forked from kyonshi/grenzland-mud
[May 17 2007] - Rumble
Added AFF_FLYING/SCUBA and appropriate checks in act.movement.c. Room sector ty pes IN FLIGHT and UNDERWATER are finally being used! Removed all of the Dragon_Breathes. Removed context help system. Added invis level on reconnect. [May 15 2007] - Rumble Fixed object stacking to match s-desc and item_number. Added wizupdate command. Added valid_dg_target check to object remove trigs.
This commit is contained in:
@@ -0,0 +1 @@
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Rumble (May 15) [ 1204] Added changelog to do_file.
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@@ -1,591 +0,0 @@
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#001 * CONTEXT_OEDIT_MAIN_MENU
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*OEDIT-MENU~
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#002 * CONTEXT_OEDIT_EDIT_NAMELIST
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Enter a list of @ukeywords@n seperated by spaces.
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The list may not contain color codes and should not contain small words
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like 'an', 'a', 'the' or 'of'.
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When making drink containers, do not include the name of the liquid in
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this list. It will be added automatically.
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Example: axe wood wooden
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~
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#003 * CONTEXT_OEDIT_SHORTDESC
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Enter a @ushort description@n for the object. A short description is
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used when the name of the object is put into sentences, or is listed
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in inventories, containers etc.
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It should contain words like 'a', 'an' or 'the' if needed, but no
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capitalization or punctuation.
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Example: a wooden axe
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When making drink containers, do not include the name of the liquid in
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this list. It will be added automatically.
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~
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#004 * CONTEXT_OEDIT_LONGDESC
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Enter a @ulong description@n for the object. The long description is
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used when the object is in the room, ie. not in containers.
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The long description is never put into lists or sentences, and should
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therefore have correct grammar, capitalization and punctuation.
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Example: An axe with a wooden shaft has been thrown here.
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~
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#005 * CONTEXT_OEDIT_ACTDESC
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Never shown
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~
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#006 * CONTEXT_OEDIT_TYPE
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Select a type for the object. Depending on the choice of type, the
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values have different meaning. The types are:
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0) UNDEFINED - not meaningful. Do not use.
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1) LIGHT - a lightsource.
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2) SCROLL - a scroll with magical spells.
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3) WAND - a magical wand; point at target to use.
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4) STAFF - a magical staff; hit all in room with spell(s).
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5) WEAPON - any kind of damaging weapon.
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6) FIRE WEAPON - not implemented. Do not use.
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7) MISSILE - not implemented. Do not use.
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8) TREASURE - not implemented. Do not use.
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9) ARMOR - a piece of armor.
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10) POTION - a magical potion. Quaff to use.
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11) WORN - worn, but not armor.
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12) OTHER - if no other categori applies, use this.
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13) TRASH - what it says; taken by scavengers.
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14) TRAP - not implemented. Do not use.
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15) CONTAINER - something something else can be in.
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16) NOTE - can be written on with a PEN.
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17) LIQ CONTAINER- for storing liquids.
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18) KEY - for opening doors.
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19) FOOD - for eating.
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20) MONEY - a pile of gold.
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21) PEN - can write on NOTEs.
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22) BOAT - when carried, one can traverse water.
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23) FOUNTAIN - a BIG liquid container. Can fill other liquid conts.
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~
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#007 * CONTEXT_OEDIT_EXTRAS
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Select a set of bits from this list:
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1) GLOW Item is glowing (cosmetic).
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2) HUM Item is humming (cosmetic).
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3) NORENT Item cannot be rented.
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4) NODONATE Item cannot be donated.
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5) NOINVIS Item cannot be made invisible.
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6) INVISIBLE Item is invisible.
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7) MAGIC Item has a magical aura and cannot be enchanted.
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8) NODROP Item is cursed and cannot be dropped.
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9) BLESS Item is blessed (cosmetic).
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10) ANTI_GOOD Item cannot be used by good-aligned characters.
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11) ANTI_EVIL Item cannot be used by evil-aligned characters.
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12) ANTI_NEUTRAL Item cannot be used by neutral align characters.
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13) ANTI_MAGIC_USER Item cannot be used by the Mage class.
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14) ANTI_CLERIC Item cannot be used by the Cleric class.
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15) ANTI_THIEF Item cannot be used by the Thief class.
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16) ANTI_WARRIOR Item cannot be used by the Warrior class.
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17) NOSELL Shopkeepers will not buy or sell the item.
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Use '0' to quit the menu.
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Any other number sets or removes the corresponding bit.
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~
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#008 * CONTEXT_OEDIT_WEAR
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A list of possible wear locations from this list:
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1) TAKE Item can be taken (picked up off the ground).
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2) FINGER Item can be worn on the fingers.
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3) NECK Item can be worn around the neck.
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4) BODY Item can be worn on the body.
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5) HEAD Item can be worn on the head.
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6) LEGS Item can be worn on the legs.
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7) FEET Item can be worn on the feet.
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8) HANDS Item can be worn on the hands.
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9) ARMS Item can be worn on the arms.
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10) SHIELD Item can be used as a shield.
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11) ABOUT Item can be worn about the body.
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12) WAIST Item can be worn around the waist.
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13) WRIST Item can be worn around the wrist.
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14) WIELD Item can be wielded; e.g. weapons.
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15) HOLD Item can be held (the "hold" command).
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Most items should be 'TAKE' to be able to pick them up.
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Use '0' to quit the menu.
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Any other number sets or removes the corresponding bit.
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~
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#009 * CONTEXT_OEDIT_WEIGHT
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Enter the weight of the object in pounds. Weapons over 40 pounds are
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too heavy to use for most people. Be reasonable.
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~
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#010 * CONTEXT_OEDIT_COST
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Enter the cost in gold pieces for this object. This will be the base
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price used when dealing with shopkeepers.
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~
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#011 * CONTEXT_OEDIT_COSTPERDAY
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Enter the rent cost. This is how many gold pieces the object will cost
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per day when renting.
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~
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#012 * CONTEXT_OEDIT_TIMER
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You shouldn't have to alter this setting, except when making objects
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with otimer triggers attached. This counter will drop by one for each
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mud hour that passes. Unless there's a trigger attached, nothing more
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will happen.
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~
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#013 * CONTEXT_OEDIT_VALUE_1
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Depending on the @utype@n of the item this value have different meanings;
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"Spell level" - the level of the spell cast by the item.
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"Modifier to hitroll" - the addition the item has to natural hitroll.
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"Apply to AC" - the apply to AC this item has. This is tripled if worn
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on body, and doubled on arms and legs.
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"Max weight to contain" - the weight this container can contain in pounds.
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"Max drink units" - the number of 'drink units' the container can hold.
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Note that one drinks some 4-6 drink units per time.
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"Hours to fill stomach" - the time this food will satiate you.
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"Number of gold coins" - the size of the money pile.
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~
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#014 * CONTEXT_OEDIT_VALUE_2
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Depending on the @utype@n of the item this value have different meanings;
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A list of spells - choose one of them to have the item cast the spell.
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"Max number of charges" - how many charges does it have when fully recharged ?
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"Number of damage dice" - the number of dice to roll to determine the damage
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the item causes. This is calculated as xdy
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(read: x dice of size y)
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Ie. 1d5 would mean you enter '1' at the prompt.
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Container flags:
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1) CLOSEABLE Container can be closed and locked.
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2) PICKPROOF Lock on container cannot be picked.
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3) CLOSED Container is closed when created.
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4) LOCKED Container is locked when created.
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Exit the menu with '0'.
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"Initial drink units" - number of drink units in the item when loaded. This
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must be equal or less than the max capacity.
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~
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#015 * CONTEXT_OEDIT_VALUE_3
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Depending on the @utype@n of the item this value have different meanings;
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A list of spells - choose one of them to have the item cast the spell.
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"Number of hours" - how long will the light burn. Use -1 to get infinate
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light. These are rare, though.
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"Number of charges remaining" - the number of charges in the item when
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loaded. This must be less than or equal to the max.
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"Size of damage dice" - the size of the dice to roll to determine the damage
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the item causes. This is calculated as xdy
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(read: x dice of size y)
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Ie. 1d5 would mean you enter '5' at the prompt.
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"Vnum of key to open container" - if the container is locked, you need to
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set a key to open it.
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A list of liquid types. Choose one from the list.
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~
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#016 * CONTEXT_OEDIT_VALUE_4
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Depending on the @utype@n of the item this value have different meanings;
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A list of spells - choose one of them to have the item cast the spell.
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A list of weapon types - choose one to have the weapon attack with the
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right sound effects.
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Only piercing and stabbing can backstab.
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"Poisoned" - anything besides '0' will make the item poisonous.
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~
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#017 * CONTEXT_OEDIT_APPLY
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Select an apply from the list below:
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0 NONE No effect - used to quit the menu.
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1 STR Apply to strength.
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2 DEX Apply to dexterity.
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3 INT Apply to intelligence.
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4 WIS Apply to wisdom.
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5 CON Apply to constitution.
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6 CHA Apply to charisma.
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7 CLASS DO NOT USE!
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8 LEVEL DO NOT USE!
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9 AGE Apply to character's MUD age, in MUD-years.
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10 CHAR_WEIGHT Apply to weight.
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11 CHAR_HEIGHT Apply to height.
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12 MANA Apply to MAX mana points.
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13 HIT Apply to MAX hit points.
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14 MOVE Apply to MAX movement points.
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15 GOLD DO NOT USE!
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16 EXP DO NOT USE!
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17 AC Apply to armor class (AC).
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18 HITROLL Apply to hitroll.
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19 DAMROLL Apply to damage roll bonus.
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20 SAVING_PARA Apply to save throw: paralyze
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21 SAVING_ROD Apply to save throw: rods
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22 SAVING_PETRI Apply to save throw: petrif
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23 SAVING_BREATH Apply to save throw: breath
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24 SAVING_SPELL Apply to save throw: spells
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~
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#018 * CONTEXT_OEDIT_APPLYMOD
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Decide how this apply has effect by typing a number.
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The number may be negative, and this helps in some situations:
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Good when positive:
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STR, DEX, INT, WIS, CON, CHA, MANA, HIT, MOVE, HITROLL, DAMROLL
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Good when negative:
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AGE, AC, SAVING_*
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~
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#019 * CONTEXT_OEDIT_EXTRADESC_KEY
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Enter the keywordlist seperated by spaces, which is needed to see
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the description.
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Example: table desk
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~
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#020 * CONTEXT_OEDIT_CONFIRM_SAVEDB
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Not used ?
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~
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#021 * CONTEXT_OEDIT_CONFIRM_SAVESTRING
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If you type 'y', the object is saved to disk right away.
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'n' will let you quit without saving, while
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'a' will abort the quit.
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~
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#022 * CONTEXT_OEDIT_PROMPT_APPLY
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Enter a number from the list to the left to alter one of the applies.
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This is how you alter the effect on hitroll, damroll, saving throws, AC,
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age, height, weight or stats.
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~
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#023 * CONTEXT_OEDIT_EXTRADESC_DESCRIPTION
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Never shown
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~
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#024 * CONTEXT_OEDIT_EXTRADESC_MENU
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Select an option to the left.
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'1' to change the keyword list for this description.
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'2' to change the description shown.
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'3' to go to next description in this room.
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If no such description exists, and this one is used, make a new one.
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'0' to leave the menu.
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~
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#025 * CONTEXT_OEDIT_LEVEL
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Enter the minimum level one must be to wield/hold/wear the object.
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~
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#026 * CONTEXT_OEDIT_PERM
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Enter the effects this item has on people using it. These are permanent
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bits which are set when the object is worn/wielded/held.
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When wearing an object with this flag,
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1) BLIND The wearer goes blind
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2) INVIS The wearer becomes invisible
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3) DET-ALIGN The wearer detects alignments
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4) DET-INVIS The wearer sees invisible objects and players.
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5) DET-MAGIC The wearer sees magic on objects
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6) SENSE-LIFE The wearer sees hidden mobs/players
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||||
7) WATWALK The wearer can walk on water
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||||
8) SANCT The wearer is protected by sanctuary
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9) GROUP DO NOT USE - reserved for internal use
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10) CURSE The wearer is influenced by a curse
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||||
11) INFRA The wearer sees in the dark
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||||
12) POISON The wearer is poisoned
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||||
13) PROT-EVIL The wearer is protected from evil
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||||
14) PROT-GOOD The wearer is protected from good
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||||
15) SLEEP The wearer is magically put to sleep
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||||
16) !TRACK The wearer cannot be tracked
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||||
17) UNUSED DO NOT USE
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||||
18) UNUSED DO NOT USE
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||||
19) SNEAK The wearer moves silently
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||||
20) HIDE The wearer is hidden - use with caution
|
||||
21) UNUSED DO NOT USE
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22) CHARM DO NOT USE - reserved for internal use
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||||
~
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/* this line should not give any problems */
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#027 * CONTEXT_REDIT_MAIN_MENU
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test
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||||
~
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||||
#028 * CONTEXT_REDIT_NAME
|
||||
test
|
||||
~
|
||||
#029 * CONTEXT_REDIT_DESC
|
||||
Never shown
|
||||
~
|
||||
#030 * CONTEXT_REDIT_FLAGS
|
||||
test
|
||||
~
|
||||
#031 * CONTEXT_REDIT_SECTOR
|
||||
test
|
||||
~
|
||||
#032 * CONTEXT_REDIT_EXIT_MENU
|
||||
test
|
||||
~
|
||||
#033 * CONTEXT_REDIT_CONFIRM_SAVEDB
|
||||
test
|
||||
~
|
||||
#034 * CONTEXT_REDIT_CONFIRM_SAVESTRING
|
||||
test
|
||||
~
|
||||
#035 * CONTEXT_REDIT_EXIT_NUMBER
|
||||
test
|
||||
~
|
||||
#036 * CONTEXT_REDIT_EXIT_DESCRIPTION
|
||||
Never shown
|
||||
~
|
||||
#037 * CONTEXT_REDIT_EXIT_KEYWORD
|
||||
test
|
||||
~
|
||||
#038 * CONTEXT_REDIT_EXIT_KEY
|
||||
test
|
||||
~
|
||||
#039 * CONTEXT_REDIT_EXIT_DOORFLAGS
|
||||
test
|
||||
~
|
||||
#040 * CONTEXT_REDIT_EXTRADESC_MENU
|
||||
test
|
||||
~
|
||||
#041 * CONTEXT_REDIT_EXTRADESC_KEY
|
||||
test
|
||||
~
|
||||
#042 * CONTEXT_REDIT_EXTRADESC_DESCRIPTION
|
||||
Never shown
|
||||
~
|
||||
#043 * CONTEXT_ZEDIT_MAIN_MENU
|
||||
test
|
||||
~
|
||||
#044 * CONTEXT_ZEDIT_DELETE_ENTRY
|
||||
test
|
||||
~
|
||||
#045 * CONTEXT_ZEDIT_NEW_ENTRY
|
||||
test
|
||||
~
|
||||
#046 * CONTEXT_ZEDIT_CHANGE_ENTRY
|
||||
test
|
||||
~
|
||||
#047 * CONTEXT_ZEDIT_COMMAND_TYPE
|
||||
test
|
||||
~
|
||||
#048 * CONTEXT_ZEDIT_IF_FLAG
|
||||
test
|
||||
~
|
||||
#049 * CONTEXT_ZEDIT_ARG1
|
||||
test
|
||||
~
|
||||
#050 * CONTEXT_ZEDIT_ARG2
|
||||
test
|
||||
~
|
||||
#051 * CONTEXT_ZEDIT_ARG3
|
||||
test
|
||||
~
|
||||
#052 * CONTEXT_ZEDIT_ZONE_NAME
|
||||
test
|
||||
~
|
||||
#053 * CONTEXT_ZEDIT_ZONE_LIFE
|
||||
test
|
||||
~
|
||||
#054 * CONTEXT_ZEDIT_ZONE_BOT
|
||||
test
|
||||
~
|
||||
#055 * CONTEXT_ZEDIT_ZONE_TOP
|
||||
test
|
||||
~
|
||||
#056 * CONTEXT_ZEDIT_ZONE_RESET
|
||||
test
|
||||
~
|
||||
#057 * CONTEXT_ZEDIT_CONFIRM_SAVESTRING
|
||||
test
|
||||
~
|
||||
#058 * CONTEXT_ZEDIT_SARG1
|
||||
test
|
||||
~
|
||||
#059 * CONTEXT_ZEDIT_SARG2
|
||||
test
|
||||
~
|
||||
#060 * CONTEXT_MEDIT_MAIN_MENU
|
||||
test
|
||||
~
|
||||
#061 * CONTEXT_MEDIT_ALIAS
|
||||
test
|
||||
~
|
||||
#062 * CONTEXT_MEDIT_S_DESC
|
||||
test
|
||||
~
|
||||
#063 * CONTEXT_MEDIT_L_DESC
|
||||
test
|
||||
~
|
||||
#064 * CONTEXT_MEDIT_D_DESC
|
||||
Never shown
|
||||
~
|
||||
#065 * CONTEXT_MEDIT_NPC_FLAGS
|
||||
test
|
||||
~
|
||||
#066 * CONTEXT_MEDIT_AFF_FLAGS
|
||||
test
|
||||
~
|
||||
#067 * CONTEXT_MEDIT_CONFIRM_SAVESTRING
|
||||
test
|
||||
~
|
||||
#068 * CONTEXT_MEDIT_SEX
|
||||
test
|
||||
~
|
||||
#069 * CONTEXT_MEDIT_HITROLL
|
||||
test
|
||||
~
|
||||
#070 * CONTEXT_MEDIT_DAMROLL
|
||||
test
|
||||
~
|
||||
#071 * CONTEXT_MEDIT_NDD
|
||||
test
|
||||
~
|
||||
#072 * CONTEXT_MEDIT_SDD
|
||||
test
|
||||
~
|
||||
#073 * CONTEXT_MEDIT_NUM_HP_DICE
|
||||
test
|
||||
~
|
||||
#074 * CONTEXT_MEDIT_SIZE_HP_DICE
|
||||
test
|
||||
~
|
||||
#075 * CONTEXT_MEDIT_ADD_HP
|
||||
test
|
||||
~
|
||||
#076 * CONTEXT_MEDIT_AC
|
||||
test
|
||||
~
|
||||
#077 * CONTEXT_MEDIT_EXP
|
||||
test
|
||||
~
|
||||
#078 * CONTEXT_MEDIT_GOLD
|
||||
test
|
||||
~
|
||||
#079 * CONTEXT_MEDIT_POS
|
||||
test
|
||||
~
|
||||
#080 * CONTEXT_MEDIT_DEFAULT_POS
|
||||
test
|
||||
~
|
||||
#081 * CONTEXT_MEDIT_ATTACK
|
||||
test
|
||||
~
|
||||
#082 * CONTEXT_MEDIT_LEVEL
|
||||
test
|
||||
~
|
||||
#083 * CONTEXT_MEDIT_ALIGNMENT
|
||||
test
|
||||
~
|
||||
#084 * CONTEXT_SEDIT_MAIN_MENU
|
||||
test
|
||||
~
|
||||
#085 * CONTEXT_SEDIT_CONFIRM_SAVESTRING
|
||||
test
|
||||
~
|
||||
#086 * CONTEXT_SEDIT_NOITEM1
|
||||
test
|
||||
~
|
||||
#087 * CONTEXT_SEDIT_NOITEM2
|
||||
test
|
||||
~
|
||||
#088 * CONTEXT_SEDIT_NOCASH1
|
||||
test
|
||||
~
|
||||
#089 * CONTEXT_SEDIT_NOCASH2
|
||||
test
|
||||
~
|
||||
#090 * CONTEXT_SEDIT_NOBUY
|
||||
test
|
||||
~
|
||||
#091 * CONTEXT_SEDIT_BUY
|
||||
test
|
||||
~
|
||||
#092 * CONTEXT_SEDIT_SELL
|
||||
test
|
||||
~
|
||||
#093 * CONTEXT_SEDIT_PRODUCTS_MENU
|
||||
test
|
||||
~
|
||||
#094 * CONTEXT_SEDIT_ROOMS_MENU
|
||||
test
|
||||
~
|
||||
#095 * CONTEXT_SEDIT_NAMELIST_MENU
|
||||
test
|
||||
~
|
||||
#096 * CONTEXT_SEDIT_NAMELIST
|
||||
test
|
||||
~
|
||||
#097 * CONTEXT_SEDIT_OPEN1
|
||||
test
|
||||
~
|
||||
#098 * CONTEXT_SEDIT_OPEN2
|
||||
test
|
||||
~
|
||||
#099 * CONTEXT_SEDIT_CLOSE1
|
||||
test
|
||||
~
|
||||
#100 * CONTEXT_SEDIT_CLOSE2
|
||||
test
|
||||
~
|
||||
#101 * CONTEXT_SEDIT_KEEPER
|
||||
test
|
||||
~
|
||||
#102 * CONTEXT_SEDIT_BUY_PROFIT
|
||||
test
|
||||
~
|
||||
#103 * CONTEXT_SEDIT_SELL_PROFIT
|
||||
test
|
||||
~
|
||||
#104 * CONTEXT_SEDIT_TYPE_MENU
|
||||
test
|
||||
~
|
||||
#105 * CONTEXT_SEDIT_DELETE_TYPE
|
||||
test
|
||||
~
|
||||
#106 * CONTEXT_SEDIT_DELETE_PRODUCT
|
||||
test
|
||||
~
|
||||
#107 * CONTEXT_SEDIT_NEW_PRODUCT
|
||||
test
|
||||
~
|
||||
#108 * CONTEXT_SEDIT_DELETE_ROOM
|
||||
test
|
||||
~
|
||||
#109 * CONTEXT_SEDIT_NEW_ROOM
|
||||
test
|
||||
~
|
||||
#110 * CONTEXT_SEDIT_SHOP_FLAGS
|
||||
test
|
||||
~
|
||||
#111 * CONTEXT_SEDIT_NOTRADE
|
||||
test
|
||||
~
|
||||
#112 * CONTEXT_TRIGEDIT_MAIN_MENU
|
||||
This is the Trigger edit page.
|
||||
|
||||
From here you have access to all the options needed to create a script.
|
||||
The page is divided into two sections;
|
||||
One describing the triggers' type and arguments,
|
||||
and one showing the command list (point 6).
|
||||
~
|
||||
#113 * CONTEXT_TRIGEDIT_TRIGTYPE
|
||||
test
|
||||
~
|
||||
#114 * CONTEXT_TRIGEDIT_CONFIRM_SAVESTRING
|
||||
If you type 'y', the trigger is saved to disk right away.
|
||||
'n' will let you quit without saving, while
|
||||
'a' will abort the quit
|
||||
~
|
||||
#115 * CONTEXT_TRIGEDIT_NAME
|
||||
This will let you decide on the name of the trigger.
|
||||
Anything will go, but it is recommended you keep it
|
||||
short and to the point.
|
||||
~
|
||||
#116 * CONTEXT_TRIGEDIT_INTENDED
|
||||
Here you decide on the type of thing this trigger is made for.
|
||||
You can attach it to other types later, but this decides which
|
||||
list of types you will get when you get to that point.
|
||||
~
|
||||
#117 * CONTEXT_TRIGEDIT_TYPES
|
||||
test
|
||||
~
|
||||
#118 * CONTEXT_TRIGEDIT_COMMANDS
|
||||
test
|
||||
~
|
||||
#119 * CONTEXT_TRIGEDIT_NARG
|
||||
test
|
||||
~
|
||||
#120 * CONTEXT_TRIGEDIT_ARGUMENT
|
||||
test
|
||||
~
|
||||
#121 * CONTEXT_SCRIPT_MAIN_MENU
|
||||
test
|
||||
~
|
||||
#122 * CONTEXT_SCRIPT_NEW_TRIGGER
|
||||
test
|
||||
~
|
||||
#123 * CONTEXT_SCRIPT_DEL_TRIGGER
|
||||
~
|
||||
@@ -1,6 +1,7 @@
|
||||
*************************************************************************
|
||||
* The following people have reached immortality on tbaMUD. *
|
||||
*************************************************************************
|
||||
*******************************************************************************
|
||||
* The following people have reached immortality on tbaMUD. *
|
||||
*******************************************************************************
|
||||
|
||||
Immortals
|
||||
~~~~~~~~~
|
||||
|
||||
|
||||
@@ -1,9 +1,10 @@
|
||||
*************************************************************************
|
||||
* The following people have reached immortality on tbaMUD. *
|
||||
*************************************************************************
|
||||
*******************************************************************************
|
||||
* The following people have reached immortality on tbaMUD. *
|
||||
*******************************************************************************
|
||||
|
||||
Implementors
|
||||
~~~~~~~~~~~~
|
||||
Rumble
|
||||
|
||||
Greater Gods
|
||||
~~~~~~~~~~~~
|
||||
|
||||
@@ -40,6 +40,10 @@ The email listing of the gods is pinned against the wall.~
|
||||
0 0 0 0
|
||||
1 1 0 30
|
||||
E
|
||||
emails listing~
|
||||
HELP CONTACT
|
||||
~
|
||||
E
|
||||
wizlist~
|
||||
Implementors
|
||||
~~~~~~~~~~~
|
||||
@@ -56,10 +60,6 @@ wizlist~
|
||||
Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor
|
||||
Theophilus Tocamat Torpidai Treestump Tuskony Zizazat
|
||||
~
|
||||
E
|
||||
emails listing~
|
||||
HELP CONTACT
|
||||
~
|
||||
#5
|
||||
foraged berries~
|
||||
some foraged berries~
|
||||
@@ -135,7 +135,7 @@ waybread bread~
|
||||
a waybread~
|
||||
Some waybread has been put here.~
|
||||
~
|
||||
19 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
19 0 0 0 0 a 0 0 0 rs 0 0 0
|
||||
24 0 0 0
|
||||
1 50 0 0
|
||||
E
|
||||
@@ -693,19 +693,6 @@ runestone Sanctum church~
|
||||
This is one of the runestones used by the priests of Sanctum in their duties.
|
||||
|
||||
~
|
||||
#41
|
||||
Bell sanctum freedom~
|
||||
the bell of Sanctum's freedom~
|
||||
The symbol of Sanctum's freedom waits to be returned to its city.~
|
||||
Nothing.
|
||||
~
|
||||
4 b 0 0 0 ao 0 0 0 0 0 0 0
|
||||
30 1 1 39
|
||||
1 1000 0 0
|
||||
E
|
||||
bell sanctum's freedom~
|
||||
This is the bell that represents the freedom of the city of Sanctum.
|
||||
~
|
||||
#42
|
||||
hammer Sanctum~
|
||||
the hammer of Sanctum~
|
||||
@@ -755,20 +742,6 @@ An immortal device to set questpoints.~
|
||||
0 0 0 0
|
||||
1 1 0 31
|
||||
T 168
|
||||
#45
|
||||
pile coins gold~
|
||||
a pile of gold coins~
|
||||
A pile of gold coins is half-buried in the mud and muck.~
|
||||
~
|
||||
20 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
1000000 0 0 0
|
||||
0 0 0 0
|
||||
T 193
|
||||
E
|
||||
pile coins gold~
|
||||
The glittering gold catches your eye. Though covered in dirt and grime money
|
||||
is money.
|
||||
~
|
||||
#46
|
||||
key gateguard~
|
||||
the gateguard key~
|
||||
@@ -803,19 +776,6 @@ comfy bed~
|
||||
This bed is beckoning you to lay down and get some much needed sleep.
|
||||
Just "sleep bed"
|
||||
~
|
||||
#50
|
||||
generic light~
|
||||
a generic light~
|
||||
A generic light is lying here.~
|
||||
~
|
||||
1 0 0 0 0 ao 0 0 0 0 0 0 0
|
||||
0 0 -1 0
|
||||
1 1 0 0
|
||||
E
|
||||
generic light~
|
||||
Since this light is completely generic there are no distinctive features
|
||||
worth noticing.
|
||||
~
|
||||
#51
|
||||
generic ring rfinger~
|
||||
a generic ring~
|
||||
|
||||
@@ -1,46 +1,3 @@
|
||||
#1200
|
||||
email list staff~
|
||||
a list of the staff's emails~
|
||||
A list of the staff's emails has been left here.~
|
||||
~
|
||||
14 0 0 0 0 ao 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
1 1 0 0
|
||||
E
|
||||
list email staff~
|
||||
@RHELP CONTACT@n for the most recent listing or:
|
||||
|
||||
Name Email ICQ # AIM MSN
|
||||
Welcor welcor@@builderacademy.net 18755607
|
||||
Rumble rumble@@builderacademy.net 100121659 admwint wintersn
|
||||
Ferret ferret@@builderacademy.net radiax01
|
||||
Elaseth elaseth@@builderacademy.net ParaVox3
|
||||
Relsqui relsqui@@builderacademy.net 72136407 spiritethereal
|
||||
Heiach heiach@@builderacademy.net heiach heiach
|
||||
Detta detta@@builderacademy.net
|
||||
Shamra shamra@@builderacademy.net BlackdemonRahl
|
||||
Elorien elorien@@builderacademy.net
|
||||
Random random@@builderacademy.net 219948345
|
||||
Fyre fyre@@builderacademy.net
|
||||
Fizban mudaddict4life@@gmail.com Fizban1216 Fizban1216
|
||||
~
|
||||
#1201
|
||||
pamphlet trigedit~
|
||||
a pamphlet advertising the wonderful world of triggers~
|
||||
A small pamphlet advertising the wonderful world of Trigedit.~
|
||||
~
|
||||
12 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
1 1 0 0
|
||||
E
|
||||
pamphlet trigedit~
|
||||
Are you looking to pour in life into your mobs? To enliven your rooms? Or just
|
||||
make your objects special? Well then, come and read to your hearts content
|
||||
through the trigedit tutorial hallway starting in room 13. It will describe
|
||||
what trigedit is, what it can do, and of course, how to make them. Dont forget,
|
||||
for optimal results, Use the pages in conjuction with TSTAT. Have fun with the
|
||||
power of (minor)coding!
|
||||
~
|
||||
#1202
|
||||
scroll~
|
||||
a scroll~
|
||||
@@ -57,15 +14,6 @@ This is a @Rred@n test object~
|
||||
1 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
0 0 23 0
|
||||
1 1 0 0
|
||||
#1204
|
||||
wand~
|
||||
the wand~
|
||||
A test wand~
|
||||
~
|
||||
3 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
1 1 1 31
|
||||
1 1 0 0
|
||||
T 1284
|
||||
#1205
|
||||
staff~
|
||||
staff~
|
||||
@@ -74,23 +22,6 @@ Staff~
|
||||
4 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
1 3 3 31
|
||||
1 1 0 0
|
||||
#1209
|
||||
squishy armchair chair~
|
||||
a squishy armchair~
|
||||
A large squishy armchair sits in front of the fireplace.~
|
||||
~
|
||||
12 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
T 1209
|
||||
T 1286
|
||||
E
|
||||
chair armchair squishy~
|
||||
This chair has large red leather cushions, on the seat and back. Strange
|
||||
patterens are sewn into the seat and back. The arms are made of the same
|
||||
material as the rest of the chair, and they seem to be stuffed to a point where
|
||||
they look to be almost exploding.
|
||||
~
|
||||
#1210
|
||||
Straight Jacket~
|
||||
a straight jacket~
|
||||
@@ -99,24 +30,6 @@ You can't see it...it isn't here.~
|
||||
9 0 0 0 0 ad 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
1 1 0 0
|
||||
#1212
|
||||
game console~
|
||||
a game console~
|
||||
A game console sits in one corner of the room~
|
||||
~
|
||||
12 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
T 1212
|
||||
T 1213
|
||||
E
|
||||
game console~
|
||||
To start a game type: go
|
||||
To move around type: go <up | down | left | right>
|
||||
|
||||
You must collect the prizes and avoid the animal to obtain maximum points.
|
||||
Each prize is worth 500 * game_level in experience.
|
||||
~
|
||||
#1218
|
||||
spring fountain water~
|
||||
a spring well~
|
||||
@@ -222,23 +135,11 @@ A Gigantic Black Staff rests here.~
|
||||
4 b 0 0 0 ao 0 0 0 0 0 0 0
|
||||
1 10 10 23
|
||||
5 1 0 30
|
||||
T 87
|
||||
E
|
||||
staff black~
|
||||
A Huge staff sits here eminating a tremendous power.
|
||||
~
|
||||
#1269
|
||||
switch~
|
||||
a switch from a willow tree~
|
||||
A magical switch from a willow tree has carelessly been discarded here.~
|
||||
~
|
||||
5 b 0 0 0 an 0 0 0 0 0 0 0
|
||||
7 10 5 2
|
||||
2 1000 0 0
|
||||
T 1270
|
||||
E
|
||||
switch willow~
|
||||
It's a stick. It's magical. It also hurts when you beat people with it.
|
||||
~
|
||||
#1275
|
||||
uniform~
|
||||
a Builder Academy uniform~
|
||||
@@ -303,24 +204,6 @@ A large blackened desk~
|
||||
15 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
20000 3 0 0
|
||||
0 0 0 0
|
||||
#1298
|
||||
firework new year piece~
|
||||
a piece of fireworks~
|
||||
A piece of fireworks is planted in a champagne bottle.~
|
||||
~
|
||||
12 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
T 1297
|
||||
E
|
||||
bottle champagne~
|
||||
The bottle is filled partially with water so it doesn't tilt over. Someone
|
||||
has obviously drunk the champagne first.
|
||||
~
|
||||
E
|
||||
firework new year piece~
|
||||
This large rocket is about to go up! Strange colours will fill the sky!
|
||||
~
|
||||
#1299
|
||||
christmas tree~
|
||||
a christmas tree~
|
||||
|
||||
@@ -22,14 +22,6 @@ A dark bottle of ale has been left here.~
|
||||
17 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
8 8 3 0
|
||||
10 10 3 0
|
||||
#3003
|
||||
bottle firebreather~
|
||||
a bottle~
|
||||
A bottle of firebreather has been left here.~
|
||||
~
|
||||
17 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
8 8 7 0
|
||||
10 50 17 0
|
||||
#3004
|
||||
bottle local~
|
||||
a bottle~
|
||||
@@ -135,13 +127,13 @@ A small sword lies here.~
|
||||
0 1 6 11
|
||||
3 60 10 0
|
||||
E
|
||||
sword small~
|
||||
The small sword seems to have an inscription of some sort.
|
||||
~
|
||||
E
|
||||
inscription~
|
||||
It says: 'May this sword be a good companion. '
|
||||
~
|
||||
E
|
||||
sword small~
|
||||
The small sword seems to have an inscription of some sort.
|
||||
~
|
||||
#3022
|
||||
sword long~
|
||||
a long sword~
|
||||
@@ -289,14 +281,6 @@ E
|
||||
pot~
|
||||
It is a nice pot. You could use it, if you ever settled down.
|
||||
~
|
||||
#3040
|
||||
plate breast~
|
||||
a breast plate~
|
||||
A breast plate is lying on the ground.~
|
||||
~
|
||||
9 0 0 0 0 ad 0 0 0 0 0 0 0
|
||||
7 0 0 0
|
||||
50 180 15 0
|
||||
#3041
|
||||
shirt chain mail~
|
||||
a chain mail shirt~
|
||||
@@ -535,13 +519,13 @@ A large, sociable bulletin board is mounted on a wall here.~
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
social bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#3097
|
||||
boards frozen bulletin gen_boards~
|
||||
a frozen bulletin board~
|
||||
@@ -551,13 +535,13 @@ A large bulletin board is here, carved from a block of ice.~
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
freeze bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#3098
|
||||
boards holy bulletin gen_boards~
|
||||
a holy bulletin board~
|
||||
@@ -567,13 +551,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
holy bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#3099
|
||||
boards bulletin gen_boards~
|
||||
a bulletin board~
|
||||
@@ -583,11 +567,11 @@ A large bulletin board is mounted on a wall here.~
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -2042,9 +2042,10 @@ end
|
||||
~
|
||||
#87
|
||||
Obj Remove Example~
|
||||
1 l 90
|
||||
1 l 100
|
||||
~
|
||||
return 0
|
||||
%send% %actor% You can't remove it.
|
||||
~
|
||||
#88
|
||||
Obj Load Example~
|
||||
@@ -2539,48 +2540,9 @@ end
|
||||
~
|
||||
#98
|
||||
Mob Act - 98 Teleporter Give~
|
||||
0 e 0
|
||||
has entered the game.~
|
||||
* By Rumble
|
||||
if %actor.is_pc%
|
||||
if !%actor.eq(*)%
|
||||
%load% obj 50 %actor% light
|
||||
%load% obj 51 %actor% rfinger
|
||||
%load% obj 52 %actor% lfinger
|
||||
%load% obj 53 %actor% neck1
|
||||
%load% obj 54 %actor% neck2
|
||||
%load% obj 55 %actor% body
|
||||
%load% obj 56 %actor% head
|
||||
%load% obj 57 %actor% legs
|
||||
%load% obj 58 %actor% feet
|
||||
%load% obj 59 %actor% hands
|
||||
%load% obj 60 %actor% arms
|
||||
%load% obj 61 %actor% shield
|
||||
%load% obj 62 %actor% about
|
||||
%load% obj 63 %actor% waist
|
||||
%load% obj 64 %actor% rwrist
|
||||
%load% obj 65 %actor% lwrist
|
||||
%load% obj 66 %actor% wield
|
||||
%load% obj 67 %actor% hold
|
||||
end
|
||||
wait 2 sec
|
||||
if !(%actor.inventory(82)%)
|
||||
wait 1 s
|
||||
say You are not prepared to travel these realms to their fullest.
|
||||
wait 1 s
|
||||
say Maybe I can help you.
|
||||
%load% obj 82
|
||||
give teleporter %actor.name%
|
||||
*could actor carry the weight?
|
||||
if !%actor.inventory(82)%
|
||||
drop teleporter
|
||||
end
|
||||
wait 2 s
|
||||
say With this you may teleport to areas that may not be accessible in any other way.
|
||||
wait 2 s
|
||||
say HELP AREAS
|
||||
end
|
||||
end
|
||||
0 g 100
|
||||
~
|
||||
whisper %actor% this is a crash test
|
||||
~
|
||||
#99
|
||||
Obj Command 82 - Teleporter~
|
||||
|
||||
@@ -7,7 +7,7 @@ a strange portal located above you.
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 100
|
||||
0 0 -1
|
||||
S
|
||||
T 1200
|
||||
#1
|
||||
@@ -21,7 +21,7 @@ D5
|
||||
A strange portal in the floor is the only exit.
|
||||
~
|
||||
~
|
||||
0 0 100
|
||||
0 0 -1
|
||||
S
|
||||
#2
|
||||
Welcome to the Builder Academy~
|
||||
@@ -552,6 +552,16 @@ D2
|
||||
~
|
||||
0 0 21
|
||||
S
|
||||
#32
|
||||
An unfinished room~
|
||||
You are in an unfinished room.
|
||||
~
|
||||
0 0 0 0 0 9
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 33
|
||||
S
|
||||
#33
|
||||
Rumble's Room~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
@@ -559,6 +569,14 @@ while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
~
|
||||
0 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 33
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 32
|
||||
E
|
||||
.test~
|
||||
can you see this with look around?
|
||||
@@ -703,7 +721,7 @@ D3
|
||||
D4
|
||||
~
|
||||
trapdoor~
|
||||
1 0 130
|
||||
1 0 -1
|
||||
S
|
||||
#90
|
||||
Epictetus' Prison Cell~
|
||||
|
||||
Reference in New Issue
Block a user