forked from kyonshi/grenzland-mud
Added World files to SVN --Rumble
This commit is contained in:
@@ -735,6 +735,7 @@ Room Variables Example~
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%echo% SECTOR: %self.sector%
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%echo% VNUM: %self.vnum%
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%echo% WEATHER: %self.weather%
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%echo% CONTENTS 1: %self.contents(1)%
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~
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#30
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Text Variables Example~
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@@ -960,7 +961,7 @@ if %arg.is_pc% == 1
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elseif %arg.is_pc% == 0
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%echo% It is a mob.
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else
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%echo It is an object.
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%echo% It is an object.
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end
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~
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#35
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@@ -1317,7 +1318,7 @@ switch %cmd%
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break
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case fingerprint
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if %arg% != open
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if %arg != close
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if %arg% != close
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%send% %actor% You must type either:
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%send% %actor% fingerprint open
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%send% %actor% or
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@@ -1408,13 +1409,13 @@ Mob Death Purges Equipment~
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* Purge all inventory first.
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say You damn whipper snappers. You may have beat me this time, but my equipment goes only to those who deserve it.
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emote donates everything.
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while %self.inventory%%
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while %self.inventory%
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%purge% %self.inventory%
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done
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* While we have an equipment slot, purge that too.
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set i 0
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while %i% < 18
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set item %self.eq(%i%)%
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eval item %%self.eq(%i%)%%
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if %item%
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%purge% %item%
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end
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@@ -1460,7 +1461,7 @@ Parrot Array Example~
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wait 1 s
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emote squawks loudly.
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wait 1 s
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* 75% chance of learning phrase.
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* 75 percent chance of learning phrase.
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eval polly %random.4%
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if %polly% > 1
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* Ignore if already known
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@@ -2029,7 +2030,7 @@ Mob Hitprcnt Example~
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0 l 50
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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* Fires at 50% hitpoints.
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* Fires at 50 percent hitpoints.
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%zoneecho% %self.room.vnum% %self.name% shouts 'HELP! I'm under ATTACK! HELP!'
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* Remove the trigger so it won't fire again if the mob heals.
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detach 71 %self.id%
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@@ -3,7 +3,7 @@ Obj Command 100 - portal to Midgaard~
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1 c 7
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en~
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* By Rumble of The Builder Academy tbamud.com 9091
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if %cmd.mudcommand% == enter && %arg% /= portal
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if %cmd.mudcommand% == enter && portal /= %arg%
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%send% %actor% You enter the portal.
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%echoaround% %actor% %actor.name% bravely enters the portal.
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%teleport% %actor% 3001
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@@ -1071,7 +1071,7 @@ if squeeze /= %cmd% && chicken /= %arg%
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%echoaround% %actor% %actor.name% squeezes the life out of %actor.hisher% rubber chicken making a racket with its squeaking.
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%asound% A loud and annoying squeaking sound can be heard close by.
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else
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%send %actor% What would you like to squeeze?
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%send% %actor% What would you like to squeeze?
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return 0
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end
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~
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@@ -1239,8 +1239,8 @@ if %actor%
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%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
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%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
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eval coins %actor.gold% * %random.10% / 100
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nop %actor.gold(-%coins%)
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nop %self.gold(%coins%)
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nop %actor.gold(-%coins%)%
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nop %self.gold(%coins%)%
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end
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end
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~
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@@ -1250,7 +1250,7 @@ Cast spells on Greet - M135~
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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* Cast a random spell on players that enter. But, only if they are not already
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* affected and only 10% of the time.
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* affected and only 10 percent of the time.
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switch %random.12%
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case 1
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if %actor.affect(blind)%
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@@ -1351,7 +1351,7 @@ elseif %cmd.mudcommand% == buy
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else
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%load% obj %quest_item% %actor% inv
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tell %actor.name% here you go.
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nop %actor.questpoints(-%quest_item_cost%)
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nop %actor.questpoints(-%quest_item_cost%)%
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end
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elseif %cmd.mudcommand% == sell
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tell %actor.name% I don't want anything you have.
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@@ -1556,7 +1556,7 @@ say %speech%
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~
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#174
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Underground Spy M30 T174~
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0 b 100
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0 b 20
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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if !%self.follower%
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@@ -1731,7 +1731,7 @@ if %self.worn_by%
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%damage% %actor% 2
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end * Set the next target.
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set kickers %next_kicker%
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wait % s
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wait 1 s
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* Loop back.
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done
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end
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@@ -1811,7 +1811,7 @@ set text[17] Try a little kindness. As little as possible.
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set text[18] If at first you don't succeed try management.
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set text[19] Ahhh. I see the screw-up fairy has visited us again.
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set text[20] Not a morning person doesn't even begin to describe it.
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set text[21] 80% of success is just showing up.
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set text[21] 80 percent of success is just showing up.
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set text[22] It's lonely at the top but you eat better.
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set text[23] When I want your opinion, I'll beat it out of you.
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set text[24] Make it idiot proof and someone will make a better idiot.
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@@ -1963,7 +1963,7 @@ Aristotle - 22~
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0 b 10
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~
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* Aristotle - M22 - T185 By Rumble
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eval max %random.27%
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eval max %random.26%
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set txt[1] education is an ornament in prosperity and a refuge in adversity.
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set txt[2] a good man with a flaw who had come to an unjustified bad end.
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set txt[3] All paid jobs absorb and degrade the mind.
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@@ -1988,7 +1988,8 @@ set txt[21] I count him braver who overcomes his desires than him who conquers h
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set txt[22] The unfortunate need people who will be kind to them; the prosperous need people to be kind to.
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set txt[23] Youth is easily deceived, because it is quick to hope.
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set txt[24] Teaching is the highest form of understanding.
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set txt[25] Excellence is an art won by training and habituation. We do not act rightly because we have virtue or excellence, but we rather have those because we have acted rightly. We are what we repeatedly do. Excellence, then, is not an act but a habitset txt[27] Courage is a man's ability to handle fear.
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set txt[25] Excellence is an art won by training and habituation. We do not act rightly because we have virtue or excellence, but we rather have those because we have acted rightly. We are what we repeatedly do. Excellence, then, is not an act but a habit
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set txt[26] Courage is a man's ability to handle fear.
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set speech %%txt[%max%]%%
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eval speech %speech%
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say %speech%
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@@ -218,7 +218,7 @@ wait 120 sec
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Master Roshis Kamehameha Wave - 10329 ~
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1 c 7
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kame~
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if %cmd==kamehameha && %arg%==wave && %actor.fighting%
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if %cmd%==kamehameha && %arg%==wave && %actor.fighting%
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%damage% %actor.fighting% 99999
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%echoaround% %actor% @G%actor.name% clasps %actor.hisher% hands at his side
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and begins to yell "KaMeHaMeHa!!!!"@n
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@@ -81,7 +81,7 @@ if %actor.id% == 4891
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%send% %actor% You drift into a calm slumber.
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%force% %actor% sleep
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else
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%force %actor% sleep
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%force% %actor% sleep
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end
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~
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#10410
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@@ -197,7 +197,7 @@ eval here %self.room%
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eval today %here.weather%
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say The weather eh? Give me a little.
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wait 1 sec
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%echo %self.name% looks up into the sky and pulls a notepad out of his pocket.
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%echo% %self.name% looks up into the sky and pulls a notepad out of his pocket.
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wait 3 sec
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%echo% %self.name% begins to jot down something on his notepad.
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wait 3 sec
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@@ -206,7 +206,7 @@ if %arg% == bracelet
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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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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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@@ -391,12 +391,12 @@ drop %object.name.car%
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0 j 100
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~
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if %object.vnum% == 11807
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if %actor.varexists(zn118_crayondone)
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if %actor.varexists(zn118_crayondone)%
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wait 1 s
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say I have already written in that for you.
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give journal %actor.name%
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drop journal
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elseif %actor.varexists(zn118_crayonquest)
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elseif %actor.varexists(zn118_crayonquest)%
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wait 1 s
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say Ah! Now, let me see...
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wait 1 s
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@@ -462,12 +462,12 @@ end
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0 j 100
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~
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if %object.vnum% == 11807
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if %actor.varexists(zn118_birddone)
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if %actor.varexists(zn118_birddone)%
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wait 1 s
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say I have already written in that for you.
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give journal %actor.name%
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drop journal
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elseif %actor.varexists(zn118_birdquest)
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elseif %actor.varexists(zn118_birdquest)%
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wait 1 s
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say Thank you %actor.name%. Now part of me feels free too.
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wait 2 s
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@@ -797,12 +797,12 @@ eval room %room% + 11874
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0 j 100
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~
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if %object.vnum% == 11807
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if %actor.varexists(zn118_tunneldone)
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if %actor.varexists(zn118_tunneldone)%
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wait 1 s
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say I have already written in that for you.
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give journal %actor.name%
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drop journal
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elseif %actor.varexists(zn118_tunnelquest)
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elseif %actor.varexists(zn118_tunnelquest)%
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eval score %actor.zn118_tunnelquest% - 1
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if %score% < 15
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wait 1 s
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@@ -1070,7 +1070,7 @@ if %arg% == north || %arg% == east || %arg% == south || %arg% == west || %arg%
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case 2
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%send% %people% %actor.name% tries to shoot you but misses.
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%send% %actor% You try to shoot %people.name% but miss.
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%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses%
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%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses
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%purge% %actor.inventory(2733)%
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%load% obj 2733
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break
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@@ -1200,7 +1200,7 @@ if %arg.mudcommand% == north || %arg.mudcommand% == east || %arg.mudcommand% ==
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case 2
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%send% %people% %actor.name% tries to shoot you but misses.
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%send% %actor% You try to shoot %people.name% with %weapon.shortdesc% but miss.
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%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses%
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%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses
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%purge% %actor.inventory(%arrow%)%
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%load% obj %arrow%
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break
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@@ -1242,12 +1242,12 @@ test~
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0 j 100
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~
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if %object.vnum% == 11807
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if %actor.varexists(zn118_runningdone)
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if %actor.varexists(zn118_runningdone)%
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wait 1 s
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say I have already written in that for you.
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give journal %actor.name%
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drop journal
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elseif %actor.varexists(zn118_runningquest)
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elseif %actor.varexists(zn118_runningquest)%
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wait 1 s
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emote pauses to think for a moment.
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wait 1 s
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@@ -1359,12 +1359,12 @@ global taken
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0 j 100
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~
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if %object.vnum% == 11807
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if %actor.varexists(zn118_blinddone)
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if %actor.varexists(zn118_blinddone)%
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wait 1 s
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say I have already written in that for you.
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give journal %actor.name%
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drop journal
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elseif %actor.varexists(zn118_blindword)
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elseif %actor.varexists(zn118_blindword)%
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wait 1 s
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say Since you have proved yourself willing to read...
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wait 1 s
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@@ -1463,12 +1463,12 @@ end
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0 j 100
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~
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if %object.vnum% == 11807
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if %actor.varexists(zn118_blinddone)
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if %actor.varexists(zn118_blinddone)%
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wait 1 s
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say I have already written in that for you.
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give journal %actor.name%
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drop journal
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elseif %actor.varexists(zn118_blindword)
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elseif %actor.varexists(zn118_blindword)%
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wait 1 s
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say Since you have proved yourself willing to read...
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wait 1 s
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@@ -1503,9 +1503,9 @@ if %actor.varexists(zn118_knifestart)%
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if %speech% == start
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eval max %random.3%
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set txt[1] right
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set txt[2] middle
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set txt[3] left
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set ball %%txt[%max%]%%
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set txt[2] middle
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set txt[3] left
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set ball %%txt[%max%]%%
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eval ball %ball%
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emote places the ball under the %ball% cup.
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wait 1 s
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@@ -1694,7 +1694,7 @@ new trigger~
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if %self.master% == %actor%
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%echo% test
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if %cmd%==minv
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%send% %actor% your mules inv%
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%send% %actor% your mules inv
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else
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return 0
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end
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@@ -1834,12 +1834,12 @@ end
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0 j 100
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~
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if %object.vnum% == 11807
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if %actor.varexists(zn118_weepingdone)
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if %actor.varexists(zn118_weepingdone)%
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wait 1 s
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say I have already written in that for you.
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give journal %actor.name%
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drop journal
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elseif %actor.varexists(zn118_weepingquest)
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elseif %actor.varexists(zn118_weepingquest)%
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rdelete zn118_weepingquest %actor.id%
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set zn118_weepingdone 1
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remote zn118_weepingdone %actor.id%
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@@ -1895,12 +1895,12 @@ end
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0 j 100
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~
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if %object.vnum% == 11807
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if %actor.varexists(zn118_knifedone)
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if %actor.varexists(zn118_knifedone)%
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wait 1 s
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say I have already written in that for you.
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give journal %actor.name%
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drop journal
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elseif %actor.varexists(zn118_knifequest)
|
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elseif %actor.varexists(zn118_knifequest)%
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rdelete zn118_knifequest %actor.id%
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set zn118_knifedone 1
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remote zn118_knifedone %actor.id%
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@@ -2263,12 +2263,12 @@ end
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0 j 100
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~
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||||
if %object.vnum% == 11807
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||||
if %actor.varexists(zn118_thindone)
|
||||
if %actor.varexists(zn118_thindone)%
|
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wait 1 s
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||||
say I have already written in that for you.
|
||||
give journal %actor.name%
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||||
drop journal
|
||||
elseif %actor.varexists(zn118_thinwrite)
|
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elseif %actor.varexists(zn118_thinwrite)%
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wait 2 s
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emote dips a finger in her glass of wine, dragging it over the pages of the journal.
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wait 2 s
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@@ -2322,12 +2322,12 @@ end
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||||
0 j 100
|
||||
~
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||||
if %object.vnum% == 11807
|
||||
if %actor.varexists(zn118_mutedone)
|
||||
if %actor.varexists(zn118_mutedone)%
|
||||
wait 1 s
|
||||
say I have already written in that for you.
|
||||
give journal %actor.name%
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||||
drop journal
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||||
elseif %actor.varexists(zn118_mutewrite)
|
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elseif %actor.varexists(zn118_mutewrite)%
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rdelete zn118_mutewrite %actor.id%
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set zn118_mutedone 1
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remote zn118_mutedone %actor.id%
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@@ -2642,183 +2642,6 @@ else
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||||
drop %object.name.car%
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||||
end
|
||||
~
|
||||
#11885
|
||||
testing~
|
||||
0 f 100
|
||||
~
|
||||
eval here %actor.room%
|
||||
eval person %here.people%
|
||||
while %person%
|
||||
if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id%
|
||||
%echo% %person.name%
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||||
eval name %self.name%
|
||||
eval word ^%name.car%
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||||
while %name%
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||||
eval rest %name.cdr%
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||||
eval next %rest.car%
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||||
eval word %word%_%next%
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||||
eval name %rest%
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||||
done
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||||
eval value %word%
|
||||
eval var %%person.varexists(%value%)%%
|
||||
if %var%
|
||||
eval percent %%person.%value%%
|
||||
eval percent %percent% + 1
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||||
set %value% %percent%
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||||
remote %value% %person.id%
|
||||
else
|
||||
set %value% 1
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||||
remote %value% %person.id%
|
||||
end
|
||||
end
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||||
eval person %person.next_in_room%
|
||||
done
|
||||
~
|
||||
#11886
|
||||
testtwo~
|
||||
0 f 100
|
||||
~
|
||||
eval value %self.vnum%
|
||||
eval here %actor.room%
|
||||
eval person %here.people%
|
||||
while %person%
|
||||
if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id%
|
||||
%echo% %person.name%
|
||||
eval name %self.name%
|
||||
eval word %name.car%
|
||||
while %name%
|
||||
eval rest %name.cdr%
|
||||
eval next %rest.car%
|
||||
eval word %word%_%next%
|
||||
eval name %rest%
|
||||
done
|
||||
eval mob %word%
|
||||
eval var %%person.varexists(%value%)%%
|
||||
if %var%
|
||||
eval percent %%person.%value%
|
||||
%echo% percent : %percent%
|
||||
eval number %percent.cdr%
|
||||
eval mobname %percent.car%
|
||||
eval number %number% + 1
|
||||
eval %value% %mobname% %number%
|
||||
remote %value% %person.id%
|
||||
else
|
||||
set %value% %word% 1
|
||||
remote %value% %person.id%
|
||||
end
|
||||
if %person.varexists(trophy)%
|
||||
eval end %person.trophy%
|
||||
if !%end% /= %value%
|
||||
%echo% should be adding!!!!
|
||||
eval trophy %person.trophy% %value%
|
||||
remote trophy %person.id%
|
||||
end
|
||||
else
|
||||
set trophy %value%
|
||||
remote trophy %person.id%
|
||||
end
|
||||
end
|
||||
eval person %person.next_in_room%
|
||||
done
|
||||
~
|
||||
#11887
|
||||
testing3~
|
||||
2 c 100
|
||||
trophy~
|
||||
%echo% %2710.name%
|
||||
~
|
||||
#11888
|
||||
testing4~
|
||||
0 f 100
|
||||
~
|
||||
eval here %actor.room%
|
||||
eval person %here.people%
|
||||
while %person%
|
||||
if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id%
|
||||
%echo% %person.name%
|
||||
eval name %self.name%
|
||||
eval word ^%name.car%
|
||||
while %name%
|
||||
eval rest %name.cdr%
|
||||
eval next %rest.car%
|
||||
eval word %word%_%next%
|
||||
eval name %rest%
|
||||
done
|
||||
if %person.varexists(trophy)%
|
||||
if !%person.trophy% /= %word%
|
||||
set tro %person.trophy%_%word%
|
||||
set trophy %tro%
|
||||
remote trophy %person.id%
|
||||
end
|
||||
else
|
||||
set trophy %word%
|
||||
remote trophy %person.id%
|
||||
end
|
||||
eval value %word%
|
||||
eval var %%person.varexists(%value%)%%
|
||||
if %var%
|
||||
eval percent %%person.%value%%
|
||||
eval percent %percent% + 1
|
||||
set %value% %percent%
|
||||
remote %value% %person.id%
|
||||
else
|
||||
set %value% 1
|
||||
remote %value% %person.id%
|
||||
end
|
||||
end
|
||||
eval person %person.next_in_room%
|
||||
done
|
||||
~
|
||||
#11889
|
||||
mobs killed recorded in trophy~
|
||||
0 f 100
|
||||
~
|
||||
eval value %self.vnum%
|
||||
eval here %actor.room%
|
||||
eval person %here.people%
|
||||
while %person%
|
||||
if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id%
|
||||
%echo% %person.name%
|
||||
eval name %self.name%
|
||||
eval word %name.car%
|
||||
while %name%
|
||||
eval rest %name.cdr%
|
||||
eval next %rest.car%
|
||||
eval word %word%_%next%
|
||||
eval name %rest%
|
||||
done
|
||||
eval mob %word%
|
||||
eval var %%person.varexists(%value%)%%
|
||||
if %var%
|
||||
eval percent %%person.%value%
|
||||
%echo% percent : %percent%
|
||||
eval number %percent.cdr%
|
||||
eval mobname %percent.car%
|
||||
eval number %number% + 1
|
||||
eval %value% %mobname% %number%
|
||||
remote %value% %person.id%
|
||||
else
|
||||
set %value% %word% 1
|
||||
remote %value% %person.id%
|
||||
end
|
||||
end
|
||||
eval person %person.next_in_room%
|
||||
done
|
||||
~
|
||||
#11890
|
||||
trophy reports~
|
||||
2 c 100
|
||||
trophy~
|
||||
set number 2700
|
||||
while %number% < 2799
|
||||
if %%actor.varexists(%number%)%%
|
||||
eval var %%actor.%number%%
|
||||
eval mobname %var.car%
|
||||
eval amount %var.cdr%
|
||||
%send% %actor% %mobname% : %amount% killed
|
||||
eval %number% %number% + 1
|
||||
done
|
||||
~
|
||||
#11891
|
||||
(07) journal entries~
|
||||
1 c 3
|
||||
|
||||
@@ -206,7 +206,7 @@ end
|
||||
if %self.affects(UNUSED)%
|
||||
%echo% This object is affected with unused.
|
||||
end
|
||||
if %self.affects(INFRA)%
|
||||
if %self.affects(CHARM)%
|
||||
%echo% This object is affected with charm.
|
||||
end
|
||||
~
|
||||
@@ -445,8 +445,7 @@ go~
|
||||
if %cmd% == go
|
||||
* By Mordecai
|
||||
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
|
||||
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg
|
||||
%==stay)
|
||||
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg%==stay)
|
||||
return 0
|
||||
if %cmd%!=gos
|
||||
%send% %actor% Type: go < up | down | left | right >
|
||||
@@ -945,27 +944,27 @@ Hunger, Thirst, Drunk Test Trigger~
|
||||
wait 1
|
||||
%echo% Hello %actor.name%
|
||||
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
||||
nop %actor.hunger(50)
|
||||
nop %actor.thirst(50)
|
||||
nop %actor.drunk(50)
|
||||
nop %actor.hunger(50)%
|
||||
nop %actor.thirst(50)%
|
||||
nop %actor.drunk(50)%
|
||||
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
||||
nop %actor.hunger(-10)
|
||||
nop %actor.thirst(-10)
|
||||
nop %actor.drunk(-10)
|
||||
nop %actor.hunger(-10)%
|
||||
nop %actor.thirst(-10)%
|
||||
nop %actor.drunk(-10)%
|
||||
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
||||
nop %actor.hunger(20)
|
||||
nop %actor.thirst(21)
|
||||
nop %actor.drunk(22)
|
||||
nop %actor.hunger(20)%
|
||||
nop %actor.thirst(21)%
|
||||
nop %actor.drunk(22)%
|
||||
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
||||
*
|
||||
while %actor.hunger% >= 0
|
||||
nop %actor.hunger(-1)
|
||||
nop %actor.hunger(-1)%
|
||||
done
|
||||
while %actor.thirst% >= 0
|
||||
nop %actor.thirst(-1)
|
||||
nop %actor.thirst(-1)%
|
||||
done
|
||||
while %actor.drunk% >= 0
|
||||
nop %actor.drunk(-1)
|
||||
nop %actor.drunk(-1)%
|
||||
done
|
||||
~
|
||||
#1216
|
||||
@@ -1483,7 +1482,7 @@ if (%actor.id% == 4891)
|
||||
%send% %actor% You drift into a calm slumber.
|
||||
%force% %actor% sleep
|
||||
else
|
||||
%force %actor% sleep
|
||||
%force% %actor% sleep
|
||||
end
|
||||
~
|
||||
#1287
|
||||
|
||||
@@ -116,7 +116,7 @@ switch %number%
|
||||
set 1st %room.charat(1)%
|
||||
set 2nd %room.charat(2)%
|
||||
set 3rd %room.charat(3)%
|
||||
set zone %1st%%2nd%3rd%
|
||||
set zone %1st%%2nd%%3rd%
|
||||
break
|
||||
done
|
||||
%echo% Room #%room.vnum% is part of zone: %zone%
|
||||
|
||||
@@ -48,8 +48,8 @@ if %actor%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
|
||||
@@ -1484,10 +1484,10 @@ Obj Remove Straitjacket - 1300~
|
||||
return 0
|
||||
~
|
||||
#1348
|
||||
Obj Trigger Example, ice cream melting~
|
||||
delete me~
|
||||
1 f 100
|
||||
~
|
||||
say
|
||||
* No Script
|
||||
~
|
||||
#1349
|
||||
free~
|
||||
@@ -2263,8 +2263,8 @@ return 0
|
||||
Random Mob Purge~
|
||||
2 b 100
|
||||
~
|
||||
* This script checks if anyone is in the room. If so each mob has a 50% chance of
|
||||
* being purged 5% of the time.
|
||||
* This script checks if anyone is in the room. If so each mob has a 50
|
||||
* percent chance of being purged 5 percent of the time.
|
||||
eval target %self.people%
|
||||
while %target%
|
||||
eval tmp_target %target.next_in_room%
|
||||
@@ -2549,7 +2549,7 @@ Mob Speech Parrot~
|
||||
wait 1s
|
||||
emote squawks loudly.
|
||||
wait 1s
|
||||
*** 75% chance of learning phrase
|
||||
*** 75 percent chance of learning phrase
|
||||
eval polly %random.4%
|
||||
if (%polly% > 1)
|
||||
say %speech%
|
||||
|
||||
@@ -338,7 +338,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% ==
|
||||
set finaldam 0
|
||||
set i 0
|
||||
while %i% != %dice%
|
||||
eval tempDam %%random.%dam%%
|
||||
eval tempDam %random.%dam%%
|
||||
eval finaldam %finaldam% + %tempDam%
|
||||
eval i %i% +1
|
||||
done
|
||||
|
||||
@@ -432,8 +432,8 @@ else
|
||||
end
|
||||
* Portal example with arguments: enter
|
||||
* if portal /= %arg%
|
||||
* %send %actor% You enter the portal.
|
||||
* %echoaround %actor.name% %actor.name% bravely steps into the portal.
|
||||
* %send% %actor% You enter the portal.
|
||||
* %echoaround% %actor.name% %actor.name% bravely steps into the portal.
|
||||
* %teleport% %actor% 3001
|
||||
* %force% %actor% look
|
||||
* %echoaround% %actor% %actor.name% steps through a portal.
|
||||
@@ -464,7 +464,7 @@ Room Drop Example~
|
||||
2 h 100
|
||||
~
|
||||
%echo% %actor.name% tries to drop object type: %object.type%
|
||||
if %object.type% == TRA
|
||||
if %object.type% == TRASH
|
||||
%echo% No Littering!
|
||||
return 0
|
||||
end
|
||||
|
||||
@@ -1,77 +1,77 @@
|
||||
#15000
|
||||
Thief - 15015~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
#15001
|
||||
Magic User - 15032~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
$~
|
||||
#15000
|
||||
Thief - 15015~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
#15001
|
||||
Magic User - 15032~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -639,21 +639,23 @@ attach 8917 %self.id%
|
||||
eval where %self.room%
|
||||
eval where2 %where.vnum%
|
||||
if %where2% == 1982
|
||||
%echo% A large rumbling sound can be heard as the passage to the north opens.
|
||||
%door% 1982 north room 1983
|
||||
%door% 1982 north description A great black cavern looms beyond, the stone that covered it glowing and quivering with magic.
|
||||
%door% 1983 south room 1982
|
||||
%door% 1983 south description A faint magical glow comes from this direction, a rectangular slab removed from the cavernous wall.
|
||||
wait 1 sec
|
||||
%echo% A large rumbling sound can be heard as the passage to the north opens.
|
||||
%door% 1982 north room 1983
|
||||
%door% 1982 north description A great black cavern looms beyond, the stone that covered it glowing and quivering with magic.
|
||||
%door% 1983 south room 1982
|
||||
%door% 1983 south description A faint magical glow comes from this direction, a rectangular slab removed from the cavernous wall.
|
||||
end
|
||||
~
|
||||
#1941
|
||||
(1929) leaving candle removes exit~
|
||||
1 h 100
|
||||
~
|
||||
eval where %self.room%
|
||||
if %where% == }51286
|
||||
%echo% The ground rumbles as a heavy stone slab slides back into place in the northern wall.
|
||||
%door% 1982 north purge
|
||||
eval where %self.room.vnum%
|
||||
if %where% == 1982
|
||||
wait 1 sec
|
||||
%echo% The ground rumbles as a heavy stone slab slides back into place in the northern wall.
|
||||
%door% 1982 north purge
|
||||
end
|
||||
~
|
||||
#1942
|
||||
|
||||
@@ -408,6 +408,14 @@ else
|
||||
say I only work for the Gods.
|
||||
end
|
||||
~
|
||||
#219
|
||||
Modify AC on wear~
|
||||
1 j 100
|
||||
~
|
||||
osetval 0 9
|
||||
wait 1 sec
|
||||
%send% %actor% As you wear %self.shortdesc% you feel more protected.
|
||||
~
|
||||
#220
|
||||
Birthday Present Unwrap~
|
||||
1 c 3
|
||||
|
||||
@@ -86,9 +86,6 @@ done
|
||||
seagull eat the crabs~
|
||||
0 d 100
|
||||
test~
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 201 on The Builder Academy, so you
|
||||
* should be looking for 201xx, where xx is 00-99.
|
||||
%echo% FINDOBJ: There are %findobj.1233(1300)% objects of vnum 1300 in roo
|
||||
m 1233.
|
||||
%echo% There is %findobj.1233(1332664)% object of ID 1332605 in r
|
||||
@@ -102,9 +99,6 @@ in room 1233.
|
||||
the crabs sleep - 20101~
|
||||
0 b 100
|
||||
~
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 201 on The Builder Academy, so you
|
||||
crab sleep
|
||||
if ( %time.hour% <=7 || %time.hour% >=19)
|
||||
eval line %random.5%
|
||||
switch %line%
|
||||
@@ -154,10 +148,6 @@ end
|
||||
Siren sings to all around her - 20104~
|
||||
2 g 100
|
||||
~
|
||||
* This zone was number 201 on The Builder Academy, so you
|
||||
If %actor.name% == Elixias
|
||||
return 0
|
||||
else
|
||||
if (%actor.sex% == male)
|
||||
%send% %actor% You hear someone sing, the voice overpowering your senses and strangely luring...
|
||||
wait 2 secs
|
||||
@@ -166,7 +156,6 @@ else
|
||||
%force% %actor% south
|
||||
%force% %actor% look
|
||||
end
|
||||
end
|
||||
~
|
||||
#20113
|
||||
Siren confuses the male - 20104~
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,111 +1,111 @@
|
||||
#2500
|
||||
Near Death Trap Whirlpool - 2529~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 10 sec
|
||||
%send% %actor% You begin to lose consciousness from lack of oxygen.
|
||||
wait 2 sec
|
||||
%send% %actor% You try to breathe in the putrid water and gag.
|
||||
set stunned %actor.hitp% + 2
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% The current lessens and you float to the surface.
|
||||
%send% %actor% The Gods must favor you this day.
|
||||
~
|
||||
#2501
|
||||
Magic User - 4,7,8,10,14-18,20-34,36-38,40-41,48-49,52-54,56-57,59-60,62,64~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
#2502
|
||||
Thief - 2511~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
#2503
|
||||
Healer - 2501~
|
||||
0 b 10
|
||||
~
|
||||
* This is required because a random trig does not have an actor.
|
||||
set actor %random.char%
|
||||
* only continue if an actor is defined.
|
||||
if %actor%
|
||||
* if they have lost more than half their hitpoints heal em
|
||||
if %actor.hitp% < %actor.maxhitp% / 2
|
||||
wait 1 sec
|
||||
say You are injured, let me help.
|
||||
wait 2 sec
|
||||
%echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration.
|
||||
%send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration.
|
||||
dg_cast 'heal' %actor%
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
#2500
|
||||
Near Death Trap Whirlpool - 2529~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 10 sec
|
||||
%send% %actor% You begin to lose consciousness from lack of oxygen.
|
||||
wait 2 sec
|
||||
%send% %actor% You try to breathe in the putrid water and gag.
|
||||
set stunned %actor.hitp% + 2
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% The current lessens and you float to the surface.
|
||||
%send% %actor% The Gods must favor you this day.
|
||||
~
|
||||
#2501
|
||||
Magic User - 4,7,8,10,14-18,20-34,36-38,40-41,48-49,52-54,56-57,59-60,62,64~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
#2502
|
||||
Thief - 2511~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
#2503
|
||||
Healer - 2501~
|
||||
0 b 10
|
||||
~
|
||||
* This is required because a random trig does not have an actor.
|
||||
set actor %random.char%
|
||||
* only continue if an actor is defined.
|
||||
if %actor%
|
||||
* if they have lost more than half their hitpoints heal em
|
||||
if %actor.hitp% < %actor.maxhitp% / 2
|
||||
wait 1 sec
|
||||
say You are injured, let me help.
|
||||
wait 2 sec
|
||||
%echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration.
|
||||
%send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration.
|
||||
dg_cast 'heal' %actor%
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -74,7 +74,7 @@ High Priest of Terror - 26714~
|
||||
switch %random.2%
|
||||
case 1
|
||||
emote utters the words, 'ordalaba'.
|
||||
dg_cast 'charm' %actor
|
||||
dg_cast 'charm' %actor%
|
||||
break
|
||||
case 2
|
||||
emote waves $s hands in a swirling motion.
|
||||
|
||||
@@ -418,7 +418,7 @@ end
|
||||
(2741-56) Random spooky messages in temple~
|
||||
2 b 40
|
||||
~
|
||||
eval person %self.people(people.-1)%
|
||||
eval person %self.people%
|
||||
if (%person% > 0)
|
||||
switch %random.15%
|
||||
case 0
|
||||
@@ -499,7 +499,7 @@ done
|
||||
test randomroom~
|
||||
2 b 100
|
||||
~
|
||||
eval person %self.people(-1)%
|
||||
eval person %self.people%
|
||||
if (%person% > 0)
|
||||
%echo% test works
|
||||
end
|
||||
@@ -660,7 +660,7 @@ end
|
||||
%echo% You realise too late that only an empty chasm lies below. Plummeting faster and faster, you don't even have time to pray before you hit the ground!
|
||||
wait 2 s
|
||||
%purge%
|
||||
eval person %self.people(people.-1)%
|
||||
eval person %self.people%
|
||||
if (%person% > 0)
|
||||
%teleport% %actor% 2700
|
||||
%force% %actor% look
|
||||
@@ -697,7 +697,7 @@ if %cmd%==shoot
|
||||
if %quiver%
|
||||
%force% %actor% take arrow quiver
|
||||
%send% %actor% You prepare to shoot.
|
||||
if %actor.inventory(2733)
|
||||
if %actor.inventory(2733)%
|
||||
%echo% About to nod
|
||||
set ready 1
|
||||
remote ready %actor.id%
|
||||
@@ -939,7 +939,7 @@ move~
|
||||
(2763) toothy loads on reset~
|
||||
2 af 100
|
||||
~
|
||||
eval person %self.people(people.-1)%
|
||||
eval person %self.people%
|
||||
if (%person% < 1)
|
||||
%purge%
|
||||
%load% mob 2713
|
||||
|
||||
@@ -52,7 +52,7 @@ switch %random.23%
|
||||
say Ah! Fellow travellers! Come have a look at the finest silk this side of the infamous Ched Razimtheth!
|
||||
break
|
||||
case 14
|
||||
look %actor%
|
||||
emote looks at you.
|
||||
say You are feebly attired for the danger that lies ahead.
|
||||
break
|
||||
case 15
|
||||
@@ -443,8 +443,8 @@ if %actor%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
|
||||
@@ -1,30 +1,30 @@
|
||||
#27900
|
||||
Thief Renoir - 27949~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
#27994
|
||||
Mask - 27990~
|
||||
0 g 100
|
||||
~
|
||||
wait 2 sec
|
||||
say Help me I am the real king.
|
||||
wait 7 sec
|
||||
say Is to late for me, but please revenge me.
|
||||
wait 2 sec
|
||||
shout arrrggghh!!!
|
||||
%load% obj 27991
|
||||
%load% obj 27992
|
||||
%purge% man
|
||||
~
|
||||
$~
|
||||
#27900
|
||||
Thief Renoir - 27949~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
#27994
|
||||
Mask - 27990~
|
||||
0 g 100
|
||||
~
|
||||
wait 2 sec
|
||||
say Help me I am the real king.
|
||||
wait 7 sec
|
||||
say Is to late for me, but please revenge me.
|
||||
wait 2 sec
|
||||
shout arrrggghh!!!
|
||||
%load% obj 27991
|
||||
%load% obj 27992
|
||||
%purge% man
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,16 +1,16 @@
|
||||
#28700
|
||||
Thief - 28712~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
#28700
|
||||
Thief - 28712~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -167,8 +167,8 @@ if %actor%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
|
||||
@@ -545,7 +545,7 @@ elseif %cmd.mudcommand% == buy
|
||||
dg_affect %pet_name% charm on 999
|
||||
emote opens the stable door and returns leading your horse by its reins.
|
||||
tell %actor.name% here you go. Treat'em well.
|
||||
nop %actor.gold(-%pet_cost%)
|
||||
nop %actor.gold(-%pet_cost%)%
|
||||
end
|
||||
elseif %cmd.mudcommand% == sell
|
||||
tell %actor.name% Does it look like I buy things?
|
||||
|
||||
@@ -84,8 +84,8 @@ if %actor%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
@@ -542,8 +542,9 @@ Mortal Greet~
|
||||
2 s 100
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* TBA mortal greet and equip. New players start at level 0.
|
||||
wait 1 sec
|
||||
if %actor.level% < 3
|
||||
if %actor.level% == 0
|
||||
if !%actor.eq(*)%
|
||||
%load% obj 3037 %actor% light
|
||||
%load% obj 3083 %actor% rfinger
|
||||
|
||||
@@ -1,74 +1,74 @@
|
||||
#5100
|
||||
Near Death Trap Sacrificial Pit - 5143~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 4 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% The spiders bring you to the brink of death.
|
||||
%send% %actor% Then scurry away as if something scared them.
|
||||
~
|
||||
#5101
|
||||
Magic User - 5103, 5104, 5107, 5108~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
$~
|
||||
#5100
|
||||
Near Death Trap Sacrificial Pit - 5143~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 4 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% The spiders bring you to the brink of death.
|
||||
%send% %actor% Then scurry away as if something scared them.
|
||||
~
|
||||
#5101
|
||||
Magic User - 5103, 5104, 5107, 5108~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,179 +1,179 @@
|
||||
#5400
|
||||
Thief Guildguard - 5459~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != thief
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5401
|
||||
Mage Guildguard - 5456~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == north
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != magic user
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5402
|
||||
Cleric Guildguard - 5457~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != cleric
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5403
|
||||
Warrior Guildguard - 5458~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != warrior
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5404
|
||||
Magic User - 5421-5428, 5440, 5455~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
#5405
|
||||
Cityguard - 5434, 61-63, 82~
|
||||
0 b 50
|
||||
~
|
||||
if !%self.fighting%
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_killer%
|
||||
emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.is_thief%
|
||||
emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.cha% < 6
|
||||
%send% %actor% %self.name% spits in your face.
|
||||
%echoaround% %actor% %self.name% spits in %actor.name%'s face.
|
||||
end
|
||||
if %actor.fighting%
|
||||
eval victim %actor.fighting%
|
||||
if %actor.align% < %victim.align% && %victim.align% >= 0
|
||||
emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'
|
||||
kill %actor.name%
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#5406
|
||||
Healer - 5481~
|
||||
0 b 10
|
||||
~
|
||||
* This is required because a random trig does not have an actor.
|
||||
set actor %random.char%
|
||||
* only continue if an actor is defined.
|
||||
if %actor%
|
||||
* if they have lost more than half their hitpoints heal em
|
||||
if %actor.hitp% < %actor.maxhitp% / 2
|
||||
wait 1 sec
|
||||
say You are injured, let me help.
|
||||
wait 2 sec
|
||||
%echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration.
|
||||
%send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration.
|
||||
dg_cast 'heal' %actor%
|
||||
end
|
||||
end
|
||||
~
|
||||
#5407
|
||||
Thief - 5435~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
#5400
|
||||
Thief Guildguard - 5459~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != thief
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5401
|
||||
Mage Guildguard - 5456~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == north
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != magic user
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5402
|
||||
Cleric Guildguard - 5457~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != cleric
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5403
|
||||
Warrior Guildguard - 5458~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != warrior
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5404
|
||||
Magic User - 5421-5428, 5440, 5455~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
#5405
|
||||
Cityguard - 5434, 61-63, 82~
|
||||
0 b 50
|
||||
~
|
||||
if !%self.fighting%
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_killer%
|
||||
emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.is_thief%
|
||||
emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.cha% < 6
|
||||
%send% %actor% %self.name% spits in your face.
|
||||
%echoaround% %actor% %self.name% spits in %actor.name%'s face.
|
||||
end
|
||||
if %actor.fighting%
|
||||
eval victim %actor.fighting%
|
||||
if %actor.align% < %victim.align% && %victim.align% >= 0
|
||||
emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'
|
||||
kill %actor.name%
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#5406
|
||||
Healer - 5481~
|
||||
0 b 10
|
||||
~
|
||||
* This is required because a random trig does not have an actor.
|
||||
set actor %random.char%
|
||||
* only continue if an actor is defined.
|
||||
if %actor%
|
||||
* if they have lost more than half their hitpoints heal em
|
||||
if %actor.hitp% < %actor.maxhitp% / 2
|
||||
wait 1 sec
|
||||
say You are injured, let me help.
|
||||
wait 2 sec
|
||||
%echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration.
|
||||
%send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration.
|
||||
dg_cast 'heal' %actor%
|
||||
end
|
||||
end
|
||||
~
|
||||
#5407
|
||||
Thief - 5435~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -20,13 +20,13 @@ barkeeper greeting~
|
||||
say Welcome, come over here and get you something to drink.
|
||||
~
|
||||
#7539
|
||||
witch doctor chart~
|
||||
witch doctor chant~
|
||||
0 b 100
|
||||
~
|
||||
* %echo% sends to the room
|
||||
%echo% %self.name% sways his arms chanting.
|
||||
* %asound% sends to the neighbouring rooms.
|
||||
%asound% You hear a bizarre chanting from nearby.
|
||||
%asound% You hear a bizarre chanting from nearby.
|
||||
* wait waits a little while before letting the script be run again.
|
||||
wait 20 s
|
||||
~
|
||||
@@ -34,7 +34,7 @@ wait 20 s
|
||||
chubby man greeting~
|
||||
0 g 100
|
||||
~
|
||||
Say Hello, wait here and I will see if Empress Kiona will see you.
|
||||
say Hello, wait here and I will see if Empress Kiona will see you.
|
||||
~
|
||||
#7567
|
||||
voodoo doll says out~
|
||||
|
||||
@@ -20,7 +20,7 @@ Small Fish (8301) Schooling~
|
||||
~
|
||||
if %actor.vnum% == 8301
|
||||
follow %actor%
|
||||
else
|
||||
detach all %self.id%
|
||||
end
|
||||
~
|
||||
#8302
|
||||
@@ -33,7 +33,7 @@ if %actor.vnum% == 8301
|
||||
end
|
||||
~
|
||||
#8303
|
||||
Self-Healing on 50% HP~
|
||||
Self-Healing on half HP~
|
||||
0 l 50
|
||||
~
|
||||
eval repair %random.3%
|
||||
@@ -265,7 +265,7 @@ Polly (8313) Learn & Repeat~
|
||||
wait 1s
|
||||
emote squawks loudly.
|
||||
wait 1s
|
||||
*** 75% chance of learning phrase
|
||||
*** 75 percent chance of learning phrase
|
||||
eval polly %random.4%
|
||||
if (%polly% > 1)
|
||||
%echo% Polly the Parrot says, '%speech%'
|
||||
|
||||
Reference in New Issue
Block a user