#1200
Calculator By Mordecai~
2 d 100
*~
* By Mordecai
if %actor.is_pc%
  Return 0
  Eval sum %speech%
  Eval test1 "%speech%"
  Eval test %test1.strlen%
  Eval che %sum%/1
  If %che% == %sum%
    %echo% @WComputing results...@n
    if (%speech%/===)
      if (%sum%==1)
        set sum Yes
      elseif (%sum%==0)
        set sum No
      end
    end
    Eval st 2+%test%
    Eval o .
    Eval sumslen "%sum%
    Eval len %st% - (%sumslen.strlen%-2)
    If %len% > 0
      Eval dif (%len%/2)
      While %y.strlen% < %st%
        Eval o .%o%
        Eval y %o%
        Eval m ?%m%
        Eval p %m%
        If %dif% == %y.strlen%
          Eval wid1 %p%
        end
      done
    end
    eval opt1 8 + %test%
    eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5
    %echo% @WWizzzzzzzzzz....@n
    if (%opt1%-2) == (%opt2%)
      %echo% @c...%y%...@n
      %echo% @c:@C..%y%..@c:@n
      %echo% @c:@C:@G   %speech% @C  :@c:@n
      %echo% @c:@C:.%y%.:@c:@n
      %echo% @c:@C: %wid1%@G %sum% @C%wid1% :@c:@n
      %echo% @c:@C:.%y%.:@c:@n
      %echo% @c:..%y%..:@n
    else
      %echo% @r....%y%...@n
      %echo% @r:@R...%y%..@r:@n
      %echo% @r:@R:@G    %speech% @R  :@r:@n
      %echo% @r:@R:..%y%.:@r:@n
      %echo% @r:@R: %wid1%@G %sum% @R%wid1% :@r:@n
      %echo% @r:@R:..%y%.:@r:@n
      %echo% @r:...%y%..:@n
    end
  end
end
~
#1201
No Recall~
1 c 100
recall~
*This trigger prevents people from recalling.
%send% %actor% Divine forces prevent you from doing that.
~
#1202
Justice sword~
1 j 100
~
* test trigger
%echo% actor : %actor%
wait 10
if %actor.level% < 34
   %send% %actor% The sword whispers: I will not serve you!
   wait 2
   %echoaround% %actor% The sword exclaims: 'I will not serve those without honor.'
   %damage% %actor% 100
   %purge% self
else
   %send% %actor% The sword whispers: I was made to serve, great one!
   wait 2
   %echoaround% %actor% The sword exclaims: 'I will serve you honorable one..'
end
~
#1203
free~
2 c 100
~
* No Script
~
#1204
Portal-Main Chamber~
1 c 100
en~
if %cmd.mudcommand% == enter && portal /= %arg%
  wait 1
  %send% %actor% A whirl of white light falls into your eyes, you fall into a huge water fall.
  %echoaround% %actor% A whirl of white light falls into %actor.name% eyes, and %actor.heshe% falls into a huge water fall that appears under %actor.hisher% feet. 
  %teleport% %actor% 3001
  wait 1
  %force% %actor% look
end
~
#1205
(1207) Heiach's Faeries~
0 e 0
entered~
if %actor.name% == Heiach
  wait 1 sec
  say welcome back Heiach!
  wait 1 sec
  giggle
elseif %actor.name% == Elorien
  wait 1 sec
  say Oh my, it's Elorien! Welcome mistress!
  bow elorien
else
  wait 1 sec
  say Hey! Who are you?!
  wait 5
  %send% %actor% You are enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light!
  %echoaround% %actor% %actor.name% is enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light and disappears.
  %teleport% %actor% 3001
end
~
#1206
(1207) Capturing~
2 c 0
*~
if %actor.name% !=Heiach
%echoaround% %actor% %cmd% %arg% (%actor.name%)
return 0
else
return 0
end
~
#1207
(1207) Heiach's Random Forest Sound Script~
2 b 2
~
eval forest_sounds %random.25%
switch %forest_sounds%
  case 1
    %echo% @gThe gently chirping of crickets peacefully resonate across the forest.@n
  break
  case 2
    %echo% A haze of @yfir@Wefl@yies@n dart inbetween some ancient cedars.
  break
  case 3
    %echo% @DA thick fog drifts in, dampening the moss.@n
  break
  case 4
    %echo% @DThe area is surrounded by a visually impeneratable mist.@n
  break
  case 5
    %echo% @DThe grey haze starts to glow a dim silvery shade as the moonlight strikes it.@n
  break
  case 6
    %echo% @DThe damp fallen clouds swirl slightly in an eddying wind.@n
  break
  case 7
    %echo% @DThe thick brume shifts and ebbs away slightly.@n
  break
  case 8
    %echo% A hushed whispering sound seems to emanate from the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n.
  break
  case 9
    %echo% The largest @rt@wo@ra@wd@rs@wt@ro@wo@rl@n yawns openly and mumbles something to one of its friends.
  break
  case 10
    %echo% Like a diminutive choir, the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n let loose a high-pitched song of peace.
  break
  case 11
    %echo% From the east, tiny voices talk amongst themselves in their own plant-like language.
  break
  case 12
    %echo% The patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n sway synchronisingly in the silver moonlight.
  break
  case 13
    %echo% The peaceful chirping of bird-song floats down from above.
  break
  case 14
    %echo% @gA piping little note sings down to you from above.@n
  break
  case 15
    %echo% The tweeting of a newly born bird calling to its mother echoes around the forest.
  break
  case 16
    %echo% The trill bird call of love emanates from the branches above.
  break
  case 17
    %echo% The sound of ruffling and the snapping of small twigs reaches your ears.
  break
  case 18
    %echo% @gA rapid chattering drifts down from the giant trees to the northeast.@n
  break
  case 19
    %echo% With inequable grace, a snowy white owl ghosts in on silent wings.
  break
  case 20
    %echo% A @dblack @Dbat@n flutters across the forest, high above.
  break
  case 21
    %echo% @gA relaxed nattering can be heard in the top of a tree to the south.@n
  break
  case 22
    %echo% A hedgehog slowly wanders inbetween some trees and out of view.
  break
  case 23
    %echo% A faint wind breathes in from all directions, steeping the mists.
  break
  case 24
    %echo% A @rr@ya@bi@gn@cb@mo@rw@n-colored butterfly floats across the clearing.
  break
  case 25
    %echo% A strange @Yglowing @wluminescence@n drifts off to the north, fading into the damp fog.
  break
  default
  break
done
~
#1208
Welcor test trigger~
2 d 100
*~
%echo% self.var  is %self.var%.
wait 10 s
%echo% actor.eq(hold) is %actor.eq(hold)%
%echo% testvar is %testvar%
eval testvar %actor.eq(hold)%
%echo% testvar is %testvar%
%echo% testvar.id is %testvar.id% (%testvar.name%)
%echo% test is %.id% (%.name%)
%echo% sends the text $$2 to the room.
~
#1209
(1209) Taylors Chair Script~
1 c 100
si~
if %cmd.mudcommand% == sit && chair /= %arg%
  if (%actor.id% == 4891)
    %echoaround% %actor% %actor.name% rest himself in the armchair.
    %send% %actor% You rest yourself comfortably in the armchair.
    %force% %actor% sit
  else
    if %cmd.mudcommand% == sit && chair /= %arg%
      %echoaround% %actor% %actor.name% tries to sit in the chair but a magical force prevents him.
      %send% %actor% You try to sit in the chair but a magical force prevents you.
    end
  end
end
~
#1210
Remove From Room~
2 g 100
~
if %actor.level% == 31
  %echo% GET OUT!
  %teleport% %actor% 0
else
  %echo% Welcome %actor.name%, please enjoy.
  %force% %actor% look
end
~
#1211
Questpoints Test~
2 b 100
~
set actor %random.char%
%echo% QP: %actor.questpoints%
nop %actor.questpoints(2)%
%echo% QP+2: %actor.questpoints%
nop %actor.questpoints(-1)%
%echo% QP-1: %actor.questpoints%
~
#1212
Constant Raining~
2 b 1
~
if %WeatherManivo% == bad
%echo% The rain calms down to a subtle shower.
set WeatherManivo good
else
%echo% The rain turns stronger and starts pouring bucketfulls at a time.
set WeatherManivo bad
end
~
#1213
new trigger~
2 h 100
~
set testvar This is a Test!! :)
%echo% %testvar%
remote testvar %actor.id%
~
#1214
Room random echo to test spec-var's~
2 bg 100
~
%echo% This trigger commandlist is not complete!
%echo% ^% ^* test
~
#1217
new trigger~
1 c 1
use~
eval objectname %arg.car%
if %objectname% != feather
  return 0
  halt
end
 
eval targetname %arg.cdr%
if !(%targetname%)
  return 0
  halt
end
 
switch %self.vnum%
  case 12502
    set new_vnum 12520
    set fire 1
    break
  case 12520
    set new_vnum 12521
    set fire 1
    break
  case 12521
    set new_vnum 12522
    set fire 1
    break
  case 12522
    set new_vnum 12522
    set fire 0
    break
done
 
otransform %new_vnum%
 
if %fire%
  dg_cast 'portal' %targetname%
  %echo% A portal springs to life in front of you.
else
  %send% %actor% The feather seems powerless.
end
~
#1218
Multiple Command Example Trig~
2 c 100
t~
if %cmd% == test
  * Careful not to use Arguments * or this trig will freeze you. 
  * evaluate the first arg
  eval command %arg.car%
  * evaluate the rest of the arg string
  eval therest %arg.cdr%
  * while there is an arg keep going
  while %command%
    %echo% the first arg is: %command%
    %echo% the remaining arg is: %therest%
    eval command %therest.car%
    eval therest %therest.cdr%
  done
end
~
#1220
book keeping~
2 c 100
heh~
if %actor.name% == Rhunter
wait 1
%echoaround% Jennie smiles and says, 'Hello hubby, how is it going?'
wait 1
%echoaround% Jennie kisses %actor% lovingly.
end
~
#1221
Test Trigger~
2 c 100
*~
set plr %self.people%
set plr2 0
*
while %plr%
  set next %plr.next_in_room%
  if %plr% != %actor% && %plr.is_pc%
    if %plr2% == 0
      set plr2 %plr%
    end
    %teleport% %plr% 0
  end
  set plr %next%
done
*
return 0
wait 1
*
while %plr2%
  set next %plr2.next_in_room%
  if %plr2.is_pc%
    %teleport% %plr2% %self.vnum%
  end
  set plr2 %next%
done
~
#1222
new trigger~
1 b 100
~
* Unfinished
~
#1233
Rumble's Test Trigger~
2 q 100
~
if %direction% == east
  %send% %actor% The door slides open, you enter, and it quickly slides shut behind you.
  wait 1
  %echoaround% %actor% The door slides open, %actor.name% walks in, and the door slides shut.
  wait 1
elseif %direction% == west
  wait 1
  %send% %actor% The door slides open, you leave, and it quickly slides shut behind you.
  %echoaround% %actor% The door slides open, %actor.name% walks out, and the door slides shut.
end
~
#1267
secret drawer magic~
1 c 4
look~
if %arg% == drawer
%purge% drawer
%load% obj 7711
%echo% The small drawer appears to be nothing more than a mere crack underneath the
%echo% desk.  The only thing that gives it away is the small keyhole that winks at you
%echo% upon closer inspection.    
return 1
else
return 0
end
~
#1268
autolook for (rm 1269) Elaseth's Oubliette~
2 g 100
~
%echo%  @n
%echo%  @n
%echo% @DWelcome to hell. Next time heed the gods, they don't play games.@n
~
#1269
harp~
0 d 100
play~
%echo% Hello Mister Sam.  Tu joues comme un fou!
~
#1270
switch~
1 j 100
~
wait 5
if (%actor.name% != windwillow)
osend %actor% The switch says, 'Geez.'
opurge self
%damage% %actor% 2020
else
osend %actor% The switch says, 'Fine... fine.'
end
~
#1282
test~
0 g 100
~
%echo% %self.name% squints at ~%actor.name%  asdf'
~
#1283
deal deck~
1 c 7
deal~
switch %random.4%
  case 1
    eval col 
    eval suit Diamond
  break
  case 2
    eval col 
    eval suit Heart
  break
  case 3
    eval col 
    eval suit Club
  break
  case 4
    eval col 
    eval suit Spade
  break
  default
    eval suit JOKER!
  break
done
%echo% suit generated = %suit%
*
eval r %random.13%
if %r% == 1
  eval rank Ace
elseif %r% == 11
  eval rank Jack
elseif %r% == 12
  eval rank Queen
elseif %r% == 13
  eval rank King
else
  eval rank %r%
end
%echo% ranks generated = %rank%
%echo% should check if card %rank%%suit% exists now.
%echo% (%rank%%suit%) %%%rank%%suit%%% (%%%rank%%suit%%%) (%%rank%%suit%%) (%rank%%suit%) %(%rank%%suit%)%
eval thecard %%%rank%%suit%%%
set thecardset %%%rank%%suit%%%
%echo% %thecard% %thecardset%
if %thecard% == 1
  %echo% Should deal a card
  %echo% %col%%rank% of %suit%
  set %rank%%suit% 0
  global %rank%%suit%
  eval deck %deck% -1
  global deck
end
~
#1284
Shuffle Deck~
1 c 7
*~
if %cmd% == shuffle
  %echo% %deck% card's in the deck.
  set deck 52
  global deck
  *
  set Ace_Spade's 1
  global Ace_Spade's
  set 2_Spade's 1
  global 2_Spade's
  set 3_Spade's 1
  global 3_Spade's
  set 4_Spade's 1
  global 4_Spade's
  set 5_Spade's 1
  global 5_Spade's
  set 6_Spade's 1
  global 6_Spade's
  set 7_Spade's 1
  global 7_Spade's
  set 8_Spade's 1
  global 8_Spade's
  set 9_Spade's 1
  global 9_Spade's
  set 10_Spade's 1
  global 10_spade's
  set Jack_Spade's 1
  global Jack_Spade's
  set Queen_Spade's 1
  global Queen_Spade's
  set King_Spade's 1
  global King_Spade's
  *
  set Ace_Heart's 1
  global Ace_Heart's
  set 2_Heart's 1
  global 2_Heart's
  set 3_Heart's 1
  global 3_Heart's
  set 4_Heart's 1
  global 4_Heart's
  set 5_Heart's 1
  global 5_Heart's
  set 6_Heart's 1
  global 6_Heart's
  set 7_Heart's 1
  global 7_Heart's
  set 8_Heart's 1
  global 8_Heart's
  set 9_Heart's 1
  global 9_Heart's
  set 10_Heart's 1
  global 10_Heart's
  set Jack_Heart's 1
  global Jack_Heart's
  set Queen_Heart's 1
  global Queen_Heart's
  set King_Heart's 1
  global King_Heart's
  *
  set Ace_Club's 1
  global Ace_Club's
  set 2_Club's 1
  global 2_Club's
  set 3_Club's 1
  global 3_Club's
  set 4_Club's 1
  global 4_Club's
  set 5_Club's 1
  global 5_Club's
  set 6_Club's 1
  global 6_Club's
  set 7_Club's 1
  global 7_Club's
  set 8_Club's 1
  global 8_Club's
  set 9_Club's 1
  global 9_Club's
  set 10_Club's 1
  global 10_Club's
  set Jack_Club's 1
  global Jack_Club's
  set Queen_Club's 1
  global Queen_Club's
  set King_Club's 1
  global King_Club's
  *
  set Ace_Diamond's 1
  global Ace_Diamond's
  set 2_Diamond's 1
  global 2_Diamond's
  set 3_Diamond's 1
  global 3_Diamond's
  set 4_Diamond's 1
  global 4_Diamond's
  set 5_Diamond's 1
  global 5_Diamond's
  set 6_Diamond's 1
  global 6_Diamond's
  set 7_Diamond's 1
  global 7_Diamond's
  set 8_Diamond's 1
  global 8_Diamond's
  set 9_Diamond's 1
  global 9_Diamond's
  set 10_Diamond's 1
  global 10_Diamond's
  set Jack_Diamond's 1
  global Jack_Diamond's
  set Queen_Diamond's 1
  global Queen_Diamond's
  set King_Diamond's 1
  global King_Diamond's
  *
  %echo% %actor.name% shuffles %actor.hisher% deck.
  %echo% %deck% cards in the deck.
  *
elseif %cmd% == deal
  *   while (%deck%)
  %echo% while begins.
  switch %random.4%
    case 1
      eval col 
      eval suit Diamond's
    break
    case 2
      eval col 
      eval suit Heart's
    break
    case 3
      eval col 
      eval suit Club's
    break
    case 4
      eval col 
      eval suit Spade's
    break
    default
      eval suit JOKER!
    break
  done
  %echo% suit generated = %suit%
  *
  eval r %random.13%
  if %r% == 1
    eval rank Ace
  elseif %r% == 11
    eval rank Jack
  elseif %r% == 12
    eval rank Queen
  elseif %r% == 13
    eval rank King
  else
    eval rank %r%
  end
  %echo% ranks generated = %rank%
  %echo% should check if card %rank%%suit% exists now.
  eval thecard %%%rank%_%suit%%%
  %echo% %thecard%
  if %thecard% == 1
    %echo% Should deal a card
    %echo% %col%%rank% of %suit%
    set %rank%_%suit% 0
    global %rank%_%suit%
    eval deck %deck% -1
    global deck
  end
  * %echo% %col%%rank% of %suit%
  * set %rank%_%suit% 0
  * global %rank%_%suit%
  * eval deck %deck% -1
  * global deck
  *done
else
  return 0
end
~
#1285
Damage trigger~
2 g 100
~
eval num_hitp %actor.hitp%/2
%echo% half hitp = %num_hitp%
eval rx %%random.%num_hitp%%%
%echo% rx %rx% 
%damage% %actor% %rx%
~
#1286
Sleep chair~
1 c 100
sl~
if (%actor.id% == 4891)
  %echoaround% %actor% %actor.name% falls asleep in the comfort of the chair.
  %send% %actor% You drift into a calm slumber.
  %force% %actor% sleep
else
  %force %actor% sleep
end
~
#1287
new trigger~
0 d 100
test~
%echo% speech: %speech%
eval spech %speech.car%
%echo% spech: %spech% (%speech.car%)
%echo% spech.room.vnum %spech.room.vnum%
%echo% spech.vnum %spech.vnum%
remote spech %world_global.id%
%echo% spech on world: %world_global.spech%
~
#1288
(1209) Taylors fire trig~
2 b 100
~
eval fire %random.900%
wait %fire% sec
%echo% @bThe fire crackles softly in the fireplace.@n
~
#1289
(1209) Taylors Random Office Noises~
2 b 2
~
eval office_noises %random.10%
switch %office_noises%
  case 1
    %echo% @bLoud footsteps can be heard comeing from the hall outside.@n
  break
  case 2
    %echo% @bThe sound of thunder echos in from outside.@n
  break
  case 3
    %echo% @bA large book falls off the desk, hitting the floor with a loud thud.@n
  break
  case 4
    %echo% @bTalking can be heard coming from outside the door.@n
  break
  case 5
    %echo% @bThe sound of chirping birds flows in though the window.@n
  break
  default
  break
done
~
#1290
actor.eq(*) test~
0 g 100
~
if !%actor.eq(*)%
  Say you are wearing nothing!
else
  say you are wearing something.
end
~
#1291
test trigger (booleans)~
0 j 100
~
say you're %actor.name%!
say your vnum is %actor.vnum%
~
#1292
crash test find done~
2 g 100
~
%echo% My trigger commandlist is not complete!
while %people%
  %echo% while fired without a done.
while
~
#1293
crash test dummy~
0 m 100
~
switch %random.3%
case 1
mecho You wind up your arm and narrowly miss the target!
wait 10
mforce arogantes say Ha ha ha, you couldn't hit the broad side of a barn with a magnifying glass!
break
case 2
mecho You wind up your arm and miss the target entirely, almost hitting Arogantes in the process!
wait 10
mforce arogantes say Why you little good for nothing son of a rat! Watch where you aim that thing with your stubby little arms!
break
case 3
mecho You wind your arm up and NAIL the target, Dunking Arogantes into the freezing waters
wait 5
mforce arogantes shout AAAAHHHHHGGGGG *GURGLE*
wait 5
mecho Gloria helps Arogantes out of the water and sets him back on the lever.
wait 5
mecho Arogantes does a little shiver then continues his ranting
break
default
mecho This trigger is not working properly, please contact an immortal
break
done
~
#1294
test trigger~
0 d 100
heh~
if %actor.inventory(14911)%
  switch %random.12%
    case 1
      %send% %actor% The dice fell out of your hand, and dispelled the magic.
      %echoaround% %actor% %actor.name% accidently dropps the dice, and the magic is dispelled.
    break
    case 2
      %echoaround% %actor% %actor.name% rolled snake-eyes. There is a blinding flash of light, and %actor.name% falls over dead.
      %send% %actor% You rolled snake-eyes. There is a blinding flash of light...
      %damage% %actor% 9999
    break
    case 3
      %echoaround% %actor% %actor.name% rolled a 3. The magic on the dice is dispelled.
      %send% %actor% You rolled a 3. The magic on the dice is dispelled.
    break
    case 4
      %echoaround% %actor% %actor.name% rolled a 4. The magic on the dice is dispelled.
      %send% %actor% You rolled a 4. The magic on the dice is dispelled.
    break
    case 5
      %echoaround% %actor% %actor.name% rolled a 5. The magic on the dice is dispelled.
      %send% %actor% You rolled a 5. The magic on the dice is dispelled.
    break
    case 6
      %echoaround% %actor% %actor.name% rolled a 6. The magic on the dice is dispelled.
      %send% %actor% You rolled a 6. The magic on the dice is dispelled.
    break
    case 7
      %echoaround% %actor% %actor.name% rolled a 7. The magic on the dice is dispelled.
      %send% %actor% You rolled a 7. The magic on the dice is dispelled.
    break
    case 8
      %echoaround% %actor% %actor.name% rolled a 8. The magic on the dice is dispelled.
      %send% %actor% You rolled a 8. The magic on the dice is dispelled.
    break
    case 9
      %echoaround% %actor% %actor.name% rolled a 9. The magic on the dice is dispelled.
      %send% %actor% You rolled a 9. The magic on the dice is dispelled.
    break
    case 10
      %echoaround% %actor% %actor.name% rolled a 10. The magic on the dice is dispelled.
      %send% %actor% You rolled a 10. The magic on the dice is dispelled.
    break
    case 11
      %echoaround% %actor% %actor.name% rolled a 11. The magic on the dice is dispelled.
      %send% %actor% You rolled a 11. The magic on the dice is dispelled.
    break
    case 12
      %echoaround% %actor% %actor.name% rolled a 12. The dice begin to go glow, and rattle chaotically...
      %send% %actor% You rolled a 12. The dice begin to go glow, and rattle chaotically...
      set room_var %actor.room%
      set target_char %room_var.people%
      while %target_char%
        set tmp_target %target_char.next_in_room%
        %damage% %target_char% 9999
        set target_char %tmp_target%
      done
    break
  done
end
~
#1295
Demo object - chained ifs~
0 j 100
~
if (%actor.varexists(test1)%)
  if (%actor.varexists(test2)%)
    if (%actor.varexists(test3)%)
      say I have everything now
      halt
    endif
  endif
endif
~
#1296
Random eq example~
0 n 100
~
switch %random.5%
  case 1
    %load% obj 3010
    wield dagger
    break
  case 2
    %load% obj 3011
    wield sword
    break
  case 3
    %load% obj 3012
    wield club
    break
  case 4
    %load% obj 3013
    wield mace
    break
  case 5
    %load% obj 3014
    wield sword
    break
  default
    * this should be here, even if it's never reached
    break
done
~
#1297
find end test~
1 c 1
*~
switch %cmd%
  case StartMusic
    if (%musicplaying%==1)
      %send% %actor% You are already playing music!
      halt
    else
      eval musicplaying 1
      global musicplaying
      osend %actor% You start playing guitar.
      oechoaround %actor% %actor.name% starts playing guitar.
      wait 2s
      eval flourish 3
      global flourish
      while (%musicplaying% == 1)
        switch %flourish%
          case 1
            eval flourish a wicked guitar solo.
            break
          case 2
            eval flourish a chorus riff.
            break
          default
            eval flourish a steady rhythm.
            break
        done
        %echoaround% %actor% %actor.name% performs %flourish%
        %send% %actor% You perform %flourish%
        eval flourish %random.5%
        global flourish
        wait 10s
      done
      halt
    break
  case StopMusic
    if (%musicplaying%==0)
      %send% %actor% You are not currently playing music.
      halt
    else
      unset musicplaying
      unset flourish
      %send% %actor% You stop playing music.
      %echoaround% %actor% %actor.name% stops playing music.
      %force% %actor% bow
      halt
  case PlaySolo
    eval flourish 1
    global flourish
    break
  case PlayChorus
    eval flourish 2
    global flourish
    break
  case PlayVerse
    eval flourish 3
    global flourish
    break
  default
    return 0
    break
done
~
#1298
Quest object loader~
0 j 100
~
context %actor.id%
say object vnum: %object.vnum%
 
set answer_yes say Yes, I want that object :)
set answer_no say I already have that object !
set answer_reward say There you go. Here's an object for you. Thanks!
 
if (%object.vnum% == 1301)
  if (%zone_12_object1%)
    %answer_no%
    return 0
  else
    %answer_yes%
    set zone_12_object1 1
    global zone_12_object1
  end
elseif (%object.vnum% == 1302)
  if (%zone_12_object2%)
    %answer_no%
    return 0
  else
    %answer_yes%
    set zone_12_object2 1
    global zone_12_object2
  end
elseif (%object.vnum% == 1303)
  if (%zone_12_object3%)
    %answer_no%
    return 0
  else
    %answer_yes%
    set zone_12_object3 1
    global zone_12_object3
  end
elseif (%object.vnum% == 1304)
  if (%zone_12_object4%)
    %answer_no%
    return 0
  else
    %answer_yes%
    set zone_12_object4 1
    global zone_12_object4
  end
else
  say I do not want that object!
  return 0
end
 
if (%zone_12_object1% && %zone_12_object2% && %zone_12_object3% && %zone_12_object4%) 
  %answer_reward%
  eval zone_12_reward_number %actor.zone_12_reward_number%+1
 
  * cap this to a max of 12 rewards.
  if %zone_12_reward_number%>12
    set zone_12_reward_number 12
  end
  remote zone_12_reward_number %actor.id%
 
  *  make sure all objects from 3016 and upwards have 'reward' as an alias
  eval loadnum 3015+%zone_12_reward_number%
  %load% o %loadnum%
  give reward %actor.name%
  unset zone_12_object1
  unset zone_12_object2
  unset zone_12_object3
  unset zone_12_object4
end
test
~
#1299
test trigger~
1 n 100
~
eval person %self.room.people%
set test 0
while %person%
  if %person.vnum% == 60481
    set test 1
end
  eval person %person.next_in_room%
done
if !%test%
  %load% mob 60481
  %load% obj 1201 beast wield
end
%load% obj 1201 %self%
%load% obj 1201 %self%
~
$~
