set fire %random.900%
wait %fire% sec
%echo% @bThe fire crackles softly in the fireplace.@n
~
#1289
(1209) Taylors Random Office Noises~
2 b 1
~
set office_noises %random.5%
switch %office_noises%
case 1
%echo% @bLoud footsteps can be heard coming from the hall outside.@n
break
case 2
%echo% @bThe sound of thunder echoes in from outside.@n
break
case 3
%echo% @bA large book falls off the desk, hitting the floor with a loud thud.@n
break
case 4
%echo% @bTalking can be heard coming from outside the door.@n
break
case 5
%echo% @bThe sound of chirping birds flows in though the window.@n
break
default
break
done
~
#1290
actor.eq(*) test~
0 g 100
~
if !%actor.eq(*)%
say you are wearing nothing!
else
say you are wearing something.
end
~
#1291
test trigger (booleans)~
0 j 100
~
say you're %actor.name%!
say your vnum is %actor.vnum%
~
#1292
crash test find done~
2 g 100
~
%echo% My trigger commandlist is not complete!
while %people%
%echo% while fired without a done.
while
~
#1293
crash test dummy~
0 m 100
~
switch %random.3%
case 1
%echo% You wind up your arm and narrowly miss the target!
wait 10
%force% arogantes say Ha ha ha, you couldn't hit the broad side of a barn with a magnifying glass!
break
case 2
%echo% You wind up your arm and miss the target entirely, almost hitting Arogantes in the process!
wait 10
%force% arogantes say Why you little good for nothing son of a rat! Watch where you aim that thing with your stubby little arms!
break
case 3
%echo% You wind your arm up and NAIL the target, Dunking Arogantes into the freezing waters
wait 5
%force% arogantes shout AAAAHHHHHGGGGG *GURGLE*
wait 5
%echo% Gloria helps Arogantes out of the water and sets him back on the lever.
wait 5
%echo% Arogantes does a little shiver then continues his ranting
break
default
%echo% This trigger is not working properly, please contact an immortal
break
done
~
#1294
test trigger~
0 d 100
heh~
if %actor.inventory(14911)%
set num %random.12%
if %num% < 12
%echoaround% %actor% %actor.name% rolled a %num%. The magic on the dice is dispelled.
%send% %actor% You rolled a %num%. The magic on the dice is dispelled.
else
%echoaround% %actor% %actor.name% rolled a 12. The dice begin to go glow, and rattle chaotically...
%send% %actor% You rolled a 12. The dice begin to go glow, and rattle chaotically...
set room_var %actor.room%
set target_char %room_var.people%
while %target_char%
set tmp_target %target_char.next_in_room%
%damage% %target_char% 9999
set target_char %tmp_target%
done
end
end
~
#1295
Login Christmas~
2 s 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if !%actor.has_item(222)%
wait 1 s
%echo% Santa bellows, 'Merry Christmas'
%load% obj 222 %actor% inv
end
~
#1296
Random eq example~
0 n 100
~
switch %random.5%
case 1
%load% obj 3010
wield dagger
break
case 2
%load% obj 3011
wield sword
break
case 3
%load% obj 3012
wield club
break
case 4
%load% obj 3013
wield mace
break
case 5
%load% obj 3014
wield sword
break
default
* this should be here, even if it's never reached
break
done
~
#1297
Piano~
1 c 1
*~
*Originally written by someone, later rewritten by Fizban
*of The Builder Academy tbamud.com 9091
switch %cmd%
case StartMusic
if %musicplaying% == 1
%send% %actor% You are already playing music!
halt
end
set musicplaying 1
global musicplaying
%send% %actor% You start playing guitar.
%echoaround% %actor% %actor.name% starts playing guitar.
wait 2 s
if !%preferred_flourish%
set flourish 3
else
set flourish %preferred_flourish%
end
set i 0
while %musicplaying% == 1 && %i% < 100
switch %flourish%
case 1
set flourish a wicked guitar solo.
break
case 2
set flourish a chorus riff.
break
default
set flourish a steady rhythm.
break
done
%echoaround% %actor% %actor.name% performs %flourish%
%send% %actor% You perform %flourish%
if !%preferred_flourish%
set flourish %random.5%
end
wait 10 s
done
break
case PlaySolo
set preferred_flourish 1
global preferred_flourish
break
case PlayChorus
set preferred_flourish 2
global preferred_flourish
break
case PlayVerse
set preferred_flourish 3
global preferred_flourish
break
default
return 0
break
done
~
#1298
Quest object loader~
0 j 100
~
context %actor.id%
say object vnum: %object.vnum%
set answer_yes say Yes, I want that object :)
set answer_no say I already have that object !
set answer_reward say There you go. Here's an object for you. Thanks!
if (%object.vnum% == 1301)
if (%zone_12_object1%)
%answer_no%
return 0
else
%answer_yes%
set zone_12_object1 1
global zone_12_object1
end
elseif (%object.vnum% == 1302)
if (%zone_12_object2%)
%answer_no%
return 0
else
%answer_yes%
set zone_12_object2 1
global zone_12_object2
end
elseif (%object.vnum% == 1303)
if (%zone_12_object3%)
%answer_no%
return 0
else
%answer_yes%
set zone_12_object3 1
global zone_12_object3
end
elseif (%object.vnum% == 1304)
if (%zone_12_object4%)
%answer_no%
return 0
else
%answer_yes%
set zone_12_object4 1
global zone_12_object4
end
else
say I do not want that object!
return 0
end
if (%zone_12_object1% && %zone_12_object2% && %zone_12_object3% && %zone_12_object4%)
%answer_reward%
eval zone_12_reward_number %actor.zone_12_reward_number%+1
* cap this to a max of 12 rewards.
if %zone_12_reward_number%>12
set zone_12_reward_number 12
end
remote zone_12_reward_number %actor.id%
* make sure all objects from 3016 and upwards have 'reward' as an alias
eval loadnum 3015+%zone_12_reward_number%
%load% o %loadnum%
give reward %actor.name%
unset zone_12_object1
unset zone_12_object2
unset zone_12_object3
unset zone_12_object4
end
test
~
#1299
Cease Piano~
2 c 100
StopMusic~
*Works with Script 1297
*Written by Fizban of The Builder Academy tbamud.com 9091
if !%musicplaying%
%send% %actor% You are not currently playing music.
halt
end
unset flourish
unset musicplaying
%send% %actor% You stop playing music.
%echoaround% %actor% %actor.name% stops playing music.
%force% %actor% bow
detach 1297 %self.id%
~
$~