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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
866 lines
20 KiB
Text
866 lines
20 KiB
Text
#300
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Camille Greet for Quest - 300~
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0 g 100
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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if %actor.is_pc%
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wait 1 sec
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if %actor.varexists(3_napalm_complete)%
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say Welcome back %actor.name% did you have fun with that liquid fire?
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grin
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halt
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elseif %actor.varexists(3_napalm_search)%
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say Do you have the items?
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wait 1 sec
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if !%actor.varexists(3_naphthalene)%
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say Maybe you can look in the warriors quarter for the Naphthalene.
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halt
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end
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if !%actor.varexists(3_palmatite)%
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say Maybe you can look in the thieves quarter for the Palmatite.
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halt
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end
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if !%actor.varexists(3_napalm_jug)%
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say I believe the wellmaster should have something of clay that will work as a container.
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end
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else
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say Good day %actor.name%.
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wait 1 sec
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emote looks around suspiciously.
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wait 1 sec
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say close that door.
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wait 4 sec
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say I've been working on something new. But, I need some help acquiring a few ingredients.
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wait 1 sec
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say people aren't very friendly towards me since the last fire.
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emote looks down into the cauldron lost in thought with a grimace on her face.
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wait 3 sec
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say But I have perfected it this time, don't listen to what they say.
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wait 1 sec
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say Bring me some Naphthalene, Palmitite and a proper container. I will give you a sampling of my liquid fire as payment.
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set 3_napalm_search 1
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remote 3_napalm_search %actor.id%
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end
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end
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~
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#301
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Mob Memory - test trigger~
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0 o 100
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~
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* assign this to a mob, force the mob to mremember you, then enter the
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* room the mob is in while visible (not via goto)
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say I remember you, %actor.name%!
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~
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#302
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Mob Greet direction~
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0 g 20
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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if %actor.is_pc%
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wait 1 sec
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if %direction% == none
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* if the character popped in (word of recall) this will be hit
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say Where did YOU come from, %actor.name%?
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else
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say Hello, %actor.name%, how are things to the %direction%?
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end
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end
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~
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#303
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Obj Get Example - Good Cleric Only~
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1 g 100
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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* Only allow Cleric's with a good align to get this item.
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if %actor.class% != cleric || %actor.align% < 350
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return 0
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%send% %actor% You are not worthy to wield me.
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%echoaround% %actor% %actor.name% tries to pick up %self.shortdesc% and fails.
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end
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~
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#304
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Room Command - Look at Painting~
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2 c 100
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l~
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* By Rumble of The Builder Academy tbamud.com 9091
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if %cmd.mudcommand% == look && painting /= %arg%
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%send% %actor% As you stare at the painting the figures seem to start moving and acting out the scenes they portray.
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%echoaround% %actor% %actor.name% stares at one of the paintings. A strange look coming over %actor.hisher% face.
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else
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* If it doesn't match let the command continue. Without a return 0 a player
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* will not be able to "look" at anything else.
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return 0
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end
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~
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#305
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Mob Greet Clothing Check~
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0 g 100
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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if %actor.is_pc%
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wait 1 sec
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if %actor.eq(*)%
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eval worn_about %actor.eq(about)%
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if %worn_about.vnum% == 326
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look %actor.name%
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smile
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else
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say You always bathe in your clothes?
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eyebrow
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end
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else
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say at least get a towel, I don't want to see that.
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end
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end
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~
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#306
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Room Entry - sneak check~
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2 g 25
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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if %actor.is_pc%
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if %actor.skill(sneak)% > 50
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%send% %actor% You walk into the room, not waking any of the clerics.
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else
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%send% %actor% Your entry into the room wakes a few of the clerics.
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%load% mob 340
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end
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end
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~
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#307
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Obj Remove - %transform% test~
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1 jl 7
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test~
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* test of object transformation (and remove trigger)
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* test is designed for objects 3020 and 3021
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* assign the trigger then wear/remove the item
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* repeatedly.
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%echo% Beginning object transform.
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if %self.vnum% == 3020
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%transform% 3021
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else
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%transform% 3020
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end
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%echo% Transform complete.
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~
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#308
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Room Command - makeuid and remote testing~
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2 c 100
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test~
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* makeuid test ---- assuming your MOBOBJ_ID_BASE is 200000,
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* this will display the names of the first 10 mobs loaded on your MUD,
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* if they are still around.
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eval counter 0
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while (%counter% < 10)
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makeuid mob 200000+%counter%
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%echo% #%counter% %mob.id% %mob.name%
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eval counter %counter% + 1
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done
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%echoaround% %actor% %actor.name% cannot see this line.
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*
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*
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* this will also serve as a test of getting a remote mob's globals.
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* we know that puff, when initially loaded, is id 200000. We'll use remote
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* to give her a global, then %mob.globalname% to read it.
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makeuid mob 200000
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set globalname 12345
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remote globalname %mob.id%
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%echo% %mob.name%'s "globalname" value is %mob.globalname%
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~
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#309
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Mob Greet - %transform% test~
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0 g 100
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~
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* %transform% test
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* as a greet trigger, entering the room will cause
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* the mob this is attached to, to toggle between mob 1 and 99.
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%echo% Beginning transform.
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if %self.vnum%==1
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%transform% -99
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else
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%transform% -1
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end
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%echo% Transform complete.
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~
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#310
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Mob Speech - attach test~
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0 d 100
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attach~
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attach 9 %self.id%
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~
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#311
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Mob Speech - detach test~
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0 d 100
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detach~
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detach 9 %self.id%
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~
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#312
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Mob Command - spellcasting test~
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0 c 100
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kill~
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* This command trigger will disallow anyone from trying to
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* use the kill command, and will toss a magic missile at them
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* for trying.
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dg_cast 'magic missile' %actor%
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return 0
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~
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#313
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Obj Wear 12 - Staff of Sanctum~
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1 j 100
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~
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if %actor.level% < 30
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return 0
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%send% %actor% The Staff of Sanctum whispers: I will not serve you!
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%echoaround% %actor% The Staff of Sanctum exclaims: 'I will not serve
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those without honor.'
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%purge% self
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else
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wait 1s
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%send% %actor% The Staff of Sanctum whispers: I was made to serve,
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great one!
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%echoaround% %actor% The Staff of Sanctus exclaims: 'I will serve you
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honorable one.'
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end
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~
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#314
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Room Command - Anti-quit~
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2 c 100
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quit~
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%send% %actor% Powerful forces keep you here.
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~
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#315
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Obj Command - No quit~
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1 c 3
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q~
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if %cmd.mudcommand% == quit
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%send% %actor% Divine forces prevent you from doing that.
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else
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return 0
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end
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~
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#316
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Mob Fight - generic poison~
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0 k 10
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~
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dg_cast 'poison' %actor%
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~
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#317
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Mob Fight - generic chill touch~
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0 k 10
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~
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dg_cast 'chill touch' %actor%
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~
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#318
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Mob Fight - generic heal self~
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0 k 10
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~
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dg_cast 'heal'
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~
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#319
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Mob Fight - generic dispel evil~
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0 k 10
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~
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dg_cast 'dispel evil' %actor%
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~
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#320
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Mob Fight - generic disarm~
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0 k 10
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~
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disarm %actor%
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~
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#321
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Mob Fight - generic lightning bolt~
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0 k 10
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~
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dg_cast 'lightning bolt' %actor%
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~
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#322
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Mob Fight - generic kick~
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0 k 30
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~
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* By Fizban of The Builder Academy tbamud.com 9091
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* Mimics the kick skill.
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eval percent ((10 - (%actor.armor% / 10)) * 2) + %random.101%
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if %percent% > %actor.skill(kick)%
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nop %actor.pos(sitting)%
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eval dam %self.level% / 2
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%damage% %actor% %dam%
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%send% %self% Your boots need polishing again -- blood all over them...
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%send% %actor% %self.name% wipes %self.hisher% boots in your face!
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%echoaround% %actor% %self.name% wipes %self.hisher% boots in the face of %actor.name%!
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end
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~
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#323
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Mob Fight - generic bash~
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0 k 10
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~
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bash %actor%
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~
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#324
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Mob Fight - generic curse~
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0 k 10
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~
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dg_cast 'curse' %actor%
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~
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#325
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Mob Fight - generic dispel good~
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0 k 10
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~
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dg_cast 'dispel good' %actor%
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~
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#326
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Mob Fight - generic burning hands~
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0 k 10
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~
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dg_cast 'burning hands' %actor%
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~
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#327
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Mob Fight - generic call lightning~
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0 k 10
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~
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dg_cast 'call lightning' %actor%
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~
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#328
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Mob Fight - generic earthquake~
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0 k 10
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~
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dg_cast 'earthquake'
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~
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#329
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Mob Fight - generic silence~
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0 k 10
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~
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dg_cast 'silence' %actor%
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~
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#330
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Mob Speech - Hunt Example~
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0 d 100
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hunt~
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* By Welcor
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if %speech.car% != hunt
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return 0
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halt
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end
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eval target %speech.cdr%
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if !%target% || %target% == hunt
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return 0
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halt
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end
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if %actor.gold% < 4000
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tell %actor.name% You cannot afford my services - go away!
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halt
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end
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nop %actor.gold(-4000)%
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mhunt %target%
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tell %actor.name% I'll charge you 4000 gold for that. I'll hunt %target% as long as I can.
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~
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#331
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Obj Timer - Spoil meat~
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1 f 100
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~
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%transform% 131
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~
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#332
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Room Drop - Dg_cast for dropping objects by cost~
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2 h 100
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~
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%%send%% %actor% As you drop the %object.shortdesc%, a loud humming starts to come from the walls.
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wait 1
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eval worth %object.cost% / 100
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switch %worth%
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case 0
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%send% %actor% Your offering was NOT sufficient.
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dg_cast 'magic missile' %actor%
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break
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case 1
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%send% %actor% Your offering was just sufficient.
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dg_cast 'cure light' %actor%
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dg_cast 'clot minor' %actor%
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%purge% %object%
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break
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case 2
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%send% %actor% Your offering was sufficient.
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dg_cast 'refresh' %actor%
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%purge% %object%
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break
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default
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%send% %actor% Your offering was as it must be.
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dg_cast 'invisibility' %actor%
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%purge% %object%
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break
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done
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~
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#333
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Obj Command - Cast spell when eating.~
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1 c 2
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eat~
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return 0
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wait 2
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if %self.carried_by% == 0
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switch %self.vnum%
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case 201
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%damage% %actor% -10
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break
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case 202
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%damage% %actor% 10
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%send% %actor% Ouch, that hurt a little!
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break
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done
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end
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~
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#334
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Room Enter actor.level test for bug~
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2 g 100
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~
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%echo% %actor.name%'s level is %actor.level%
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if %actor.level% > 30
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%echo% > 30
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else
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%echo% < 30
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end
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~
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#335
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Camille Napalm Assemble Quest - 300~
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0 j 100
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~
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if %actor.is_pc%
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wait 1 sec
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* only let players do it once.
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if %actor.varexists(3_napalm_complete)%
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say What would I want that for? Leave me alone, I have work to do.
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return 0
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halt
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end
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if %actor.varexists(3_napalm_search)%
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if %object.vnum% == 306
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set 3_naphthalene 1
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remote 3_naphthalene %actor.id%
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say Thank you! Napthalene at last!
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%purge% %object%
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elseif %object.vnum% == 307
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set 3_palmatite 1
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remote 3_palmatite %actor.id%
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say Outstanding, Palmatite! Just what I need!
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%purge% %object%
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elseif %object.vnum% == 308
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set 3_napalm_bomb 1
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remote 3_napalm_bomb %actor.id%
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say this will work well.
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%purge% %object%
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else
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say what would I want that for?
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return 0
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end
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if %actor.varexists(3_napalm_search)% && %actor.varexists(3_naphthalene)% && %actor.varexists(3_palmatite)% && %actor.varexists(3_napalm_jug)%
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say Thank you so much, here is your reward!
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%load% obj 317
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give napalm %actor.name%
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rdelete 3_napalm_search %actor.id%
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rdelete 3_naphthalene %actor.id%
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rdelete 3_palmatite %actor.id%
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rdelete 3_napalm_jug %actor.id%
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set 3_napalm_done 1
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remote 3_napalm_done %actor.id%
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end
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end
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end
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~
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#336
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Room Contents Test~
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2 b 100
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~
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%echo% Contents: %self.contents%
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~
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#337
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Napalm bomb - 317~
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1 c 2
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nap~
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if napalm /= %cmd%
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if %actor.fighting% && !%arg%
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set arg %actor.fighting%
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end
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if !%arg%
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%send% %actor% Throw it at Who?
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halt
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end
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if %arg.room% != %actor.room%
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%send% %actor% Throw it at who?
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halt
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end
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%send% %actor% You throw the napalm at %arg.name%, it strikes %arg.himher% and shatters, exploding into a ball of fire consuming %arg.himher% completely.
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%echoaround% %actor% %actor.name% throws the napalm at %arg.name%. It shatters and explodes into a ball of fire consuming %arg.himher%.
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%asound% A large explosion is heard close by.
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set stunned %arg.hitp%
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%damage% %arg% %stunned%
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wait 5 sec
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%echoaround% %arg% %arg.name% collapses to the ground as the flames die down. %arg.heshe% seems to still be alive, but barely.
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end
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~
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#338
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Horse Petshop - 203~
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0 c 100
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*~
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if %cmd.mudcommand% == list
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*
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%send% %actor%
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%send% %actor% ## Pet Cost
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%send% %actor% --------------------------------------------------------------
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%send% %actor% 1) a horse 1500
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%send% %actor% 2) a fine mare 1800
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%send% %actor% 3) a stallion 3000
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*
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elseif %cmd.mudcommand% == buy
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if %actor.gold% < 1500
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tell %actor.name% You have no money, go beg somewhere else.
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halt
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* lets not allow them to have more than one pet to keep the game balanced.
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elseif %actor.follower%
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tell %actor.name% You already have someone following you.
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halt
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end
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if horse /= %arg% || %arg% == 1
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set pet_name horse
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set pet_vnum 202
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set pet_cost 1500
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elseif fine /= %arg% || mare /= %arg% || %arg% == 2
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set pet_name mare
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set pet_vnum 204
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set pet_cost 1800
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elseif stallion /= %arg% || %arg% == 3
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set pet_name stallion
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set pet_vnum 205
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set pet_cost 3000
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else
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tell %actor.name% What? I don't have that.
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halt
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end
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*
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if %actor.gold% < %pet_cost%
|
|
tell %actor.name% You don't have enough gold for that.
|
|
else
|
|
* Need to load the mob, have it follow the player AND set the affect
|
|
* CHARM so the mob will follow the masters orders.
|
|
%load% mob %pet_vnum%
|
|
dg_affect %pet_name% charm on 999
|
|
emote opens the stable door and returns leading a horse by its reins.
|
|
tell %actor.name% here you go. Treat'em well.
|
|
%force% %pet_name% follow %actor.name%
|
|
nop %actor.gold(-%pet_cost%)%
|
|
end
|
|
elseif %cmd.mudcommand% == sell
|
|
tell %actor.name% Does it look like I buy things?
|
|
else
|
|
return 0
|
|
end
|
|
~
|
|
#380
|
|
Obj Command 82 - Teleporter Recall~
|
|
1 c 7
|
|
recall~
|
|
%send% %actor% You recall to safety.
|
|
%echoaround% %actor% %actor.name% recalls.
|
|
%teleport% %actor% 3001
|
|
%force% %actor% look
|
|
~
|
|
#394
|
|
Mob Greet - Kind Soul - 13~
|
|
0 g 100
|
|
~
|
|
if %actor.is_pc%
|
|
wait 2 sec
|
|
if !%actor.eq(light)%
|
|
say you really shouldn't be wondering these parts without a light source %actor.name%.
|
|
shake
|
|
%load% obj 200
|
|
give light %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(rfinger)% || !%actor.eq(lfinger)%
|
|
say did you lose one of your rings?
|
|
sigh
|
|
%load% obj 201
|
|
give ring %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(neck1)% || !%actor.eq(neck2)%
|
|
say you lose everything don't you?
|
|
roll
|
|
%load% obj 203
|
|
give necklace %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(body)%
|
|
say you won't get far without some body armor %actor.name%.
|
|
%load% obj 205
|
|
give body %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(head)%
|
|
say protect that noggin of yours, %actor.name%.
|
|
%load% obj 206
|
|
give helm %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(legs)%
|
|
say why do you always lose your pants %actor.name%?
|
|
%load% obj 207
|
|
give leggings %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(feet)%
|
|
say you can't go around barefoot %actor.name%.
|
|
%load% obj 208
|
|
give boots %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(hands)%
|
|
say need some gloves %actor.name%?
|
|
%load% obj 209
|
|
give gloves %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(arms)%
|
|
say you must be freezing %actor.name%.
|
|
%load% obj 210
|
|
give sleeves %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(shield)%
|
|
say you need one of these to protect yourself %actor.name%.
|
|
%load% obj 211
|
|
give shield %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(about)%
|
|
say you are going to catch a cold %actor.name%.
|
|
%load% obj 212
|
|
give cape %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(waist)%
|
|
say better use this to hold your pants up %actor.name%.
|
|
%load% obj 213
|
|
give belt %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(rwrist)% || !%actor.eq(lwrist)%
|
|
say misplace something?
|
|
smile
|
|
%load% obj 215
|
|
give wristguard %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(wield)%
|
|
say without a weapon you will be fido food %actor.name%.
|
|
%load% obj 216
|
|
give weapon %actor.name%
|
|
halt
|
|
end
|
|
if !%actor.eq(hold)%
|
|
say this might help you %actor.name%.
|
|
%load% obj 217
|
|
give staff %actor.name%
|
|
halt
|
|
end
|
|
end
|
|
~
|
|
#395
|
|
Mob Greet 9 - Eating its own stool~
|
|
0 g 100
|
|
~
|
|
if %actor.is_pc%
|
|
wait 2 sec
|
|
%echo% %self.name% sniffs a pile of steaming stool.
|
|
wait 2 sec
|
|
take stool
|
|
wait 2 sec
|
|
%echo% %self.name% devours the steaming pile of stool.
|
|
wait 3 sec
|
|
%echo% %self.name% walks around in a circle, stops, then squats.
|
|
wait 2 sec
|
|
drop stool
|
|
end
|
|
~
|
|
#396
|
|
Obj Command 81 - Paintball Shoot Blue~
|
|
1 c 2
|
|
shoot~
|
|
eval inroom %actor.room%
|
|
if (%arg.room% != %actor.room%) || (%arg.id% == %actor.id%)
|
|
%send% %actor% Shoot: Invalid Target!
|
|
halt
|
|
end
|
|
if %arg.inventory(80)%
|
|
%echoaround% %actor% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun.
|
|
%send% %actor% You blast %arg.name%.
|
|
%send% %arg% You lose!
|
|
%purge% %arg.inventory(80)%
|
|
%zoneecho% %inroom.vnum% %actor.name% shoots %arg.name%. A score for the Blue Team.
|
|
elseif %arg.inventory(81)%
|
|
%send% %actor% They are on your team!
|
|
elseif
|
|
%send% %actor% %arg.name% is not playing.
|
|
end
|
|
~
|
|
#397
|
|
Obj Command 80 - Paintball Shoot Red~
|
|
1 c 2
|
|
shoot~
|
|
eval inroom %actor.room%
|
|
if (%arg.room% != %actor.room%) || (%arg.id% == %actor.id%)
|
|
%send% %actor% Shoot: Invalid Target!
|
|
halt
|
|
end
|
|
if %arg.inventory(81)%
|
|
%echoaround% %actor% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun.
|
|
%send% %actor% You blast %arg.name%.
|
|
%send% %arg% You lose!
|
|
%purge% %arg.inventory(81)%
|
|
%zoneecho% %inroom.vnum% %actor.name% shoots %arg.name%. A score for the Red Team.
|
|
elseif %arg.inventory(80)%
|
|
%send% %actor% They are on your team!
|
|
elseif
|
|
%send% %actor% %arg.name% is not playing.
|
|
end
|
|
~
|
|
#398
|
|
Mob Act - 98 Teleporter Give~
|
|
0 e 0
|
|
has entered the game.~
|
|
if !(%actor.inventory(82)%)
|
|
wait 1s
|
|
say You are not prepared to travel these realms to their fullest.
|
|
wait 1s
|
|
say Maybe I can help you.
|
|
%load% obj 82
|
|
give teleporter %actor.name%
|
|
*could actor carry the weight?
|
|
if !%actor.inventory(82)%
|
|
drop teleporter
|
|
end
|
|
wait 2s
|
|
say With this you may teleport to areas that may not be accessible in
|
|
any other way.
|
|
wait 2 sec
|
|
say HELP AREAS
|
|
end
|
|
~
|
|
#399
|
|
Obj Command 82 - Teleporter~
|
|
1 c 3
|
|
teleport~
|
|
%send% %actor% You attempt to manipulate space and time.
|
|
%echoaround% %actor% %actor.name% attempts to manipulate space and time.
|
|
wait 1 sec
|
|
set Sanctus 100
|
|
set jade 400
|
|
set newbie 500
|
|
set sea 600
|
|
set camelot 775
|
|
set nuclear 1800
|
|
set arena 2000
|
|
set tower 2200
|
|
set Orc 4401
|
|
set monastery 4512
|
|
set ant 4600
|
|
set zodiac 5701
|
|
set graveyard 7401
|
|
set zamba 7500
|
|
set oasis 9000
|
|
set northern 10004
|
|
set south 10101
|
|
set elcardo 10604
|
|
set iuel 10701
|
|
set omega 11501
|
|
set hannah 12500
|
|
set wyvern 14000
|
|
set cardinal 17501
|
|
set circus 18700
|
|
set wester 20001
|
|
set terringham 23200
|
|
set dragon 23300
|
|
set school 23400
|
|
set mines 23500
|
|
set aldin 23600
|
|
set crystal 23800
|
|
set pass 23901
|
|
set maura 24000
|
|
set enterprise 24100
|
|
set midgaard 24200
|
|
set valley 24303
|
|
set prison 24450
|
|
set nether 24500
|
|
set yard 24700
|
|
set elven 24801
|
|
set jedi 24901
|
|
set dragonspyre 25000
|
|
set ape 25100
|
|
set Vampyre 25200
|
|
set windmill 25300
|
|
set village 25400
|
|
set shipwreck 25516
|
|
set keep 25645
|
|
set jareth 25705
|
|
set mansion 25900
|
|
set igor's 26100
|
|
set forest 26201
|
|
set banshide 26400
|
|
set ankou 26600
|
|
set vice 26728
|
|
set desert 26900
|
|
set wasteland 27000
|
|
set sundhaven 27119
|
|
set station 27300
|
|
set smurfville 27400
|
|
set sparta 27501
|
|
set shire 27700
|
|
set oceania 27800
|
|
set notre 27900
|
|
set motherboard 28000
|
|
set khanjar 28100
|
|
set kerjim 28200
|
|
set haunted 28300
|
|
set ghenna 28400
|
|
set hell 28601
|
|
set goblin 28700
|
|
set galaxy 28801
|
|
set werith's 28900
|
|
set lizard 29000
|
|
set black 29100
|
|
set kerofk 29202
|
|
set froboz 29600
|
|
set enclave 29700
|
|
set desire 29801
|
|
set ancalador 30000
|
|
set campus 30100
|
|
set bull 30401
|
|
set chessboard 30537
|
|
set castle 30700
|
|
set baron 30800
|
|
set westlawn 30900
|
|
set graye 31003
|
|
set teeth 31100
|
|
set leper 31200
|
|
if !%arg%
|
|
*they didnt type a location
|
|
set fail 1
|
|
else
|
|
*take the first word they type after the teleport command
|
|
*compare it to a variable above
|
|
eval loc %%%arg.car%%%
|
|
if !%loc%
|
|
*they typed an invalid location
|
|
set fail 1
|
|
end
|
|
end
|
|
if %fail%
|
|
%send% %actor% You fail.
|
|
%echoaround% %actor% %actor.name% fails.
|
|
halt
|
|
end
|
|
%echoaround% %actor% %actor.name% seems successful as %actor.heshe% steps into another realm.
|
|
%teleport% %actor% %loc%
|
|
%force% %actor% look
|
|
%echoaround% %actor% %actor.name% steps out of space and time.
|
|
~
|
|
$~
|