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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
1356 lines
30 KiB
Text
1356 lines
30 KiB
Text
#1100
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Weather messages for zone~
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2 b 15
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~
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switch %random.8%
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case 1
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%echo% A fiery streak of lightning pierces the stormclouds with a crash.
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break
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case 2
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%echo% The black sky swirls ominously, wind wailing as it stirs the air.
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break
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case 3
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%echo% A smattering of hail sprinkles the ground with tiny crystals of ice.
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break
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case 4
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%echo% The land is drenched with a sudden fleeting downpour of rain.
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break
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case 5
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%echo% The clouds rumble uneasily.
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break
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case 6
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%echo% A crack of thunder booms threateningly overhead.
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break
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case 7
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%echo% The wind shrieks, whipping over the land with a sudden frenzied speed.
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break
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case 8
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%echo% The land flickers like a silver flame, illuminated by flashes of lightning.
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break
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default
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%echo% Something is broken, please report.
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break
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done
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~
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#1101
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(18/09/08) Acts seen throughout hall~
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0 e 1
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*~
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eval act %arg%
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if %arg.car% != In
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if %arg.car% != At
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if %self.room.vnum% == 1108
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%at% 1118 %echo% At the eastern end - %act%
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%at% 1109 %echo% At the eastern end - %act%
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elseif %self.room.vnum% == 1109
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%at% 1118 %echo% In the central hall - %act%
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%at% 1108 %echo% In the central hall - %act%
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elseif %self.room.vnum% == 1118
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%at% 1108 %echo% At the western end - %act%
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%at% 1109 %echo% At the western end - %act%
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end
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end
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end
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~
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#1102
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(18/09/08) Speech heard throughout hall~
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2 d 1
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*~
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if %self.vnum% == 1108
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%at% 1118 %echo% At the eastern end - %actor.name% says, '%speech%'
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%at% 1109 %echo% At the eastern end - %actor.name% says, '%speech%'
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elseif %self.vnum% == 1109
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%at% 1118 %echo% In the central hall - %actor.name% says, '%speech%'
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%at% 1108 %echo% In the central hall - %actor.name% says, '%speech%'
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elseif %self.vnum% == 1118
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%at% 1108 %echo% At the western end - %actor.name% says, '%speech%'
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%at% 1109 %echo% At the western end - %actor.name% says, '%speech%'
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end
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~
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#1103
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test for Jim~
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2 c 100
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test~
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* Dex gives percent
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* 18 - 0
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* 17 - 10
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* 16 - 20
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* 15 - 30
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* 14 - 40
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* 13 - 50
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* 12 - 60
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* 11 - 70
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* 10 - 80
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* 9 - 90
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* 8 - 100
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*
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%echo% Dex is %actor.dex()%
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eval num 100 - (((%actor.dex()% + 2) - 10) * 10)
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%echo% chance is %num% percent of getting hit
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~
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#1104
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(00) Wraith reincarnates self, no corpse~
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0 f 100
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~
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%load% mob 1100
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wait 2 s
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%purge% self
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~
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#1105
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(08/09/18) can't interact with wraiths~
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0 c 100
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*~
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if %arg% /= wr || %arg% /= wra || %arg% /= wrai || %arg% /= wrait || %arg% /= wraith
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%send% %actor% %self.name% flickers out of existance briefly when you try to interact with it.
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else
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return 0
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end
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~
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#1106
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new trigger~
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1 c 1
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shoot~
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eval actor %self.worn_by%
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eval origin %actor.room.vnum%
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eval tar %arg%
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eval place %tar.room.vnum%
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eval originn %origin% + 10
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eval origins %origin% - 10
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if %place% >= %originn%
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switch n
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elseif %place% <= %origins%
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switch s
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elseif %place% > %origin%
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switch e
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elseif %place% < %origin%
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switch w
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end
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case n
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%echo% The missile fires north.
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eval next %origin% + 10
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while %next% < %place%
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%at% %next% %echo% A missile whizzes past.
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eval next %next% + 10
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done
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%at% %place% %echo% A missile hits its target.
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break
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case e
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%echo% The missile fires east.
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eval next %origin% + 1
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while %next% < %place%
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%at% %next% %echo% A missile whizzes past.
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eval next %next% + 1
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done
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%at% %place% %echo% A missile hits its target.
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break
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case s
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%echo% The missile fires south.
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eval next %origin% - 10
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while %next% > %place%
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%at% %next% %echo% A missile whizzes past.
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eval next %next% - 10
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done
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%at% %place% %echo% A missile hits its target.
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break
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case w
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%echo% The missile fires west.
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eval next %origin% - 1
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while %next% > %place%
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%at% %next% %echo% A missile whizzes past.
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eval next %next% - 1
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done
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%at% %place% %echo% A missile hits its target.
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break
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default
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%echo% Something is broken.
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break
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done
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done
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done
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done
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~
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#1107
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(04) play piano~
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1 c 100
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play~
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if %arg% == piano
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eval here %self.room.vnum%
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%send% %actor% Your fingers dance along the keys of %self.shortdesc%.
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%echoaround% %actor% %actor.name%'s fingers dance along the keys of %self.shortdesc%.
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%zoneecho% %here% A delicate tinkling melody drifts forlornly through the air.
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else
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%send% %actor% Play what?
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end
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~
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#1108
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test for mick~
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2 c 100
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test~
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if %cmd% == test
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%echo% trigger fires
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if (%arg% == this is a test)
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%echo% second part works
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else
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%echo% second part doesn't work
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end
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end
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~
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#1109
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(08) bracelet gives moves~
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1 c 1
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draw~
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if %arg% == bracelet
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%send% %actor% @CYou attempt to draw on the power of %self.shortdesc%.@n
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%echoaround% %actor% @C%actor.name% attempts to draw on the power of %self.shortdesc%.@n
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wait 1 s
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if %self.timer% == 0
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eval give %actor.maxmove% - %actor.move%
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eval percent (%give% * 8) / 10
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eval power %actor.move(%percent%)%
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set %power%
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%send% %actor% @CYou glow with energy as a powerful wind erupts from %self.shortdesc% and envelops you. @n
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%echoaround% %actor% @C%actor.name% glows with energy as a powerful wind erupts from %self.shortdesc% and envelops %actor.himher%. @n
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otimer 20
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else
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%send% %actor% @cAlas, the power of %self.shortdesc% has not yet recovered.@n
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end
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end
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return 0
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~
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#1110
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test for string combos~
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2 c 100
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test~
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set X 1
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set Y 2
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set Z 3
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eval string %X% %Y% %Z%
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eval string2 %X%%Y%%Z%
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%echo% string is %string%
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%echo% string2 is %string2%
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~
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#1111
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test for remoting~
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0 c 100
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test~
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%echo% %self.name%
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set test 1
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remote test %self.id%
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%echo% self test is %self.test%
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~
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#1112
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new trigger~
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1 i 100
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~
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%echo% %victim.vnum%
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%echo% fired
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%send% detta test
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~
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#1113
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All mobs put to sleep~
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2 c 100
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test~
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set target %self.people%
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while %target%
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set next_target %target.next_in_room%
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if %target.is_pc%
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%send% detta targetted pc
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%send% detta %target%
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else
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dg_affect %target% sleep on 20
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%send% detta put mob to sleep
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%send% detta %target%
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end
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set target %next_target%
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done
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~
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#1114
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mobs put selves to sleep~
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0 n 100
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~
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dg_affect %self% blind on 1
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dg_affect %self% sleep on 2
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%echo% sleeping now
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~
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#1115
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can't be interacted with~
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0 c 100
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*~
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if %self.alias% /= %arg% || %arg% /= %self.alias%
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%send% %actor% %self.name% is frozen by some unnatural magic.
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else
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return 0
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end
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~
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#1116
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Rooms don't allow casting~
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2 p 100
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~
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%send% %actor% The powerful magic of this place absorbs your spell.
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~
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#1117
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Mobs get out of fight~
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0 k 100
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~
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%echo% %self.name% is reclaimed by the magic of this land.
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%load% mob %self.vnum%
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%purge% self
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~
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#1118
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doors close themselves~
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2 g 100
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~
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wait 2s
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eval room %self.vnum%
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if %room% == 1145
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if %direction% == west
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%door% %self.vnum% west flags ab
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%echo% The door clicks quietly shut.
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elseif %direction% == east
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%door% %self.vnum% east flags ab
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%echo% The door clicks quietly shut.
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end
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elseif %room% == 1144
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if %direction% == east
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%door% %self.vnum% east flags ab
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%echo% The door clicks quietly shut.
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end
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elseif %room% ==1146
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if %direction% == west
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%door% %self.vnum% west flags ab
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%echo% The door clicks quietly shut.
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end
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end
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~
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#1119
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testing act~
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0 e 100
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*~
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%echo% %arg%
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~
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#1120
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testing room dirs~
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1 c 2
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test~
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set dest %arg%
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eval start %actor.room.vnum%
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eval difference %start% - %dest%
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if !(%difference% > 100 || %difference% < -100)
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set dest %arg%
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set remotes 1
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remote remotes %actor.id%
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if !(%actor.varexists(roomstocheck)%)
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set roomstocheck 1
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remote roomstocheck %actor.id%
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end
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eval here %actor.room.vnum%
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set originset 1
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remote originset %actor.id%
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while %actor.originset% < 50
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if %here.north%
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eval northexit %here.north(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%northexit%)%)
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if !(%actor.varexists(%northexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%%
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eval path %path.trim%
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if !(%path% == here)
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eval %northexit% %path% n
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eval northexit %northexit.trim%
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else
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eval %northexit% n
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end
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else
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set %here% here
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remote %here% %actor.id%
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set remotes %remotes% %here%
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remote remotes %actor.id%
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set %northexit% n
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end
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remote %northexit% %actor.id%
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set remotes %remotes% %northexit%
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remote remotes %actor.id%
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if %northexit% == %dest%
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %northexit%
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remote roomstocheck %actor.id%
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end
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end
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end
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if %here.east%
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eval eastexit %here.east(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%eastexit%)%)
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if !(%actor.varexists(%eastexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%%
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eval path %path.trim%
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if !(%path% == here)
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eval %eastexit% %path% e
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eval eastexit %eastexit.trim%
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else
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eval %eastexit% e
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end
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else
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set %here% here
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remote %here% %actor.id%
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set remotes %remotes% %here%
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remote %remotes% %actor.id%
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set %eastexit% e
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end
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remote %eastexit% %actor.id%
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set remotes %remotes% %eastexit%
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remote remotes %actor.id%
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if %eastexit% == %dest%
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %eastexit%
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remote roomstocheck %actor.id%
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end
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end
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end
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if %here.south%
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eval southexit %here.south(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%southexit%)%)
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if !(%actor.varexists(%southexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%%
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eval path %path.trim%
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if !(%path% == here)
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eval %southexit% %path% s
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eval southexit %southexit.trim%
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else
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eval %southexit% s
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end
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else
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set %here% here
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remote %here% %actor.id%
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set remotes %remotes% %here%
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remote remotes %actor.id%
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set %southexit% s
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end
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remote %southexit% %actor.id%
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set remotes %remotes% %southexit%
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remote remotes %actor.id%
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if %southexit% == %dest%
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %southexit%
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remote roomstocheck %actor.id%
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end
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end
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end
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if %here.west%
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eval westexit %here.west(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%westexit%)%)
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if !(%actor.varexists(%westexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%%
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eval path %path.trim%
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if !(%path% == here)
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eval %westexit% %path% w
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eval westexit %westexit.trim%
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else
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eval %westexit% w
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end
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else
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set %here% here
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remote %here% %actor.id%
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set remotes %remotes% %here%
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remote remotes %actor.id%
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set %westexit% w
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end
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remote %westexit% %actor.id%
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set remotes %remotes% %westexit%
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remote remotes %actor.id%
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if %westexit% == %dest%
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %westexit%
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remote roomstocheck %actor.id%
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end
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end
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end
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if %here.up%
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eval upexit %here.up(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%upexit%)%)
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if !(%actor.varexists(%upexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%%
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eval path %path.trim%
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if !(%path% == here)
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eval %upexit% %path% u
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eval upexit %upexit.trim%
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else
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eval %upexit% u
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end
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else
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set %here% here
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remote %here% %actor.id%
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set remotes %remotes% %here%
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remote remotes %actor.id%
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set %upexit% u
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end
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remote %upexit% %actor.id%
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set remotes %remotes% %upexit%
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remote remotes %actor.id%
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if %upexit% == %dest%
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %upexit%
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remote roomstocheck %actor.id%
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end
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end
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end
|
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if %here.down%
|
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eval downexit %here.down(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%downexit%)%)
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if !(%actor.varexists(%downexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%%
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eval path %path.trim%
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if !(%path% == here)
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eval %downexit% %path% d
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eval downexit %downexit.trim%
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else
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eval %downexit% d
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end
|
|
else
|
|
set %here% here
|
|
remote %here% %actor.id%
|
|
set remotes %remotes% %here%
|
|
remote remotes %actor.id%
|
|
set %downexit% d
|
|
end
|
|
remote %downexit% %actor.id%
|
|
set remotes %remotes% %downexit%
|
|
remote remotes %actor.id%
|
|
if %downexit% == %dest%
|
|
set originset 999
|
|
remote originset %actor.id%
|
|
end
|
|
eval roomstocheck %actor.roomstocheck% %downexit%
|
|
remote roomstocheck %actor.id%
|
|
end
|
|
end
|
|
end
|
|
eval originset %actor.originset% + 1
|
|
remote originset %actor.id%
|
|
eval nexttar %actor.roomstocheck.cdr%
|
|
eval nexttar %nexttar.trim%
|
|
eval nexttar2 %nexttar.cdr%
|
|
eval nexttar2 %nexttar2.trim%
|
|
eval here %nexttar.car%
|
|
eval here %here.trim%
|
|
eval roomstocheck 1 %nexttar2%
|
|
remote roomstocheck %actor.id%
|
|
done
|
|
if %originset% == 1000
|
|
eval directions %%actor.%dest%%%
|
|
remote directions %actor.id%
|
|
%send% %actor% Your destination has been found.
|
|
wait 2s
|
|
%send% %actor% The directions are %directions%.
|
|
else
|
|
%send% %actor% Your destination is either too far away, or does not exist.
|
|
end
|
|
while %actor.remotes% > 1
|
|
eval rem %actor.remotes%
|
|
eval delete %rem.car%
|
|
rdelete %delete% %actor.id%
|
|
eval remotes %rem.cdr%
|
|
remote remotes %actor.id%
|
|
done
|
|
rdelete remotes %actor.id%
|
|
rdelete originset %actor.id%
|
|
rdelete roomstocheck %actor.id%
|
|
else
|
|
%send% %actor% Try somewhere closer.
|
|
end
|
|
~
|
|
#1126
|
|
(22) raise bucket from well~
|
|
1 c 4
|
|
*~
|
|
if %cmd% == raise
|
|
%send% %actor% You turn the crank, slowly raising the bucket from the depths.
|
|
%load% obj 1121
|
|
elseif %cmd% == lower
|
|
%send% %actor% The bucket is already lowered. You need to raise it.
|
|
%load% obj 1122
|
|
else
|
|
%load% obj 1122
|
|
return 0
|
|
end
|
|
%purge% self
|
|
~
|
|
#1127
|
|
(21) bucket loads something~
|
|
1 c 4
|
|
*~
|
|
if %cmd% == empty
|
|
if %118_bucket% > 1
|
|
%send% %actor% The bucket has already been emptied.
|
|
else
|
|
eval choice %random.20%
|
|
if %choice% > 15
|
|
nop %actor.gold(1)%
|
|
%send% %actor% You found a gold coin in the bucket.
|
|
elseif %choice% < 15
|
|
%load% obj 1124 %actor% inv
|
|
%send% %actor% You found a pile of sludge in the bucket.
|
|
else
|
|
%load% obj 1108 %actor% inv
|
|
%send% %actor% You found a bracelet in the bucket.
|
|
end
|
|
set 118_bucket 99
|
|
global 118_bucket
|
|
end
|
|
elseif %cmd% == lower
|
|
%send% %actor% You lower the bucket into the well.
|
|
set 118_bucket 1
|
|
global 118_bucket
|
|
%load% obj 1122
|
|
%purge% self
|
|
elseif %cmd% == raise
|
|
%send% %actor% The bucket has already been raised.
|
|
else
|
|
return 0
|
|
end
|
|
~
|
|
#1128
|
|
bucket teleports self~
|
|
1 c 4
|
|
xxteleport~
|
|
%teleport% %self.name% 1188
|
|
%echo% teleporting
|
|
~
|
|
#1133
|
|
testing spiderball~
|
|
0 c 100
|
|
scout~
|
|
if %cmd% == scout
|
|
if %arg%
|
|
set cycles 0
|
|
global cycles
|
|
eval directions %arg%
|
|
global directions
|
|
%send% %actor% initial directions are %directions%
|
|
while %directions%
|
|
if %cycles% < 5
|
|
%send% %actor% directions now are %directions%
|
|
eval here %self.room.vnum%
|
|
%send% %actor% Here is %here%
|
|
eval nextdir %directions.car%
|
|
%send% %actor% nextdir is %nextdir%
|
|
switch %nextdir%
|
|
case n
|
|
set going north
|
|
set coming south
|
|
eval dest %here.north(vnum)%
|
|
break
|
|
case e
|
|
set going east
|
|
set coming west
|
|
eval dest %here.east(vnum)%
|
|
break
|
|
case s
|
|
set going south
|
|
set coming north
|
|
eval dest %here.south(vnum)%
|
|
break
|
|
case w
|
|
set going west
|
|
set coming east
|
|
eval dest %here.west(vnum)%
|
|
break
|
|
case u
|
|
set going up
|
|
set coming down
|
|
eval dest %here.up(vnum)%
|
|
break
|
|
case d
|
|
set going down
|
|
set coming up
|
|
eval dest %here.down(vnum)%
|
|
break
|
|
case ne
|
|
set going northeast
|
|
set coming southwest
|
|
eval dest %here.northeast(vnum)%
|
|
break
|
|
case se
|
|
set going southeast
|
|
set coming northwest
|
|
eval dest %here.southeast(vnum)%
|
|
break
|
|
case sw
|
|
set going southwest
|
|
set coming northeast
|
|
eval dest %here.southwest(vnum)%
|
|
break
|
|
case nw
|
|
set going northwest
|
|
set coming southeast
|
|
eval dest %here.northwest(vnum)%
|
|
break
|
|
case default
|
|
%echo% %Self.name% sparks and sends out a puff of smoke as it bumps into the wall.
|
|
%send% %actor% %Self.name% damaged itself trying to go %nextdir%.
|
|
if %damage%
|
|
eval damage %self.damage%+10
|
|
else
|
|
set damage 10
|
|
end
|
|
global damage
|
|
break
|
|
done
|
|
if %dest%
|
|
%echo% %Self.name% clatters away into the %going%.
|
|
%send% %actor% teleporting self to %dest%
|
|
%teleport% %self% %dest%
|
|
%echo% %Self.name% clatters in from the %coming%.
|
|
else
|
|
%send% %actor% %Self.name% damaged itself trying to go %nextdir%.
|
|
%echo% %Self.name% sparks and sends out a puff of smoke as it bumps into the wall.
|
|
end
|
|
eval directions %directions.cdr%
|
|
eval cycles %cycles%+1
|
|
global cycles
|
|
done
|
|
else
|
|
unset directions
|
|
end
|
|
wait 1s
|
|
eval finaldest %self.room.vnum%
|
|
%send% %actor% %Self.name% reports:
|
|
eval back %actor.room.vnum%
|
|
%teleport% %actor% %finaldest%
|
|
%force% %actor% look
|
|
%teleport% %actor% %back%
|
|
else
|
|
%send% %actor% You need to provide a list of directions.
|
|
%send% %actor% Example:
|
|
%send% %actor% scout n w w
|
|
end
|
|
else
|
|
return 0
|
|
end
|
|
~
|
|
#1134
|
|
MAP~
|
|
1 c 3
|
|
map~
|
|
* BEGINNING SETUP
|
|
*
|
|
set display 11
|
|
while %display% < 56
|
|
eval x%display% .
|
|
eval display %display% + 1
|
|
done
|
|
eval here %actor.room.vnum%
|
|
set north -10
|
|
set east 1
|
|
set west -1
|
|
set south 10
|
|
*
|
|
* STARTS READING NORTH
|
|
*
|
|
if %here.north%
|
|
eval 23 %here.north(vnum)%
|
|
eval temp %23.sector%
|
|
eval x23 %temp.charat(1)%
|
|
set directionlist north east south west
|
|
while %directionlist%
|
|
eval firstdir %directionlist.car%
|
|
eval newroom 23 + %%%firstdir%%%
|
|
eval %newroom% %%23.%firstdir%(vnum)%%
|
|
eval vnumexist %%%newroom%%%
|
|
if %vnumexist%
|
|
eval temp %%%newroom%.sector%%
|
|
eval x%newroom% %temp.charat(1)%
|
|
end
|
|
eval directionlist %directionlist.cdr%
|
|
done
|
|
end
|
|
*
|
|
* START OF EAST
|
|
*
|
|
if %here.east%
|
|
eval 34 %here.east(vnum)%
|
|
eval temp %34.sector%
|
|
eval x34 %temp.charat(1)%
|
|
set directionlist north east south west
|
|
while %directionlist%
|
|
eval firstdir %directionlist.car%
|
|
eval newroom 34 + %%%firstdir%%%
|
|
eval %newroom% %%34.%firstdir%(vnum)%%
|
|
eval vnumexist %%%newroom%%%
|
|
if %vnumexist%
|
|
eval temp %%%newroom%.sector%%
|
|
eval x%newroom% %temp.charat(1)%
|
|
end
|
|
eval directionlist %directionlist.cdr%
|
|
done
|
|
end
|
|
*
|
|
* START OF SOUTH
|
|
*
|
|
if %here.south%
|
|
eval 43 %here.south(vnum)%
|
|
eval temp %43.sector%
|
|
eval x43 %temp.charat(1)%
|
|
set directionlist north east south west
|
|
while %directionlist%
|
|
eval firstdir %directionlist.car%
|
|
eval newroom 43 + %%%firstdir%%%
|
|
eval %newroom% %%43.%firstdir%(vnum)%%
|
|
eval vnumexist %%%newroom%%%
|
|
if %vnumexist%
|
|
eval temp %%%newroom%.sector%%
|
|
eval x%newroom% %temp.charat(1)%
|
|
end
|
|
eval directionlist %directionlist.cdr%
|
|
done
|
|
end
|
|
*
|
|
* START OF WEST
|
|
*
|
|
if %here.west%
|
|
eval 32 %here.west(vnum)%
|
|
eval temp %32.sector%
|
|
eval x32 %temp.charat(1)%
|
|
set directionlist north east south west
|
|
while %directionlist%
|
|
eval firstdir %directionlist.car%
|
|
eval newroom 32 + %%%firstdir%%%
|
|
eval %newroom% %%32.%firstdir%(vnum)%%
|
|
eval vnumexist %%%newroom%%%
|
|
if %vnumexist%
|
|
eval temp %%%newroom%.sector%%
|
|
eval x%newroom% %temp.charat(1)%
|
|
end
|
|
eval directionlist %directionlist.cdr%
|
|
done
|
|
end
|
|
*
|
|
* FINAL REPORT
|
|
*
|
|
eval x33 X
|
|
%send% %actor% %x11% %x12% %x13% %x14% %x15%
|
|
%send% %actor% %x21% %x22% %x23% %x24% %x25%
|
|
%send% %actor% %x31% %x32% %x33% %x34% %x35%
|
|
%send% %actor% %x41% %x42% %x43% %x44% %x45%
|
|
%send% %actor% %x51% %x52% %x53% %x54% %x55%
|
|
*
|
|
* END
|
|
~
|
|
#1135
|
|
test for Fiz~
|
|
0 c 100
|
|
*~
|
|
if %cmd% == sell
|
|
if %actor.canbeseen%
|
|
if %arg%
|
|
eval item %actor.inventory%
|
|
while %item%
|
|
if %item.name% /= %arg%
|
|
eval object %item%
|
|
eval item 0
|
|
else
|
|
eval item %item.next_in_list%
|
|
end
|
|
done
|
|
if %object%
|
|
eval desc %object.shortdesc%
|
|
switch %object.type%
|
|
case LIGHT
|
|
case WAND
|
|
case STAFF
|
|
case WEAPON
|
|
case TREASURE
|
|
case ARMOR
|
|
case WORN
|
|
case CONTAINER
|
|
case LIQ CONTAINER
|
|
case DUAL
|
|
case GEM
|
|
case FISHING POLE
|
|
eval value ((%object.cost% * 4) / 10)
|
|
set %actor.gold(%value%)%
|
|
%purge% %object%
|
|
if %value% == 1
|
|
say There you go %actor.name% I took %arg% off your hands for 1 gold coin.
|
|
else
|
|
say There you go %actor.name% I took %arg% off your hands for %value% gold coins.
|
|
end
|
|
break
|
|
default
|
|
say Sorry %actor.name% but I don't buy these types of items.
|
|
break
|
|
done
|
|
else
|
|
say Sorry %actor.name%, but you don't have a %arg% to sell.
|
|
end
|
|
else
|
|
%send% %actor% Yes, sell, but sell what?? That is the question.
|
|
end
|
|
else
|
|
say I don't buy from people I can't see.
|
|
end
|
|
else
|
|
return 0
|
|
end
|
|
~
|
|
#1136
|
|
test dg_cast~
|
|
2 g 100
|
|
~
|
|
wait 1 c
|
|
set target %self.people%
|
|
while %target%
|
|
set nexttarget %target.next_in_room%
|
|
if %target.is_pc%
|
|
%damage% %target% 5
|
|
%send% %target% A dart whizzes through the air and pierces your skin!
|
|
%echoaround% %target% %target.name% gets hit by a dart!
|
|
eval chance %random.8%
|
|
if %chance%
|
|
dg_cast 'poison' %target%
|
|
end
|
|
end
|
|
set target %nexttarget%
|
|
done
|
|
~
|
|
#1137
|
|
test class~
|
|
2 c 100
|
|
test~
|
|
%echo% firing
|
|
nop %actor.class(cleric)%
|
|
set %actor.class(cleric)%
|
|
%actor.class(cleric)%
|
|
~
|
|
#1138
|
|
test imm force~
|
|
2 c 100
|
|
test~
|
|
%force% testdet say test
|
|
%force% testdet redit
|
|
~
|
|
#1139
|
|
test echo card~
|
|
2 c 100
|
|
test~
|
|
set UL1 _
|
|
set UM1 _
|
|
set UR1 _
|
|
set UL4 |
|
|
set UL2 |
|
|
set UM4 |
|
|
set UM2 |
|
|
set UR4 |
|
|
set UR2 |
|
|
set ULn ...
|
|
set UMn ...
|
|
set URn ...
|
|
set UL3 _
|
|
set UM3 _
|
|
set UR3 _
|
|
set ML1 _
|
|
set MM1 _
|
|
set MR1 _
|
|
set ML4 |
|
|
set ML2 |
|
|
set MM4 |
|
|
set MM2 |
|
|
set MR4 |
|
|
set MR2 |
|
|
set MLn ...
|
|
set MMn ...
|
|
set MRn ...
|
|
set ML3 _
|
|
set MM3 _
|
|
set MR3 _
|
|
set LL1 _
|
|
set LM1 _
|
|
set LR1 _
|
|
set LL4 |
|
|
set LL2 |
|
|
set LM4 |
|
|
set LM2 |
|
|
set LR4 |
|
|
set LR2 |
|
|
set LLn ...
|
|
set LMn ...
|
|
set LRn ...
|
|
set LL3 _
|
|
set LM3 _
|
|
set LR3 _
|
|
global UL1
|
|
global UL2
|
|
global UL3
|
|
global UL4
|
|
global UM1
|
|
global UM2
|
|
global UM3
|
|
global UM4
|
|
global UR1
|
|
global UR2
|
|
global UR3
|
|
global UR4
|
|
global ML1
|
|
global ML2
|
|
global ML3
|
|
global ML4
|
|
global MM1
|
|
global MM2
|
|
global MM3
|
|
global MM4
|
|
global MR1
|
|
global MR2
|
|
global MR3
|
|
global MR4
|
|
global LL1
|
|
global LL2
|
|
global LL3
|
|
global LL4
|
|
global LM1
|
|
global LM2
|
|
global LM3
|
|
global LM4
|
|
global LR1
|
|
global LR2
|
|
global LR3
|
|
global LR4
|
|
set ulc w
|
|
set umc w
|
|
set urc w
|
|
set mlc w
|
|
set mmc w
|
|
set mrc w
|
|
set llc w
|
|
set lmc w
|
|
set lrc w
|
|
global ulc
|
|
global umc
|
|
global urc
|
|
global mlc
|
|
global mmc
|
|
global mrc
|
|
global llc
|
|
global lmc
|
|
global lrc
|
|
%echo% @n _______________
|
|
%echo% @n| %ulc%_@Y%UL1% %ulc%_ %umc%_@Y%UM1% %umc%_ %urc%_@Y%UR1% %urc%_@n |
|
|
%echo% @n| %ulc%| | %umc%| | %urc%| |@n|
|
|
%echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n|
|
|
%echo% @n| %ulc%|@u%ULn%@n %ulc%| %umc%|@u%UMn%@n %umc%| %urc%|@u%URn%@n %urc%|@n|
|
|
%echo% @n| %ulc%|_@Y%UL3% %ulc%_| %umc%|_@Y%UM3% %umc%_| %urc%|_@Y%UR3% %urc%_|@n|
|
|
%echo% @n| %mlc% _@Y%ML1% %mlc%_ %mmc%_@Y%MM1% %mmc%_ %mrc%_@Y%MR1% %mrc%_@n |
|
|
%echo% @n| %mlc%| | %mmc%| | %mrc%| |@n|
|
|
%echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n|
|
|
%echo% @n| %mlc%|@u%MLn%@n %mlc%| %mmc%|@u%MMn%@n %mmc%| %mrc%|@u%MRn%@n %mrc%|@n|
|
|
%echo% @n| %mlc%|_@Y%ML3% %mlc%_| %mmc%|_@Y%MM3% %mmc%_| %mrc%|_@Y%MR3% %mrc%_|@n|
|
|
%echo% @n| %llc% _@Y%LL1% %llc%_ %lmc%_@Y%LM1% %lmc%_ %lrc%_@Y%LR1% %lrc%_ @n|
|
|
%echo% @n| %llc%| | %lmc%| | %lrc%| |@n|
|
|
%echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n|
|
|
%echo% @n| %llc%|@u%LLn%@n %llc%| %lmc%|@u%LMn%@n %lmc%| %lrc%|@u%LRn%@n %lrc%|@n|
|
|
%echo% @n| %llc%|_@Y%LL3% %llc%_| %lmc%|_@Y%LM3% %lmc%_| %lrc%|_@Y%LR3% %lrc%_|@n|
|
|
%echo% @n|_______________|
|
|
~
|
|
#1140
|
|
dealer say new game~
|
|
0 d 0
|
|
new game~
|
|
wait 1s
|
|
if %actor.varexists(ffplaying)%
|
|
%send% %actor% @GYou are already playing a game.@n
|
|
%send% %actor% @GIf you forfeit, you will lose the cards you've won.@n
|
|
%send% %actor% @GYour opponent will keep the cards they've won.@n
|
|
%send% %actor% @GSay forfeit to accept this and end the game.@n
|
|
%send% %actor% @GSay continue to carry on with your current game.@n
|
|
elseif %playing%
|
|
%echo% Sorry, I'm already playing a game.
|
|
else
|
|
%send% %actor% Starting new game!
|
|
set UL1 _
|
|
set UM1 _
|
|
set UR1 _
|
|
set UL4 |
|
|
set UL2 |
|
|
set UM4 |
|
|
set UM2 |
|
|
set UR4 |
|
|
set UR2 |
|
|
set ULn ...
|
|
set UMn ...
|
|
set URn ...
|
|
set UL3 _
|
|
set UM3 _
|
|
set UR3 _
|
|
set ML1 _
|
|
set MM1 _
|
|
set MR1 _
|
|
set ML4 |
|
|
set ML2 |
|
|
set MM4 |
|
|
set MM2 |
|
|
set MR4 |
|
|
set MR2 |
|
|
set MLn ...
|
|
set MMn ...
|
|
set MRn ...
|
|
set ML3 _
|
|
set MM3 _
|
|
set MR3 _
|
|
set LL1 _
|
|
set LM1 _
|
|
set LR1 _
|
|
set LL4 |
|
|
set LL2 |
|
|
set LM4 |
|
|
set LM2 |
|
|
set LR4 |
|
|
set LR2 |
|
|
set LLn ...
|
|
set LMn ...
|
|
set LRn ...
|
|
set LL3 _
|
|
set LM3 _
|
|
set LR3 _
|
|
global lrn
|
|
global lmn
|
|
global lln
|
|
global mrn
|
|
global mmn
|
|
global mln
|
|
global umn
|
|
global urn
|
|
global uln
|
|
global UL1
|
|
global UL2
|
|
global UL3
|
|
global UL4
|
|
global UM1
|
|
global UM2
|
|
global UM3
|
|
global UM4
|
|
global UR1
|
|
global UR2
|
|
global UR3
|
|
global UR4
|
|
global ML1
|
|
global ML2
|
|
global ML3
|
|
global ML4
|
|
global MM1
|
|
global MM2
|
|
global MM3
|
|
global MM4
|
|
global MR1
|
|
global MR2
|
|
global MR3
|
|
global MR4
|
|
global LL1
|
|
global LL2
|
|
global LL3
|
|
global LL4
|
|
global LM1
|
|
global LM2
|
|
global LM3
|
|
global LM4
|
|
global LR1
|
|
global LR2
|
|
global LR3
|
|
global LR4
|
|
set ulc w
|
|
set umc w
|
|
set urc w
|
|
set mlc w
|
|
set mmc w
|
|
set mrc w
|
|
set llc w
|
|
set lmc w
|
|
set lrc w
|
|
global ulc
|
|
global umc
|
|
global urc
|
|
global mlc
|
|
global mmc
|
|
global mrc
|
|
global llc
|
|
global lmc
|
|
global lrc
|
|
set ffplaying 1
|
|
remote ffplaying %actor.id%
|
|
set playing 1
|
|
global playing
|
|
wait 1s
|
|
%echo% Heads you start, tails I start.
|
|
wait 1s
|
|
%echo% flips a coin...
|
|
wait 2s
|
|
switch 2
|
|
case 1
|
|
%echo% The coin comes up heads.
|
|
wait 1s
|
|
%echo% Ok, you go first, choose your card and position.
|
|
break
|
|
case 2
|
|
%echo% The coin comes up tails.
|
|
wait 1s
|
|
%echo% Ok, I'll go first.
|
|
%force% %actor% xxxchoose
|
|
break
|
|
default
|
|
%echo% The coin comes up heads.
|
|
wait 1s
|
|
%echo% Ok, you go first, choose your card and position.
|
|
break
|
|
done
|
|
end
|
|
~
|
|
#1141
|
|
mob xxxchoose~
|
|
2 c 100
|
|
xxxchoose~
|
|
switch %random.5%
|
|
case 1
|
|
set cardchoice 001
|
|
break
|
|
case 2
|
|
set cardchoice 002
|
|
break
|
|
case 3
|
|
set cardchoice 003
|
|
break
|
|
case 4
|
|
set cardchoice 004
|
|
break
|
|
case 5
|
|
set cardchoice 005
|
|
break
|
|
default
|
|
set cardchoice 005
|
|
break
|
|
done
|
|
global cardchoice
|
|
switch %random.9%
|
|
case 1
|
|
set cardpos UL
|
|
break
|
|
case 2
|
|
set cardpos UM
|
|
break
|
|
case 3
|
|
set cardpos UR
|
|
break
|
|
case 4
|
|
set cardpos ML
|
|
break
|
|
case 5
|
|
set cardpos MM
|
|
break
|
|
case 6
|
|
set cardpos MR
|
|
break
|
|
case 7
|
|
set cardpos LL
|
|
break
|
|
case 8
|
|
set cardpos LM
|
|
break
|
|
case 9
|
|
set cardpos LR
|
|
break
|
|
done
|
|
global cardpos
|
|
%force% %actor% xxxcardchoice %cardchoice%
|
|
~
|
|
#1142
|
|
actor xxxcardchoice~
|
|
2 c 100
|
|
xxxcardchoice~
|
|
%echo% I'm going to put card %cardchoice% in the %cardpos% position.
|
|
switch %arg%
|
|
case 001
|
|
set %cardpos%1 2
|
|
set %cardpos%2 1
|
|
set %cardpos%3 2
|
|
set %cardpos%4 1
|
|
break
|
|
case 002
|
|
set %cardpos%1 1
|
|
set %cardpos%2 2
|
|
set %cardpos%3 1
|
|
set %cardpos%4 2
|
|
break
|
|
case 003
|
|
set %cardpos%1 2
|
|
set %cardpos%2 2
|
|
set %cardpos%3 2
|
|
set %cardpos%4 1
|
|
break
|
|
case 004
|
|
set %cardpos%1 2
|
|
set %cardpos%2 1
|
|
set %cardpos%3 2
|
|
set %cardpos%4 2
|
|
break
|
|
case 005
|
|
set %cardpos%1 2
|
|
set %cardpos%2 2
|
|
set %cardpos%3 2
|
|
set %cardpos%4 2
|
|
break
|
|
done
|
|
global %cardpos%1
|
|
global %cardpos%2
|
|
global %cardpos%3
|
|
global %cardpos%4
|
|
~
|
|
#1143
|
|
show board~
|
|
2 c 100
|
|
show~
|
|
%echo% @n _______________
|
|
%echo% @n| %ulc%_@Y%UL1% %ulc%_ %umc%_@Y%UM1% %umc%_ %urc%_@Y%UR1% %urc%_@n |
|
|
%echo% @n| %ulc%| | %umc%| | %urc%| |@n|
|
|
%echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n|
|
|
%echo% @n| %ulc%|@u%ULn%@n %ulc%| %umc%|@u%UMn%@n %umc%| %urc%|@u%URn%@n %urc%|@n|
|
|
%echo% @n| %ulc%|_@Y%UL3% %ulc%_| %umc%|_@Y%UM3% %umc%_| %urc%|_@Y%UR3% %urc%_|@n|
|
|
%echo% @n| %mlc% _@Y%ML1% %mlc%_ %mmc%_@Y%MM1% %mmc%_ %mrc%_@Y%MR1% %mrc%_@n |
|
|
%echo% @n| %mlc%| | %mmc%| | %mrc%| |@n|
|
|
%echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n|
|
|
%echo% @n| %mlc%|@u%MLn%@n %mlc%| %mmc%|@u%MMn%@n %mmc%| %mrc%|@u%MRn%@n %mrc%|@n|
|
|
%echo% @n| %mlc%|_@Y%ML3% %mlc%_| %mmc%|_@Y%MM3% %mmc%_| %mrc%|_@Y%MR3% %mrc%_|@n|
|
|
%echo% @n| %llc% _@Y%LL1% %llc%_ %lmc%_@Y%LM1% %lmc%_ %lrc%_@Y%LR1% %lrc%_ @n|
|
|
%echo% @n| %llc%| | %lmc%| | %lrc%| |@n|
|
|
%echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n|
|
|
%echo% @n| %llc%|@u%LLn%@n %llc%| %lmc%|@u%LMn%@n %lmc%| %lrc%|@u%LRn%@n %lrc%|@n|
|
|
%echo% @n| %llc%|_@Y%LL3% %llc%_| %lmc%|_@Y%LM3% %lmc%_| %lrc%|_@Y%LR3% %lrc%_|@n|
|
|
%echo% @n|_______________|
|
|
~
|
|
#1144
|
|
new trigger~
|
|
2 c 100
|
|
test~
|
|
%echo% var is %var%
|
|
%echo% var2 is %var2%
|
|
%echo% colored var is @Y%var%@n
|
|
set col Y
|
|
%echo% var colored var is %col%%var%@n
|
|
~
|
|
$~
|