128 bits! --Rumble

This commit is contained in:
Rumble
2007-05-08 15:20:59 +00:00
parent 3282b8fdc9
commit be3a023fcd
559 changed files with 305718 additions and 304868 deletions

View File

@@ -1183,8 +1183,9 @@ if %self.inventory(16701)% && %self.inventory(16702)% && %self.inventory(16703)%
* For roleplay sake
say Thank you %actor.name%! Now here is the cake.
* Give the reward
%load% obj 16706
give cake %actor.name%
%load% obj 16706 %actor%
%send% %actor% %self.name% gives you a cake.
%echoaround% %actor% %self.name% gives %actor.name% a cake.
end
~
#39
@@ -1349,28 +1350,28 @@ done
Rumble's Shotgun~
1 b 100
~
* By Rumble
* if the object is being wielded
* By Rumble of The Builder Academy builderacademy.net 9091
* If the object is being wielded.
if %self.worn_by%
* a random trigger so actor has to be defined
eval actor %self.worn_by%
* if the person wielding the object is fighting
* 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
* Evaluate uniquely to this player.
context %actor.id%
* count the shots
* Count the shots.
eval shotgun_rounds %shotgun_rounds% + 1
* remember the count for the next time this trig fires
* Remember the count for the next time this trig fires.
global shotgun_rounds
* double barrel shotgun, only has 2 rounds
* This double barrel shotgun, only has 2 rounds.
if %shotgun_rounds% > 2
* detaching trig since gun is out of ammo.
* Detaching trig since gun is out of ammo.
detach 1361 %self.id%
halt
end
* have to define the victim
* We also have to define the victim.
eval victim %actor.fighting%
* send the message and do the damage
* Send the messages and do the damage.
%echoaround% %actor.name% %actor.name% points %self.shortdesc% at %victim.name% and pulls the trigger.
%send% %actor% You point %self.shortdesc% at %victim.name% and pull the trigger.
%damage% %victim% 10

View File

@@ -913,23 +913,23 @@ emote %speech%
Angel Receives Treats - 207~
0 j 100
~
if %object.vnum% == 164
* By Rumble of The Builder Academy builderacademy.net 9091
* A simple receive trig if you give the dog food she will eat it. If you give
* her dog treats she will follow you. Everything else she drops.
if %object.type% == FOOD
wait 1 sec
emote swallows %object.shortdesc% without even chewing.
%purge% %object%
wait 1 sec
emote looks up at %actor.name%, hoping for some more.
wait 1 sec
mfollow %actor%
else
if %object.type% == FOOD
emote swallows %object.shortdesc% without even chewing.
%purge% %object%
else
wait 1 s
set obj_name %object.name%
drop %obj_name%
if %object.vnum% == 164
wait 1 sec
mfollow %actor%
end
else
wait 1 s
set obj_name %object.name%
drop %obj_name%
end
~
#153
@@ -1160,9 +1160,12 @@ if %actor%
end
~
#166
Mob Affect - 135~
Cast spells on Greet - M135~
0 g 10
~
* By Rumble of The Builder Academy builderacademy.net 9091
* Cast a random spell on players that enter. But, only if they are not already
* affected and only 10% of the time.
switch %random.12%
case 1
if %actor.affect(blind)%
@@ -1875,16 +1878,16 @@ say %speech%
Confucius - 23~
0 b 10
~
* By Rumble of The Builder Academy builderacademy.net 9091
* Confucius - M23 - T186 By Rumble
eval max %random.26%
eval max %random.27%
set txt[1] Before you embark on a journey of revenge, dig two graves.
set txt[2] Everything has its beauty but not everyone sees it.
set txt[3] Forget injuries, never forget kindnesses.
set txt[4] It does not matter how slowly you go so long as you do not stop.
set txt[5] Respect yourself and others will respect you.
set txt[6] Study the past if you would define the future.
set txt[7] The superior man, when resting in safety, does not forget that danger may come. When in a state of security he does not forget the possibility of ruin. When all is orderly, he does not forget that disorder may come. Thus his person is not endangered, and his States and all their clans are preserved.
set txt[8] What the superior man seeks is in himself; what the small man seeks is in others.
set txt[7] The superior man, when resting in safety, does not forget that danger may come. When in a state of security he does not forget the possibility of ruin. When all is orderly, he does not forget that disorder may come. Thus his person is not endanset txt[8] What the superior man seeks is in himself; what the small man seeks is in others.
set txt[9] Wheresoever you go, go with all your heart.
set txt[10] By nature, men are nearly alike; by practice, they get to be wide apart.
set txt[11] A man who has committed a mistake and doesn't correct it, is committing another mistake.
@@ -1903,6 +1906,7 @@ set txt[23] What the superior man seeks is in himself. What the mean man seeks i
set txt[24] What you do not want done to yourself, do not do to others.
set txt[25] When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge.
set txt[26] In any prisoner situation when you are communicating with a fellow prisoner be sure to agree about a danger signal first. Second make a cover story in case you are caught, and third, you need to decide on a backup communication system.
set txt[27] The superior man understands what is right; the inferior man understands what is accepted by a majority.
set speech %%txt[%max%]%%
eval speech %speech%
say %speech%

View File

@@ -619,7 +619,7 @@ if %object.vnum%==11834
end
if %actor.varexists(zn118_ridleywrite)%
wait 1 s
say Thank you %actor.name%, I will restore them to their natural forms.
say Thank you %actor.name%, I will restore them to their natural forms, evil though they be..
wait 1 s
%purge% box
wait 1 s
@@ -770,11 +770,9 @@ eval actor %self.carried_by%
if %actor.is_pc%
%send% %actor% %self.shortdesc% suddenly squirms free from your hands and flies away.
%echoaround% %actor% %self.shortdesc% suddenly squirms free of %actor.name%'s grasp and flies away.
else
%echo% %self.shortdesc% suddenly flits into the air.
%load% mob 11821
%purge% self
end
%load% mob 11821
%purge% self
~
#11831
(21) insect loads self on death~
@@ -2211,14 +2209,19 @@ emote mumbles to herself 'He took the bread and broke it, saying: this means my
~
#11871
(60) hotdog damages when eaten~
1 s 100
~
%send% %actor% You feel an excruciating burning pain as it slides down your throat.
eval amount %actor.maxhitp%/3
if %amount% >= %actor.hitp%
eval amount %actor.hitp%+3
1 c 2
eat~
if %cmd.mudcommand% == eat && hotdog /= %arg%
%send% %actor% You feel an excruciating burning pain as it slides down your throat.
eval amount %actor.maxhitp%/3
if %amount% >= %actor.hitp%
eval amount %actor.hitp%+3
end
%damage% %actor% %amount%
%purge% self
else
return 0
end
%damage% %actor% %amount%
~
#11872
(34) girl restores from death~

View File

@@ -84,10 +84,45 @@ else
end
~
#1203
free~
2 c 100
~
* No Script
Mynah Bird~
0 d 100
*~
if %actor.is_pc%
if %c%<20
eval c 20
global c
end
if !(%speech%/=!)
eval c (%c%)+1
global c
set %c% %speech%
global %c%
eval 1 Hello
eval 2 Yes
eval 3 Killed him
eval 4 Food?
eval 5 Dig dig dig.
eval 6 Freddy says hi.
eval 7 Inconceivable.
eval 8 Stop mimicking me.
eval 9 I love you.
eval 10 Do you like me?
eval 11 Freak.
eval 12 You are not funny.
eval 13 Don't you ever shut up?.
eval 14 Eat my shorts.
eval 15 I'm pretty. Pretty bird.
eval 16 Let's tango.
eval 17 Doh.
eval 18 Who rang that bell??
eval 19 Beam me up.
eval 20 Shut up and get me a drink.
eval count %%random.%c%%%
eval ans %%%count%%%
wait %random.5%
say %ans%
endif
endif
~
#1204
Portal-Main Chamber~
@@ -275,31 +310,499 @@ nop %actor.questpoints(-1)%
%echo% QP-1: %actor.questpoints%
~
#1212
Constant Raining~
2 b 1
~
if %WeatherManivo% == bad
%echo% The rain calms down to a subtle shower.
set WeatherManivo good
else
%echo% The rain turns stronger and starts pouring bucketfulls at a time.
set WeatherManivo bad
Animal Chase Board Game - O1212~
1 c 4
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)
return 0
if %cmd%!=gos
%send% %actor% Type: go < up | down | left | right >
end
halt
end
if %arg%
eval dedu %nextlev%*105
if %exx%>%dedu%
nop %actor.exp(-%dedu%)%
set dd %dedu%
end
end
if !%nextlev%
set nextlev 1
global nextlev
elseif %nextlev_s%
eval nextlev %nextlev_s%
global nextlev
end
if !%created%
%force% %actor% createnewgame
end
if %created%
set p_dir %arg%
extract px 1 %playerco%
extract py 2 %playerco%
set [%py%][%px%] @g\*@n
switch %p_dir%
case right
if %px%!=10
eval px %px%+1
else
eval px 1
end
break
case left
if %px%!=1
eval px %px%-1
else
eval px 10
end
break
case down
if %py%!=1
eval py %py%-1
else
eval py 10
end
break
case up
if %py%!=10
eval py %py%+1
else
eval py 1
end
break
done
if %chase%>0
eval chase %chase%-1
global chase
end
if ([%py%][%px%]==%spec_prize%)
set spec_prize
global spec_prize
eval exo (%nextlev%*2000)
nop %actor.exp(%exo%)%
eval points %points%+(%nextlev%*2)
global points
set alert You can now FLY and kill the animal!
eval chase 5+(%nextlev%/70)+(%chase%)
global chase
end
eval holech %%[%py%][%px%]%%
if %holech%/=@@
if !(%chase%>0)
set alert @MYou fall into a bottomless pit!@n
unset points
set nextlev 0
global nextlev
unset created
unset exx
set ax 1
set ay 1
set px 10
set py 10
%force% %actor% createnewgame
else
set alert You FLY over the pit!
end
end
eval prz_ch %%[%py%][%px%]%%
if (%prz_ch.contains(p)%)
eval points (%points%+%nextlev%)
global points
eval exo (%nextlev%*950)
nop %actor.exp(%exo%)%
set [%py%][%px%] @c.@n
global [%py%][%px%]
eval prize_count (%prize_count%)+1
set winner [%prize_count%]
if %prize_count%>=%numofprizes%
eval nextlev (%nextlev%)+1
global nextlev
set winner @YYou Win!!!@n Moving to level %nextlev%.
set px 10
set py 10
set ax 1
set ay 1
set created
global created
set prize_count 0
set numofprizes 0
%force% %actor% createnewgame
end
global prize_count
set alert You collect a prize. %winner%
end
set playerco %px% %py%
global playerco
if (%random.15%==1)||(%spec_on%)
if !%spec_on%
eval spec_on %random.4%+(%nextlev%/90)
global spec_on
end
eval spec_on (%spec_on%)-1
global spec_on
if !%spec_prize%
eval spec_prize [%random.10%][%random.10%]
global spec_prize
else
set %spec_prize% @yY@n
eval spec_prize
global spec_prize
end
end
if %sizem%
set [%py%][%px%] @GO@n
unset sizem
else
set [%py%][%px%] @Go@n
set sizem 1
global sizem
end
extract ax 1 %animal%
extract ay 2 %animal%
set [%ay%][%ax%] @r\*@n
if !%dir_chosen%
set dir_chosen 1
if %px%>%ax%
eval dis_x (%px%-%ax%)
eval move_x 1
elseif %px%<%ax%
eval dis_x (%ax%-%px%)
eval move_x 2
end
if %py%>%ay%
eval dis_y (%py%-%ay%)
eval move_y 4
elseif %py%<%ay%
eval dis_y (%ay%-%py%)
eval move_y 3
end
if %dis_x%>%dis_y%
set ani_dir %move_x%
else %dis_x%<%dis_y%
set ani_dir %move_y%
end
eval dificulty 100-(%nextlev%*4)
if (%random.100%)<=(%dificulty%)
eval ani_dir %random.4%
end
if %chase%
if %ani_dir%==1
eval ani_dir 2
elseif %ani_dir%==2
eval ani_dir 1
elseif %ani_dir%==3
eval ani_dir 4
elseif %ani_dir%==4
eval ani_dir 3
end
end
if !%arg%
set ani_dir 5
end
switch %ani_dir%
case 1
if %ax%!=10
eval ax %ax%+1
else
eval ax 1
end
break
case 2
if %ax%!=1
eval ax %ax%-1
else
eval ax 10
end
break
case 3
if %ay%!=1
eval ay %ay%-1
else
eval ay 10
end
break
case 4
if %ay%!=10
eval ay %ay%+1
else
eval ay 1
end
break
done
set animal %ax% %ay%
global animal
end
eval [%ay%][%ax%] @Ra@n
eval ch_3 %%[%py%][%px%]%%
set ch_3 %ch_3%
if %ch_3.contains(a)%
if %chase%
eval pointinc %nextlev%*%random.10%
eval points (%points%+%pointinc%)
global points
eval exo %nextlev%*7000
nop %actor.exp(%exo%)%
eval nextlev %nextlev%+1
global nextlev
set alert You kill the animal. You gain %pointinc% points and a new level. (%nextlev%)
unset created
set ax 1
set ay 1
set px 10
set py 10
%force% %actor% createnewgame
else
set alert You have been eaten by the @Ranimal@n.
set points 0
global points
set nextlev 0
global nextlev
unset created
unset chase
set exx 0
global exx
%force% %actor% createnewgame
end
end
eval h 11
while (%h%>1)
eval h (%h%)-1
eval printrow%h% %%[%h%][1]%% %%[%h%][2]%% %%[%h%][3]%% %%[%h%][4]%% %%[%h%][5]%% %%[%h%][6]%% %%[%h%][7]%% %%[%h%][8]%% %%[%h%][9]%% %%[%h%][10]%%
*eval printrow%h% %%row%h%%%
done
if %numofprizes%<10
set numop 0%numofprizes%
else
set numop %numofprizes%
end
if %prize_count%<10
set przc 0%prize_count%
else
set przc %prize_count%
end
if %nextlev%<10
set levlev 000%nextlev%
elseif %nextlev%<100
set levlev 00%nextlev%
elseif %nextlev%<1000
set levlev 0%nextlev%
else
set levlev %nextlev%
end
eval exx (%exo%+%exx%)-(%dd%)
if %exx%<=0
set exx 0
end
global exx
eval cht %chase%-1
if %cht%>0
set chy You can FLY and chase the animal %cht% more times.
end
set snd %send% %actor% @n
%force% %actor% cls
%snd% ) \\ / (
%snd% /\|\\ )\\_/( /\|\\
%snd% \* / \| \\ (/\\\|/\\) / \| \\ \*
%snd% \|\`._____________/__\|__o____\\\`\|'/___o__\|__\\______.'\|
%snd% \| '\^\` \| \\\|/ '\^\` \|
%snd% \| \| V level: %levlev% \| Dir: @C %arg%@n
%snd% \| %printrow10% \| @M@@@n = Bottomless Pit \| Points: @Y%points%@n
%snd% \| %printrow9% \| @yY@n = Power Up \| Exp: @C%exx%@n
%snd% \| %printrow8% \| @Wp@n = Prize \| AMU: %dedu%
%snd% \| %printrow7% \| @Go@n = You \|
%snd% \| %printrow6% \| @Ra@n = Animal \|
%snd% \| %printrow5% \| @cTo Move Type:@n \|
%snd% \| %printrow4% \| @Cgo <up\|down\|left\|right>@n\|
%snd% \| %printrow3% \| \|
%snd% \| %printrow2% \| @BCost of AMU exp per MV@n \|
%snd% \| %printrow1% \| @BIf you have exp.@n \|
%snd% \| \| \|
%snd% \| \| NEEDED: @R%numop%@n HAVE: @G%przc%@n \|
%snd% \| .______________________\|______________________. \|
%snd% \|' l /\\ / \\\\ \\ /\\ l \`\|
%snd% \* l / V )) V \\ l \*
%snd% l/ // \\I
%snd% V
%snd% %alert%
%snd% %chy%
%snd% Animal: ax:%ax% ay:%ay% You: px:%px% py:%py%
end
~
#1213
new trigger~
2 h 100
~
set testvar This is a Test!! :)
%echo% %testvar%
remote testvar %actor.id%
Animal Chase Board - Newgame - O1212~
1 c 100
newgame~
* By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
if %arg.cdr% == %actor.id%
eval nextlev %arg.car%
global nextlev
end
if %nextlev%>1&&%points%>0
set dd scoreboardmob
if %dd.vnum%>0
set nums 1
while %nums%
eval j %j%+1
eval nums %dd.varexists(%j%)%
if %nums%
eval nums2 %%dd.%j%%%
if (%nums2%/=%actor.name%)
extract partlev 2 %nums2%
set added 1
if %partlev%<%nextlev%
set %j% %actor.name% %nextlev% %points% %exx%
remote %j% %dd.id%
end
end
else
if !%added%
set %j% %actor.name% %nextlev% %points% %exx%
remote %j% %dd.id%
end
end
done
end
end
unset chase
set tail 1
global tail
eval animal 1 1
global animal
eval playerco 10 10
global playerco
set [1][1] @ra@n
set [10][10] @Go@n
global [1][1]
global [10][10]
eval numofprizes 0
global numofprizes
set prize_count 0
global prize_count
set created 1
global created
eval ww 11
while (%ww%>1)
eval ww %ww%-1
eval n %ww%
eval row %random.10%
eval r_col (%random.3%-1)
set [%n%][1] @c.@n
global [%n%][1]
set [%n%][2] @c.@n
global [%n%][2]
set [%n%][3] @c.@n
global [%n%][3]
set [%n%][4] @c.@n
global [%n%][4]
set [%n%][5] @c.@n
global [%n%][5]
set [%n%][6] @c.@n
global [%n%][6]
set [%n%][7] @c.@n
global [%n%][7]
set [%n%][8] @c.@n
global [%n%][8]
set [%n%][9] @c.@n
global [%n%][9]
set [%n%][10] @c.@n
global [%n%][10]
if (%r_col%)
while (%r_col%<3)
eval r_col %r_col%+1
eval jj %random.10%
if !(%posis%/=[%n%][%jj%])
eval numofprizes %numofprizes%+1
global numofprizes
eval [%n%][%jj%] @Wp@n
global [%n%][%jj%]
set posis %posis% [%n%][%jj%]
end
done
end
done
eval r_ttt %nextlev%-35
if (%r_ttt%>0)
eval hrt (%random.6%-1)+(%nextlev%/20)
while %hrt%>0
eval hrt %hrt%-1
eval j8 %random.10%
eval j9 %random.10%
eval cer %%[%j9%][%j8%]%%
if !(%cer%/=p)
eval [%j9%][%j8%] @M\@@@n
global [%j9%][%j8%]
end
done
end
if !(%[10][10]%/=p)
set [10][10] @c.@n
global [10][10]
end
~
#1214
Room random echo to test spec-var's~
2 bg 100
~
%echo% This trigger commandlist is not complete!
%echo% ^% ^* test
Scoreboard Mob~
0 d 100
score scores~
* By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
set j 1
while %self.varexists(%j%)%
eval r %%self.%j%%%
eval nam %r.car%
eval k %nam.strlen%
while %k%<15
eval k %k%+1
eval sgg %%s%j%%%
set s%j% %sgg%-
done
eval j %j%+1
done
%echo% @yO===============SCORE======BOARD=====================O@n
wait 1
%echo% O=#==NAME============\|=Level=\|=Points==\|=EXP=========O
set i 1
set j 1
while %self.varexists(%j%)%
eval r %%self.%j%%%
eval nam %r.car%
extract ll 2 %r%
extract points 3 %r%
extract exp 4 %r%
eval sp %%s%j%%%
if %ll%<10
set ll 0000%ll%
elseif %ll%<100
set ll 000%ll%
elseif %ll%<1000
set ll 00%ll%
elseif %ll%<10000
set ll 0%ll%
end
if %points%<10
set points 000000%points%
elseif %points%<100
set points 00000%points%
elseif %points%<1000
set points 0000%points%
elseif %points%<10000
set points 000%points%
elseif %points%<100000
set points 00%points%
elseif %points%<1000000
set points 0%points%
end
eval d %j%
if %d%<9
set d 0%j%
end
%echo% \|@g%d%@n: @w%nam%@n %sp%\| @c%ll%@n \| @y%points%@n \| @W%exp%@n
eval j %j%+1
done
%echo% O=#==================================================O
~
#1217
new trigger~

View File

@@ -1484,7 +1484,7 @@ free~
Drop While Example - Grenade 01301~
1 h 100
~
* By Rumble of The Builder Academy builderacademy.net 9091
* 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%

View File

@@ -1234,4 +1234,12 @@ while %here%
set here %others%
done
~
#1995
fix for immortals~
2 c 100
immortalcheat~
rdelete zn118_thinwrite %actor.id%
set zn118_thindone 1
remote zn118_thindone %actor.id%
~
$~

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