tbamud/lib/world/trg/236.trg

526 lines
11 KiB
Text

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