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526 lines
11 KiB
Text
526 lines
11 KiB
Text
#23600
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Cleric Fight Spec - 23621~
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0 k 35
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~
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* select the spell
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eval spellnr %random.4%
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if %spellnr%==1
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dg_cast 'harm' %actor%
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elseif %spellnr%==2
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dg_cast 'curse' %actor%
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elseif %spellnr%==3
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dg_cast 'call lightning' %actor%
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else
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dg_cast 'blindness' %actor%
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end
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~
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#23601
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Healing Fountain - NOT ATTACHED~
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0 e 100
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drink~
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if %actor.hitp% * 3 < %actor.maxhitp%
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%damage% %actor% -4
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end
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~
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#23602
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Room Command Secret Door - 23667~
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2 c 100
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pull~
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if tapestries /= %arg%
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%send% %actor% You pull the tapestries down, and reveal a secret vault!
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%echoaround% %actor% As %actor.name% pulls the tapestries down a secret vault is revealed.
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%door% 23667 east flags abcd
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%door% 23667 east key 23634
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%door% 23667 east name vault
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%door% 23667 east room 23668
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else
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%send% %actor% Pull what ?!
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end
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~
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#23603
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Remove Secret Door - 23667~
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2 af 100
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~
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if %self.east%
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%door% 23667 east purge 0
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%echo% As if by magic all the tapestries rise to their previous positions.
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end
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~
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#23604
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Equip Hammer Dwarf - 23604~
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0 an 50
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~
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%load% obj 23637
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wield hammer
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~
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#23605
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Foreman Walkabout - 23628~
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0 ab 40
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~
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eval inroom %self.room%
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if %inroom.vnum% == 23653
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set foreman_leaving 1
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global foreman_leaving
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end
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if %inroom.vnum% == 23664
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set foreman_leaving 0
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global foreman_leaving
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end
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if %foreman_leaving%
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switch %inroom.vnum%
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* start room 23653
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case 23653
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open door
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wait 1
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east
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wait 1
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close door
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break
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case 23630
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case 23662
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case 23629
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case 23628
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case 23641
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case 23642
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case 23635
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case 23614
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case 23646
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east
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break
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case 23644
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case 23660
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case 23649
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case 23650
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case 23617
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case 23619
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case 23620
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case 23666
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case 23632
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case 23645
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case 23663
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west
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break
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case 23655
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* at the entrance to the court.
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open granite
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wait 4
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west
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wait 4
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close granite
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break
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case 23648
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open marble
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wait 4
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west
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wait 4
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close marble
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break
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case 23643
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case 23637
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case 23631
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case 23623
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case 23618
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case 23667
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case 23634
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case 23626
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north
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break
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case 23661
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case 23627
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case 23633
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case 23640
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case 23647
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case 23654
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case 23621
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case 23669
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case 23652
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south
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break
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default
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say I don't think I've ever been to this side of the city before...
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wait 6
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say I'd better go home.
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wait 6
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emote pulls a small scroll from a hidden pocket and quickly recites it.
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emote disappears in a puff of smoke.
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mgoto 23653
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break
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done
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else
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switch %inroom.vnum%
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case 23661
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case 23648
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case 23649
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case 23643
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case 23618
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case 23617
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case 23619
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case 23662
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case 23629
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case 23628
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case 23641
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case 23642
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case 23635
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case 23614
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case 23646
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east
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break
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case 23660
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* leaving the court
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open granite
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wait 4
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east
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wait 4
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close granite
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break
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case 23655
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open marble
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wait 4
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east
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wait 4
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close marble
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break
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case 23631
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case 23666
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case 23632
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case 23645
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west
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break
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case 23654
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* entering tool shed
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open door
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wait 1
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west
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wait 1
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close door
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break
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case 23663
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case 23620
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case 23627
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case 23633
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case 23640
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case 23647
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case 23667
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case 23634
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case 23626
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north
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break
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case 23650
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case 23644
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case 23637
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case 23630
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case 23623
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case 23621
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case 23669
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case 23652
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south
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break
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case 23664
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say I'm pleased to say that productivity is at the maximum...
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wait 3 s
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say I'll be on my way..
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wait 3 s
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east
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break
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default
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say I don't think I've ever been to this side of the city before...
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wait 6
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say I'd better go home.
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wait 6
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emote pulls a small scroll from a hidden pocket and quickly recites it.
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emote disappears in a puff of smoke.
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mgoto 23653
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break
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done
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end
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~
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#23606
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Mine Crane - 23674~
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2 c 100
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enter~
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* funtions
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set passup %echoaround% %actor% %actor.name% passes you in a basket, going up.
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set passdown %echoaround% %actor% %actor.name% passes you in a basket, going down.
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set look wforce %actor% look
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* the crane itself
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if %arg% == basket
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if %self.vnum% == 23674
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%send% %actor% As you enter the basket, the crane starts moving.
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%echoaround% %actor% As %actor.name% enters the basket it starts moving upwards.
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wait 2 s
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%teleport% %actor% 23673
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%passup%
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%look%
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%send% %actor% You lean back and relax the ride, while you are lifted out of the mine.
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wait 2 s
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%teleport% %actor% 23672
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%passup%
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%look%
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wait 2 s
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%teleport% %actor% 23671
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%passup%
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%look%
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wait 2 s
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%teleport% %actor% 23670
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%passup%
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%look%
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wait 2 s
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%teleport% %actor% 23622
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%look%
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%echoaround% %actor% %actor.name% arrives from the hole in a large basket.
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wait 2 s
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%send% %actor% Having arrived at the top level, you quickly jump out of the basket.
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%echoaround% %actor% %actor.name% quickly jumps out of the basket.
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else if %self.vnum% == 23622
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%send% %actor% As you sit in the basket, it lowers slowly into the mine.
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%echoaround% %actor% As %actor.name% enters the basket, it lowers slowly into the mine.
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wait 2 s
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%teleport% %actor% 23670
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%passdown%
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%look%
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%send% %actor% You lean back and relax the ride, while you are slowly descending the mine.
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wait 2 s
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%teleport% %actor% 23671
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%passdown%
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%look%
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wait 2 s
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%teleport% %actor% 23672
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%passdown%
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%look%
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wait 2 s
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%teleport% %actor% 23673
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%passdown%
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%look%
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wait 2 s
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%teleport% %actor% 23674
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%echoaround% %actor% %actor.name% arrives from above and quickly leaves the basket.
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%look%
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wait 2 s
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%send% %actor% Having descended into the mines, you quickly jump out of the basket.
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end
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else
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%send% %actor% Huh?!
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end
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~
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#23607
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Bad Stairs Trap - 23672~
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2 g 100
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~
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* Variable definitions
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if %direction% == up
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set todir down
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else
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set todir up
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end
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eval temp %random.6%
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switch %temp%
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case 1
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set slip foot
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set hurt hit
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set part head
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eval damage %actor.hitp% / 2
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break
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case 2
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set slip hand
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set hurt strain
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set part arm
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eval damage %actor.hitp% / 3
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break
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case 3
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set slip hand
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set hurt hit
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set part knee
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eval damage %actor.hitp% / 4
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break
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case 4
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set slip foot
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set hurt hurt
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set part leg
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eval damage %actor.hitp% / 3
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break
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default
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set slip hand
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set hurt hit
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set part other hand
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eval damage %actor.hitp% / 8
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break
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done
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* the actual trap part :
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wait 1
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%send% %actor% As you step %todir%, your %slip% slips and you %hurt% your %part%. OUCH!
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%echoaround% %actor% As %actor.name% steps %todir%, %actor.hisher% %slip% slips and %actor.heshe% %hurt%s %actor.hisher% %part%. It looks painful.
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wdamage %actor% %damage%
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~
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#23608
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Singing Miners - 23627~
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0 b 30
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~
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switch %random.6%
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case 1
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emote sings a merry song about someone named Fulbert and Beatrice.
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break
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case 2
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emote booms out loudly, 'Heigh Ho! Heigh Ho! It's home from work we go!'
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break
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case 3
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emote tries to sing falsetto, but his voice doesn't agree.
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break
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default
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sing
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break
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done
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~
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#23609
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Poisonous Spider - NOT ATTACHED~
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0 k 100
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~
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dg_cast 'poison' %actor.name%
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~
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#23610
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Bell - 23638~
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1 g 100
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~
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if %self.vnum% == 23638
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return 0
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%echoaround% %actor% As %actor.name% touches the pile of titanium, the bell rings.
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%send% %actor% As you touch the pile of titanium, the bell rings.
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wait 1
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%echo% Some miners heard the bell, and come running as fast as they possibly can.
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wait 1
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%echo% A miner has arrived.
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%load% mob 23626
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wait 2
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%echo% A miner has arrived.
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%load% mob 23626
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wait 2
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%echo% A miner has arrived.
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%load% mob 23626
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wait 2
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%echo% The bell falls to the ground.
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otransform 23639
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else
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return 1
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end
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~
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#23611
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Mad Miners - NOT ATTACHED~
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0 n 100
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~
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mkill %bad_guy%
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~
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#23612
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Lieutenant Door Bribe - M23608~
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0 m 1
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~
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* By Welcor of The Builder Academy tbamud.com 9091
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wait 1
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* The price is 400 coins to pass. Player must 'give 400 coin leader.'
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if %amount% < 400
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say Did you really think I was that cheap, %actor.name%.
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snarl
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else
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* Context saves the global with the players ID so multiple players can bribe.
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context %actor.id%
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* Set the variable to a value, 1 for YES.
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set has_bribed_guard 1
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* Global it! You can now 'stat leader' and see it listed.
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global has_bribed_guard
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whisper %actor.name% Enter when you're ready. I'll lock the door behind you.
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unlock door
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end
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~
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#23613
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Lieutenant Door Bribe 2 - M23608~
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0 r 100
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~
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* By Welcor of The Builder Academy tbamud.com 9091
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* Allows more than one instance of this trigger to run.
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context %actor.id%
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* Checks a global variable to see if this mob has been bribed. TSTAT 23612.
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if %has_bribed_guard%
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* Let the player through, he's paid.
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return 1
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* Don't bother continuing the trig, just stop it.
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halt
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end
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* If the player tries to pick the lock catch him!
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if %cmd% == pick
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* Stop them! Return 0 prevents the command from going through.
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return 0
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wait 1
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say No way, you don't fool me, %actor.name%.
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* If mob can see the player, kill him!
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if %actor.canbeseen%
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mkill %actor%
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end
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end
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~
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#23614
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Lieutenant Leave - 23608~
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0 q 100
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~
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* By Welcor of The Builder Academy tbamud.com 9091
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* If the player is trying to leave to the East.
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if %direction% == east
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context %actor.id%
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* If they have bribed let them through and forget them.
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if %has_bribed_guard%
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unset has_bribed_guard
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* Let the command go through. Halt the trig, its over.
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return 1
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halt
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end
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* They haven't paid, stop them.
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%send% %actor% You try to leave, but %self.name% stops you.
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return 0
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end
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~
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#23615
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FREE~
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2 q 100
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~
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if %direction% == east
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return 0
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%send% %actor% The door vanishes as if it was never there, and you step through.
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%echoaround% %actor% As %actor.name% steps through the doorway, the door disappears for an instant.
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%teleport% %actor% 23611
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%echoaround% %actor% %actor.name% has arrived.
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%force% %actor% look
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end
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~
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#23616
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Check for Dwarf the other way - 23611~
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2 c 100
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w~
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if %cmd.mudcommand% == west
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if %actor.race%==dwarf
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%send% %actor% The door vanishes as if it was never there, and you step through.
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%echoaround% %actor% As %actor.name% steps through the doorway, the door disappears for an instant.
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%teleport% %actor% 23610
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%echoaround% %actor% %actor.name% has arrived.
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%force% %actor% look
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return 1
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else
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return 0
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end
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end
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~
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#23617
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Near Death Trap Fall - 12684~
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2 g 100
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~
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* Near Death Trap stuns actor
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wait 5 sec
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eval stunned %actor.hitp%
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%damage% %actor% %stunned%
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wait 5 sec
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%send% %actor% The Gods allow your puny existence to continue.
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~
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$~
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