Added World files to SVN --Rumble

This commit is contained in:
Rumble
2010-07-06 05:10:26 +00:00
parent ab4d9c618e
commit 8dd16ea3d7
66 changed files with 2682 additions and 2839 deletions

View File

@@ -735,6 +735,7 @@ Room Variables Example~
%echo% SECTOR: %self.sector%
%echo% VNUM: %self.vnum%
%echo% WEATHER: %self.weather%
%echo% CONTENTS 1: %self.contents(1)%
~
#30
Text Variables Example~
@@ -960,7 +961,7 @@ if %arg.is_pc% == 1
elseif %arg.is_pc% == 0
%echo% It is a mob.
else
%echo It is an object.
%echo% It is an object.
end
~
#35
@@ -1317,7 +1318,7 @@ switch %cmd%
break
case fingerprint
if %arg% != open
if %arg != close
if %arg% != close
%send% %actor% You must type either:
%send% %actor% fingerprint open
%send% %actor% or
@@ -1408,13 +1409,13 @@ Mob Death Purges Equipment~
* Purge all inventory first.
say You damn whipper snappers. You may have beat me this time, but my equipment goes only to those who deserve it.
emote donates everything.
while %self.inventory%%
while %self.inventory%
%purge% %self.inventory%
done
* While we have an equipment slot, purge that too.
set i 0
while %i% < 18
set item %self.eq(%i%)%
eval item %%self.eq(%i%)%%
if %item%
%purge% %item%
end
@@ -1460,7 +1461,7 @@ Parrot Array Example~
wait 1 s
emote squawks loudly.
wait 1 s
* 75% chance of learning phrase.
* 75 percent chance of learning phrase.
eval polly %random.4%
if %polly% > 1
* Ignore if already known
@@ -2029,7 +2030,7 @@ Mob Hitprcnt Example~
0 l 50
~
* By Rumble of The Builder Academy tbamud.com 9091
* Fires at 50% hitpoints.
* Fires at 50 percent hitpoints.
%zoneecho% %self.room.vnum% %self.name% shouts 'HELP! I'm under ATTACK! HELP!'
* Remove the trigger so it won't fire again if the mob heals.
detach 71 %self.id%

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@@ -3,7 +3,7 @@ Obj Command 100 - portal to Midgaard~
1 c 7
en~
* By Rumble of The Builder Academy tbamud.com 9091
if %cmd.mudcommand% == enter && %arg% /= portal
if %cmd.mudcommand% == enter && portal /= %arg%
%send% %actor% You enter the portal.
%echoaround% %actor% %actor.name% bravely enters the portal.
%teleport% %actor% 3001
@@ -1071,7 +1071,7 @@ if squeeze /= %cmd% && chicken /= %arg%
%echoaround% %actor% %actor.name% squeezes the life out of %actor.hisher% rubber chicken making a racket with its squeaking.
%asound% A loud and annoying squeaking sound can be heard close by.
else
%send %actor% What would you like to squeeze?
%send% %actor% What would you like to squeeze?
return 0
end
~
@@ -1239,8 +1239,8 @@ 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
~
@@ -1250,7 +1250,7 @@ Cast spells on Greet - M135~
~
* By Rumble of The Builder Academy tbamud.com 9091
* Cast a random spell on players that enter. But, only if they are not already
* affected and only 10% of the time.
* affected and only 10 percent of the time.
switch %random.12%
case 1
if %actor.affect(blind)%
@@ -1351,7 +1351,7 @@ elseif %cmd.mudcommand% == buy
else
%load% obj %quest_item% %actor% inv
tell %actor.name% here you go.
nop %actor.questpoints(-%quest_item_cost%)
nop %actor.questpoints(-%quest_item_cost%)%
end
elseif %cmd.mudcommand% == sell
tell %actor.name% I don't want anything you have.
@@ -1556,7 +1556,7 @@ say %speech%
~
#174
Underground Spy M30 T174~
0 b 100
0 b 20
~
* By Rumble of The Builder Academy tbamud.com 9091
if !%self.follower%
@@ -1731,7 +1731,7 @@ if %self.worn_by%
%damage% %actor% 2
end * Set the next target.
set kickers %next_kicker%
wait % s
wait 1 s
* Loop back.
done
end
@@ -1811,7 +1811,7 @@ set text[17] Try a little kindness. As little as possible.
set text[18] If at first you don't succeed try management.
set text[19] Ahhh. I see the screw-up fairy has visited us again.
set text[20] Not a morning person doesn't even begin to describe it.
set text[21] 80% of success is just showing up.
set text[21] 80 percent of success is just showing up.
set text[22] It's lonely at the top but you eat better.
set text[23] When I want your opinion, I'll beat it out of you.
set text[24] Make it idiot proof and someone will make a better idiot.
@@ -1963,7 +1963,7 @@ Aristotle - 22~
0 b 10
~
* Aristotle - M22 - T185 By Rumble
eval max %random.27%
eval max %random.26%
set txt[1] education is an ornament in prosperity and a refuge in adversity.
set txt[2] a good man with a flaw who had come to an unjustified bad end.
set txt[3] All paid jobs absorb and degrade the mind.
@@ -1988,7 +1988,8 @@ set txt[21] I count him braver who overcomes his desires than him who conquers h
set txt[22] The unfortunate need people who will be kind to them; the prosperous need people to be kind to.
set txt[23] Youth is easily deceived, because it is quick to hope.
set txt[24] Teaching is the highest form of understanding.
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.
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
set txt[26] Courage is a man's ability to handle fear.
set speech %%txt[%max%]%%
eval speech %speech%
say %speech%

View File

@@ -218,7 +218,7 @@ wait 120 sec
Master Roshis Kamehameha Wave - 10329 ~
1 c 7
kame~
if %cmd==kamehameha && %arg%==wave && %actor.fighting%
if %cmd%==kamehameha && %arg%==wave && %actor.fighting%
%damage% %actor.fighting% 99999
%echoaround% %actor% @G%actor.name% clasps %actor.hisher% hands at his side
and begins to yell "KaMeHaMeHa!!!!"@n

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@@ -81,7 +81,7 @@ if %actor.id% == 4891
%send% %actor% You drift into a calm slumber.
%force% %actor% sleep
else
%force %actor% sleep
%force% %actor% sleep
end
~
#10410
@@ -197,7 +197,7 @@ eval here %self.room%
eval today %here.weather%
say The weather eh? Give me a little.
wait 1 sec
%echo %self.name% looks up into the sky and pulls a notepad out of his pocket.
%echo% %self.name% looks up into the sky and pulls a notepad out of his pocket.
wait 3 sec
%echo% %self.name% begins to jot down something on his notepad.
wait 3 sec

View File

@@ -206,7 +206,7 @@ if %arg% == bracelet
if %self.timer% == 0
eval give %actor.maxmove% - %actor.move%
eval percent (%give% * 8) / 10
eval power %%actor.move(%percent%)%
eval power %actor.move(%percent%)%
set %power%
%send% %actor% @CYou glow with energy as a powerful wind erupts from %self.shortdesc% and envelops you. @n
%echoaround% %actor% @C%actor.name% glows with energy as a powerful wind erupts from %self.shortdesc% and envelops %actor.himher%. @n

View File

@@ -391,12 +391,12 @@ drop %object.name.car%
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_crayondone)
if %actor.varexists(zn118_crayondone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_crayonquest)
elseif %actor.varexists(zn118_crayonquest)%
wait 1 s
say Ah! Now, let me see...
wait 1 s
@@ -462,12 +462,12 @@ end
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_birddone)
if %actor.varexists(zn118_birddone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_birdquest)
elseif %actor.varexists(zn118_birdquest)%
wait 1 s
say Thank you %actor.name%. Now part of me feels free too.
wait 2 s
@@ -797,12 +797,12 @@ eval room %room% + 11874
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_tunneldone)
if %actor.varexists(zn118_tunneldone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_tunnelquest)
elseif %actor.varexists(zn118_tunnelquest)%
eval score %actor.zn118_tunnelquest% - 1
if %score% < 15
wait 1 s
@@ -1070,7 +1070,7 @@ if %arg% == north || %arg% == east || %arg% == south || %arg% == west || %arg%
case 2
%send% %people% %actor.name% tries to shoot you but misses.
%send% %actor% You try to shoot %people.name% but miss.
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses%
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses
%purge% %actor.inventory(2733)%
%load% obj 2733
break
@@ -1200,7 +1200,7 @@ if %arg.mudcommand% == north || %arg.mudcommand% == east || %arg.mudcommand% ==
case 2
%send% %people% %actor.name% tries to shoot you but misses.
%send% %actor% You try to shoot %people.name% with %weapon.shortdesc% but miss.
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses%
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses
%purge% %actor.inventory(%arrow%)%
%load% obj %arrow%
break
@@ -1242,12 +1242,12 @@ test~
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_runningdone)
if %actor.varexists(zn118_runningdone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_runningquest)
elseif %actor.varexists(zn118_runningquest)%
wait 1 s
emote pauses to think for a moment.
wait 1 s
@@ -1359,12 +1359,12 @@ global taken
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_blinddone)
if %actor.varexists(zn118_blinddone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_blindword)
elseif %actor.varexists(zn118_blindword)%
wait 1 s
say Since you have proved yourself willing to read...
wait 1 s
@@ -1463,12 +1463,12 @@ end
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_blinddone)
if %actor.varexists(zn118_blinddone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_blindword)
elseif %actor.varexists(zn118_blindword)%
wait 1 s
say Since you have proved yourself willing to read...
wait 1 s
@@ -1503,9 +1503,9 @@ if %actor.varexists(zn118_knifestart)%
if %speech% == start
eval max %random.3%
set txt[1] right
set txt[2] middle
set txt[3] left
set ball %%txt[%max%]%%
set txt[2] middle
set txt[3] left
set ball %%txt[%max%]%%
eval ball %ball%
emote places the ball under the %ball% cup.
wait 1 s
@@ -1694,7 +1694,7 @@ new trigger~
if %self.master% == %actor%
%echo% test
if %cmd%==minv
%send% %actor% your mules inv%
%send% %actor% your mules inv
else
return 0
end
@@ -1834,12 +1834,12 @@ end
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_weepingdone)
if %actor.varexists(zn118_weepingdone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_weepingquest)
elseif %actor.varexists(zn118_weepingquest)%
rdelete zn118_weepingquest %actor.id%
set zn118_weepingdone 1
remote zn118_weepingdone %actor.id%
@@ -1895,12 +1895,12 @@ end
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_knifedone)
if %actor.varexists(zn118_knifedone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_knifequest)
elseif %actor.varexists(zn118_knifequest)%
rdelete zn118_knifequest %actor.id%
set zn118_knifedone 1
remote zn118_knifedone %actor.id%
@@ -2263,12 +2263,12 @@ end
0 j 100
~
if %object.vnum% == 11807
if %actor.varexists(zn118_thindone)
if %actor.varexists(zn118_thindone)%
wait 1 s
say I have already written in that for you.
give journal %actor.name%
drop journal
elseif %actor.varexists(zn118_thinwrite)
elseif %actor.varexists(zn118_thinwrite)%
wait 2 s
emote dips a finger in her glass of wine, dragging it over the pages of the journal.
wait 2 s
@@ -2322,12 +2322,12 @@ end
0 j 100
~
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%
drop journal
elseif %actor.varexists(zn118_mutewrite)
elseif %actor.varexists(zn118_mutewrite)%
rdelete zn118_mutewrite %actor.id%
set zn118_mutedone 1
remote zn118_mutedone %actor.id%
@@ -2642,183 +2642,6 @@ else
drop %object.name.car%
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%
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 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
~
#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

View File

@@ -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

View File

@@ -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%

View File

@@ -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
~

View File

@@ -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%

View File

@@ -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

View File

@@ -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

View File

@@ -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
~
$~

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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
~
$~

View File

@@ -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.

View File

@@ -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

View File

@@ -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
~

View File

@@ -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
~
$~

View File

@@ -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
~
$~

View File

@@ -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
~

View File

@@ -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?

View File

@@ -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

View File

@@ -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
~
$~

View File

@@ -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
~
$~

View File

@@ -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~

View File

@@ -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%'