Updated World and files for 3.55 release. --Rumble

This commit is contained in:
Rumble
2008-01-16 23:19:50 +00:00
parent 453cbdaf0b
commit af18bd91b6
98 changed files with 7739 additions and 4409 deletions

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@@ -8,7 +8,7 @@ Non-attachable trigger~
Mob Tutorial Example Quest Offer - M14~
0 g 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* A very basic 3 trigger receive quest. Trigs 1-3.
* Make sure the actor is a player first.
if %actor.is_pc%
@@ -30,7 +30,7 @@ end
Mob Tutorial Example Kill Ogre - 16~
0 f 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* A very basic 3 trigger receive quest. Trigs 1-3.
say you got the best of me %actor.name%. But I'll be back.
* Load the wings to be returned to the questmaster.
@@ -42,7 +42,7 @@ say you got the best of me %actor.name%. But I'll be back.
Mob Tutorial Example Completion - 14~
0 j 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* A very basic 3 trigger receive quest. Trigs 1-3.
* Check if this was indeed the right object.
if %object.vnum% == 1
@@ -64,7 +64,7 @@ end
Tutorial II Guard Greet - 24~
0 g 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
* This is a N S road so only greet players arriving from the south.
if %direction% == south && %actor.is_pc%
@@ -78,7 +78,7 @@ end
Tutorial II Guard Bribe 10 - 24~
0 m 1
~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
* This is a comment. Always use amplifying comments to explain your Triggers!
* If actor gives 10 coins or more.
@@ -108,7 +108,7 @@ end
Obj Command Magic Eight Ball - O47~
1 c 2
shake~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* Numeric Arg: 2 means in character's carried inventory.
* Command trigs do not work for level 32 and above.
* There are 20 possible answers that the Magic Eight Ball can give.
@@ -203,7 +203,7 @@ end
Tutorial II Guard Closes Gate - 24~
0 e 0
The gate is opened from~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
* This is required to close the gate after someone opens it from the other
* side.
@@ -216,7 +216,7 @@ lock gate
Tutorial II Guard Closes Gate 2 - 24~
0 e 0
leaves north.~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
* This is required to close the gate after the guard is bribed and someone
* leaves to the north.
@@ -229,7 +229,7 @@ lock gate
Tutorial Quest 1317 - Starter~
0 g 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* Quest Trigs 9-12. If the player comes from the south and has not done the quest.
if %direction% == south
if %actor.varexists(solved_tutorial_quest_zone_0)%
@@ -247,7 +247,7 @@ end
Tutorial Quest 1317 - Accept~
0 d 1
yes~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* Quest Trigs 9-12. If the player has not done the quest give them a hint.
if !%actor.varexists(solved_tutorial_quest_zone_0)%
wait 1 sec
@@ -261,32 +261,32 @@ end
Tutorial Quest 1317 - Completion~
0 j 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* Quest Trigs 9-12. If the player returns the right object reward them.
if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 1394
dance
wait 1 sec
say Thank you, %actor.name%.
nop %actor.exp(50)%
nop %actor.gold(50)%
say finally, now I can get some answers.
wait 1 sec
emote shakes the magic eight ball vigorously.
wait 1 sec
emote does not seem too pleased with his answer.
set solved_tutorial_quest_zone_0 1
remote solved_tutorial_quest_zone_0 %actor.id%
%purge% %object%
else
say I don't want that!
junk %object.name%
* By Rumble of The Builder Academy tbamud.com 9091
* Quest Trigs 9-12. If the player returns the right object reward them.
if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 1394
set solved_tutorial_quest_zone_0 1
remote solved_tutorial_quest_zone_0 %actor.id%
%purge% %object%
dance
wait 1 sec
say Thank you, %actor.name%.
nop %actor.exp(50)%
nop %actor.gold(50)%
say finally, now I can get some answers.
wait 1 sec
emote shakes the magic eight ball vigorously.
wait 1 sec
emote does not seem too pleased with his answer.
else
say I don't want that!
junk %object.name%
end
~
#12
Tutorial Quest 1441 - Load 8ball~
2 g 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* Quest Trigs 9-12. Drop the 8ball on their head when they enter.
wait 1 sec
%echoaround% %actor.name% A magic eight ball drops from the sky striking %actor.name% on the head.
@@ -309,7 +309,7 @@ end
Restorative Comfy Bed 1401 - Heal~
1 b 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* Healing Bed Trigs 13-15. Heals those who sleep on it.
set room_var %actor.room%
set target_char %room_var.people%
@@ -336,7 +336,7 @@ end
Damage Example~
2 g 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* First put a wait in so the echo waits for the player to get into the room.
wait 1 sec
%echo% As %actor.name% enters the room a bolt of lightning smites %actor.himher%.
@@ -410,7 +410,7 @@ end
Switch Echo Example~
2 g 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* put a wait in here so it doesn't fire before the player enters the room
wait 1
switch %random.3%
@@ -442,7 +442,7 @@ done
AT Example~
2 b 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* put a wait in here so it doesn't fire before the player enters the room
%at% 33 %echo% at'd to a room
%at% Rumble %echo% at'd to Rumble
@@ -451,7 +451,7 @@ AT Example~
Rumble's Spy~
0 d 100
*~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* put a wait in here so it doesn't fire before the player enters the room
* Arguments: * means all speech will trigger this.
* This will echo all speech to Rumble.
@@ -461,16 +461,13 @@ Rumble's Spy~
Transform Example~
0 g 100
~
* %transform% test
* as a greet trigger, entering the room will cause
* the mob this is attached to, to toggle between mob 1 and 99.
say Beginning transform.
if %self.vnum%==1
%transform% 99
else
%transform% -1
end
say Transform complete.
* By Rumble of The Builder Academy tbamud.com 9091
* As a greet trigger, entering the room will cause this mob to transform into
* a random mob vnum 100-199.
emote starts to twist and contort into something different.
eval number %random.100% + 99
%transform% %number%
say Transform complete to mob %number%.
~
#22
IF Example~
@@ -541,32 +538,7 @@ end
While Damage Example - Grenade O1301~
1 h 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* A small script to make a grenade go off 3 seconds after it is dropped.
* Set the rooms ID to a variable.
set room_var %actor.room%
wait 3 s
* Send a message when the bomb goes off.
%echo% The Grenade blasts into smithereens, striking everyone here.
* Target the first char.
set target_char %room_var.people%
* Now loop through everyone in the room and hurt them.
while %target_char%
%send% %actor% People: %target_char.name%
%send% %actor% Next_in_room: %self.next_in_room%
* Set the next target before this one perhaps dies.
set tmp_target %target_char.next_in_room%
* This is where the good/bad things are supposed to happen.
%send% %target_char% The explosion hurts you.
* Damage them... 30 hitpoints. To heal use -#.
%damage% %target_char% 30
* Set the next target.
set target_char %tmp_target%
* Loop back.
done
* After we go through everyone get rid of the grenade.
%purge% %self%
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* A small script to make a grenade go off 3 seconds after it is dropped.
* Set the rooms ID to a variable.
set room_var %actor.room%
@@ -594,7 +566,7 @@ done
Room While Teleport Example~
2 b 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* Target the first person or mob in the room.
eval person %self.people%
wait 1 sec
@@ -612,69 +584,98 @@ done
Command Example~
2 c 100
l~
* By Rumble of The Builder Academy tbamud.com 9091
* A command trigger to demonstrate basic usage. The Arg list 'l' will capture
* any 'l' word. We are looking specifically for the MUD command (all commands
* are listed under COMMANDS) 'look' with the abbreviated argument of 'window.'
if %cmd.mudcommand% == look && window /= %arg%
%echo% %actor.name% %arg% at the %arg%.
%echo% %actor.name% typed %cmd% to %cmd.mudcommand% at the %arg%.
else
* Without this return zero a player would be unable to look at anything else
* in the room, leave, list, etc.
return 0
end
~
#26
Blocks Mobs Not Following~
2 g 100
~
* This trigger blocks all mobs except those that are charmed, pets, etc.
Name: 'Blocks Mobs Not Following', VNum: [ 26], RNum: [ 26]
Trigger Intended Assignment: Rooms
Trigger Type: Enter , Numeric Arg: 100, Arg list: None
Commands:
* By Rumble of The Builder Academy tbamud.com 9091
* This trigger blocks all mobs except those that are following.
* If actor is a mob, !is_pc actually means not a PC.
if !%actor.is_pc%
* If the mob does not have a master than do not let it enter.
* If the mob does not have a master.
if !%actor.master%
* Return 0 prevents the mob from entering.
return 0
end
end
~
#27
Character Variables Example~
Actor Variables Example~
0 b 100
~
* Variables Example by Rumble
* Random trigger so we must define actor
* By Rumble of The Builder Academy tbamud.com 9091
* A listing and demonstration of all actor variables.
* Random triggers do not have actors so we must define one.
set actor %random.char%
* Make sure actor can be seen and is a player.
* Make sure the actor can be seen and is a player.
if %actor.canbeseen% && %actor.is_pc%
%echo% ACTOR.NAME: %actor.name%
%echo% AGE: %actor.age%
%echo% ALIAS: %actor.alias%
%echo% CANBESEEN: %actor.canbeseen%
%echo% CHARISMA: %actor.cha%
%echo% CLASS: %actor.class%
%echo% CONSTITUTION: %actor.con%
%echo% DEXTERITY: %actor.dex%
%echo% INTELLIGENCE: %actor.int%
%echo% STRENGTH/STRADD: %actor.str%/%actor.stradd%
%echo% WISDOM: %actor.wis%
%echo% ALIAS: %actor.alias%
%echo% ALIGN: %actor.align%
%echo% AFFECT: %actor.affect%
%echo% CANBESEEN: %actor.canbeseen%
%echo% CLASS: %actor.class%
%echo% DRUNK: %actor.drunk%
%echo% EXPERIENCE: %actor.exp%
%echo% FIGHTING: %actor.fighting%
%echo% GOLD: %actor.gold%
* %echo% HAS_ITEM: %actor.has_item(1300)%
%echo% ID: %actor.id%
%echo% INTELLIGENCE: %actor.int%
%echo% IS_KILLER: %actor.is_killer%
%echo% IS_THIEF: %actor.is_thief%
%echo% LEVEL: %actor.level%
%echo% HITPOINTS: %actor.hitp%
%echo% MANA: %actor.mana%
%echo% MOVEMENT POINTS: %actor.move%
%echo% MASTER: %actor.master%
%echo% FOLLOWER: %actor.follower%
%echo% MAX HITPOINTS: %actor.maxhitp%
%echo% MAX MANA: %actor.maxmana%
%echo% MAX MOVE: %actor.maxmove%
%echo% NEXT_IN_ROOM: %actor.next_in_room%
%echo% PRACTICES %actor.prac%
%echo% ROOM: %actor.room%
%echo% SEX: %actor.sex%
%echo% HISHER: %actor.hisher%
%echo% GOLD: %actor.gold%
%echo% HAS_ITEM: %actor.has_item(1332)%
%echo% HESHE: %actor.heshe%
%echo% HIMHER: %actor.himher%
%echo% INVENTORY: %actor.inventory%
%echo% HISHER: %actor.hisher%
%echo% HITPOINTS: %actor.hitp%
%echo% HUNGER: %actor.hunger%
%echo% ID: %actor.id%
%echo% INV: %actor.inventory%
%echo% IS_KILLER: %actor.is_killer%
%echo% IS_PC: %actor.is_pc%
%echo% IS_THIEF: %actor.is_thief%
%echo% LEVEL: %actor.level%
%echo% MANA: %actor.mana%
%echo% MASTER: %actor.master%
%echo% MAX HP: %actor.maxhitp%
%echo% MAX MANA: %actor.maxmana%
%echo% MAX MOVE: %actor.maxmove%
%echo% MOVE: %actor.move%
%echo% NAME: %actor.name%
%echo% NEXT_IN_ROOM: %actor.next_in_room%
%echo% POSITION: %actor.pos%
%echo% PRACTICES: %actor.prac%
%echo% QUESTPOINTS: %actor.questpoints%
%echo% ROOM: %actor.room%
%echo% SAVING_PARA: %actor.saving_para%
%echo% SAVING_ROD: %actor.saving_rod%
%echo% SAVING_PETRI: %actor.saving_petri%
%echo% SAVING_BREATH: %actor.saving_breath%
%echo% SAVING_SPELL: %actor.saving_spell%
%echo% SEX: %actor.sex%
%echo% SKILL BACKSTAB: %actor.skill(backstab)%
%echo% STRENGTH/STRADD: %actor.str%/%actor.stradd%
%echo% THIRST: %actor.thirst%
%echo% TITLE: %actor.title%
%echo% VAREXISTS: %actor.varexists(tba_greeting)%
%echo% VNUM: %actor.vnum%
%echo% WISDOM: %actor.wis%
%echo% WEIGHT: %actor.weight%
* Objects TSTAT 28, Rooms TSTAT 29, Text TSTAT 30, Special TSTAT 31.
*
@@ -693,9 +694,19 @@ end
Object Variables Example~
1 b 100
~
* By Rumble
* By Rumble of The Builder Academy tbamud.com 9091
* A listing and demonstration of all object variables.
%echo% CARRIED_BY: %self.carried_by%
%echo% CONTENTS: %self.contents%
%echo% COST: %self.cost%
%echo% COST_PER_DAY: %self.cost_per_day%
%echo% COUNT: %self.count%
%echo% HAS_IN: %self.has_in%
%echo% ID: %self.id%
%echo% IS_INROOM: %self.is_inroom%
%echo% NAME: %self.name%
%echo% NEXT_IN_LIST: %self.next_in_list%
%echo% ROOM: %self.room%
%echo% SHORTDESC: %self.shortdesc%
%echo% TIMER: %self.timer%
%echo% TYPE: %self.type%
@@ -704,44 +715,39 @@ Object Variables Example~
%echo% VAL2: %self.val2%
%echo% VAL3: %self.val3%
%echo% VNUM: %self.vnum%
%echo% CARRIED_BY: %self.carried_by%
%echo% NEXT_IN_LIST: %self.next_in_list%
%echo% WORN_BY: %self.worn_by%
%echo% WEARFLAG: %self.wearflag%
%echo% WEIGHT: %self.weight%
%echo% COST: %self.cost%
%echo% COST_PER_DAY: %self.cost_per_day%
%echo% CONTENTS: %self.contents%
%echo% IS_INROOM: %self.is_inroom%
%echo% ROOM: %self.room%
%echo% VNUM: %self.room.vnum%
%echo% WORN_BY: %self.worn_by%
%purge% self
~
#29
Room Variables Example~
2 b 100
~
* By Rumble
%echo% ID: %self.id%
%echo% NAME: %self.name%
%echo% NORTH: %self.north% %self.north(vnum)%
%echo% SOUTH: %self.south% %self.south(key)%
%echo% SOUTH: %self.south% %self.south(vnum)%
%echo% EAST: %self.east% %self.east(bits)%
%echo% WEST: %self.west% %self.west(room)%
%echo% UP: %self.up%
%echo% DOWN: %self.down%
%echo% VNUM: %self.vnum%
%echo% PEOPLE: %self.people%
%echo% WEATHER: %self.weather%
%echo% SECTOR: %self.sector%
%echo% CONTENTS: %self.contents%
* By Rumble of The Builder Academy tbamud.com 9091
* A listing and demonstration of all room variables.
%echo% CONTENTS: %self.contents%
%echo% NORTH: %self.north% %self.north(vnum)%
%echo% SOUTH: %self.south% %self.south(key)%
%echo% SOUTH: %self.south% %self.south(vnum)%
%echo% EAST: %self.east% %self.east(bits)%
%echo% WEST: %self.west% %self.west(room)%
%echo% UP: %self.up%
%echo% DOWN: %self.down%
%echo% ID: %self.id%
%echo% NAME: %self.name%
%echo% PEOPLE: %self.people%
%echo% RANDOM.DIR: %self.random.dir%
%echo% SECTOR: %self.sector%
%echo% VNUM: %self.vnum%
%echo% WEATHER: %self.weather%
~
#30
Text Variables Example~
2 d 100
*~
* By Rumble
* The Arguments: * means all speech will fire the trigger.
* By Rumble of The Builder Academy tbamud.com 9091
* A listing and demonstration of all text variables.
%echo% SPEECH: %speech%
%echo% STRLEN: %speech.strlen%
%echo% TRIM: %speech.trim%
@@ -749,38 +755,34 @@ Text Variables Example~
%echo% CDR: %speech.cdr%
%echo% MUDCOMMAND: %speech.mudcommand%
%echo% CONTAINS: %speech.contains(test)%
%echo% CHARAT 3: %speech.charat(3)%
~
#31
Special Variables Example~
2 d 100
*~
* By Rumble
* By Rumble of The Builder Academy tbamud.com 9091
* A listing and demonstration of all special variables.
%echo% SELF ID: %self.id%
%echo% HOUR: %time.hour%
%echo% DAY: %time.day%
%echo% MONTH: %time.month%
%echo% YEAR: %time.year%
%echo% PEOPLE: %people.1233%
%echo% PEOPLE: %people.3%
%echo% RANDOM NUM: %random.99%
%echo% RANDOM PC: %random.char%
%echo% SPEECH: %speech%
%echo% FINDOBJ: There are %findobj.1233(1300)% objects of vnum 1300 in room 1233.
%echo% There is %findobj.1233(1346356)% object of ID 1346356 in room 1233.
%echo% There are %findobj.1233(app)% objects of name app in room 1233.
%echo% There are %findobj.1233(apprehension)% objects of name apprehension in room 1233.
%echo% FINDMOB: There are %findmob.1233(1300)% mobs of vnum 1300 in room 1233.
%echo% There is %findmob.1233(64741)% mobs of ID 64741 in room 1233.
* not working
%echo% There are %findmob.1233(fried)% mobs of name fried in room 1233.
%echo% There are %findmob.1233(friedrich)% mobs of name friedrich in room 1233.
%echo% There are %findmob.self(fried)% mobs of name fried in room 1233.
%echo% There are %findmob.self(friedrich)% mobs of name friedrich in room 1233.
%echo% FINDOBJ: There are %findobj.3(33)% objects of vnum 33 in room 3.
%echo% There are %findobj.3(guide)% objects of name guide in room 3.
%echo% FINDMOB: There are %findmob.3(33)% mobs of vnum 33 in room 3.
~
#32
Mob Checks Player Inventory~
0 g 100
~
* By Jamie Nelson modified by Rumble* Checks if the actor is wielding the item
* By Rumble of The Builder Academy tbamud.com 9091
* This trigger has been replaced by the has_item variable. But this is still a
* good example. if %actor.has_item(1300)% does the same thing.
if %actor.eq(wield)%
eval wep %actor.eq(wield)%
if %wep.vnum%==1300
@@ -967,44 +969,41 @@ say %msg%
Switch Example~
0 g 100
~
* By Falstar
switch %random.6%
case 0
* By Falstar of The Builder Academy tbamud.com 9091
* Pick a random number 1-7, 7 is actually for the default case.
switch %random.7%
case 1
set book 'Creative cooking with human flesh'
break
case 1
case 2
set book 'Re-animating the Dead for Dummies'
break
case 2
case 3
set book 'How to teach your henchman to rob graves in 7 days'
break
case 3
case 4
set book 'An A-Z guide of Mage-induced maladies and mutations'
break
case 4
case 5
set book '101 Easy ways to rescue a damsel in distress'
break
case 5
case 6
set book 'Witch Hazel's Bumper Book of rare herbs and potions'
break
case 6
set book 'Arcane Artifacts made easy'
break
default
* this should be here, even if it's never reached
set book default reached
done
*
wait 1 s
%echo% Dr. Von Erhartz seems engrossed in reading a large leatherbound book through a battered pair
%echo% of reading glasses. The title reads: %book%.
%echo% The doctor looks up at you, seeming to notice you for the first time.
wait 1 s
say ah %actor.name%, I was wondering when you'd drop by.
set book 'Arcane Artifacts made easy'
done
*
wait 1 s
%echo% Dr. Von Erhartz seems engrossed in reading a large leatherbound book through a battered pair
%echo% of reading glasses. The title reads: %book%.
%echo% The doctor looks up at you, seeming to notice you for the first time.
wait 1 s
say ah %actor.name%, I was wondering when you'd drop by.
~
#35
Mob Room Wander Switch~
0 b 100
Mob Room Specific Speeches~
0 b 5
~
* By Rumble
* So we don't get problems if more than one is loaded.
@@ -1065,7 +1064,7 @@ done
Time Example~
0 b 1
~
* By Rumble w/help from Jamie Nelson on http://groups.yahoo.com/group/dg_scripts/
* By Rumble of The Builder Academy tbamud.com 9091
* A replica of the "time" command.
* Convert hour from 24 hour to 12 hour clock with am/pm
if %time.hour% > 12
@@ -1188,28 +1187,44 @@ eval months %%m%time.month%%%
%echo% The %time.day%%suf% Day of the %months%, Year %time.year%.
~
#37
Emote Copycat~
0 c 100
e~
if %cmd.mudcommand% == emote && %arg%
wait 2 sec
emote %arg%
Obj Command quarter flip example~
1 c 2
flip~
* By Rumble of The Builder Academy tbamud.com 9091
* Numeric Arg: 2 means in character's carried inventory
* does not work for level 32 and above.
if coin /= %arg% || quarter /= %arg%
%echoaround% %actor% %actor.name% flips a coin high up into the air.
%send% %actor% You flip the coin up into the air.
switch %random.2%
case 1
%echo% The coin falls to the ground, bounces, rolls, and ends up showing heads!
break
case 2
%echo% The coin falls to the ground, bounces, rolls, and ends up showing tails!
break
default
%echo% The coin falls on its edge and balances perfectly.
break
done
else
%send% %actor% flip What?
end
~
#38
Mob Receive and Assemble Example~
0 j 100
~
* Example by Aeon
wait 2 sec
* Check mob's inventory (this does not include equipped items)
* By Aeon of The Builder Academy tbamud.com 9091
* Check mob's inventory (this does not include equipped items).
if %self.inventory(16701)% && %self.inventory(16702)% && %self.inventory(16703)% && %self.inventory(16704)% && %self.inventory(16705)%
* Removing items from the mob
%purge% flour
%purge% salt
%purge% sugar
%purge% soda
%purge% egg
* Removing items from the mob.
%purge% %self.inventory(16701)%
%purge% %self.inventory(16702)%
%purge% %self.inventory(16703)%
%purge% %self.inventory(16704)%
%purge% %self.inventory(16705)%
wait 2 sec
* For roleplay sake
say Thank you %actor.name%! Now here is the cake.
* Give the reward
@@ -1222,7 +1237,8 @@ end
Mob Following Assist Master~
0 b 100
~
* By Rumble
* By Rumble of The Builder Academy tbamud.com 9091
* Make following mob assist.
if %self.master%
eval master %self.master%
if %master.fighting%
@@ -1233,33 +1249,65 @@ if %self.master%
end
~
#40
mfollow Example~
0 b 100
Random Equipment Scatter and Teleport~
2 g 100
~
* By Welcor
set actor %random.char%
mfollow %actor%
say I follow you now %actor.name%
say self.master: %self.master%
say actor: %actor%
eval follower %self.master%
say follower: %follower%
say follower.name : %follower.name%
* By Random of The Builder Academy tbamud.com 9091
* Scatter the player and all of their equipment randomly across the zone.
wait 1 sec
%send% %actor% You feel you must not have been worthy when a powerful force hurls you back through the gates.
wait 2 sec
eval stunned %actor.hitp% -1
%damage% %actor% %stunned%
eval num %random.99% + 20300
%teleport% %actor% %num%
while %actor.inventory%
eval item %actor.inventory%
if %item.type% == CONTAINER
while %item.contents%
eval stolen %item.contents.vnum%
%echo% purging %item.contents.shortdesc% in container.
%purge% %item.contents%
eval num %random.99% + 2300
%at% %num% %load% obj %stolen%
done
end
eval item_to_purge %actor.inventory%
eval stolen %item.vnum%
%purge% %item_to_purge%
eval num %random.99% + 2300
%at% %num% %load% obj %stolen%
done
eval i 0
while %i% < 18
eval item %%actor.eq(%i%)%%
if %item%
eval stolen %item.vnum%
eval item_to_purge %%actor.eq(%i%)%%
%send% %actor% You drop %item.shortdesc%
%purge% %item_to_purge%
eval num %random.99% + 20300
%at% %num% %load% obj %stolen%
end
eval i %i%+1
done
%force% %actor% look
~
#41
Hunt Example~
Memory and Mhunt Example~
0 o 100
~
* Mob must first have a memory trig, attach 74.
* By Rumble of The Builder Academy tbamud.com 9091
* Fires if player is in mobs memory via mremember and the mob sees the actor.
%echo% Sleeping for 10 secs, give %actor.name% a head start.
sleep
%echo% Targetting %actor.name%
wait 10 s
wake
stand
north
north
up
%random.dir%
%random.dir%
%random.dir%
%echo% Hunting...%actor.name%
mhunt %actor%
~
@@ -1380,15 +1428,13 @@ done
Rumble's Shotgun~
1 b 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* If the object is being wielded.
if %self.worn_by%
* This is a random trigger so actor has to be defined.
eval actor %self.worn_by%
* If the person wielding the object is fighting.
if %actor.fighting%
* Evaluate uniquely to this player.
context %actor.id%
* Count the shots.
eval shotgun_rounds %shotgun_rounds% + 1
* Remember the count for the next time this trig fires.
@@ -1500,7 +1546,7 @@ end
Eval and Set Example~
2 d 100
test~
* By Rumble of The Builder Academy builderacademy.net 9091
* By Rumble of The Builder Academy tbamud.com 9091
* This is a speech trig @RHELP TRIGEDIT ROOM SPEECH@n, say 'test' to activate.
* There is much confusion about the difference between set and eval. So this is
* the simplest way I can think of to explain it (assume %actor.level% = 34):
@@ -1818,7 +1864,7 @@ Mob Entry Example~
* first find the room the mob is in and put the value in %inroom%
eval inroom %self.room%
* then check on the rooms vnum
if %inroom.vnum% == 1233
if %inroom.vnum% == 33
say I, %self.name%, declare this room Rumble's.
end
eval person %inroom.people%
@@ -1923,7 +1969,8 @@ done
Mob Memory Example Part 1~
0 g 100
~
* This must be set by another trigger first before the mem trigger can be used.
* By Rumble of The Builder Academy tbamud.com 9091
* mremember must be used before you can use the trigger type memory.
mremember %actor.name%
say I'll remember you now, %actor.name%
~
@@ -1931,6 +1978,8 @@ say I'll remember you now, %actor.name%
Mob Memory Example Part 2~
0 o 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* Fires if player is in mobs memory via mremember and the mob sees the actor.
wait 4 s
poke %actor.name%
say i've seen you before, %actor.name%.