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1497 lines
32 KiB
Text
1497 lines
32 KiB
Text
#1100
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Weather messages for zone~
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2 b 15
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~
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switch %random.8%
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case 1
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%echo% A fiery streak of lightning pierces the stormclouds with a crash.
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break
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case 2
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%echo% The black sky swirls ominously, wind wailing as it stirs the air.
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break
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case 3
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%echo% A smattering of hail sprinkles the ground with tiny crystals of ice.
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break
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case 4
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%echo% The land is drenched with a sudden fleeting downpour of rain.
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break
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case 5
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%echo% The clouds rumble uneasily.
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break
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case 6
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%echo% A crack of thunder booms threateningly overhead.
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break
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case 7
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%echo% The wind shrieks, whipping over the land with a sudden frenzied speed.
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break
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case 8
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%echo% The land flickers like a silver flame, illuminated by flashes of lightning.
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break
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default
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%echo% Something is broken, please report.
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break
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done
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~
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#1101
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(18/09/08) Acts seen throughout hall~
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0 e 1
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*~
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eval act %arg%
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if %arg.car% != In
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if %arg.car% != At
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if %self.room.vnum% == 1108
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%at% 1118 %echo% At the eastern end - %act%
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%at% 1109 %echo% At the eastern end - %act%
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elseif %self.room.vnum% == 1109
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%at% 1118 %echo% In the central hall - %act%
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%at% 1108 %echo% In the central hall - %act%
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elseif %self.room.vnum% == 1118
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%at% 1108 %echo% At the western end - %act%
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%at% 1109 %echo% At the western end - %act%
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end
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end
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end
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~
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#1102
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(18/09/08) Speech heard throughout hall~
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2 d 1
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*~
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if %self.vnum% == 1108
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%at% 1118 %echo% At the eastern end - %actor.name% says, '%speech%'
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%at% 1109 %echo% At the eastern end - %actor.name% says, '%speech%'
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elseif %self.vnum% == 1109
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%at% 1118 %echo% In the central hall - %actor.name% says, '%speech%'
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%at% 1108 %echo% In the central hall - %actor.name% says, '%speech%'
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elseif %self.vnum% == 1118
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%at% 1108 %echo% At the western end - %actor.name% says, '%speech%'
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%at% 1109 %echo% At the western end - %actor.name% says, '%speech%'
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end
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~
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#1103
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test for Jim~
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2 c 100
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test~
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* Dex gives percent
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* 18 - 0
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* 17 - 10
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* 16 - 20
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* 15 - 30
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* 14 - 40
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* 13 - 50
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* 12 - 60
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* 11 - 70
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* 10 - 80
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* 9 - 90
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* 8 - 100
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*
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%echo% Dex is %actor.dex()%
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eval num 100 - (((%actor.dex()% + 2) - 10) * 10)
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%echo% chance is %num% percent of getting hit
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~
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#1104
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(00) Wraith reincarnates self, no corpse~
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0 f 100
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~
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%load% mob 1100
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wait 2 s
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%purge% self
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~
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#1105
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(08/09/18) can't interact with wraiths~
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0 c 100
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*~
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if %arg% /= wr || %arg% /= wra || %arg% /= wrai || %arg% /= wrait || %arg% /= wraith
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%send% %actor% %self.name% flickers out of existance briefly when you try to interact with it.
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else
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return 0
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end
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~
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#1106
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new trigger~
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1 c 1
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shoot~
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eval actor %self.worn_by%
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eval origin %actor.room.vnum%
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eval tar %arg%
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eval place %tar.room.vnum%
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eval originn %origin% + 10
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eval origins %origin% - 10
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if %place% >= %originn%
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switch n
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elseif %place% <= %origins%
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switch s
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elseif %place% > %origin%
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switch e
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elseif %place% < %origin%
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switch w
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end
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case n
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%echo% The missile fires north.
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eval next %origin% + 10
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while %next% < %place%
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%at% %next% %echo% A missile whizzes past.
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eval next %next% + 10
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done
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%at% %place% %echo% A missile hits its target.
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break
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case e
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%echo% The missile fires east.
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eval next %origin% + 1
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while %next% < %place%
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%at% %next% %echo% A missile whizzes past.
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eval next %next% + 1
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done
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%at% %place% %echo% A missile hits its target.
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break
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case s
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%echo% The missile fires south.
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eval next %origin% - 10
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while %next% > %place%
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%at% %next% %echo% A missile whizzes past.
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eval next %next% - 10
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done
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%at% %place% %echo% A missile hits its target.
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break
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case w
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%echo% The missile fires west.
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eval next %origin% - 1
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while %next% > %place%
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%at% %next% %echo% A missile whizzes past.
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eval next %next% - 1
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done
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%at% %place% %echo% A missile hits its target.
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break
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default
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%echo% Something is broken.
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break
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done
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done
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done
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done
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~
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#1107
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(04) play piano~
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1 c 100
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play~
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if %arg% == piano
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eval here %self.room.vnum%
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%send% %actor% Your fingers dance along the keys of %self.shortdesc%.
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%echoaround% %actor% %actor.name%'s fingers dance along the keys of %self.shortdesc%.
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%zoneecho% %here% A delicate tinkling melody drifts forlornly through the air.
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else
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%send% %actor% Play what?
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end
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~
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#1108
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test for mick~
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2 c 100
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test~
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if %cmd% == test
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%echo% trigger fires
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if (%arg% == this is a test)
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%echo% second part works
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else
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%echo% second part doesn't work
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end
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end
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~
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#1109
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(08) bracelet gives moves~
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1 c 1
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draw~
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if %arg% == bracelet
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%send% %actor% @CYou attempt to draw on the power of %self.shortdesc%.@n
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%echoaround% %actor% @C%actor.name% attempts to draw on the power of %self.shortdesc%.@n
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wait 1 s
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if %self.timer% == 0
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eval give %actor.maxmove% - %actor.move%
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eval percent (%give% * 8) / 10
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eval power %%actor.move(%percent%)%
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set %power%
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%send% %actor% @CYou glow with energy as a powerful wind erupts from %self.shortdesc% and envelops you. @n
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%echoaround% %actor% @C%actor.name% glows with energy as a powerful wind erupts from %self.shortdesc% and envelops %actor.himher%. @n
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otimer 20
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else
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%send% %actor% @cAlas, the power of %self.shortdesc% has not yet recovered.@n
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end
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end
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return 0
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~
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#1110
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test for string combos~
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2 c 100
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test~
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set X 1
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set Y 2
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set Z 3
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eval string %X% %Y% %Z%
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eval string2 %X%%Y%%Z%
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%echo% string is %string%
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%echo% string2 is %string2%
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~
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#1111
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test for remoting~
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0 c 100
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test~
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%echo% %self.name%
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set test 1
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remote test %self.id%
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%echo% self test is %self.test%
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~
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#1112
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new trigger~
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1 i 100
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~
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%echo% %victim.vnum%
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%echo% fired
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%send% detta test
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~
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#1113
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All mobs put to sleep~
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2 c 100
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test~
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set target %self.people%
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while %target%
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set next_target %target.next_in_room%
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if %target.is_pc%
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%send% detta targetted pc
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%send% detta %target%
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else
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dg_affect %target% sleep on 20
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%send% detta put mob to sleep
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%send% detta %target%
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end
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set target %next_target%
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done
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~
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#1114
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mobs put selves to sleep~
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0 n 100
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~
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dg_affect %self% blind on 1
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dg_affect %self% sleep on 2
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%echo% sleeping now
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~
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#1115
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can't be interacted with~
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0 c 100
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*~
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if %self.alias% /= %arg% || %arg% /= %self.alias%
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%send% %actor% %self.name% is frozen by some unnatural magic.
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else
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return 0
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end
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~
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#1116
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Rooms don't allow casting~
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2 p 100
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~
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%send% %actor% The powerful magic of this place absorbs your spell.
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~
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#1117
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Mobs get out of fight~
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0 k 100
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~
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%echo% %self.name% is reclaimed by the magic of this land.
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%load% mob %self.vnum%
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%purge% self
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~
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#1118
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doors close themselves~
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2 g 100
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~
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wait 2s
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eval room %self.vnum%
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if %room% == 1145
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if %direction% == west
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%door% %self.vnum% west flags ab
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%echo% The door clicks quietly shut.
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elseif %direction% == east
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%door% %self.vnum% east flags ab
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%echo% The door clicks quietly shut.
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end
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elseif %room% == 1144
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if %direction% == east
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%door% %self.vnum% east flags ab
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%echo% The door clicks quietly shut.
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end
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elseif %room% ==1146
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if %direction% == west
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%door% %self.vnum% west flags ab
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%echo% The door clicks quietly shut.
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end
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end
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~
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#1119
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testing act~
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0 e 100
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*~
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%echo% %arg%
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~
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#1120
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testing room dirs~
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1 c 2
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test~
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set dest %arg%
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eval start %actor.room.vnum%
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eval difference %start% - %dest%
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if !(%difference% > 100 || %difference% < -100)
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set dest %arg%
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set remotes 1
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remote remotes %actor.id%
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if !(%actor.varexists(roomstocheck)%)
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set roomstocheck 1
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remote roomstocheck %actor.id%
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end
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eval here %actor.room.vnum%
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set originset 1
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remote originset %actor.id%
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while %actor.originset% < 50
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if %here.north%
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eval northexit %here.north(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%northexit%)%)
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if !(%actor.varexists(%northexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%%
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eval path %path.trim%
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if !(%path% == here)
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eval %northexit% %path% n
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eval northexit %northexit.trim%
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else
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eval %northexit% n
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end
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else
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set %here% here
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remote %here% %actor.id%
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set remotes %remotes% %here%
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remote remotes %actor.id%
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set %northexit% n
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end
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remote %northexit% %actor.id%
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set remotes %remotes% %northexit%
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remote remotes %actor.id%
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if %northexit% == %dest%
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %northexit%
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remote roomstocheck %actor.id%
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end
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end
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end
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if %here.east%
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eval eastexit %here.east(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%eastexit%)%)
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if !(%actor.varexists(%eastexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%%
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eval path %path.trim%
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if !(%path% == here)
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eval %eastexit% %path% e
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eval eastexit %eastexit.trim%
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else
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eval %eastexit% e
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end
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else
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set %here% here
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remote %here% %actor.id%
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set remotes %remotes% %here%
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remote %remotes% %actor.id%
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set %eastexit% e
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end
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remote %eastexit% %actor.id%
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set remotes %remotes% %eastexit%
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remote remotes %actor.id%
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if %eastexit% == %dest%
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %eastexit%
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remote roomstocheck %actor.id%
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end
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end
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end
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if %here.south%
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eval southexit %here.south(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%southexit%)%)
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if !(%actor.varexists(%southexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%%
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eval path %path.trim%
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if !(%path% == here)
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eval %southexit% %path% s
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eval southexit %southexit.trim%
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else
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eval %southexit% s
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end
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else
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set %here% here
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remote %here% %actor.id%
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set remotes %remotes% %here%
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remote remotes %actor.id%
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set %southexit% s
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end
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remote %southexit% %actor.id%
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set remotes %remotes% %southexit%
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remote remotes %actor.id%
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if %southexit% == %dest%
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %southexit%
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remote roomstocheck %actor.id%
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end
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end
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end
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if %here.west%
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eval westexit %here.west(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%westexit%)%)
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if !(%actor.varexists(%westexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%%
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eval path %path.trim%
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if !(%path% == here)
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eval %westexit% %path% w
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eval westexit %westexit.trim%
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else
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eval %westexit% w
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end
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else
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set %here% here
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remote %here% %actor.id%
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set remotes %remotes% %here%
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remote remotes %actor.id%
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set %westexit% w
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end
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remote %westexit% %actor.id%
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set remotes %remotes% %westexit%
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remote remotes %actor.id%
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if %westexit% == %dest%
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %westexit%
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remote roomstocheck %actor.id%
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end
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end
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end
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if %here.up%
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eval upexit %here.up(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%upexit%)%)
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if !(%actor.varexists(%upexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%%
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eval path %path.trim%
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if !(%path% == here)
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eval %upexit% %path% u
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eval upexit %upexit.trim%
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else
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eval %upexit% u
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end
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else
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set %here% here
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remote %here% %actor.id%
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set remotes %remotes% %here%
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remote remotes %actor.id%
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set %upexit% u
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end
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remote %upexit% %actor.id%
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set remotes %remotes% %upexit%
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remote remotes %actor.id%
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if %upexit% == %dest%
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %upexit%
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remote roomstocheck %actor.id%
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end
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end
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end
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if %here.down%
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eval downexit %here.down(vnum)%
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eval check %actor.roomstocheck%
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if !(%check.contains(%downexit%)%)
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if !(%actor.varexists(%downexit%)%)
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if %actor.varexists(%here%)%
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eval path %%actor.%here%%%
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eval path %path.trim%
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if !(%path% == here)
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eval %downexit% %path% d
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eval downexit %downexit.trim%
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else
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eval %downexit% d
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end
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else
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set %here% here
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remote %here% %actor.id%
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set remotes %remotes% %here%
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remote remotes %actor.id%
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set %downexit% d
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end
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remote %downexit% %actor.id%
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set remotes %remotes% %downexit%
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remote remotes %actor.id%
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if %downexit% == %dest%
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %downexit%
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|
remote roomstocheck %actor.id%
|
|
end
|
|
end
|
|
end
|
|
eval originset %actor.originset% + 1
|
|
remote originset %actor.id%
|
|
eval nexttar %actor.roomstocheck.cdr%
|
|
eval nexttar %nexttar.trim%
|
|
eval nexttar2 %nexttar.cdr%
|
|
eval nexttar2 %nexttar2.trim%
|
|
eval here %nexttar.car%
|
|
eval here %here.trim%
|
|
eval roomstocheck 1 %nexttar2%
|
|
remote roomstocheck %actor.id%
|
|
done
|
|
if %originset% == 1000
|
|
eval directions %%actor.%dest%%%
|
|
remote directions %actor.id%
|
|
%send% %actor% Your destination has been found.
|
|
wait 2s
|
|
%send% %actor% The directions are %directions%.
|
|
else
|
|
%send% %actor% Your destination is either too far away, or does not exist.
|
|
end
|
|
while %actor.remotes% > 1
|
|
eval rem %actor.remotes%
|
|
eval delete %rem.car%
|
|
rdelete %delete% %actor.id%
|
|
eval remotes %rem.cdr%
|
|
remote remotes %actor.id%
|
|
done
|
|
rdelete remotes %actor.id%
|
|
rdelete originset %actor.id%
|
|
rdelete roomstocheck %actor.id%
|
|
else
|
|
%send% %actor% Try somewhere closer.
|
|
end
|
|
~
|
|
#1121
|
|
test room dirs~
|
|
1 c 2
|
|
test2~
|
|
eval here %%actor.%here%%
|
|
%echo% here is %here%
|
|
if %here.east%
|
|
eval eastexit %here.east(vnum)%
|
|
eval check %actor.roomstocheck%
|
|
if !(%check.contains(%eastexit%)%)
|
|
if !(%actor.varexists(%eastexit%)%)
|
|
if %actor.varexists(%here%)%
|
|
eval path %%actor.%here%%
|
|
if !(%path% == here)
|
|
eval %eastexit% %path% e
|
|
else
|
|
eval %eastexit% e
|
|
end
|
|
else
|
|
eval %here% here
|
|
remote %here% %actor.id%
|
|
eval %eastexit% e
|
|
end
|
|
remote %eastexit% %actor.id%
|
|
eval roomstocheck %actor.roomstocheck% %eastexit%
|
|
remote roomstocheck %actor.id%
|
|
end
|
|
end
|
|
end
|
|
~
|
|
#1122
|
|
test room dirs~
|
|
1 c 2
|
|
test3~
|
|
%echo% firing
|
|
eval here %actor.here%
|
|
%echo% here is %here%
|
|
~
|
|
#1123
|
|
test room dirs~
|
|
1 c 2
|
|
test4~
|
|
if %here.west%
|
|
eval westexit %here.west(vnum)%
|
|
eval check %actor.roomstocheck%
|
|
if !(%check.contains(%westexit%)%)
|
|
if !(%actor.varexists(%westexit%)%)
|
|
if %actor.varexists(%here%)%
|
|
eval path %%actor.%here%%
|
|
eval path %path.trim%
|
|
if !(%path% == here)
|
|
eval %westexit% %path% w
|
|
eval westexit %westexit.trim%
|
|
else
|
|
eval %westexit% w
|
|
end
|
|
else
|
|
eval %here% here
|
|
remote %here% %actor.id%
|
|
eval %westexit% w
|
|
end
|
|
remote %westexit% %actor.id%
|
|
eval roomstocheck %actor.roomstocheck% %westexit%
|
|
remote roomstocheck %actor.id%
|
|
end
|
|
end
|
|
end
|
|
return 0
|
|
~
|
|
#1124
|
|
testing act~
|
|
0 e 100
|
|
*~
|
|
%echo% %arg%
|
|
~
|
|
#1125
|
|
testing random dir~
|
|
1 c 2
|
|
dir~
|
|
* No Script
|
|
~
|
|
#1126
|
|
(22) raise bucket from well~
|
|
1 c 4
|
|
*~
|
|
if %cmd% == raise
|
|
%send% %actor% You turn the crank, slowly raising the bucket from the depths.
|
|
%load% obj 1121
|
|
elseif %cmd% == lower
|
|
%send% %actor% The bucket is already lowered. You need to raise it.
|
|
%load% obj 1122
|
|
else
|
|
%load% obj 1122
|
|
return 0
|
|
end
|
|
%purge% self
|
|
~
|
|
#1127
|
|
(21) bucket loads something~
|
|
1 c 4
|
|
*~
|
|
if %cmd% == empty
|
|
if %118_bucket% > 1
|
|
%send% %actor% The bucket has already been emptied.
|
|
else
|
|
eval choice %random.20%
|
|
if %choice% > 15
|
|
nop %actor.gold(1)%
|
|
%send% %actor% You found a gold coin in the bucket.
|
|
elseif %choice% < 15
|
|
%load% obj 1124 %actor% inv
|
|
%send% %actor% You found a pile of sludge in the bucket.
|
|
else
|
|
%load% obj 1108 %actor% inv
|
|
%send% %actor% You found a bracelet in the bucket.
|
|
end
|
|
set 118_bucket 99
|
|
global 118_bucket
|
|
end
|
|
elseif %cmd% == lower
|
|
%send% %actor% You lower the bucket into the well.
|
|
set 118_bucket 1
|
|
global 118_bucket
|
|
%load% obj 1122
|
|
%purge% self
|
|
elseif %cmd% == raise
|
|
%send% %actor% The bucket has already been raised.
|
|
else
|
|
return 0
|
|
end
|
|
~
|
|
#1128
|
|
bucket teleports self~
|
|
1 c 4
|
|
xxteleport~
|
|
%teleport% %self.name% 1188
|
|
%echo% teleporting
|
|
~
|
|
#1129
|
|
test zoneecho~
|
|
2 c 100
|
|
test~
|
|
%zoneecho% 1101 testing testing
|
|
~
|
|
#1130
|
|
testing findobj~
|
|
2 c 100
|
|
test~
|
|
eval here %%findobj.%self.vnum%(xxtree)%%%
|
|
if %here% > 0
|
|
%purge% xxtree
|
|
end
|
|
switch %time.month%
|
|
case 1
|
|
case 2
|
|
case 3
|
|
case 4
|
|
set season winter
|
|
%load% obj 1974
|
|
break
|
|
case 5
|
|
set season season of the Grand Struggle
|
|
break
|
|
case 6
|
|
case 7
|
|
case 8
|
|
case 9
|
|
set season spring
|
|
%load% obj 1975
|
|
break
|
|
case 10
|
|
case 11
|
|
case 12
|
|
case 13
|
|
set season summer
|
|
%load% obj 1972
|
|
break
|
|
case 14
|
|
case 15
|
|
case 16
|
|
case 17
|
|
set season fall
|
|
%load% obj 1973
|
|
break
|
|
done
|
|
%zoneecho% %self.vnum% The terrain changes as the %season% begins.
|
|
~
|
|
#1131
|
|
testing send~
|
|
2 c 100
|
|
test~
|
|
* No Script
|
|
~
|
|
#1132
|
|
testing purge~
|
|
2 c 100
|
|
test~
|
|
%purge% xxtree
|
|
~
|
|
#1133
|
|
testing spiderball~
|
|
0 c 100
|
|
scout~
|
|
if %cmd% == scout
|
|
if %arg%
|
|
set cycles 0
|
|
global cycles
|
|
eval directions %arg%
|
|
global directions
|
|
%send% %actor% initial directions are %directions%
|
|
while %directions%
|
|
if %cycles% < 5
|
|
%send% %actor% directions now are %directions%
|
|
eval here %self.room.vnum%
|
|
%send% %actor% Here is %here%
|
|
eval nextdir %directions.car%
|
|
%send% %actor% nextdir is %nextdir%
|
|
switch %nextdir%
|
|
case n
|
|
set going north
|
|
set coming south
|
|
eval dest %here.north(vnum)%
|
|
break
|
|
case e
|
|
set going east
|
|
set coming west
|
|
eval dest %here.east(vnum)%
|
|
break
|
|
case s
|
|
set going south
|
|
set coming north
|
|
eval dest %here.south(vnum)%
|
|
break
|
|
case w
|
|
set going west
|
|
set coming east
|
|
eval dest %here.west(vnum)%
|
|
break
|
|
case u
|
|
set going up
|
|
set coming down
|
|
eval dest %here.up(vnum)%
|
|
break
|
|
case d
|
|
set going down
|
|
set coming up
|
|
eval dest %here.down(vnum)%
|
|
break
|
|
case ne
|
|
set going northeast
|
|
set coming southwest
|
|
eval dest %here.northeast(vnum)%
|
|
break
|
|
case se
|
|
set going southeast
|
|
set coming northwest
|
|
eval dest %here.southeast(vnum)%
|
|
break
|
|
case sw
|
|
set going southwest
|
|
set coming northeast
|
|
eval dest %here.southwest(vnum)%
|
|
break
|
|
case nw
|
|
set going northwest
|
|
set coming southeast
|
|
eval dest %here.northwest(vnum)%
|
|
break
|
|
case default
|
|
%echo% %Self.name% sparks and sends out a puff of smoke as it bumps into the wall.
|
|
%send% %actor% %Self.name% damaged itself trying to go %nextdir%.
|
|
if %damage%
|
|
eval damage %self.damage%+10
|
|
else
|
|
set damage 10
|
|
end
|
|
global damage
|
|
break
|
|
done
|
|
if %dest%
|
|
%echo% %Self.name% clatters away into the %going%.
|
|
%send% %actor% teleporting self to %dest%
|
|
%teleport% %self% %dest%
|
|
%echo% %Self.name% clatters in from the %coming%.
|
|
else
|
|
%send% %actor% %Self.name% damaged itself trying to go %nextdir%.
|
|
%echo% %Self.name% sparks and sends out a puff of smoke as it bumps into the wall.
|
|
end
|
|
eval directions %directions.cdr%
|
|
eval cycles %cycles%+1
|
|
global cycles
|
|
done
|
|
else
|
|
unset directions
|
|
end
|
|
wait 1s
|
|
eval finaldest %self.room.vnum%
|
|
%send% %actor% %Self.name% reports:
|
|
eval back %actor.room.vnum%
|
|
%teleport% %actor% %finaldest%
|
|
%force% %actor% look
|
|
%teleport% %actor% %back%
|
|
else
|
|
%send% %actor% You need to provide a list of directions.
|
|
%send% %actor% Example:
|
|
%send% %actor% scout n w w
|
|
end
|
|
else
|
|
return 0
|
|
end
|
|
~
|
|
#1134
|
|
MAP~
|
|
1 c 3
|
|
map~
|
|
* BEGINNING SETUP
|
|
*
|
|
set display 11
|
|
while %display% < 56
|
|
eval x%display% .
|
|
eval display %display% + 1
|
|
done
|
|
eval here %actor.room.vnum%
|
|
set north -10
|
|
set east 1
|
|
set west -1
|
|
set south 10
|
|
*
|
|
* STARTS READING NORTH
|
|
*
|
|
if %here.north%
|
|
eval 23 %here.north(vnum)%
|
|
eval temp %23.sector%
|
|
eval x23 %temp.charat(1)%
|
|
set directionlist north east south west
|
|
while %directionlist%
|
|
eval firstdir %directionlist.car%
|
|
eval newroom 23 + %%%firstdir%%%
|
|
eval %newroom% %%23.%firstdir%(vnum)%%
|
|
eval vnumexist %%%newroom%%%
|
|
if %vnumexist%
|
|
eval temp %%%newroom%.sector%%
|
|
eval x%newroom% %temp.charat(1)%
|
|
end
|
|
eval directionlist %directionlist.cdr%
|
|
done
|
|
end
|
|
*
|
|
* START OF EAST
|
|
*
|
|
if %here.east%
|
|
eval 34 %here.east(vnum)%
|
|
eval temp %34.sector%
|
|
eval x34 %temp.charat(1)%
|
|
set directionlist north east south west
|
|
while %directionlist%
|
|
eval firstdir %directionlist.car%
|
|
eval newroom 34 + %%%firstdir%%%
|
|
eval %newroom% %%34.%firstdir%(vnum)%%
|
|
eval vnumexist %%%newroom%%%
|
|
if %vnumexist%
|
|
eval temp %%%newroom%.sector%%
|
|
eval x%newroom% %temp.charat(1)%
|
|
end
|
|
eval directionlist %directionlist.cdr%
|
|
done
|
|
end
|
|
*
|
|
* START OF SOUTH
|
|
*
|
|
if %here.south%
|
|
eval 43 %here.south(vnum)%
|
|
eval temp %43.sector%
|
|
eval x43 %temp.charat(1)%
|
|
set directionlist north east south west
|
|
while %directionlist%
|
|
eval firstdir %directionlist.car%
|
|
eval newroom 43 + %%%firstdir%%%
|
|
eval %newroom% %%43.%firstdir%(vnum)%%
|
|
eval vnumexist %%%newroom%%%
|
|
if %vnumexist%
|
|
eval temp %%%newroom%.sector%%
|
|
eval x%newroom% %temp.charat(1)%
|
|
end
|
|
eval directionlist %directionlist.cdr%
|
|
done
|
|
end
|
|
*
|
|
* START OF WEST
|
|
*
|
|
if %here.west%
|
|
eval 32 %here.west(vnum)%
|
|
eval temp %32.sector%
|
|
eval x32 %temp.charat(1)%
|
|
set directionlist north east south west
|
|
while %directionlist%
|
|
eval firstdir %directionlist.car%
|
|
eval newroom 32 + %%%firstdir%%%
|
|
eval %newroom% %%32.%firstdir%(vnum)%%
|
|
eval vnumexist %%%newroom%%%
|
|
if %vnumexist%
|
|
eval temp %%%newroom%.sector%%
|
|
eval x%newroom% %temp.charat(1)%
|
|
end
|
|
eval directionlist %directionlist.cdr%
|
|
done
|
|
end
|
|
*
|
|
* FINAL REPORT
|
|
*
|
|
eval x33 X
|
|
%send% %actor% %x11% %x12% %x13% %x14% %x15%
|
|
%send% %actor% %x21% %x22% %x23% %x24% %x25%
|
|
%send% %actor% %x31% %x32% %x33% %x34% %x35%
|
|
%send% %actor% %x41% %x42% %x43% %x44% %x45%
|
|
%send% %actor% %x51% %x52% %x53% %x54% %x55%
|
|
*
|
|
* END
|
|
~
|
|
#1135
|
|
test for Fiz~
|
|
0 c 100
|
|
*~
|
|
if %cmd% == sell
|
|
if %actor.canbeseen%
|
|
if %arg%
|
|
eval item %actor.inventory%
|
|
while %item%
|
|
if %item.name% /= %arg%
|
|
eval object %item%
|
|
eval item 0
|
|
else
|
|
eval item %item.next_in_list%
|
|
end
|
|
done
|
|
if %object%
|
|
eval desc %object.shortdesc%
|
|
switch %object.type%
|
|
case LIGHT
|
|
case WAND
|
|
case STAFF
|
|
case WEAPON
|
|
case TREASURE
|
|
case ARMOR
|
|
case WORN
|
|
case CONTAINER
|
|
case LIQ CONTAINER
|
|
case DUAL
|
|
case GEM
|
|
case FISHING POLE
|
|
eval value ((%object.cost% * 4) / 10)
|
|
set %actor.gold(%value%)%
|
|
%purge% %object%
|
|
if %value% == 1
|
|
say There you go %actor.name% I took %arg% off your hands for 1 gold coin.
|
|
else
|
|
say There you go %actor.name% I took %arg% off your hands for %value% gold coins.
|
|
end
|
|
break
|
|
default
|
|
say Sorry %actor.name% but I don't buy these types of items.
|
|
break
|
|
done
|
|
else
|
|
say Sorry %actor.name%, but you don't have a %arg% to sell.
|
|
end
|
|
else
|
|
%send% %actor% Yes, sell, but sell what?? That is the question.
|
|
end
|
|
else
|
|
say I don't buy from people I can't see.
|
|
end
|
|
else
|
|
return 0
|
|
end
|
|
~
|
|
#1136
|
|
test dg_cast~
|
|
2 g 100
|
|
~
|
|
set target %self.people%
|
|
while %target%
|
|
set nexttarget %target.next_in_room%
|
|
if %target.is_pc%
|
|
%damage% %target% 5
|
|
%send% %target% A dart whizzes through the air and pierces your skin!
|
|
%echoaround% %target% %target.name% gets hit by a dart!
|
|
eval chance %random.8%
|
|
if %chance%
|
|
dg_cast 'poison' %target%
|
|
end
|
|
end
|
|
set target %nexttarget%
|
|
done
|
|
~
|
|
#1137
|
|
test class~
|
|
2 c 100
|
|
test~
|
|
%echo% firing
|
|
nop %actor.class(cleric)%
|
|
set %actor.class(cleric)%
|
|
%actor.class(cleric)%
|
|
~
|
|
#1138
|
|
test imm force~
|
|
2 c 100
|
|
test~
|
|
%force% testdet say test
|
|
%force% testdet redit
|
|
~
|
|
#1139
|
|
test echo card~
|
|
2 c 100
|
|
test~
|
|
set UL1 _
|
|
set UM1 _
|
|
set UR1 _
|
|
set UL4 |
|
|
set UL2 |
|
|
set UM4 |
|
|
set UM2 |
|
|
set UR4 |
|
|
set UR2 |
|
|
set ULn ...
|
|
set UMn ...
|
|
set URn ...
|
|
set UL3 _
|
|
set UM3 _
|
|
set UR3 _
|
|
set ML1 _
|
|
set MM1 _
|
|
set MR1 _
|
|
set ML4 |
|
|
set ML2 |
|
|
set MM4 |
|
|
set MM2 |
|
|
set MR4 |
|
|
set MR2 |
|
|
set MLn ...
|
|
set MMn ...
|
|
set MRn ...
|
|
set ML3 _
|
|
set MM3 _
|
|
set MR3 _
|
|
set LL1 _
|
|
set LM1 _
|
|
set LR1 _
|
|
set LL4 |
|
|
set LL2 |
|
|
set LM4 |
|
|
set LM2 |
|
|
set LR4 |
|
|
set LR2 |
|
|
set LLn ...
|
|
set LMn ...
|
|
set LRn ...
|
|
set LL3 _
|
|
set LM3 _
|
|
set LR3 _
|
|
global UL1
|
|
global UL2
|
|
global UL3
|
|
global UL4
|
|
global UM1
|
|
global UM2
|
|
global UM3
|
|
global UM4
|
|
global UR1
|
|
global UR2
|
|
global UR3
|
|
global UR4
|
|
global ML1
|
|
global ML2
|
|
global ML3
|
|
global ML4
|
|
global MM1
|
|
global MM2
|
|
global MM3
|
|
global MM4
|
|
global MR1
|
|
global MR2
|
|
global MR3
|
|
global MR4
|
|
global LL1
|
|
global LL2
|
|
global LL3
|
|
global LL4
|
|
global LM1
|
|
global LM2
|
|
global LM3
|
|
global LM4
|
|
global LR1
|
|
global LR2
|
|
global LR3
|
|
global LR4
|
|
set ulc w
|
|
set umc w
|
|
set urc w
|
|
set mlc w
|
|
set mmc w
|
|
set mrc w
|
|
set llc w
|
|
set lmc w
|
|
set lrc w
|
|
global ulc
|
|
global umc
|
|
global urc
|
|
global mlc
|
|
global mmc
|
|
global mrc
|
|
global llc
|
|
global lmc
|
|
global lrc
|
|
%echo% @n _______________
|
|
%echo% @n| @%ulc%_@Y%UL1%@%ulc%_ @%umc%_@Y%UM1%@%umc%_ @%urc%_@Y%UR1%@%urc%_@n |
|
|
%echo% @n|@%ulc%| |@%umc%| |@%urc%| |@n|
|
|
%echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n|
|
|
%echo% @n|@%ulc%|@u%ULn%@n@%ulc%|@%umc%|@u%UMn%@n@%umc%|@%urc%|@u%URn%@n@%urc%|@n|
|
|
%echo% @n|@%ulc%|_@Y%UL3%@%ulc%_|@%umc%|_@Y%UM3%@%umc%_|@%urc%|_@Y%UR3%@%urc%_|@n|
|
|
%echo% @n|@%mlc% _@Y%ML1%@%mlc%_ @%mmc%_@Y%MM1%@%mmc%_ @%mrc%_@Y%MR1%@%mrc%_@n |
|
|
%echo% @n|@%mlc%| |@%mmc%| |@%mrc%| |@n|
|
|
%echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n|
|
|
%echo% @n|@%mlc%|@u%MLn%@n@%mlc%|@%mmc%|@u%MMn%@n@%mmc%|@%mrc%|@u%MRn%@n@%mrc%|@n|
|
|
%echo% @n|@%mlc%|_@Y%ML3%@%mlc%_|@%mmc%|_@Y%MM3%@%mmc%_|@%mrc%|_@Y%MR3%@%mrc%_|@n|
|
|
%echo% @n|@%llc% _@Y%LL1%@%llc%_ @%lmc%_@Y%LM1%@%lmc%_ @%lrc%_@Y%LR1%@%lrc%_ @n|
|
|
%echo% @n|@%llc%| |@%lmc%| |@%lrc%| |@n|
|
|
%echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n|
|
|
%echo% @n|@%llc%|@u%LLn%@n@%llc%|@%lmc%|@u%LMn%@n@%lmc%|@%lrc%|@u%LRn%@n@%lrc%|@n|
|
|
%echo% @n|@%llc%|_@Y%LL3%@%llc%_|@%lmc%|_@Y%LM3%@%lmc%_|@%lrc%|_@Y%LR3%@%lrc%_|@n|
|
|
%echo% @n|_______________|
|
|
~
|
|
#1140
|
|
dealer say new game~
|
|
0 d 0
|
|
new game~
|
|
wait 1s
|
|
if %actor.varexists(ffplaying)%
|
|
%send% %actor% @GYou are already playing a game.@n
|
|
%send% %actor% @GIf you forfeit, you will lose the cards you've won.@n
|
|
%send% %actor% @GYour opponent will keep the cards they've won.@n
|
|
%send% %actor% @GSay forfeit to accept this and end the game.@n
|
|
%send% %actor% @GSay continue to carry on with your current game.@n
|
|
elseif %playing%
|
|
%echo% Sorry, I'm already playing a game.
|
|
else
|
|
%send% %actor% Starting new game!
|
|
set UL1 _
|
|
set UM1 _
|
|
set UR1 _
|
|
set UL4 |
|
|
set UL2 |
|
|
set UM4 |
|
|
set UM2 |
|
|
set UR4 |
|
|
set UR2 |
|
|
set ULn ...
|
|
set UMn ...
|
|
set URn ...
|
|
set UL3 _
|
|
set UM3 _
|
|
set UR3 _
|
|
set ML1 _
|
|
set MM1 _
|
|
set MR1 _
|
|
set ML4 |
|
|
set ML2 |
|
|
set MM4 |
|
|
set MM2 |
|
|
set MR4 |
|
|
set MR2 |
|
|
set MLn ...
|
|
set MMn ...
|
|
set MRn ...
|
|
set ML3 _
|
|
set MM3 _
|
|
set MR3 _
|
|
set LL1 _
|
|
set LM1 _
|
|
set LR1 _
|
|
set LL4 |
|
|
set LL2 |
|
|
set LM4 |
|
|
set LM2 |
|
|
set LR4 |
|
|
set LR2 |
|
|
set LLn ...
|
|
set LMn ...
|
|
set LRn ...
|
|
set LL3 _
|
|
set LM3 _
|
|
set LR3 _
|
|
global lrn
|
|
global lmn
|
|
global lln
|
|
global mrn
|
|
global mmn
|
|
global mln
|
|
global umn
|
|
global urn
|
|
global uln
|
|
global UL1
|
|
global UL2
|
|
global UL3
|
|
global UL4
|
|
global UM1
|
|
global UM2
|
|
global UM3
|
|
global UM4
|
|
global UR1
|
|
global UR2
|
|
global UR3
|
|
global UR4
|
|
global ML1
|
|
global ML2
|
|
global ML3
|
|
global ML4
|
|
global MM1
|
|
global MM2
|
|
global MM3
|
|
global MM4
|
|
global MR1
|
|
global MR2
|
|
global MR3
|
|
global MR4
|
|
global LL1
|
|
global LL2
|
|
global LL3
|
|
global LL4
|
|
global LM1
|
|
global LM2
|
|
global LM3
|
|
global LM4
|
|
global LR1
|
|
global LR2
|
|
global LR3
|
|
global LR4
|
|
set ulc w
|
|
set umc w
|
|
set urc w
|
|
set mlc w
|
|
set mmc w
|
|
set mrc w
|
|
set llc w
|
|
set lmc w
|
|
set lrc w
|
|
global ulc
|
|
global umc
|
|
global urc
|
|
global mlc
|
|
global mmc
|
|
global mrc
|
|
global llc
|
|
global lmc
|
|
global lrc
|
|
set ffplaying 1
|
|
remote ffplaying %actor.id%
|
|
set playing 1
|
|
global playing
|
|
wait 1s
|
|
%echo% Heads you start, tails I start.
|
|
wait 1s
|
|
%echo% flips a coin...
|
|
wait 2s
|
|
switch 2
|
|
case 1
|
|
%echo% The coin comes up heads.
|
|
wait 1s
|
|
%echo% Ok, you go first, choose your card and position.
|
|
break
|
|
case 2
|
|
%echo% The coin comes up tails.
|
|
wait 1s
|
|
%echo% Ok, I'll go first.
|
|
%force% %actor% xxxchoose
|
|
break
|
|
default
|
|
%echo% The coin comes up heads.
|
|
wait 1s
|
|
%echo% Ok, you go first, choose your card and position.
|
|
break
|
|
done
|
|
end
|
|
~
|
|
#1141
|
|
mob xxxchoose~
|
|
2 c 100
|
|
xxxchoose~
|
|
switch %random.5%
|
|
case 1
|
|
set cardchoice 001
|
|
break
|
|
case 2
|
|
set cardchoice 002
|
|
break
|
|
case 3
|
|
set cardchoice 003
|
|
break
|
|
case 4
|
|
set cardchoice 004
|
|
break
|
|
case 5
|
|
set cardchoice 005
|
|
break
|
|
default
|
|
set cardchoice 005
|
|
break
|
|
done
|
|
global cardchoice
|
|
switch %random.9%
|
|
case 1
|
|
set cardpos UL
|
|
break
|
|
case 2
|
|
set cardpos UM
|
|
break
|
|
case 3
|
|
set cardpos UR
|
|
break
|
|
case 4
|
|
set cardpos ML
|
|
break
|
|
case 5
|
|
set cardpos MM
|
|
break
|
|
case 6
|
|
set cardpos MR
|
|
break
|
|
case 7
|
|
set cardpos LL
|
|
break
|
|
case 8
|
|
set cardpos LM
|
|
break
|
|
case 9
|
|
set cardpos LR
|
|
break
|
|
done
|
|
global cardpos
|
|
%force% %actor% xxxcardchoice %cardchoice%
|
|
~
|
|
#1142
|
|
actor xxxcardchoice~
|
|
2 c 100
|
|
xxxcardchoice~
|
|
%echo% I'm going to put card %cardchoice% in the %cardpos% position.
|
|
switch %arg%
|
|
case 001
|
|
set %cardpos%1 2
|
|
set %cardpos%2 1
|
|
set %cardpos%3 2
|
|
set %cardpos%4 1
|
|
break
|
|
case 002
|
|
set %cardpos%1 1
|
|
set %cardpos%2 2
|
|
set %cardpos%3 1
|
|
set %cardpos%4 2
|
|
break
|
|
case 003
|
|
set %cardpos%1 2
|
|
set %cardpos%2 2
|
|
set %cardpos%3 2
|
|
set %cardpos%4 1
|
|
break
|
|
case 004
|
|
set %cardpos%1 2
|
|
set %cardpos%2 1
|
|
set %cardpos%3 2
|
|
set %cardpos%4 2
|
|
break
|
|
case 005
|
|
set %cardpos%1 2
|
|
set %cardpos%2 2
|
|
set %cardpos%3 2
|
|
set %cardpos%4 2
|
|
break
|
|
done
|
|
global %cardpos%1
|
|
global %cardpos%2
|
|
global %cardpos%3
|
|
global %cardpos%4
|
|
~
|
|
#1143
|
|
show board~
|
|
2 c 100
|
|
show~
|
|
%echo% @n _______________
|
|
%echo% @n| @%ulc%_@Y%UL1%@%ulc%_ @%umc%_@Y%UM1%@%umc%_ @%urc%_@Y%UR1%@%urc%_@n |
|
|
%echo% @n|@%ulc%| |@%umc%| |@%urc%| |@n|
|
|
%echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n|
|
|
%echo% @n|@%ulc%|@u%ULn%@n@%ulc%|@%umc%|@u%UMn%@n@%umc%|@%urc%|@u%URn%@n@%urc%|@n|
|
|
%echo% @n|@%ulc%|_@Y%UL3%@%ulc%_|@%umc%|_@Y%UM3%@%umc%_|@%urc%|_@Y%UR3%@%urc%_|@n|
|
|
%echo% @n|@%mlc% _@Y%ML1%@%mlc%_ @%mmc%_@Y%MM1%@%mmc%_ @%mrc%_@Y%MR1%@%mrc%_@n |
|
|
%echo% @n|@%mlc%| |@%mmc%| |@%mrc%| |@n|
|
|
%echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n|
|
|
%echo% @n|@%mlc%|@u%MLn%@n@%mlc%|@%mmc%|@u%MMn%@n@%mmc%|@%mrc%|@u%MRn%@n@%mrc%|@n|
|
|
%echo% @n|@%mlc%|_@Y%ML3%@%mlc%_|@%mmc%|_@Y%MM3%@%mmc%_|@%mrc%|_@Y%MR3%@%mrc%_|@n|
|
|
%echo% @n|@%llc% _@Y%LL1%@%llc%_ @%lmc%_@Y%LM1%@%lmc%_ @%lrc%_@Y%LR1%@%lrc%_ @n|
|
|
%echo% @n|@%llc%| |@%lmc%| |@%lrc%| |@n|
|
|
%echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n|
|
|
%echo% @n|@%llc%|@u%LLn%@n@%llc%|@%lmc%|@u%LMn%@n@%lmc%|@%lrc%|@u%LRn%@n@%lrc%|@n|
|
|
%echo% @n|@%llc%|_@Y%LL3%@%llc%_|@%lmc%|_@Y%LM3%@%lmc%_|@%lrc%|_@Y%LR3%@%lrc%_|@n|
|
|
%echo% @n|_______________|
|
|
~
|
|
#1144
|
|
new trigger~
|
|
2 c 100
|
|
test~
|
|
%echo% var is %var%
|
|
%echo% var2 is %var2%
|
|
%echo% coloured var is @Y%var%@n
|
|
set col Y
|
|
%echo% var coloured var is @%col%%var%@n
|
|
~
|
|
$~
|