tbamud/lib/world/trg/118.trg
Steaphan Greene 1f7c168121 Standardize on American spellings.
Full internationalization would be much cooler, but that's never going
to happen.  Given that, this will at least prevent folks from constantly
having to look and switch between typing "armor" and "armour", depending
on which zone each item originated in, etc.

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

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

This stanardizes all of these (and other forms of these same words):
* armour -> armor
* colour -> color
* favour -> favor
* honour -> honor
* civilise -> civilize
* centre -> center
* theatre -> theater
* defence -> defense
* offence -> offense
* realise -> realize
2019-11-24 12:53:10 -05:00

2912 lines
76 KiB
Text

#11800
(01) shopwoman greets~
0 gh 100
~
set gender one
if %actor.sex% == male
set gender lad
elseif %actor.sex% == female
set gender lady
end
wait 2 s
emote looks up and peers at you keenly as she smiles in greeting.
wait 2 s
say Why hello little %gender%.
wait 2 s
say Have a look around if it pleases you.
wait 2 s
say I hope you find what you are looking for.
wait 2 s
emote smiles strangely at you as she turns back to her work.
~
#11801
(01) shopwoman comments on looking~
0 c 100
l~
return 0
wait 1 s
if %cmd.mudcommand% == look && dollhouse /= %arg% && %arg%
tell %actor.name% You like that do you?
wait 1 s
tell %actor.name% A piece worth examining closer if you want my opinion.
end
~
#11802
(06) shopwoman comments on examination~
0 c 100
exa~
return 0
if %cmd.mudcommand% == examine && dollhouse /= %arg% && %arg%
wait 1 s
tell %actor.name% Aye, its a magnificent little toy that.
wait 1 s
tell %actor.name% Shame about that little doll that came with it.
end
~
#11803
(09) doll teleports when taken~
1 g 100
~
if %actor.room.vnum% == 11802
%echoaround% %actor% %actor.name% takes something from the dollhouse and seems to fade mysteriously away, leaving no trace.
%teleport% %actor% 11801
wait 2 s
%send% %actor% You feel a little strange as everything starts to blur, shifting and changing shape until you are completely disorientated.
wait 2 s
%force% %actor% look
%force% %actor% xx
end
~
#11804
(00) closed-eye girl greets~
0 c 100
xx~
wait 15 s
set gender shadow-creature
if %actor.sex% == male
set gender shadow-man
elseif %actor.sex% == female
set gender shadow-woman
end
if %actor.varexists(zn118_gravedone)%
say Why %gender%, I believe you have passed through here before.
wait 3 s
say Did you really want to return?
wait 3 s
say Be aware that if you do, the cycle will begin again.
wait 2 s
say The words of the journal will be wiped clean.
wait 3 s
else
say What brings you to this private place %gender%?
wait 3 s
say There are answers here... but few care for the questions that invoke them.
wait 3 s
end
%load% obj 11805
give eye %actor.name%
drop eye
wait 2 s
say The choice is yours...
wait 2 s
say Close it, and I shall send you back to your world...
wait 2 s
say Open it, and I shall send you to mine.
~
#11805
(05) opening eye teleports in~
1 c 3
o~
if %cmd.mudcommand% == open && eye /= %arg% && %arg%
if %actor.varexists(zn118_knifestart)%
rdelete zn118_knifestart %actor.id%
end
if %actor.varexists(zn118_gravedone)%
rdelete zn118_gravedone %actor.id%
end
%teleport% %actor% 11822
%send% %actor% You open the eye.
wait 1 s
%send% %actor% A hazy mist swirls up and around you, blurring your vision for a second before clearing away.
wait 1 s
%force% %actor% look
wait 1 s
%send% %actor% The voice of a young girl whispers: Please recover what I left there.
wait 1 s
%load% obj 11807
%send% %actor% A leather-strapped journal suddenly materializes on the ground.
wait 1 s
%send% %actor% The voice of a young girl whispers: Give the journal to the ones you meet there, they will know what to do with it.
%purge% self
else
return 0
end
~
#11806
(05) closing eye teleports out~
1 c 3
c~
if %cmd.mudcommand% == close && eye /= %arg% && %arg%
%teleport% %actor% 11802
%echoaround% %actor% %actor.name% suddenly appears in a haze of mist.
%send% %actor% You close the eye.
wait 1 s
%send% %actor% A hazy mist swirls up and around you, blurring your vision for a second before clearing away.
wait 1 s
%force% %actor% look
%purge% %self%
else
return 0
end
~
#11807
(04) 4-yr-old gives different messages~
0 c 100
xx118xx~
eval room %self.room%
if (%room.vnum% == 11804)
if !(%actor.varexists(zn118_a)%)
emote walks into the room and peers at you.
wait 2 s
say You cant talk to the shadow-ones, they're not real...
wait 2 s
say at least not any more.
wait 2 s
say The others here aren't real either...
wait 2 s
say but then they never were.
wait 1 s
emote giggles as she runs off.
set zn118_a 1
remote zn118_a %actor.id%
end
end
drop journal
%purge% %self%
~
#11808
4-yr-old loads on entry~
2 g 100
~
wait 1 s
%load% mob 11804
%force% %actor% xx118xx
~
#11809
(13) bird appears when taken~
1 g 100
~
set zn118_birdquest 1
remote zn118_birdquest %actor.id%
%load% mob 11805
%send% %actor% The little bird squirms free from your hand and flies joyfully to the higher parts of the room.
%purge% %self%
~
#11810
crunch~
1 s 100
~
if %self.vnum% == 11816
%echo% GLUG GLUG GLUG...
elseif %self.vnum% == 11817
%echo% CRUNCH CRUNCH CRUNCH...
elseif %self.vnum% == 11818
%echo% CRUNCH CRUNCH CRUNCH...
end
~
#11811
(39) grave quest~
0 j 100
~
if %object.vnum% == 11807
wait 1 s
set num 1
if %actor.varexists(zn118_crayondone)%
eval num %num% + 1
if %actor.varexists(zn118_birddone)%
eval num %num% + 1
if %actor.varexists(zn118_ridleydone)%
eval num %num% + 1
if %actor.varexists(zn118_knifedone)%
eval num %num% + 1
if %actor.varexists(zn118_tunneldone)%
eval num %num% + 1
if %actor.varexists(zn118_ruthdone)%
eval num %num% + 1
if %actor.varexists(zn118_thindone)%
eval num %num% + 1
if %actor.varexists(zn118_mutedone)%
eval num %num% + 1
if %actor.varexists(zn118_runningdone)%
eval num %num% + 1
if %actor.varexists(zn118_angrydone)%
eval num %num% + 1
if %actor.varexists(zn118_blinddone)%
eval num %num% + 1
if %actor.varexists(zn118_weepingdone)%
eval num %num% + 1
if %actor.varexists(zn118_scarreddone)%
eval num %num% + 1
end
end
end
end
end
end
end
end
end
end
end
end
end
if %num% == 14
say Well done %actor.name%, all the words of this place have been captured.
wait 1 s
say And so the speakers need linger no more.
wait 2 s
say A terrible time... and a terrible story...
wait 1 s
emote brushes her fingers over the pages of the journal.
wait 2 s
say And now it passes into your keeping, as it has passed out of mine.
wait 2 s
say My time is over %actor.name%, now I must be destroyed, and my bones buried here... in this ruined garden.
wait 3 s
say The task falls upon you to finish this, bury me here, and I shall seal this quest.
set zn118_gravequest 1
remote zn118_gravequest %actor.id%
rdelete zn118_crayondone %actor.id%
rdelete zn118_birddone %actor.id%
rdelete zn118_ridleydone %actor.id%
rdelete zn118_knifedone %actor.id%
rdelete zn118_tunneldone %actor.id%
rdelete zn118_ruthdone %actor.id%
rdelete zn118_thindone %actor.id%
rdelete zn118_mutedone %actor.id%
rdelete zn118_runningdone %actor.id%
rdelete zn118_angrydone %actor.id%
rdelete zn118_blinddone %actor.id%
rdelete zn118_weepingdone %actor.id%
rdelete zn118_scarreddone %actor.id%
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_gravequest)%
wait 1 s
say Only one thing remains %actor.name%.
wait 1 s
say Kill me, and bury my corpse here in this garden.
wait 1 s
give journal %actor.name%
drop journal
else
wait 1 s
say I have been waiting for one such as you, %actor.name%.
wait 2 s
say But I am the last of all you must see here.
wait 1 s
say Return to me when the others have told their tales.
wait 1 s
give journal %actor.name%
drop journal
end
else
say I do not think this is meant for me.
give %object.name.car% %actor.name%
drop %object.name.car%
end
~
#11812
pinball - shoot~
1 c 7
shoot~
* No Script
~
#11813
random messages~
2 b 40
~
switch %random.8%
case 0
%echo% Birds chirp serenly from the swaying branches of surrounding trees.
break
case 1
%echo% A sudden chill breathes harshly down your neck.
break
case 2
%echo% A soft glow lights the place as a large spark flares and dies.
break
case 3
%echo% The sound of gentle laughter echoes from nearby mountains.
break
case 4
%echo% An anguished scream pierces the air.
break
case 5
%echo% The leaves shiver uneasily as something invisible stirs the air.
break
case 6
%echo% The warm scent of fresh baking bread wafts on the air.
break
case 7
%echo% The soothing sound of a mother's voice can be heard singing gently.
break
case 8
%echo% The air grows suddenly still as though this place was holding its breath.
break
default
%echo% A soft glow lights the place as a large spark flares and dies.
break
done
~
#11814
(02) coloring message~
0 gh 100
~
if %actor.is_pc%
if !%actor.varexists(zn118_b)%
wait 1 s
emote looks up and smiles at you.
wait 1 s
say I'm drawing monsters...
wait 1 s
say but I need my red crayon...
wait 1 s
say they took it away.
wait 1 s
emote sighs and goes back to her drawing.
set zn118_b 1
remote zn118_b %actor.id%
end
end
~
#11815
shadow mobs won't take journal~
0 j 100
~
return 0
%send% %actor% %self.name% is not even aware of you.
~
#11816
certain mobs won't take journal~
0 j 100
~
if %object.vnum% == 11807
%send% %actor% %self.name% can't take %object.shortdesc%.
return 0
end
~
#11817
incorrect mobs refuse journal~
0 j 100
~
wait 1 s
emote shrugs uncertainly.
wait 1 s
say Somehow I don't think this is meant for me.
drop %object.name.car%
~
#11818
(02) crayon child quest~
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_crayondone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_crayonquest)%
wait 1 s
say Ah! Now, let me see...
wait 1 s
emote scribbles something into a leather-strapped journal.
wait 1 s
give journal %actor.name%
drop journal
nop %actor.exp(10000)%
smile
rdelete zn118_crayonquest %actor.id%
set zn118_crayondone 1
remote zn118_crayondone %actor.id%
else
wait 1 s
say I would like to write something in that for you...
wait 1 s
say but I need my red crayon.
wait 1 s
give journal %actor.name%
drop journal
end
elseif %object.vnum% == 11808
set zn118_crayonquest 1
remote zn118_crayonquest %actor.id%
wait 1 s
smile
wait 1 s
hold crayon
wait 1 s
say Now I have my crayon I can write for you.
wait 1 s
smile %actor.name%
else
wait 1 s
say I don't think this is meant for me.
give %object.name.car% %actor.name%
drop %object.name.car%
end
~
#11819
(71) bloodstone amulet awaken~
1 c 1
awaken~
%send% %actor% You wrap your fingers around the bloodstone amulet and focus deeply.
%echoaround% %actor% %actor.name% wraps %actor.hisher% fingers around %actor.hisher% bloodstone amulet and closes %actor.hisher% eyes in concentration.
if %actor.varexists(zn118_focus_return)%
eval place %actor.zn118_focus_return%
wait 2 s
%send% %actor% The amulet glows brightly, heating in your grasp and flickering with wisps of magic.
%echoaround% %actor% The amulet glows brightly, flickering with wisps of magic as %actor.name% grasps it.
wait 2 s
%teleport% %actor% %place%
rdelete zn118_focus_return %actor.id%
%send% %actor% The amulet amplifies your focus, helping you re-emerge into reality.
%echoaround% %actor% %actor.name% suddenly flickers into existance.
else
wait 2 s
%send% %actor% You are already fully awake to reality.
end
~
#11820
(09) bird quest~
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_birddone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_birdquest)%
wait 1 s
say Thank you %actor.name%. Now part of me feels free too.
wait 2 s
emote scribbles something into a leather-strapped journal.
wait 2 s
nop %actor.exp(10000)%
give journal %actor.name%
drop journal
wait 1 s
say That key will also open the middle way.
rdelete zn118_birdquest %actor.id%
set zn118_birddone 1
remote zn118_birddone %actor.id%
else
wait 1 s
say Yes, there is something I could write in that...
wait 1 s
say but would you do me a favor first?
wait 2 s
say My father keeps a little bird locked away...
wait 2 s
say would you release it?
wait 1 s
%load% obj 11823
say Here... Pin will help you do it.
wait 1 s
give key %actor.name%
drop key
give journal %actor.name%
drop journal
end
else
wait 1 s
say I don't think this is meant for me.
drop %object.name.car%
end
~
#11821
(09) playing message~
0 gh 100
~
if %actor.is_pc%
if !%actor.varexists(zn118_c)%
wait 1 s
emote jumps as she realizes she's not alone.
wait 1 s
emote laughs.
wait 1 s
say Oh hiya...
wait 2 s
smile %actor.name%
wait 1 s
say Do you play games?
wait 2 s
%load% obj 11818
give carrot %actor.name%
drop carrot
set zn118_c 1
remote zn118_c %actor.id%
end
end
~
#11822
new trigger~
0 f 100
~
%purge% corpse
~
#11823
test~
1 c 3
read~
* No Script
~
#11824
(17) clapping game 1~
0 d 100
*~
wait 1 s
if %speech% == My mother says...
say not to play...
elseif %speech% == with the gypsies...
say in the wood.
elseif %speech% == If I should...
say she would say...
elseif %speech% == Naughty little child...
say to disobey!
wait 1 s
giggle
else
return 0
end
~
#11825
(16) clapping game 2~
0 d 100
*~
wait 1 s
if %speech% == not to play...
say with the gypsies...
elseif %speech% == in the wood.
say If I should...
elseif %speech% == she would say...
say Naughty little child...
elseif %speech% == to disobey!
giggle
else
return 0
end
~
#11826
(16) random clapping game~
0 b 5
~
say My mother says...
~
#11827
(11) when Ridley receives~
0 j 100
~
if %object.vnum%==11834
if %actor.varexists(zn118_ridleyquest)%
eval in_box %object.contents%
while %in_box%
set next_in_box %in_box.next_in_list%
if %in_box.vnum%==11828
set zn118_fruit 1
remote zn118_fruit %actor.id%
elseif %in_box.vnum%==11832
set zn118_flower 1
remote zn118_flower %actor.id%
elseif %in_box.vnum%==11833
set zn118_flying 1
remote zn118_flying %actor.id%
end
set in_box %next_in_box%
done
if %actor.varexists(zn118_fruit)%
if %actor.varexists(zn118_flower)%
if %actor.varexists(zn118_flying)%
rdelete zn118_fruit %actor.id%
rdelete zn118_flower %actor.id%
rdelete zn118_flying %actor.id%
rdelete zn118_ridleyquest %actor.id%
set zn118_ridleywrite 1
remote zn118_ridleywrite %actor.id%
end
end
end
if %actor.varexists(zn118_ridleywrite)%
wait 1 s
say Thank you %actor.name%, I will restore them to their natural forms, evil though they be..
wait 1 s
%purge% box
wait 1 s
say And as for that book of yours, come let me write in it for you.
else
wait 1 s
say Ah, it seems not everything is here.
wait 1 s
give box %actor.name%
drop box
wait 1 s
say All of these I must reclaim... a flower, a fruit, and a flying thing.
wait 1 s
say Remember, do not kill the flying thing, only "capture" it.
end
if %actor.varexists(zn118_fruit)%
rdelete zn118_fruit %actor.id%
if %actor.varexists(zn118_flower)%
rdelete zn118_flower %actor.id%
if %actor.varexists(zn118_flying)%
rdelete zn118_flying %actor.id%
end
end
end
else
wait 1 s
say Hmm, I am not sure why you had that.
end
elseif %object.vnum%==11807
if %actor.varexists(zn118_ridleywrite)%
wait 2 s
emote rearranges her blocks to spell W O R D S.
wait 2 s
say Words I promised you and words you shall have.
wait 3 s
emote weaves her hands over the blocks, drawing a dark shadow from them and guiding it into the journal.
wait 3 s
say There we are.
rdelete zn118_ridleywrite %actor.id%
set zn118_ridleydone 1
remote zn118_ridleydone %actor.id%
wait 1 s
nop %actor.exp(10000)%
give journal %actor.name%
drop journal
wait 1 s
say I have something else for you too.
wait 2 s
emote rearranges her blocks to spell S W O R D.
wait 2 s
emote weaves her hands over the blocks, drawing a dark shadow from them and shaping it with her fingers.
wait 3 s
%load% obj 11835
say Words can be a weapon...
wait 1 s
give sword %actor.name%
drop sword
wait 1 s
say That will cut all bonds of silence. I can assure you that you will need it... though not for yourself.
elseif %actor.varexists(zn118_ridleyquest)%
wait 1 s
say Ah, first I must unmake what I have made.
wait 1 s
say I must have the box with the three items... the fruit, the flower, and the flying thing... remember only to 'capture' the flying thing, do not kill it.
wait 2 s
say If you have lost the box I gave you, I can make another... just say "another" if that be the case.
wait 1 s
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_ridleydone)%
wait 1 s
say I have already written in that for you %actor.name%.
give journal %actor.name%
drop journal
else
wait 1 s
emote stops what she is doing and glances at the journal.
wait 2 s
emote sighs loudly.
wait 1 s
say Ah strange person you are, bringing a book of words to me...
wait 2 s
say Do you not know that I am a stealer of words?
wait 2 s
say So dangerous they are... and it is my job to make them safe.
wait 2 s
emote turns the journal over in her hands, studying it thoughtfully.
wait 2 s
say Perhaps it is time though...
wait 2 s
say Time to unmake what I have made, and let the cloak fall. I have spent long enough in deception.
wait 4 s
say Yes, words I will give you... if you return mine to me.
wait 2 s
give journal %actor.name%
drop journal
wait 1 s
say Three things they are...
wait 1 s
say A fruit, a flower, and a flying thing...
wait 2 s
say Please do not kill the flying thing, only "capture" it.
wait 1 s
%load% obj 11834
give box %actor.name%
drop box
wait 2 s
say That box will hold them all safely, please return it to me when it contains them all.
set zn118_ridleyquest 1
remote zn118_ridleyquest %actor.id%
end
else
wait 1 s
say I don't think this is meant for me.
drop %object.name.car%
end
~
#11828
(11) Ridley gives box~
0 d 100
another~
%load% obj 11834
wait 1 s
emote weaves her hands in the air, drawing darkness from the room into a solid shape.
wait 1 s
say Please do not lose it again.
wait 1 s
give box %actor.name%
~
#11829
(21) insect can be captured~
0 c 100
capture~
if %arg% == insect
%send% %actor% You make a quick grab for %self.name%, capturing it expertly in your hands.
%echoaround% %actor% %actor.name% makes a quick grab for %self.name%, capturing it expertly in %actor.hisher% hands.
%load% obj 11833 %actor% inv
%purge% %self%
else
%send% %actor% Capture what?
end
~
#11830
(33) insect escapes after while~
1 f 100
~
eval actor %self.carried_by%
if %actor.is_pc%
%send% %actor% %self.shortdesc% suddenly squirms free from your hands and flies away.
%echoaround% %actor% %self.shortdesc% suddenly squirms free of %actor.name%'s grasp and flies away.
%load% mob 11821
%purge% self
end
~
#11831
(21) insect loads self on death~
0 f 100
~
%at% 11832 %load% mob 11821
~
#11832
(22) score of secrets killed~
0 f 100
~
if %actor.varexists(zn118_tunnelquest)%
eval zn118_tunnelquest %actor.zn118_tunnelquest% + 1
remote zn118_tunnelquest %actor.id%
end
eval room %random.18%
eval room %room% + 11874
%at% %room% %load% mob 11822
~
#11833
(22) tunnel-man quest~
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_tunneldone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_tunnelquest)%
eval score %actor.zn118_tunnelquest% - 1
if %score% < 15
wait 1 s
say Thank you for your work %actor.name%, you have vanquished %score% secrets.
wait 2 s
say Though you will never defeat them all, would you please destroy some more?
wait 2 s
give journal %actor.name%
drop journal
else
wait 1 s
say Well done %actor.name%, you have rid us of %score% secrets.
wait 2 s
say As I promised, I shall write my piece.
wait 1 s
emote grasps a pen from thin air and writes something in a leather-strapped journal.
rdelete zn118_tunnelquest %actor.id%
set zn118_tunneldone 1
remote zn118_tunneldone %actor.id%
wait 3 s
nop %actor.exp(10000)%
give journal %actor.name%
drop journal
%load% obj 11855
give key %actor.name%
drop key
wait 1 s
say And here with the journal, a gift...
wait 1 s
say The way to the end is open before you.
wait 1 s
say Do you see?
wait 1 s
end
else
wait 1 s
emote manoeuvres the journal, making it levitate and turn slowly in the air.
wait 2 s
say You are very trusting to give this to me shadow-person.
wait 1 s
say I have no name, though Ridley calls me Daniel... you would be wise to offer this to her if you have not done so already.
wait 3 s
emote turns his attention back to the twirling journal.
wait 2 s
say You do realize shadow-person... that this quest of yours will destroy me?
wait 3 s
say Indeed, not just myself, but all who dwell here.
wait 2 s
emote grows silent for a moment, apparently thinking.
wait 3 s
say Still... if our fall means purging of the evil along with us, then I would see it done.
wait 3 s
say I ask only this...that you prove to me your intentions.
wait 2 s
emote gestures toward the swirling tunnel.
wait 2 s
say Please enter it, destroy some of the evil you find there, though you will never kill them all.
wait 2 s
say Your willingness to do so will convince me.
wait 1 s
set zn118_tunnelquest 1
remote zn118_tunnelquest %actor.id%
give journal %actor.name%
drop journal
end
else
wait 1 s
say I don't think this is meant for me.
give %object.name.car% %actor.name%
drop %object.name.car%
end
~
#11834
(31) enter vortex teleports~
2 c 100
enter~
%send% %actor% You enter the vortex.
%echoaround% %actor% %actor.name% enters the vortex.
if %self.vnum% == 11831
%teleport% %actor% 11874
elseif %self.vnum% -- 11874
%teleport% %actor% 11831
end
wait 1 s
%force% %actor% look
~
#11835
(23) running girl runs~
0 ab 100
~
if %self.room.vnum% == 11876
wait 1 s
s
else
%teleport% %self% 11876
s
end
wait 1 s
s
wait 1 s
say I've got to keep going...
s
wait 1 s
s
wait 1 s
say Back and forth...
w
wait 1 s
n
wait 1 s
n
wait 1 s
say It gets harder and harder...
n
wait 1 s
n
wait 1 s
e
say But keep going...
wait 1 s
emote gasps for air.
~
#11836
(23) running girl does what told~
0 d 100
*~
if %actor.varexists(zn118_runningstart)%
if %speech.contains(msend)% || %speech.contains(mecho)% || %speech.contains(mechoaround)% || %speech.contains(mdoor)% || %speech.contains(mforce)% || %speech.contains(mload)% || %speech.contains(mpurge)% || %speech.contains(mteleport)%
%force% %actor% gos I just attempted to cheat by abusing a script.
elseif %speech.contains(mdamage)% || %speech.contains(mzoneecho)% || %speech.contains(masound)% || %speech.contains(dg_affect)% || %speech.contains(dg_cast)% || %speech.contains(mat)% || %speech.contains(mtransform)% || %speech.contains(mhunt)%
%force% %actor% gos I just attempted to cheat by abusing a script.
elseif %speech.contains(mremember)% || %speech.contains(mforget)% || %speech.contains(mgoto)% || %speech.contains(mkill)% || %speech.contains(mjunk)% || %speech.contains(mfollow)%
%force% %actor% gos I just attempted to cheat by abusing a script.
else
%speech%
wait 1
if %self.room.vnum% == 11831
rdelete zn118_runningstart %actor.id%
set zn118_runningquest 1
remote zn118_runningquest %actor.id%
wait 1 s
tell %actor.name% Thank you for getting me out of there.
follow self
end
end
end
~
#11837
test missile~
1 c 1
shoot~
if %arg% == north
eval north %self.room.north(vnum)%
eval room %self.room.north(room)%
eval people %room.people%
if %people%
%send% %people% You are suddenly shot by %actor.name%.
%at% %north% %damage% %people% 20
%send% %actor% You shoot %people.name% and damage %people.himher%.
%echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher%
else
%send% %actor% Theres no one there.
end
elseif %arg% == east
eval east %self.room.east(vnum)%
eval room %self.room.east(room)%
eval people %room.people%
if %people%
%send% %people% You are suddenly shot by %actor.name%.
%at% %east% %damage% %people% 20
%send% %actor% You shoot %people.name% and damage %people.himher%.
%echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher%
else
%send% %actor% Theres no one there.
end
elseif %arg% == south
eval south %self.room.south(vnum)%
eval room %self.room.south(room)%
eval people %room.people%
if %people%
%send% %people% You are suddenly shot by %actor.name%.
%at% %south% %damage% %people% 20
%send% %actor% You shoot %people.name% and damage %people.himher%.
%echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher%
else
%send% %actor% Theres no one there.
end
elseif %arg% == west
eval west %self.room.west(vnum)%
eval room %self.room.west(room)%
eval people %room.people%
if %people%
%send% %people% You are suddenly shot by %actor.name%.
%at% %west% %damage% %people% 20
%send% %actor% You shoot %people.name% and damage %people.himher%.
%echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher%
else
%send% %actor% Theres no one there.
end
elseif %arg% == up
eval up %self.room.up(vnum)%
eval room %self.room.up(room)%
eval people %room.people%
if %people%
%send% %people% You are suddenly shot by %actor.name%.
%at% %up% %damage% %people% 20
%send% %actor% You shoot %people.name% and damage %people.himher%.
%echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher%
else
%send% %actor% Theres no one there.
end
elseif %arg% == down
eval down %self.room.down(vnum)%
eval room %self.room.down(room)%
eval people %room.people%
if %people%
%send% %people% You are suddenly shot by %actor.name%.
%at% %down% %damage% %people% 20
%send% %actor% You shoot %people.name% and damage %people.himher%.
%echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher%
else
%send% %actor% Theres no one there.
end
else
%send% %actor% You must specify a direction - north, east, west, south, up, or
down.
end
~
#11838
test missile condensed~
1 c 1
shoot~
if %arg% == north || %arg% == east || %arg% == south || %arg% == west || %arg% == up || %arg% == down
eval dir %arg%
eval direction %%self.room.%dir%(vnum)%%
eval where %%self.room.%dir%(room)%%
eval people %where.people%
if %people%
%send% %people% You are suddenly shot by %actor.name%.
%at% %direction% %damage% %people% 20
%send% %actor% You shoot %people.name% and damage %people.himher%.
%echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher%
else
%send% %actor% Theres no one there.
end
else
%send% %actor% You must specify a direction - north, east, west, south, up, or down.
end
~
#11839
test bow/quiver~
1 c 1
shoot~
if %arg% == north || %arg% == east || %arg% == south || %arg% == west || %arg% == up || %arg% == down
eval dir %arg%
eval direction %%self.room.%dir%(vnum)%%
eval where %%self.room.%dir%(room)%%
eval people %where.people%
if %actor.has_item(2731)%
%force% %actor% take arrow quiver
end
if %actor.inventory(2733)%
if %people%
switch %random.3%
case 1
%send% %people% You are suddenly shot by %actor.name%.
%at% %direction% %damage% %people% 20
%send% %actor% You shoot %people.name% and damage %people.himher%.
%echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher%
%purge% %actor.inventory(2733)%
%load% obj 2733 %people% inv
break
case 2
%send% %people% %actor.name% tries to shoot you but misses.
%send% %actor% You try to shoot %people.name% but miss.
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses
%purge% %actor.inventory(2733)%
%load% obj 2733
break
case 3
%send% %people% You are suddenly shot by %actor.name%.
%send% %people% The arrow breaks.
%at% %direction% %damage% %people% 20
%send% %actor% You shoot %people.name% and damage %people.himher%.
%send% %actor% The arrow breaks.
%echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher%
%purge% %actor.inventory(2733)%
break
default
%send% %people% You are suddenly shot by %actor.name%.
%at% %direction% %damage% %people% 20
%send% %actor% You shoot %people.name% and damage %people.himher%.
%echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher%
%purge% %actor.inventory(2733)%
%load% obj 2733 %people% inv
break
done
else
%send% %actor% Theres no one there.
end
else
%send% %actor% You can't shoot without arrows.
end
else
%send% %actor% You must specify a direction - north, east, west, south, up, or down.
end
~
#11840
test improved bow~
1 c 1
shoot~
*
* As is this trigger is attached to bow 2732
* To be used with arrows - 2733, 2780, 2781, 2782.
* Can also be optionally used with quiver 2731
*
*
* Checks if there are any players/mobs in the room
* to the direction specified.
*
if %arg.mudcommand% == north || %arg.mudcommand% == east || %arg.mudcommand% == south || %arg.mudcommand% == west || %arg.mudcommand% == up || %arg.mudcommand% == down
eval dir %arg.mudcommand%
eval direction %%self.room.%dir%(vnum)%%
eval where %%self.room.%dir%(room)%%
eval people %where.people%
*
* These next three lines just make the actor withdraw
* an arrow if he/she is carrying them in a quiver.
* Is just intended to give the quiver a helpful feature.
*
if %actor.has_item(2731)%
%force% %actor% take arrow quiver
end
*
* Checks for the first item in inventory that is one of the
* specified arrows and sets its vnum as the one to be used.
*
eval inv %actor.inventory%
while (%inv%)
if %inv.vnum% == 2733 || %inv.vnum% == 2780 || %inv.vnum% == 2781 || %inv.vnum% == 2782
eval arrow %inv.vnum%
eval weapon %inv%
%echo% %arrow%
set inv 0
else
eval next %inv.next_in_list%
set inv %next%
end
done
*
* Searchable array by Random, matches the chosen arrow
* vnum with the damage stats and any affects to be used.
*
set type[1] 2733 3 2 0
set type[2] 2780 5 3 0
set type[3] 2781 8 4 0
set type[4] 2782 4 3 poison
set type[5] none * must be the last item in the array
set i 1
while %vnum% != none
set temp %%type[%i%]%%
eval temp %temp%
eval vnum %temp.car%
if %vnum% == %arrow%
eval temp %temp.cdr%
eval dam %temp.car%
eval temp %temp.cdr%
eval bonus %temp.car%
eval temp %temp.cdr%
eval spell %temp.car%
end
eval i %i% +1
done
%echo% arrow vnum = %arrow%, damage = %dam%, bonus = %bonus%, and spell = %spell%
*
* Just a calculation of the arrow stats using a
* random number of dice between 1 and 3.
*
set dice %random.3%
eval finaldam ((%dice% * %dam%) + %bonus%)
%echo% Hits for total of %finaldam%.
*
* If the actor has an arrow in inventory, and there are
* people in the room specified, one of three random things
* happens - Actor shoots but misses, Actor shoots and damages,
* Actor shoots, damages, but loses the arrow.
*
if %arrow%
if %people%
switch %random.3%
case 1
%send% %people% %actor.name% shoots you with %weapon.shortdesc%.
%at% %direction% %damage% %people% %finaldam%
%force% %people% mhunt %actor%
if %spell%
dg_cast '%spell%' %people%
end
%send% %actor% You shoot %people.name% with %weapon.shortdesc%.
%echoaround% %actor% %actor.name% shoots %people.name% with %weapon.shortdesc%.
%purge% %actor.inventory(%arrow%)%
%load% obj %arrow% %people% inv
break
case 2
%send% %people% %actor.name% tries to shoot you but misses.
%send% %actor% You try to shoot %people.name% with %weapon.shortdesc% but miss.
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses
%purge% %actor.inventory(%arrow%)%
%load% obj %arrow%
break
case 3
%send% %people% %actor.name% shoots you with %weapon.shortdesc%.
%send% %people% %weapon.shortdesc% breaks.
%force% %people% mhunt %actor%
%at% %direction% %damage% %people% %finaldam%
if %spell%
dg_cast '%spell%' %people%
end
%send% %actor% You shoot %people.name% with %weapon.shortdesc%.
%send% %actor% %weapon.shortdesc% breaks.
%echoaround% %actor% %actor.name% shoots %people.name% with %weapon.shortdesc%.
%purge% %actor.inventory(%arrow%)%
break
default
%echo% If you see this message, something is wrong. Please report it.
break
done
else
%send% %actor% Theres no one there.
end
else
%send% %actor% You can't shoot without arrows.
end
else
%send% %actor% You must specify a direction - north, east, west, south, up, or down.
end
~
#11841
test asound~
1 c 7
test~
* No Script
~
#11842
(23) running quest given~
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_runningdone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_runningquest)%
wait 1 s
emote pauses to think for a moment.
wait 1 s
emote scrawls something carefully into a leather-strapped journal.
wait 1 s
nop %actor.exp(10000)%
give journal %actor.name%
drop journal
rdelete zn118_runningquest %actor.id%
set zn118_runningdone 1
remote zn118_runningdone %actor.id%
else
wait 1 s
detach 11835 %self.id%
emote comes to a halt.
wait 1 s
emote peers at you curiously.
wait 2 s
say There is not much that would give me hope enough to abandon this task.
wait 3 s
say But this is something I never dared to have the chance to write in...
wait 3 s
say Take me out of this tunnel-world and I will.
wait 2 s
say Whatever you say, I will do.
set zn118_runningstart 1
remote zn118_runningstart %actor.id%
give journal %actor.name%
drop journal
end
else
wait 1 s
say I don't think this is meant for me.
give %object.name.car% %actor.name%
drop %object.name.car%
end
~
#11843
(73) examining walls reveals word~
2 c 100
ex~
if %cmd.mudcommand% == examine
if walls /= %arg%
eval max %random.21%
set txt[1] PATRIS
set txt[2] PRODITIO
set txt[3] CRUCIATUS
set txt[4] DOLOR
set txt[5] PROFANO
set txt[6] PROBRUM
set txt[7] COACTU
set txt[8] CONNUBIUM
set txt[9] ABSCONDO
set txt[10] VULNERO
set txt[11] CRUENTO
set txt[12] MINUO
set txt[13] FORMIDILOSUS
set txt[14] PAVIDUS
set txt[15] TIMEO
set txt[16] FORO
set txt[17] LEDO
set txt[18] PERFRINGO
set txt[19] PUPUGI
set txt[20] CONSTUPRO
set txt[21] RAPIO
set word %%txt[%max%]%%
eval word %word%
%send% %actor% Your eyes scan the glowing walls and alight upon the word @C%word%@n.
if !%actor.varexists(zn118_blinddone)%
set zn118_blindquest %word%
remote zn118_blindquest %actor.id%
end
else
return 0
end
end
~
#11844
new trigger~
2 c 100
ge~
if %cmd.mudcommand% == get && %arg% == pick
if !%taken%
set taken 1
global taken
end
if %taken% < 5
%load% obj 2700 %actor% inv
eval taken %taken% + 1
global taken
%send% %actor% You take a pick.
%echoaround% %actor% %actor.name% gets a pick.
else
%send% %actor% There are no more picks.
end
else
%send% %actor% Get what?
end
~
#11845
test~
2 c 100
test~
set taken 1
global taken
~
#11846
(24) blind quest given~
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_blinddone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_blindword)%
wait 1 s
say Since you have proved yourself willing to read...
wait 1 s
say Here, I am willing to write.
wait 1 s
emote feels her way along the pages, and writes carefully into the journal.
wait 2 s
nop %actor.exp(10000)%
give jounal %actor.name%
drop journal
rdelete zn118_blindword %actor.id%
set zn118_blinddone 1
remote zn118_blinddone %actor.id%
else
wait 1 s
emote turns the journal over in her hands.
wait 1 s
say For years, I have written and none have read.
wait 2 s
emote gestures around her.
wait 1 s
say Or have all my words been wiped away?
wait 2 s
give journal %actor.name%
drop journal
wait 2 s
say Eyes from your world do not always see the truth...
wait 2 s
say Borrow mine, for I still have them, though I choose not to see.
wait 3 s
%load% obj 11851
give eyes %actor.name%
drop eyes
wait 2 s
say Wear them, and look again.
wait 8 s
tell %actor.name% Examine the walls with those eyes, if it is words you seek...
wait 2 s
tell %actor.name% Speak what it is you see, and if it is truth I may write for you.
end
elseif %object.vnum% == 11851
wait 1 s
say Thank you.
else
wait 1 s
say I don't think this is meant for me.
drop %object.name.car%
end
~
#11847
(24) blind girl checks matching word~
0 d 100
*~
if %actor.varexists(zn118_blindquest)%
if %speech% /= %actor.zn118_blindquest%
rdelete zn118_blindquest %actor.id%
set zn118_blindword 1
remote zn118_blindword %actor.id%
wait 1 s
emote smiles happily.
wait 1 s
say You are right %actor.name%. I believe I shall write for you after all.
else
wait 1 s
emote shakes her head.
wait 1 s
say Try examining again %actor.name%, speak what it is you see.
end
else
return 1
end
~
#11848
(51) wearing eyes teleports~
1 j 100
~
%teleport% %actor% 11873
~
#11849
(51) removing eyes teleports~
1 l 100
~
%teleport% %actor% 11854
~
#11850
(24/25) cannot leave with eyes~
0 q 100
~
if %actor.has_item(11851)%
say The eyes stay with me, %actor.name%.
return 0
end
~
#11851
(25) reacts to journal~
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_blinddone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_blindword)%
wait 1 s
say Since you have proved yourself willing to read...
wait 1 s
say Here, I am willing to write.
wait 1 s
emote feels her way along the pages, and writes carefully into the journal.
wait 2 s
give journal %actor.name%
drop journal
rdelete zn118_blindword %actor.id%
set zn118_blinddone 1
remote zn118_blinddone %actor.id%
else
wait 1 s
say Examine the walls %actor.name%, if it is words you seek.
wait 2 s
say Speak what it is you see, and if it be truth I shall write again for you.
give journal %actor.name%
drop journal
end
else
wait 1 s
say I don't think this is meant for me.
drop %object.name.car%
end
~
#11852
(29) cup and ball game~
0 d 100
*~
if %actor.varexists(zn118_knifestart)%
if %speech% == start
eval max %random.3%
set txt[1] right
set txt[2] middle
set txt[3] left
set ball %%txt[%max%]%%
eval ball %ball%
emote places the ball under the %ball% cup.
wait 1 s
set 1 left
set 2 middle
set 3 right
set tries 7
while %tries% > 1
wait 2 s
switch %random.7%
case 1
emote switches the first and third cup around.
eval z %1%
eval 1 %3%
eval 3 %z%
break
case 2
emote swaps the third cup with the second cup.
eval z %2%
eval 2 %3%
eval 3 %z%
break
case 3
emote switches the second cup with the first cup.
eval z %2%
eval 2 %1%
eval 1 %z%
break
case 4
emote slides the first cup to third place.
eval z %1%
eval 1 %2%
eval 2 %3%
eval 3 %z%
break
case 5
emote moves the second cup to the third position.
eval z %2%
eval 2 %3%
eval 3 %z%
break
case 6
emote moves the second cup into first place.
eval z %2%
eval 2 %1%
eval 1 %z%
break
case 7
emote moves the third cup into the first position.
eval z %3%
eval 3 %2%
eval 2 %1%
eval 1 %z%
break
default
%echo% Something is broken, please report.
break
done
eval tries %tries% - 1
done
wait 1 s
say Please say which cup you think the ball is under... 1, 2, or 3?
%context% %actor.id%
if %1% == %ball%
set answer 1
elseif %2% == %ball%
set answer 2
elseif %3% == %ball%
set answer 3
end
global answer
elseif %speech% < 4
if %speech% == %answer%
say Ah you are correct!
set answer void
global answer
nop nop %actor.exp(1000)%
if %actor.varexists(zn118_knifestart)%
eval zn118_knifestart %actor.zn118_knifestart% + 1
remote zn118_knifestart %actor.id%
end
wait 1 s
eval score %actor.zn118_knifestart% - 1
if %score% <= 0
set score 0
end
say You have won %score% times %actor.name%.
if %score% >= 3
wait 1 s
say You have won three times! As promised, I shall write in your journal if you give it to me.
set zn118_knifequest 1
remote zn118_knifequest %actor.id%
end
wait 1 s
say Say start if you want to try again.
elseif %answer% == void
say You have already answered for this game %actor.name%.
wait 1 s
say Say start if you want to play again.
else
say No, its under the number %answer% cup.
wait 1 s
emote slashes her arm with frustration.
wait 1 s
%damage% %self% 30
if %actor.varexists(zn118_knifestart)%
eval score %actor.zn118_knifestart% - 1
if %score% <= 0
set score 0
end
end
say You have won %score% times %actor.name%.
wait 1 s
say Say start if you want to try again.
end
end
elseif %speech% == start
emote blinks at you.
wait 1 s
say I did not ask you to play.
end
~
#11853
mob does not load if already present~
0 k 100
~
@c* This sets the vnum of the mob you are checking for, and loading/not loading@n
set mobvnum 42500
@c* This tells the trigger to keep checking for people until there are none.@n
set here %self.room.people%
while %here%
set others %here.next_in_room%
@c* If the mob is in the room, the isthere variable is set.@n
if %here.vnum% == %mobvnum%
set mobid %here%
set isthere 1
end
set here %others%
done
@c* If the mob is not in the room (variable is not set)@n
@c* The mob will load.@n
if !%isthere%
%load% mob %mobvnum%
end
~
#11854
test death~
0 f 100
~
wait 1
%purge% self
~
#11855
new trigger~
0 g 100
~
if !%actor.varexists(13667_greeted)%
tell %actor.name% Hallo!
set 13667_greeted 1
remote 13667_greeted %actor.id%
end
~
#11856
(96) quiet room prevents player interacting~
2 c 100
*~
%teleport% %actor% 11897
return 0
wait 1
if %actor.room.vnum% == 11897
%teleport% %actor% 11896
end
~
#11857
new trigger~
0 c 100
*~
if %self.master% == %actor%
%echo% test
if %cmd%==minv
%send% %actor% your mules inv
else
return 0
end
else
return 0
end
~
#11858
while loop example~
0 c 100
test~
set var 0
while %var% < 10
%damage% %self% -10
%echo% %self.name% is surrounded with a healing aura.
wait 1 s
eval var %var% + 1
done
~
#11859
(52) mirror gives reflection~
1 c 100
*~
if %cmd.mudcommand% == look || %cmd.mudcommand% == examine
if %self.name% /= %arg%
return 0
wait 1
if %actor.cha% == 12
set cha the confident
elseif %actor.cha% < 12
set cha an uncertain
else
set cha the charismatic
end
if %actor.align% == 0
set align with a well balanced glow
elseif %actor.align% < 0
set align with a dark tinge of evil
else
set align with a purity of goodness
end
if %actor.class% == Cleric
set class healer
elseif %actor.class% == Warrior
set class fighter
elseif %actor.class% == Thief
set class sneaker
else
set class caster
end
if %actor.con% > 12
set con hardy
else
set con vulnerable
end
if %actor.dex% > 12
set dex agile
else
set dex clumsy
end
if %actor.int% > 12
set int decisive
else
set int uncertain
end
if %actor.level% < 10
set level an inexperienced
elseif %actor.level% > 20
set level a very experienced
else
set level a experienced
end
eval hitp %actor.maxhitp% / %actor.hitp%
if %hitp% == 1
set hitp Healthy
elseif %hitp% < 3
set hitp Injured
else
set hitp Badly injured
end
eval mana %actor.maxmana% / %actor.mana%
if %mana% == 1
set mana brightly
elseif %mana% < 3
set mana moderately
else
set mana faintly
end
eval move %actor.maxmove% / %actor.move%
if %move% == 1
set move energetic-looking
elseif %move% < 3
set move tired-looking
else
set move exhausted-looking
end
if %actor.sex% == male
set sex man
elseif %actor.sex% == female
set sex woman
else
set sex person
end
if %actor.str% > 12
set str Strong
else
set str Weak
end
if %actor.wis% > 12
set wis wise
else
set wis naieve
end
if %actor.eq(wield)%
eval wield %actor.eq(wield)%
set wield is clutching %wield.shortdesc%
else
set wield appears weaponless
end
if %actor.eq(body)%
eval body %actor.eq(body)%
set body is clothed with %body.shortdesc% and
else
set body is bare-chested and
end
%send% %actor% You see the reflection of %level% %sex% with %cha% air of a %wis% %class% about %actor.himher%.
%send% %actor% %str% and %con% looking, %actor.heshe% %body% %wield%, %actor.hisher% movements %int% and %dex%. %hitp% and %move%, %actor.hisher% magical aura shines %mana%, %align%.
else
return 0
end
else
return 0
end
~
#11860
(27) weeping quest given~
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_weepingdone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_weepingquest)%
rdelete zn118_weepingquest %actor.id%
set zn118_weepingdone 1
remote zn118_weepingdone %actor.id%
wait 1 s
smile %actor.name%
wait 1 s
emote etches something into the journal with a piece of glass.
wait 1 s
nop %actor.exp(10000)%
give journal %actor.name%
drop journal
wait 1 s
say Thank you %actor.name%.
else
wait 1 s
say Ah I cannot even see properly to write...
wait 1 s
say I so miss my garden.
wait 1 s
cry
wait 1 s
say I used to love it so much...
wait 2 s
say But there is a monster there now.
wait 1 s
shiver
wait 1 s
say Please %actor.name%, kill it for me.. and I shall dry my tears and write.
set zn118_weepingstart 1
remote zn118_weepingstart %actor.id%
give journal %actor.name%
drop journal
end
else
wait 1 s
say I don't think this is meant for me.
give %object.name.car% %actor.name%
drop %object.name.car%
end
~
#11861
(28) death completes quest~
0 f 100
~
if %actor.varexists(zn118_weepingstart)%
rdelete zn118_weepingstart %actor.id%
set zn118_weepingquest 1
remote zn118_weepingquest %actor.id%
end
~
#11862
(29) knife quest~
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_knifedone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_knifequest)%
rdelete zn118_knifequest %actor.id%
set zn118_knifedone 1
remote zn118_knifedone %actor.id%
wait 1 s
say you've played my game %actor.name%, so I'll play yours.
wait 1 s
emote carves something into the journal with her knife.
wait 1 s
nop %actor.exp(10000)%
give journal %actor.name%
drop journal
wait 1 s
say It was fun, I'll play with you anytime if you want the experience.
elseif %actor.varexists(zn118_knifestart)%
say Win three times %actor.name%, and ask me again.
wait 1 s
say Just say start if you want to play.
give journal %actor.name%
drop journal
else
wait 1 s
say I see... it looks like you are giving me something, but in fact you want me to give to you.
wait 1 s
chuckle
wait 1 s
say I have already carved words... yes many words, but no one will see.
wait 2 s
say An interesting game you are playing %actor.name%...
wait 2 s
emote gets out three cups and a ball.
wait 1 s
say Play with me for a while... win three times, and I shall add to your book.
wait 2 s
say Just say start when you are ready.
set zn118_knifestart 1
remote zn118_knifestart %actor.id%
give journal %actor.name%
drop journal
end
else
wait 1 s
say I don't think this is meant for me.
give %object.name.car% %actor.name%
drop %object.name.car%
end
~
#11863
(33) Ruth quest~
0 j 100
~
if %object.vnum%==11856 || %object.vnum%==11857 || %object.vnum%==11858
if %actor.varexists(zn118_ruthquest)%
set zn118_%object.vnum% 1
remote zn118_%object.vnum% %actor.id%
wait 1 s
say Thank you %actor.name%, this is one of the creatures dead.
%purge% corpse
if %actor.varexists(zn118_11856)%
if %actor.varexists(zn118_11857)%
if %actor.varexists(zn118_11858)%
rdelete zn118_11856 %actor.id%
rdelete zn118_11857 %actor.id%
rdelete zn118_11858 %actor.id%
rdelete zn118_ruthquest %actor.id%
set zn118_ruthsecond 1
remote zn118_ruthsecond %actor.id%
end
end
end
if %actor.varexists(zn118_ruthsecond)%
rdelete zn118_ruthsecond %actor.id%
set zn118_ruthpearl 1
remote zn118_ruthpearl %actor.id%
wait 1 s
say Ah, thank you so much %actor.name%. You have killed the three creatures I spoke of...
wait 3 s
say I am afraid I must ask for one last thing...
wait 2 s
say Ridley will be grateful to you for your help here, it is within your power to ask something of her.
wait 4 s
say She holds one of the darkest secrets of this place.
wait 2 s
say Ask her about it and she will likely give it to you... you see, she knows only how to hide things, not to destroy.
wait 6 s
say Bring it to me, and I shall rid us of its haunting.
wait 2 s
say Do this last thing, and I shall ask no more.
end
else
wait 1 s
say I don't think this is meant for me.
give %object.name.car% %actor.name%
drop %object.name.car%
end
elseif %object.vnum%== 11859
if %actor.varexists(zn118_ruthpearl)%
rdelete zn118_ruthpearl %actor.id%
set zn118_ruthwrite 1
say Thank you %actor.name%, give me your journal and I shall write.
%purge% pearl
remote zn118_ruthwrite %actor.id%
else
wait 1 s
say I don't think this is meant for me.
give %object.name.car% %actor.name%
drop %object.name.car%
end
elseif %object.vnum% == 11807
if %actor.varexists(zn118_ruthwrite)%
wait 1 s
say I have asked a lot of you, %actor.name%. All I have in return are my words.
wait 3 s
emote scrawls something carefully into the journal.
wait 2 s
say What you are doing will shake the foundations of this place.
wait 2 s
nop %actor.exp(10000)%
give journal %actor.name%
drop journal
rdelete zn118_ruthwrite %actor.id%
set zn118_ruthdone 1
remote zn118_ruthdone %actor.id%
elseif %actor.varexists(zn118_ruthdone)%
wait 1 s
say I have already written in that for you %actor.name%.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_ruthquest)%
wait 1 s
say I have not yet all of the things I asked for.
wait 1 s
if %actor.varexists(zn118_11856)%
say I have the fish.
else
say I am missing the fish.
end
if %actor.varexists(zn118_11857)%
say I have the bird.
else
say I am missing the bird.
end
if %actor.varexists(zn118_11858)%
say I have the toad.
else
say I am missing the toad.
end
wait 1 s
give journal %actor.name%
drop journal
give %object.name.car% %actor.name%
drop %object.name.car%
elseif %actor.varexists(zn118_ruthpearl)%
wait 1 s
say Only one last thing I need from you, %actor.name%.
wait 1 s
say The secret Ridley holds.
wait 1 s
say Ask her about it, and she will no doubt give it to you.
give %object.name.car% %actor.name%
drop %object.name.car%
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_ruthwrite)%
wait 1 s
say You have given me all I asked for...
wait 1 s
say Now all I need is the journal to complete my part of the bargain.
wait 1 s
give %object.name.car% %actor.name%
drop %object.name.car%
else
wait 1 s
emote stares wide-eyed at the journal.
wait 1 s
say So you are the one Ridley spoke of!
wait 2 s
I am the one that came after her... she conceals, and I destroy.
wait 2 s
say She had the power to heal us then, but now, now it is my time.
wait 3 s
say Bring me three of her monster's corpses, and I will add my part to this quest.
wait 4 s
say A bird... a white bird, a fish, and a toad they are. Lurking in each of the three parts of this house.
wait 5 s
say Bring me their carcasses %actor.name%, and my words are yours.
set zn118_ruthquest 1
remote zn118_ruthquest %actor.id%
give journal %actor.name%
drop journal
end
else
wait 1 s
say I don't think this is meant for me.
give %object.name.car% %actor.name%
drop %object.name.car%
end
~
#11864
different corpses loaded~
0 f 100
~
%teleport% %self% 11800
if %self.vnum% == 11830
%at% 11895 xx118trig118xx
elseif %self.vnum% == 11831
%at% 11838 xx118trig118xx
elseif %self.vnum% == 11832
%at% 11849 xx118trig118xx
elseif %self.vnum% == 11839
%at% 11848 xx118trig118xx
end
~
#11865
obj corpses decay~
1 f 100
~
if %self.vnum% == 11870
%echo% %self.shortdesc% decays away, a few traces of dust blowing in the wind.
else
%echo% A quivering horde of maggots consumes %self.shortdesc%.
end
%purge% self
~
#11866
room obeys mob trigger~
2 c 100
xx118trig118xx~
if %actor.vnum% == 11830
%load% obj 11856
elseif %actor.vnum% == 11831
%load% obj 11857
elseif %actor.vnum% == 11832
%load% obj 11858
elseif %actor.vnum% == 11839
%load% obj 11869
end
~
#11867
(11) Ridley responds to asking~
0 c 100
a~
if %cmd% == ask
if %arg% /= Ridley
if %arg% /= secret
if %actor.varexists(zn118_ruthpearl)%
if %actor.zn118_ruthpearl% == 1
wait 1 s
emote blinks at you.
wait 1 s
say Was it Ruth who spoke to you of this?
wait 2 s
sigh
wait 1 s
say Well perhaps she is right to send you...
wait 1 s
say You have done much for us... here, take my most guarded secret.
wait 2 s
%load% obj 11859
set zn118_ruthpearl 2
remote zn118_ruthpearl %actor.id%
give pearl %actor.name%
drop pearl
else
tell %actor.name% I have already given you my secret.
end
else
tell %actor.name% I have no desire to speak of it.
end
else
return 0
end
else
return 0
end
else
return 0
end
~
#11868
(70) Hiding girl beckons~
2 g 100
~
if %direction% == west
wait 1 s
%send% %actor% You hear a shuffling sound from under the bed.
wait 1 s
%send% %actor% A child's voice whispers: Quick, crawl in here!
end
~
#11869
(70/71) crawling takes you under bed~
2 c 100
cr~
if %self.vnum% == 11870
%send% %actor% You drop to your knees and crawl under the bed.
%echoaround% %actor% %actor.name% drops to %actor.hisher% knees and crawls under the bed.
wait 1 s
%at% 11871 %echo% %actor.name% crawls under the bed.
%teleport% %actor% 11871
elseif %self.vnum% == 11871
%send% %actor% You crawl awkwardly out from under the bed.
%echoaround% %actor% %actor.name% crawls awkwardly out from under the bed.
%at% 11870 %echo% %actor.name% crawls out from under the bed.
wait 1 s
%teleport% %actor% 11870
end
%force% %actor% look
~
#11870
(34) random mumblings~
0 b 10
~
emote mumbles to herself 'He took the bread and broke it, saying: this means my body.'
~
#11871
(60) hotdog damages when eaten~
1 c 2
eat~
if %cmd.mudcommand% == eat && hotdog /= %arg%
%send% %actor% You feel an excruciating burning pain as it slides down your throat.
eval amount %actor.maxhitp%/3
if %amount% >= %actor.hitp%
eval amount %actor.hitp%+3
end
%damage% %actor% %amount%
%purge% self
else
return 0
end
~
#11872
(34) girl restores from death~
0 c 100
eat~
return 0
wait 3 s
if %cmd.mudcommand% == eat && hotdog /= %arg%
if %actor.varexists(zn118_thinquest)%
if %actor.hitp% > -3
say It is not enough to taste pain. You must taste death.
%load% obj 11860
give hotdog %actor.name%
drop hotdog
else
wait 3 s
eval %amount% %actor.maxhitp%
%damage% %actor% -9999
%send% %actor% Just as you feel your life force ebbing away, a healing power draws it back.
rdelete zn118_thinquest %actor.id%
set zn118_thinwrite 1
remote zn118_thinwrite %actor.id%
wait 1 s
smile %actor.name%
wait 1 s
say Ah, this is all the sacrifice I need %actor.name%.
wait 2 s
say Not the giving of your life, but the willingness to.
wait 2 s
say See, here now I am also willing.
wait 1 s
say Give me the journal, and I shall write...
end
end
end
~
#11873
(34) emaciated quest~
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_thindone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_thinwrite)%
wait 2 s
emote dips a finger in her glass of wine, dragging it over the pages of the journal.
wait 2 s
wait 1 s
%load% obj 11862
say A gift...
wait 1 s
give egg %actor.name%
drop egg
wait 1 s
say Look after it... my only child.
wait 1 s
say It is done.
nop %actor.exp(10000)%
give journal %actor.name%
drop journal
rdelete zn118_thinwrite %actor.id%
set zn118_thindone 1
remote zn118_thindone %actor.id%
else
wait 1 s
say Ah, another who would seek something of me.
wait 2 s
say I have already lost more than I ever chose to give.
wait 2 s
say All but my life has departed from me... the final unmade sacrifice.
wait 3 s
say Make this sacrifice %actor.name%?
wait 2 s
say Give up your life for the truth?
wait 1 s
%load% obj 11860
say Taste of the same poison as I have, and it shall be done.
wait 1 s
give hotdog %actor.name%
drop hotdog
wait 1 s
give journal %actor.name%
drop journal
set zn118_thinquest 1
remote zn118_thinquest %actor.id%
end
else
wait 1 s
say I don't think this is meant for me.
drop %object.name.car%
end
~
#11874
(35) mute quest~
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_mutedone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_mutewrite)%
rdelete zn118_mutewrite %actor.id%
set zn118_mutedone 1
remote zn118_mutedone %actor.id%
wait 1 s
wait 1 s
emote opens her mouth, words spilling out like tongues of fire into the pages of the journal.
wait 3 s
give journal %actor.name%
drop journal
else
wait 1 s
emote looks sadly at the journal as she runs her finger down the pages.
wait 2 s
emote looks back at you, gesturing toward her mouth as if there is something about her she wants you to see.
wait 3 s
emote closes the journal, looking hopefully into your eyes.
wait 1 s
give journal %actor.name%
drop journal
end
else
wait 1 s
say I don't think this is meant for me.
drop %object.name.car%
end
~
#11875
(35) cut command allows speaking~
0 c 100
cut~
if %actor.has_item(11835)%
%send% %actor% Using the sword of words you slice at the metal stitching in the silent girl's mouth.
wait 4 s
%send% %actor% The sword does not cut the stitching, but they begin to glow a bright blue.
wait 3 s
smile %actor.name%
wait 1 s
say Thank you so much.
wait 2 s
say I will never be free of these bonds, but you have loosed me from their evil.
wait 3 s
say Give me the journal and I shall add my voice to it.
set zn118_mutewrite 1
remote zn118_mutewrite %actor.id%
else
%send% %actor% You have nothing powerful enough to cut through this magic.
end
~
#11876
(36) angry girl talks while fighting~
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_angrydone)%
wait 1 s
say I already wrote in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_angryquest)%
wait 1 s
say Please %actor.name%, I only want a hug... just a hug.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_angrywrite)%
wait 1 s
say I'm sorry I attacked you, let me make it up with words.
wait 2 s
emote scrawls something carefully into the journal.
wait 1 s
rdelete zn118_angrywrite %actor.id%
set zn118_angrydone 1
remote zn118_angrydone %actor.id%
give journal %actor.name%
drop journal
else
wait 1 s
give journal %actor.name%
drop journal
emote screams: I don't want anything from you!
wait 1 s
say What are you doing here?!
wait 8 s
if %actor.fighting% == %self%
say I hate you!
wait 8 s
if %actor.fighting% == %self%
emote begins to look tired.
wait 8 s
if %actor.fighting% == %self%
emote starts to cry.
wait 8 s
if %actor.fighting% == %self%
emote begins hitting you more weakly as she wears herself out.
wait 8 s
if %actor.fighting% == %self%
emote dissolves into tears as her attack lessens.
wait 8 s
if %actor.fighting% == %self%
say I can't do this any more!
wait 2 s
if %actor.fighting% == %self%
say I'm sorry... lets make it up...
wait 1 s
if %actor.fighting% == %self%
say Please give me a hug?
set zn118_angryquest 1
remote zn118_angryquest %actor.id%
%load% mob 11836
%purge% %self%
end
end
end
end
end
end
end
end
end
else
wait 1 s
say I don't want that.
drop %object.name.car%
end
~
#11877
(36) angry girl attacks~
0 gh 100
~
if !%actor.varexists(zn118_angrydone)%
if !%actor.varexists(zn118_angryquest)%
wait 1 s
emote screams loudly!
wait 1 s
kill %actor.name%
end
end
~
#11878
(36) hug for angry girl~
0 c 100
hu~
return 0
if %self.alias% /= %arg%
if %actor.varexists(zn118_angryquest)%
rdelete zn118_angryquest %actor.id%
set zn118_angrywrite 1
remote zn118_angrywrite %actor.id%
wait 1 s
smile %actor.name%
wait 1 s
say You are not as bad as I thought you were.
wait 2 s
say Let me see that journal?
elseif %actor.varexists(zn118_angrywrite)%
wait 1 s
say Thank you %actor.name%, let me see your journal?
else
emote screams loudly.
end
end
~
#11879
(37) serpent loads tongue on death~
0 f 100
~
emote writhes in anguish as it collapses... a spiral of steam hissing from its crumpled body.
%load% obj 11863
~
#11880
(62) egg hatches into serpent~
1 f 100
~
%echo% %self.shortdesc% wriggles suddenly.
wait 5 s
%echo% %self.shortdesc% cracks loudly into two pieces and dissolves... releasing a serpent onto the ground.
%load% mob 11837
%purge% self
~
#11881
(65) pines burn into page~
1 f 100
~
%echo% %self.shortdesc% suddenly crackles and disintegrates into a dark page.
%load% obj 11866
%purge% self
~
#11882
(65) pines send burning messages~
1 b 50
~
%echo% %self.shortdesc% crackles and burns, slowly growing blacker.
~
#11883
(61) pines can be burned with candle~
1 c 7
burn~
if %cmd% == burn
if %self.name% /= %arg%
if %actor.has_item(11867)%
%send% %actor% You set fire to the pines with the candle.
%echoaround% %actor% %actor.name% sets fire to the pines with %actor.hisher% candle.
%load% obj 11865
%purge% self
else
%send% %actor% You need something to burn it with.
end
else
return 0
end
else
return 0
end
~
#11884
(38) scarred quest~
0 j 100
~
if %object.vnum%==11866
if %actor.varexists(zn118_scarredquest)%
eval number %actor.zn118_scarredquest% + 1
set zn118_scarredquest %number%
remote zn118_scarredquest %actor.id%
wait 1 s
if %actor.zn118_scarredquest% >= 6
say Thank you %actor.name%, this is the last of the pages.
wait 2 s
say I can finally make my book.
%purge% page
wait 1 s
say Now come, let me write in yours...
rdelete zn118_scarredquest %actor.id%
set zn118_scarredwrite 1
remote zn118_scarredwrite %actor.id%
else
say Thank you %actor.name%, this is one of the pages.. though more yet exist.
%purge% page
end
else
wait 1 s
say I don't think I asked you for this.
give page %actor.name%
drop page
end
elseif %object.vnum% == 11807
if %actor.varexists(zn118_scarredwrite)%
wait 1 s
emote sinks deep into thought.
wait 3 s
emote writes a few words in the journal.
wait 2 s
say My book tells only my story, yours tells all of ours... when the story is told, the voices need not remain.
wait 2 s
nop %actor.exp(10000)%
give journal %actor.name%
drop journal
rdelete zn118_scarredwrite %actor.id%
set zn118_scarreddone 1
remote zn118_scarreddone %actor.id%
wait 1 s
%load% obj 11868
say Do me one more favor?
wait 1 s
give book %actor.name%
drop book
wait 1 s
say Put my book away somewhere? I cannot enter the house... but it belongs there.
wait 2 s
smile %actor.name%
elseif %actor.varexists(zn118_scarreddone)%
wait 1 s
say I have already written in that for you %actor.name%.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_scarredquest)%
wait 1 s
say I do not have all the pages of my book yet.
wait 1 s
give journal %actor.name%
drop journal
give %object.name.car% %actor.name%
drop %object.name.car%
else
wait 1 s
emote blinks at the journal.
wait 1 s
say Ah you are writing a story? Our story?
wait 1 s
emote smiles wistfully.
wait 1 s
say I had a story... a secret one, but the pines came and choked it away.
wait 3 s
say I do not want them in my garden!
wait 1 s
say Please %actor.name%, burn them all down!
wait 1 s
%load% obj 11867
give candle %actor.name%
drop candle
wait 1 s
say You will find the pages amongst their ashes.
wait 1 s
say I must have my own story back before I can add to this.
give journal %actor.name%
drop journal
set zn118_scarredquest 1
remote zn118_scarredquest %actor.id%
end
else
wait 1 s
say I don't think this is meant for me.
give %object.name.car% %actor.name%
drop %object.name.car%
end
~
#11891
(07) journal entries~
1 c 3
read~
if %self.name% /= %arg%
if %actor.varexists(zn118_crayondone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
%send% %actor% . I drew you the pictures, if only you'd see,
%send% %actor% . crayons instead of a voice.
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
if %actor.varexists(zn118_birddone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
%send% %actor% . I showed you with games I should never have played,
%send% %actor% . obedience rather than choice.
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
%send% %actor% .
if %actor.varexists(zn118_ridleydone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
%send% %actor% . Riddles to speak what couldn't be said
%send% %actor% . uncover the truth within
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
if %actor.varexists(zn118_knifedone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
%send% %actor% . I painted you answers enough for the whys -
%send% %actor% . scarlet, on a canvas of skin.
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
%send% %actor% .
if %actor.varexists(zn118_tunneldone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
%send% %actor% . The mind offers the chance for desperate escapes,
%send% %actor% . any place other than here.
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
if %actor.varexists(zn118_ruthdone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
%send% %actor% . Dark places become my mother's arms,
%send% %actor% . secret comfort in times of fear.
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
%send% %actor% .
if %actor.varexists(zn118_thindone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
%send% %actor% . Surrender means giving up all that you are,
%send% %actor% . forfeit if you cannot pay.
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
if %actor.varexists(zn118_mutedone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
%send% %actor% . Silence is screaming its rage to the void,
%send% %actor% . run inside if you can't run away.
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
%send% %actor% .
if %actor.varexists(zn118_runningdone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
%send% %actor% . I showed you with actions,
%send% %actor% . and with words between words.
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
if %actor.varexists(zn118_angrydone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
%send% %actor% . I lashed out and fought you,
%send% %actor% . as a creature that hurts.
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
%send% %actor% .
if %actor.varexists(zn118_blinddone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
%send% %actor% . How to show you a monster where you saw a man?
%send% %actor% . Tell you I hated the one that you loved?
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
if %actor.varexists(zn118_weepingdone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
%send% %actor% . How to deny whose eyes I see in the mirror?
%send% %actor% . Disown what I'm bound to with blood.
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
%send% %actor% .
if %actor.varexists(zn118_scarreddone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
%send% %actor% . Ah time, the great healer, will pale the scars,
%send% %actor% . my book sealed and returned to its shelf.
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
if %actor.varexists(zn118_gravedone)%
%send% %actor% . The ghosts shall be buried, I choose to forget,
%send% %actor% . and learn to forgive myself.
else
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
end
%send% %actor% .
else
return 0
end
~
#11892
(69) corpse can be buried~
1 c 7
bury~
if %arg% == corpse
%send% %actor% You carefully pile a mound over %self.shortdesc%.
%echoaround% %actor% %actor.name% carefully piles a mound over %self.shortdesc%
if %actor.varexists(zn118_gravequest)%
rdelete zn118_gravequest %actor.id%
set zn118_gravedone 1
remote zn118_gravedone %actor.id%
wait 2 s
%send% %actor% You feel a slight chill against your shoulder as the air stirs.
wait 3 s
%send% %actor% The journal seems to open itself, the pages crinkling as they turn.
wait 3 s
%send% %actor% A cool breath wafts over the last page, condensing into frosty writing.
wait 3 s
%send% %actor% The wind whispers against your ear: It is done.
wait 3 s
%send% %actor% Suddenly you feel the surroundings blur around you... and fade away.
%at% 11802 %echo% A young woman wanders into the shop.
%at% 11802 %load% mob 11840
%teleport% %actor% 11802
wait 1 s
%force% %actor% look
%echoaround% %actor% %actor.name% emerges from a shadowy place in the shop.
%force% %actor% xxtrigxx
%purge% self
end
else
%send% %actor% Bury what?
end
~
#11893
(40) final quest~
0 c 100
xxtrigxx~
wait 9 s
smile %actor.name%
wait 3 s
if %actor.has_item(11807)%
tell %actor.name% Ah! I have been looking for a journal...
wait 3 s
tell %actor.name% In fact, the very journal you are carrying now.
wait 3 s
%send% %actor% %self.name% removes an amulet from around her neck.
wait 3 s
tell %actor.name% This amulet can take you to a place of safety... in times of need.
wait 4 s
tell %actor.name% My use for it is over. I will pass it to you gladly, if you will return to me my journal.
end
~
#11894
(71) bloodstone amulet focus~
1 c 1
focus~
%send% %actor% You wrap your fingers around the bloodstone amulet and focus deeply.
%echoaround% %actor% %actor.name% wraps %actor.hisher% fingers around %actor.hisher% bloodstone amulet and closes %actor.hisher% eyes in concentration.
if %self.timer% == 0
eval zn118_focus_return %self.room.vnum%
remote zn118_focus_return %actor.id%
wait 2 s
%send% %actor% The amulet glows brightly, heating in your grasp and flickering with wisps of magic.
%echoaround% %actor% The amulet glows brightly, flickering with wisps of magic as %actor.name% grasps it.
wait 2 s
%send% %actor% The amulet amplifies your focus, letting you retreat deep inside your mind.
%echoaround% %actor% %actor.name% starts to fade, %actor.hisher% physical body flickering away.
%teleport% %actor% 11896
%force% %actor% xxfocushealxx
otimer 20
else
wait 2 s
%send% %actor% Alas, the bloodstone stays cold, not yet fully recharged.
end
~
#11895
(40) woman exchanges amulet for journal~
0 j 100
~
if %object.vnum% == 11807
%purge% journal
wait 1 s
smile %actor.name%
wait 2 s
tell %actor.name% Thank you so much.
wait 2 s
%load% obj 11871 %actor% inv
%send% %actor% %self.name% gives you a fiery bloodstone amulet.
wait 3 s
tell %actor.name% You need only 'focus' to call on its powers, and 'awaken' whenever you wish to return.
wait 4 s
tell %actor.name% Using it will zap it of strength for a while, but its powers will return.
wait 4 s
tell %actor.name% Thank you... for everything.
wait 2 s
%echo% %self.name% leaves west.
%teleport% %self% 11800
rem all
drop all
%purge%
%purge% %self%
else
wait 1 s
say I don't think this is meant for me.
give %object.name.car% %actor.name%
drop %object.name.car%
end
~
#11896
(05) humming bird purges after while~
0 n 100
~
wait 20 s
%echo% %self.name% finds an open window and flies away.
%purge% %self%
~
#11897
(33/62/65) sets timer on load~
1 n 100
~
wait 2 s
if %self.vnum% == 11862
otimer 3
elseif %self.vnum% == 11865
otimer 1
elseif %self.vnum% == 11833
otimer 1
end
~
#11898
(56,57,58,69,70) otimer set~
1 n 100
~
otimer 3
~
#11899
(96) focus room heals~
2 c 100
xxfocushealxx~
if %cmd% == xxfocushealxx
eval amount %actor.maxhitp%
%damage% %actor% -%amount%
dg_cast 'cure blind' %actor%
dg_cast 'remove curse' %actor%
dg_cast 'remove poison' %actor%
%send% %actor% Your soul feels cleansed and refreshed.
else
return 0
end
~
$~