forked from kyonshi/grenzland-mud
Updated World (thanks Parna) and other text files for release. --Rumble
This commit is contained in:
@@ -232,6 +232,9 @@ Tutorial Quest 1317 - Starter~
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if %direction% == south && %actor.varexists(solved_tutorial_quest_zone_0)%
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wait 1 sec
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say you have already completed this quest.
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wait 2 sec
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say but you can try it again if you so desire. Would you like to find the magic eight ball again?
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rdelete solved_tutorial_quest_zone_0 %actor.id%
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else
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wait 1 sec
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say Hello, %actor.name%. Could you find me the magic eight ball?
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@@ -437,7 +440,6 @@ AT Example~
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2 b 100
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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* put a wait in here so it doesn't fire before the player enters the room
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%at% 33 %echo% at'd to a room
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%at% Rumble %echo% at'd to Rumble
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~
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@@ -448,8 +450,9 @@ Rumble's Spy~
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* By Rumble of The Builder Academy tbamud.com 9091
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* Arguments: * means all speech will trigger this.
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* This will echo all speech to Rumble.
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%at% rumble say %actor.name% says, '%speech%'
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* doesn't work:
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%at% rumble %echo% %actor.name% says, '%speech%'
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%echo% firing
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~
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#21
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Transform Example~
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@@ -709,7 +712,7 @@ Object Variables Example~
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%echo% WEARFLAG: %self.wearflag%
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%echo% WEIGHT: %self.weight%
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%echo% WORN_BY: %self.worn_by%
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%purge% self
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%purge% %self%
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~
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#29
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Room Variables Example~
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@@ -61,11 +61,21 @@ if %actor.is_pc%
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end
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~
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#104
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FREE~
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0 d 100
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entered~
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wait 1 sec
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gos All Welcome %actor.name% to our Realm!
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dg_cast fireball~
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0 k 100
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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* Only cast the spell every 30 seconds.
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if %already_cast%
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wait 30 s
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unset already_cast
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else
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dg_cast 'fireball' %actor.name%
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set already_cast 1
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* By globalling the variable it can be accessed by other triggers or when
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* this trigger fires a second time.
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global already_cast
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end
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~
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#105
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Mob Greet Hannibal - 140~
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@@ -92,12 +102,12 @@ Mob Greet Carpenter - 197~
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if %actor.is_pc%
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wait 1 sec
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if %actor.sex% == male
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say Can't you see the place is under repairs!
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say Can't you see the place is under repairs?
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wait 1 sec
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say don't worry, the inn will be open again soon.
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say Don't worry, the inn will be open again soon.
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elseif %actor.sex% == female
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wait 1 sec
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say come to work have you?
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say Come to work, have you?
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wait 1 sec
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wink %actor.name%
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else
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@@ -452,6 +462,7 @@ has entered the game.~
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* Num Arg 0 means the argument has to match exactly. So trig will only fire off:
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* "has entered game." and not "has" or "entered" etc. (that would be num arg 1).
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* Figure out what vnum the mob is in so we can use zoneecho.
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*NOTE: We now have a room-login trig. HELP TRIGEDIT-ROOM-LOGIN
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eval inroom %self.room%
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%zoneecho% %inroom.vnum% %self.name% shouts, 'Welcome, %actor.name%!'
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~
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@@ -1551,7 +1562,7 @@ Underground Spy M30 T174~
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if !%self.follower%
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eval max %random.4%
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set txt[1] Don't let the 'MAN' hold you back, join the rebellion. Follow me if you want to lead a better life.
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set txt[2] Be careful who you talk to, they may be part of the consipiracy. Follow me if you want to know the truth.
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set txt[2] Be careful who you talk to, they may be part of the conspiracy. Follow me if you want to know the truth.
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set txt[3] Follow me if you want to join the resistance.
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set txt[4] Only through sacrifice can we know the truth. Follow me to be enlightened.
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set speech %%txt[%max%]%%
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@@ -1790,7 +1801,7 @@ set text[7] I had amnesia once -- maybe twice.
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set text[8] This isn't an office. It's hell with fluorescent lighting.
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set text[9] I pretend to work. They pretend to pay me.
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set text[10] A cubicle is just a padded cell without a door.
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set text[11] Can I trade this job for what's behind door #1.
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set text[11] Can I trade this job for what's behind door #1?
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set text[12] How about never? Is never good for you?
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set text[13] I have plenty of talent and vision. I just don't care.
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set text[14] I'll try to be nicer if you'll try to be smarter.
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@@ -2199,8 +2210,8 @@ if %actor.is_pc%
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end
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~
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#195
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Rumble's Stayalive bracelet - 88~
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1 b 10
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Stayalive idleout bracelet - 88~
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1 b 4
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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eval actor %self.worn_by%
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@@ -201,7 +201,7 @@ wait 1 sec
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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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%echo% %self.name% scratches his head then looks a %actor.name%.
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%echo% %self.name% scratches his head then looks at %actor.name%.
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wait 10 sec
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if %today% == rainy
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%echo% %self.name% places a raincoat on, then pulls out an umbrella.
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@@ -221,9 +221,9 @@ return 0
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test for string combos~
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2 c 100
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test~
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eval X 1
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eval Y 2
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eval Z 3
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set X 1
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set Y 2
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set Z 3
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eval string %X% %Y% %Z%
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eval string2 %X%%Y%%Z%
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%echo% string is %string%
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@@ -234,7 +234,7 @@ test for remoting~
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0 c 100
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test~
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%echo% %self.name%
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eval test 1
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set test 1
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remote test %self.id%
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%echo% self test is %self.test%
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~
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@@ -372,7 +372,7 @@ if !(%difference% > 100 || %difference% < -100)
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set remotes %remotes% %northexit%
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remote remotes %actor.id%
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if %northexit% == %dest%
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eval originset 999
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %northexit%
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@@ -405,7 +405,7 @@ if !(%difference% > 100 || %difference% < -100)
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set remotes %remotes% %eastexit%
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remote remotes %actor.id%
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if %eastexit% == %dest%
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eval originset 999
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %eastexit%
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@@ -438,7 +438,7 @@ if !(%difference% > 100 || %difference% < -100)
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set remotes %remotes% %southexit%
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remote remotes %actor.id%
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if %southexit% == %dest%
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eval originset 999
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %southexit%
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@@ -471,7 +471,7 @@ if !(%difference% > 100 || %difference% < -100)
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set remotes %remotes% %westexit%
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remote remotes %actor.id%
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if %westexit% == %dest%
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eval originset 999
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %westexit%
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@@ -504,7 +504,7 @@ if !(%difference% > 100 || %difference% < -100)
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set remotes %remotes% %upexit%
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remote remotes %actor.id%
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if %upexit% == %dest%
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eval originset 999
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %upexit%
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@@ -537,7 +537,7 @@ if !(%difference% > 100 || %difference% < -100)
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set remotes %remotes% %downexit%
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remote remotes %actor.id%
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if %downexit% == %dest%
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eval originset 999
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set originset 999
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remote originset %actor.id%
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end
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eval roomstocheck %actor.roomstocheck% %downexit%
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@@ -853,7 +853,7 @@ case default
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if %damage%
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eval damage %self.damage%+10
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else
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eval damage 10
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set damage 10
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end
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global damage
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break
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@@ -896,16 +896,16 @@ MAP~
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map~
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* BEGINNING SETUP
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*
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eval display 11
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set display 11
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while %display% < 56
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eval x%display% .
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eval display %display% + 1
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done
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eval here %actor.room.vnum%
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eval north -10
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eval east 1
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eval west -1
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eval south 10
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set north -10
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set east 1
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set west -1
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set south 10
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*
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* STARTS READING NORTH
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*
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@@ -913,7 +913,7 @@ if %here.north%
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eval 23 %here.north(vnum)%
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eval temp %23.sector%
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eval x23 %temp.charat(1)%
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eval directionlist north east south west
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set directionlist north east south west
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while %directionlist%
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eval firstdir %directionlist.car%
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eval newroom 23 + %%%firstdir%%%
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@@ -933,7 +933,7 @@ if %here.east%
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eval 34 %here.east(vnum)%
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eval temp %34.sector%
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eval x34 %temp.charat(1)%
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eval directionlist north east south west
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set directionlist north east south west
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while %directionlist%
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eval firstdir %directionlist.car%
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eval newroom 34 + %%%firstdir%%%
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@@ -953,7 +953,7 @@ if %here.south%
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eval 43 %here.south(vnum)%
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eval temp %43.sector%
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eval x43 %temp.charat(1)%
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eval directionlist north east south west
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set directionlist north east south west
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while %directionlist%
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eval firstdir %directionlist.car%
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eval newroom 43 + %%%firstdir%%%
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@@ -973,7 +973,7 @@ if %here.west%
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eval 32 %here.west(vnum)%
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eval temp %32.sector%
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eval x32 %temp.charat(1)%
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eval directionlist north east south west
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set directionlist north east south west
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while %directionlist%
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eval firstdir %directionlist.car%
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eval newroom 32 + %%%firstdir%%%
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@@ -1509,10 +1509,10 @@ if %speech% == start
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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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eval 1 left
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eval 2 middle
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eval 3 right
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eval tries 7
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set 1 left
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set 2 middle
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set 3 right
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set tries 7
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while %tries% > 1
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wait 2 s
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switch %random.7%
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@@ -1231,41 +1231,41 @@ Teleport room enter test~
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%teleport% %actor% 3
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~
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#1283
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deal deck~
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Deal a single card from a deck~
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1 c 7
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deal~
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switch %random.4%
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case 1
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eval col
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eval suit Diamond
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set col
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set suit Diamond
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break
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case 2
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eval col
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eval suit Heart
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set col
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set suit Heart
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break
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case 3
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eval col
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eval suit Club
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set col
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set suit Club
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break
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case 4
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eval col
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eval suit Spade
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set col
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set suit Spade
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break
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default
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eval suit JOKER!
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set suit JOKER!
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break
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done
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%echo% suit generated = %suit%
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*
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eval r %random.13%
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set r %random.13%
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if %r% == 1
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eval rank Ace
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set rank Ace
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elseif %r% == 11
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eval rank Jack
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set rank Jack
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elseif %r% == 12
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eval rank Queen
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set rank Queen
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elseif %r% == 13
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eval rank King
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set rank King
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else
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eval rank %r%
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end
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@@ -1409,36 +1409,36 @@ elseif %cmd% == deal
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%echo% while begins.
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switch %random.4%
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case 1
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eval col
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eval suit Diamond's
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set col
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set suit Diamond's
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break
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case 2
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eval col
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eval suit Heart's
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set col
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set suit Heart's
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break
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case 3
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eval col
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eval suit Club's
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set col
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set suit Club's
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break
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case 4
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eval col
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eval suit Spade's
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set col
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set suit Spade's
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break
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default
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eval suit JOKER!
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set suit JOKER!
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break
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done
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%echo% suit generated = %suit%
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*
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eval r %random.13%
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set r %random.13%
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if %r% == 1
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eval rank Ace
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set rank Ace
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elseif %r% == 11
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eval rank Jack
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set rank Jack
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elseif %r% == 12
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eval rank Queen
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set rank Queen
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elseif %r% == 13
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eval rank King
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set rank King
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else
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eval rank %r%
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end
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@@ -1609,10 +1609,53 @@ if %actor.inventory(14911)%
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end
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~
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||||
#1295
|
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FREE~
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0 j 100
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free~
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0 d 100
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~
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||||
* No Script
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* By Rumble of The Builder Academy tbamud.com 9091
|
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if %actor.level% > 31
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switch %speech.car%
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case christmas
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%at% 1204 %load% obj 1299
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%at% 1204 %load% obj 1318
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%at% 1204 %load% obj 1319
|
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%at% 1204 %load% obj 1236
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%at% 1204 %load% obj 1237
|
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%at% 1204 %load% obj 1238
|
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%at% 1204 %load% obj 1239
|
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%at% 1204 %load% obj 1240
|
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%at% 1204 %load% obj 1241
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%at% 1204 %load% obj 1397
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%at% 1204 %load% mob 1308
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%at% 2 %load% obj 1299
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%at% 2 %load% obj 1318
|
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%at% 2 %load% obj 1319
|
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%at% 2 %load% obj 1236
|
||||
%at% 2 %load% obj 1237
|
||||
%at% 2 %load% obj 1238
|
||||
%at% 2 %load% obj 1239
|
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%at% 2 %load% obj 1240
|
||||
%at% 2 %load% obj 1241
|
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%at% 2 %load% obj 1397
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%at% 1204 %load% mob 1308
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||||
break
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||||
case new years
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break
|
||||
case valentines
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||||
break
|
||||
case Easter
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||||
break
|
||||
case 4th
|
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break
|
||||
case Halloween
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break
|
||||
case thanksgiving
|
||||
break
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||||
default
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* nothing is going to happen
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break
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||||
done
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||||
end
|
||||
~
|
||||
#1296
|
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Random eq example~
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||||
|
||||
@@ -1,60 +1,56 @@
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#12500
|
||||
Moki Feather Teleport~
|
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1 c 1
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use~
|
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eval objectname %arg.car%
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if %objectname% != feather
|
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return 0
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||||
halt
|
||||
end
|
||||
|
||||
eval targetname %arg.cdr%
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||||
if !(%targetname%)
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
|
||||
switch %self.vnum%
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||||
case 12502
|
||||
set new_vnum 12520
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set fire 1
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||||
break
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||||
case 12520
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||||
set new_vnum 12521
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||||
set fire 1
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||||
break
|
||||
case 12521
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||||
set new_vnum 12522
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set fire 1
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||||
break
|
||||
case 12522
|
||||
set new_vnum 12522
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||||
set fire 0
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||||
break
|
||||
done
|
||||
|
||||
otransform %new_vnum%
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||||
|
||||
if %fire%
|
||||
dg_cast 'portal' %targetname%
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||||
%echo% A portal springs to life in front of you.
|
||||
else
|
||||
%send% %actor% The feather seems powerless.
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||||
end
|
||||
~
|
||||
#12501
|
||||
Thief - 12504~
|
||||
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
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||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
#12500
|
||||
Moki Feather Teleport~
|
||||
1 c 1
|
||||
use~
|
||||
eval objectname %arg.car%
|
||||
if %objectname% != feather
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
eval targetname %arg.cdr%
|
||||
if !(%targetname%)
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
switch %self.vnum%
|
||||
case 12502
|
||||
set new_vnum 12520
|
||||
set fire 1
|
||||
break
|
||||
case 12520
|
||||
set new_vnum 12521
|
||||
set fire 1
|
||||
break
|
||||
case 12521
|
||||
set new_vnum 12522
|
||||
set fire 1
|
||||
break
|
||||
case 12522
|
||||
set new_vnum 12522
|
||||
set fire 0
|
||||
break
|
||||
done
|
||||
otransform %new_vnum%
|
||||
if %fire%
|
||||
%targetname%'portal' %targetname%
|
||||
%echo% A portal springs to life in front of you and immediately closes.
|
||||
else
|
||||
%send% %actor% The feather seems powerless.
|
||||
end
|
||||
~
|
||||
#12501
|
||||
Thief - 12504~
|
||||
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
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -151,7 +151,7 @@ while %actor.inventory%
|
||||
done
|
||||
~
|
||||
#1309
|
||||
Eat/look/read Cnady~
|
||||
Eat, look, read, candy~
|
||||
1 c 2
|
||||
*~
|
||||
if look /= %cmd.mudcommand% && heart /= %arg% && %arg% || read /= %cmd.mudcommand% && heart /= %arg% && %arg% || read /= %cmd.mudcommand% && candy /= %arg% && %arg% || look /= %cmd.mudcommand% && candy /= %arg% && %arg%
|
||||
@@ -2300,32 +2300,32 @@ door test~
|
||||
Racing Bet~
|
||||
2 c 100
|
||||
bet~
|
||||
eval 1 Salya
|
||||
eval 2 Fluffy
|
||||
eval 3 Angela
|
||||
eval 4 Malicious
|
||||
eval 5 Arden
|
||||
eval 6 Calista
|
||||
eval 7 Balderdash
|
||||
eval 8 Hessa
|
||||
eval Salya 99
|
||||
eval Fluffy 50
|
||||
eval Angela 50
|
||||
eval Malicious 35
|
||||
eval Arden 33
|
||||
eval Calista 28
|
||||
eval Balderdash 25
|
||||
eval Hessa 20
|
||||
set 1 Salya
|
||||
set 2 Fluffy
|
||||
set 3 Angela
|
||||
set 4 Malicious
|
||||
set 5 Arden
|
||||
set 6 Calista
|
||||
set 7 Balderdash
|
||||
set 8 Hessa
|
||||
set Salya 99
|
||||
set Fluffy 50
|
||||
set Angela 50
|
||||
set Malicious 35
|
||||
set Arden 33
|
||||
set Calista 28
|
||||
set Balderdash 25
|
||||
set Hessa 20
|
||||
set racer 1
|
||||
set racing 1
|
||||
while %racing%
|
||||
eval name %racer%
|
||||
%echo% Racer %racer%: %%name%%
|
||||
eval racer %racer%+1
|
||||
if %racer% == 9
|
||||
set racing 0
|
||||
else
|
||||
end
|
||||
eval name %racer%
|
||||
%echo% Racer %racer%: %%name%%
|
||||
eval racer %racer%+1
|
||||
if %racer% == 9
|
||||
set racing 0
|
||||
else
|
||||
end
|
||||
done
|
||||
~
|
||||
#1379
|
||||
@@ -2581,9 +2581,9 @@ Mob Speech Parrot~
|
||||
global phrase(%number%)
|
||||
*** Reset array after 10 phrases
|
||||
if (%number% == 10)
|
||||
eval number 0
|
||||
set number 0
|
||||
global number
|
||||
eval maxphrases 1
|
||||
set maxphrases 1
|
||||
global maxphrases
|
||||
end
|
||||
else
|
||||
@@ -2889,7 +2889,7 @@ done
|
||||
Room Speech Actor.eq Example~
|
||||
2 d 100
|
||||
test~
|
||||
eval i 0
|
||||
set i 0
|
||||
while %i%<32
|
||||
eval item %%actor.eq(%i%)%%
|
||||
if %item%
|
||||
|
||||
@@ -164,7 +164,7 @@ if %arg% == recall
|
||||
elseif %arg% == set
|
||||
if %actor.eq(17)%
|
||||
if !%actor.varexists(set_life_counter)%
|
||||
eval set_life_counter 1
|
||||
set set_life_counter 1
|
||||
remote set_life_counter %actor.id%
|
||||
end
|
||||
if %actor.set_life_counter% < 14
|
||||
@@ -193,8 +193,8 @@ elseif %arg% == return
|
||||
global set_counter
|
||||
if %set_counter% > 2
|
||||
%send% %actor% The recall staff glows briefly then flickers back to normal.
|
||||
eval return_room_staff 3001
|
||||
eval set_counter 0
|
||||
set return_room_staff 3001
|
||||
set set_counter 0
|
||||
global return_room_staff
|
||||
global set_counter
|
||||
end
|
||||
|
||||
@@ -280,6 +280,124 @@ while %obj%
|
||||
set obj %next_obj%
|
||||
done
|
||||
~
|
||||
#1425
|
||||
Random Content Generation~
|
||||
2 d 100
|
||||
showmethereview~
|
||||
eval start 1
|
||||
while %start% < 12
|
||||
set opening1 Upon opening the pack a strong vanilla note hits me,
|
||||
set opening2 A slight hint of vanilla hits me as I open the pack,
|
||||
set opening3 There was a slight hint of vanilla when I opened the pack,
|
||||
set opening4 Opening the pack I was treated to a lovely vanilla scented
|
||||
tobacco,
|
||||
set opening5 This particular pouch smells rather sweet, possibly vanilla,
|
||||
set opening6 First let me say that this pouch was really sweet smelling,
|
||||
set opening7 This sweet smelling pouch made me wonder about the quality of the
|
||||
tobacco,
|
||||
set opening8 I had a bit of trouble with the tin,
|
||||
set look1 but inside was an excellent well rubbed tobacco.
|
||||
set look2 and inside I was treated to a nice well rubbed tobacco.
|
||||
set look3 but I found a nice rubbed tobacco inside.
|
||||
set look4 but it produced a nice pinch of reddish tobacco.
|
||||
set look5 yet it was filled with beautiful flakes of tobacco.
|
||||
set look6 but the tobacco was too lightly packed. It was uneven and packed
|
||||
funny into the pipe.
|
||||
set look7 and I couldn't help noticing how great this would be for the room
|
||||
note.
|
||||
set look8 and yet I found an excellent nugget of tobacco waiting inside.
|
||||
set moisture1 It was a bit wet at first,
|
||||
set moisture2 It was pretty damp out of the pack,
|
||||
set moisture3 The pack had far too much dampness to it,
|
||||
set moisture4 It was deliciously moist,
|
||||
set moisture5 It was a little wet for my tastes,
|
||||
set moisture6 There was no way this would light in my pipe,
|
||||
set drying1 but I let it sit on a napkin for %random.3% hours.
|
||||
set drying2 but I air-dried it and it turned out fine.
|
||||
set drying3 so I put it in a napkin for a bit to make it smokeable.
|
||||
set drying4 so I wrapped it in a napkin and forgot about it for a few hours.
|
||||
set drying5 so being me, I tried lighting it as it was. Big mistake. My next
|
||||
batch I let sit out before lighting up.
|
||||
set drying6 but this was easily fixed by letting it dry out on my desk.
|
||||
set drying7 but I like my tobacco a bit on the wet side, so I only aired it
|
||||
for 20 minutes.
|
||||
set drying8 and it took a while to dry, but it lit beautifully afterwards.
|
||||
set mix1 A well honed mix of Virginia and Burley, this mix stood the test of
|
||||
time.
|
||||
set mix2 This mix suited my briar quite well as I'd smoked plenty of
|
||||
Virginia/Burley in the past in it.
|
||||
set mix3 It was worth it, this is an excellent mix of Virginia and Burley.
|
||||
set mix4 I quite enjoyed the Virginia notes inside of the Burley base of this
|
||||
tobacco.
|
||||
set mix5 Your standard Virginia and Burley mixed, this particular mix stands
|
||||
set mix6 A pleasant Virginia/Burley, although nothing out of the ordinary.
|
||||
set mix7 I could taste a strong note of Burley on this particular specimen,
|
||||
but not sure what else.
|
||||
set mix8 As always, this excellent blend worked well for my morning pipe.
|
||||
set burn1 The burn on this batch was rather mild flavored, but not any more
|
||||
than you'd normally suspect.
|
||||
set burn2 Rather mild, but quite aromatic. I quite liked this pouch.
|
||||
set burn3 Nice and mild, but with a slight kick to it. I was enjoying it so
|
||||
much I went a bit too fast.
|
||||
set burn4 Rather bland flavor to be honest, but I like my tobacco strong and
|
||||
my coffee black.
|
||||
set burn5 A bit on the softer side as far as burn goes, but a rich, smooth
|
||||
flavor.
|
||||
set burn6 Great mild taste, but pretty well beginner only.
|
||||
set burn7 The tobacco itself had a mild taste, but would make an excellent
|
||||
pipe for after dessert.
|
||||
set burn8 I didn't pack my pipe properly, so I didn't get to enjoy this as
|
||||
much as I'd have liked to.
|
||||
set price1 Definitely worth the price.
|
||||
set price2 Pretty cheap tobacco, but for good reason.
|
||||
set price3 I think given the flavor and quality of the tobacco the price
|
||||
matches up.
|
||||
set price4 The price is pretty reasonable for what you're getting. It's an
|
||||
excellent beginners pouch.
|
||||
set price5 A nice starter-oriented price. This tobacco won't break the bank
|
||||
and is mild enough to start with, but any true conniseur will move on soon.
|
||||
set price6 With today's gas prices, I don't know why I spend so much on
|
||||
tobacco. Must be the addiction.
|
||||
set price7 Excellently priced, as usual.
|
||||
set price8 This bowl really took me back to my college days when I first tried
|
||||
this mix.
|
||||
set openingamt 8
|
||||
set lookamt 8
|
||||
set moistureamt 6
|
||||
set dryamt 8
|
||||
set mixamt 8
|
||||
set burnamt 8
|
||||
set priceamt 8
|
||||
set opening %opening^random.8^%
|
||||
set look %look^random.8^%
|
||||
set moisture %moisture^random.6^%
|
||||
set drying %drying^random.8^%
|
||||
set mix %mix^random.8^%
|
||||
set burn %burn^random.8^%
|
||||
set price %price^random.8^%
|
||||
eval which %random.6%
|
||||
if %which% == 1
|
||||
%echo% %opening% %look% %moisture% %drying% %mix% %burn% %price%
|
||||
end
|
||||
if %which% == 2
|
||||
%echo% %opening% %look% %mix% %burn% %price%
|
||||
end
|
||||
if %which% == 3
|
||||
%echo% %opening% %look% %moisture% %drying% %burn% %price%
|
||||
end
|
||||
if %which% == 4
|
||||
%echo% %opening% %look% %moisture% %drying% %mix% %burn%
|
||||
end
|
||||
if %which% == 5
|
||||
%echo% %opening% %look% %mix% %burn%
|
||||
end
|
||||
if %which% == 6
|
||||
%echo% %opening% %look% %mix% %burn% %price%
|
||||
end
|
||||
%echo%
|
||||
eval start %start%+1
|
||||
done
|
||||
~
|
||||
#1450
|
||||
Room Global Random Example~
|
||||
2 ab 100
|
||||
|
||||
@@ -1,15 +1,26 @@
|
||||
#1600
|
||||
Unused portal~
|
||||
2 c 100
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && portal /= %arg%
|
||||
%send% %actor% You step through the mysterious portal.
|
||||
%echoaround% %actor% %actor.name% steps through the mysterious portal.
|
||||
%teleport% %actor% 3191
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% enters through the portal.
|
||||
else
|
||||
%send% %actor% %cmd% what?!
|
||||
end
|
||||
~
|
||||
$~
|
||||
#1600
|
||||
Pentagram Entry Half Damage~
|
||||
2 g 100
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Damage the actor by 1/2 of their hitpoints on entry.
|
||||
wait 1 s
|
||||
eval num_hitp %actor.hitp%/2
|
||||
%damage% %actor% %num_hitp%
|
||||
%send% %actor% The searing heat is causing your skin to blister and burn.
|
||||
%echoaround% %actor% %actor.name% screams in pain as his skin begins to blister.
|
||||
%asound% You hear someone screaming in pain close by
|
||||
~
|
||||
#1601
|
||||
new trigger~
|
||||
2 q 100
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Damage the actor by 1/2 of their hitpoints on exit.
|
||||
eval num_hitp %actor.hitp%/2
|
||||
%damage% %actor% %num_hitp%
|
||||
%send% %actor% As you pass through the pentagram the pain intensifies almost to the point of unconsciounsness. Then you are through.
|
||||
%echoaround% %actor% %actor.name% screams in agony as he steps out of the pentagram.
|
||||
%asound% You hear someone screaming in pain close by.
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -188,23 +188,23 @@ end
|
||||
(1968)~
|
||||
2 c 100
|
||||
*~
|
||||
if %actor.level% >= 33
|
||||
return 0
|
||||
if %actor.level% >= 31
|
||||
return 0
|
||||
elseif %cmd% == wriggle
|
||||
%at% 1993 %echo% The cocoon wriggles frantically.
|
||||
%send% %actor% You wriggle frantically within the cocoon.
|
||||
%at% 1993 %echo% The cocoon wriggles frantically.
|
||||
%send% %actor% You wriggle frantically within the cocoon.
|
||||
elseif %cmd.mudcommand% == look
|
||||
%send% %actor% All you can see is the sticky strands of cobweb covering your face.
|
||||
%send% %actor% All you can see is the sticky strands of cobweb covering your face.
|
||||
elseif %cmd% == test
|
||||
return 0
|
||||
return 0
|
||||
elseif %cmd% == gozz
|
||||
return 0
|
||||
return 0
|
||||
elseif %cmd.mudcommand% == gossip
|
||||
return 0
|
||||
return 0
|
||||
elseif %cmd% == who
|
||||
return 0
|
||||
return 0
|
||||
else
|
||||
%send% %actor% Wriggling is just about all you can do when you're wrapped up in webbing.
|
||||
%send% %actor% Wriggling is just about all you can do when you're wrapped up in webbing.
|
||||
end
|
||||
~
|
||||
#1922
|
||||
@@ -1135,23 +1135,23 @@ end
|
||||
wait 2 s
|
||||
eval where %actor.room%
|
||||
if %where.vnum% == 1918 || %where.vnum% == 1919 || %where.vnum% == 1920
|
||||
%send% %actor% The wood begins to creak in protest of its extra burden.
|
||||
%send% %actor% The wood begins to creak in protest of its extra burden.
|
||||
end
|
||||
wait 2 s
|
||||
eval where %actor.room%
|
||||
if %where.vnum% == 1918 || %where.vnum% == 1919 || %where.vnum% == 1920
|
||||
%send% %actor% You begin to feel the trunk sloping gradually downward as the wood groans.
|
||||
%send% %actor% You begin to feel the trunk sloping gradually downward as the wood groans.
|
||||
end
|
||||
wait 2 s
|
||||
eval where %actor.room%
|
||||
if %where.vnum% == 1918 || %where.vnum% == 1919 || %where.vnum% == 1920
|
||||
%send% %actor% The sound of gurgling mud fills your ears, the trunk starting to sink faster.
|
||||
%send% %actor% The sound of gurgling mud fills your ears, the trunk starting to sink faster.
|
||||
end
|
||||
wait 2 s
|
||||
eval where %actor.room%
|
||||
if %where.vnum% == 1918 || %where.vnum% == 1919 || %where.vnum% == 1920
|
||||
%send% %actor% All of a sudden, you feel the trunk lunge forward, mud rushing in all around you as the mud swallows you and the tree whole.
|
||||
%damage% %actor% 99999
|
||||
%send% %actor% All of a sudden, you feel the trunk lunge forward, mud rushing in all around you as the mud swallows you and the tree whole.
|
||||
%damage% %actor% 99999
|
||||
end
|
||||
~
|
||||
#1971
|
||||
@@ -1296,7 +1296,7 @@ while %actor.inventory%
|
||||
eval num2 %random.99% + 1900
|
||||
%at% %num2% %load% obj %stolen%
|
||||
done
|
||||
eval i 0
|
||||
set i 0
|
||||
while %i% < 18
|
||||
eval item %%actor.eq(%i%)%%
|
||||
if %item%
|
||||
|
||||
@@ -88,7 +88,7 @@ done
|
||||
return 0
|
||||
~
|
||||
#204
|
||||
Pirate Parrott Repeats - M212~
|
||||
Pirate Parrot Repeats - M212~
|
||||
0 d 100
|
||||
*~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
@@ -157,19 +157,24 @@ end
|
||||
*
|
||||
eval from_room %self.room.vnum%
|
||||
global from_room
|
||||
%echo% FROM:%from_room% TO:%inroom%
|
||||
~
|
||||
#207
|
||||
Mob Blocks opening of chest~
|
||||
0 c 100
|
||||
2 c 100
|
||||
o~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Make sure the command is open, check for any abbrev of chest
|
||||
if %cmd.mudcommand% == open && chest /= %arg%
|
||||
* findmob checks if the mob is in the room.
|
||||
if %findmob.230(189)%
|
||||
%echoaround% %actor% As %actor.name% tries to approach the chest %self.name% looks up.
|
||||
%echoaround% %actor% As %actor.name% tries to approach the chest the commander looks up.
|
||||
%send% %actor% As you approach the chest the commander looks up at you.
|
||||
wait 1 sec
|
||||
say get away from there.
|
||||
%echo% The commander says, 'Get away from there.'
|
||||
else
|
||||
* If the commander is not in the room allow the "open chest" command to continue to the next command trigger.
|
||||
return 0
|
||||
end
|
||||
else
|
||||
* If it doesn't match let the command continue.
|
||||
@@ -205,6 +210,7 @@ if chest /= %arg%
|
||||
* The first time! OK, open the chest.
|
||||
%send% %actor% You get a jar of naphthalene from an iron bound chest.
|
||||
%load% obj 306 %actor% inv
|
||||
* Remember that the player has already opened this chest until next reboot/copyover. This limits this item to only be found once per boot per player.
|
||||
set already_opened_chest 1
|
||||
global already_opened_chest
|
||||
return 0
|
||||
@@ -214,6 +220,28 @@ else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#210
|
||||
Butcher Shop Opens~
|
||||
2 at 5
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
%echo% The butcher's assistant steps out of the shop to the North and turns the sign over from "closed" to "open."
|
||||
%load% obj 69
|
||||
if %findobj.291(70)%
|
||||
%purge% signclosed
|
||||
end
|
||||
~
|
||||
#211
|
||||
Butcher Shop Closes~
|
||||
2 at 21
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
%echo% The butcher's assistant steps out of the shop to the North and turns the sign over from "open" to "closed."
|
||||
%load% obj 70
|
||||
if %findobj.291(69)%
|
||||
%purge% signopened
|
||||
end
|
||||
~
|
||||
#212
|
||||
Phoenix Rising - 219~
|
||||
1 c 4
|
||||
@@ -231,10 +259,168 @@ if %phoenix_deaths% <= 2
|
||||
else
|
||||
* Reward on the last kill!
|
||||
%load% obj 184
|
||||
eval phoenix_deaths 0
|
||||
set phoenix_deaths 0
|
||||
%echo% Something in the pile of ashes glimmers brightly.
|
||||
end
|
||||
* Remember the count for the next time this trig fires
|
||||
global phoenix_deaths
|
||||
~
|
||||
#213
|
||||
player damage~
|
||||
0 b 100
|
||||
test~
|
||||
dg_cast 'armor' %self%
|
||||
%damage% %self% 10
|
||||
~
|
||||
#214
|
||||
test~
|
||||
0 c 100
|
||||
north~
|
||||
set actor_room %actor.room%
|
||||
set this_room %actor_room.vnum%
|
||||
%echo% this_room = %actor_room.vnum%
|
||||
set new_room %this_room.north(vnum)%
|
||||
%echo% new_room = %this_room.north(vnum)%
|
||||
wait 10 sec
|
||||
%teleport% %actor% %this_room.north(vnum)%
|
||||
%force% %actor% look
|
||||
~
|
||||
#218
|
||||
Holiday Decorations by Interior Design - M218~
|
||||
0 d 100
|
||||
decorate~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A trigger to make decorating for holidays easier. Just say "decorate <holiday>"
|
||||
if %actor.level% > 31
|
||||
switch %speech.cdr%
|
||||
case christmas
|
||||
say decorating for Christmas, how fun
|
||||
%teleport% %self% 1204
|
||||
%load% obj 1299
|
||||
%load% obj 1318
|
||||
%load% obj 1319
|
||||
%load% obj 1336
|
||||
%load% obj 1337
|
||||
%load% obj 1338
|
||||
%load% obj 1339
|
||||
%load% obj 1340
|
||||
%load% obj 1341
|
||||
%load% obj 1397
|
||||
%load% mob 1308
|
||||
drop all
|
||||
%teleport% %self% 2
|
||||
%load% obj 1299
|
||||
%load% obj 1318
|
||||
%load% obj 1319
|
||||
%load% obj 1336
|
||||
%load% obj 1337
|
||||
%load% obj 1338
|
||||
%load% obj 1339
|
||||
%load% obj 1340
|
||||
%load% obj 1341
|
||||
%load% obj 1397
|
||||
%load% mob 1308
|
||||
drop all
|
||||
%teleport% %self% %actor.name%
|
||||
wait 1 sec
|
||||
say I'm all done
|
||||
break
|
||||
case new years
|
||||
say hmm, bringing in the new year.
|
||||
%teleport% %self% 1204
|
||||
%load% obj 1298
|
||||
%load% obj 1963
|
||||
drop all
|
||||
%teleport% %self% 2
|
||||
%load% obj 1298
|
||||
%load% obj 1963
|
||||
drop all
|
||||
%teleport% %self% %actor.name%
|
||||
wait 1 sec
|
||||
say I'm all done
|
||||
break
|
||||
case valentines
|
||||
say how sweet it is.
|
||||
%teleport% %self% 1204
|
||||
%load% obj 1304
|
||||
%load% obj 1342
|
||||
drop all
|
||||
%teleport% %self% 2
|
||||
%load% obj 1304
|
||||
%load% obj 1342
|
||||
drop all
|
||||
%teleport% %self% %actor.name%
|
||||
wait 1 sec
|
||||
say I'm all done
|
||||
break
|
||||
case Easter
|
||||
say I'll have to think about it
|
||||
break
|
||||
case fourth
|
||||
say ah, US independence day.
|
||||
%teleport% %self% 1204
|
||||
%load% obj 1298
|
||||
%load% obj 1963
|
||||
drop all
|
||||
%teleport% %self% 2
|
||||
%load% obj 1298
|
||||
%load% obj 1963
|
||||
drop all
|
||||
%teleport% %self% %actor.name%
|
||||
wait 1 sec
|
||||
say I'm all done
|
||||
break
|
||||
case Halloween
|
||||
say Hallow's Eve it is.
|
||||
%teleport% %self% 1204
|
||||
%load% mob 1313
|
||||
%load% obj 11712
|
||||
%load% obj 11713
|
||||
drop all
|
||||
%teleport% %self% 2
|
||||
%load% mob 1313
|
||||
%load% obj 11712
|
||||
%load% obj 11713
|
||||
drop all
|
||||
%teleport% %self% %actor.name%
|
||||
wait 1 sec
|
||||
say I'm all done
|
||||
break
|
||||
case thanksgiving
|
||||
say Turkey Day, ode to triptophan.
|
||||
%teleport% %self% 1204
|
||||
%load% mob 1322
|
||||
%load% obj 1331
|
||||
drop all
|
||||
%teleport% %self% 2
|
||||
%load% mob 1322
|
||||
%load% obj 1331
|
||||
drop all
|
||||
%teleport% %self% %actor.name%
|
||||
wait 1 sec
|
||||
say I'm all done
|
||||
break
|
||||
default
|
||||
* nothing is going to happen
|
||||
break
|
||||
done
|
||||
else
|
||||
say I only work for the Gods.
|
||||
end
|
||||
~
|
||||
#220
|
||||
Birthday Present Unwrap~
|
||||
1 c 3
|
||||
unwrap~
|
||||
eval present %random.27%
|
||||
eval present2 %present% * 1000
|
||||
eval present3 %present2% + %random.4%
|
||||
%send% %actor% You begin unwrapping the present.
|
||||
%echoaround% %actor% %actor.name% begins unwrapping %actor.hisher% present.
|
||||
wait 1 s
|
||||
%load% obj %present3% %actor% inv
|
||||
eval inv %actor.inventory%
|
||||
%echo% As the wrapping falls apart, it reveals... %inv.shortdesc%.
|
||||
%purge% %self%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -537,7 +537,7 @@ halt
|
||||
end
|
||||
%echoaround% %actor% @W%actor.name%'s movement becomes a @Dblur@W as %actor.himher% impales %victim.name%, inflicting @bretribution@W onto the enemy!@n
|
||||
%send% %actor% @WYou put a step forward, movements becoming a @Dblur@W as you impale %victim.name% with your blade.@n
|
||||
eval count 0
|
||||
set count 0
|
||||
while (%count%<10)
|
||||
if (!(%victim.hitp%<-10) && %victim% && %actor.fighting%)
|
||||
eval victim %actor.fighting%
|
||||
@@ -764,7 +764,7 @@ wait 2 secs
|
||||
wait 2 secs
|
||||
%send% %actor% An Old Fool tells you 'If you want just @MTRADE@n with me, and I'll exchange them for you.'
|
||||
eval i %actor.inventory%
|
||||
eval no_of_shards 0
|
||||
set no_of_shards 0
|
||||
while (%i%)
|
||||
set next %i.next_in_list%
|
||||
if %i.vnum%==20115
|
||||
@@ -794,7 +794,7 @@ trade for shards -20106~
|
||||
0 c 100
|
||||
trade~
|
||||
eval i %actor.inventory%
|
||||
eval no_of_shards 0
|
||||
set no_of_shards 0
|
||||
while (%i%)
|
||||
set next %i.next_in_list%
|
||||
if %i.vnum%==20115
|
||||
@@ -812,7 +812,7 @@ else
|
||||
wait 2 secs
|
||||
%send% %actor% An Old Fool gives you a @MP@Wr@Mi@ms@Wm S@Mhe@Wll@n.
|
||||
%echoaround% %actor% An Old Fool gives %actor.name% a @MP@Wr@Mi@ms@Wm S@Mhe@Wll@n.
|
||||
eval n 10
|
||||
set n 10
|
||||
while (%n%>0)
|
||||
%purge% %actor.inventory(20115)%
|
||||
eval n %n%-1
|
||||
@@ -826,7 +826,7 @@ MAKE the Prism stuff~
|
||||
0 c 100
|
||||
create~
|
||||
eval i %actor.inventory%
|
||||
eval no_of_shells 0
|
||||
set no_of_shells 0
|
||||
while (%i%)
|
||||
set next %i.next_in_list%
|
||||
if %i.vnum%==20116
|
||||
@@ -840,7 +840,7 @@ if (%arg%==anklet)
|
||||
if (%no_of_shells%>=5)
|
||||
%send% %actor% You hand the shells to the Fool, who gives you a @MP@Wr@Mi@ms@Wm @MA@Wn@Mk@ml@We@mt@n in return.
|
||||
%echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a @MP@Wr@Mi@ms@Wm @MA@Wn@Mk@ml@We@mt@n.
|
||||
eval n 5
|
||||
set n 5
|
||||
while (%n%>0)
|
||||
%purge% %actor.inventory(20116)%
|
||||
eval n %n%-1
|
||||
@@ -854,7 +854,7 @@ else
|
||||
if (%no_of_shells%>=5)
|
||||
%send% %actor% You hand the shells to the Fool, who gives you a @MP@Wr@Mi@ms@Wm @MC@Wo@Ml@ml@Wa@Mr@n in return.
|
||||
%echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a @MP@Wr@Mi@ms@Wm @MC@Wo@Ml@ml@Wa@Mr@n.
|
||||
eval n 5
|
||||
set n 5
|
||||
while (%n%>0)
|
||||
%purge% %actor.inventory(20116)%
|
||||
eval n %n%-1
|
||||
@@ -868,7 +868,7 @@ else
|
||||
if (%no_of_shells%>=15)
|
||||
%send% %actor% You hand the shells to the Fool, who gives you a @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n in return.
|
||||
%echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n.
|
||||
eval n 15
|
||||
set n 15
|
||||
while (%n%>0)
|
||||
%purge% %actor.inventory(20116)%
|
||||
eval n %n%-1
|
||||
@@ -1084,7 +1084,7 @@ Aloha Welcome! - Tour Guide~
|
||||
if !(%actor.varexists(aloha_welcome)%)
|
||||
smile %actor.name%
|
||||
wait 2 secs
|
||||
say Welcome to the Saphhire Islands %actor.name%!
|
||||
say Welcome to the Sapphire Islands, %actor.name%!
|
||||
wait 2 secs
|
||||
say I have prepared some items for you.
|
||||
wait 2 secs
|
||||
|
||||
@@ -13,4 +13,46 @@ nop %actor.pos(resting)%
|
||||
%send% %actor% You fall into the middle of a soft bed.
|
||||
%force% %actor% look
|
||||
~
|
||||
#26101
|
||||
Painting comes to Life~
|
||||
1 c 100
|
||||
l~
|
||||
if %cmd.mudcommand% == look && picture /= %arg% || painting /= %arg% || portrait /= %arg%
|
||||
%send% %actor% One particulary gruesome piece done in a backdrop of flames catches your eye.
|
||||
%send% %actor% Must be the face floating in the center of it, mouth open wide in a scream of
|
||||
%send% %actor% pain, huge yellow teeth dripping blood.
|
||||
wait 2 sec
|
||||
%send% %actor% The face seems to grow larger and larger in front of your eyes.
|
||||
wait 2 sec
|
||||
%send% %actor% Is it coming closer? It keeps growing...
|
||||
wait 2 sec
|
||||
%send% %actor% It leaps out of the picture and attacks you!
|
||||
%echoaround% %actor% As %actor.name% looks at the picture, a face leaps out and attacks %actor.himher%!
|
||||
%load% obj 26124
|
||||
%load% mob 26110
|
||||
%force% floatingfacepainting kill %actor%
|
||||
%purge% %self%
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#26102
|
||||
Restore the Painting~
|
||||
1 n 100
|
||||
~
|
||||
* Check that the trigger only works in room 26114.
|
||||
if %self.room.vnum% == 26114
|
||||
* Check to make sure they exist, before purging.
|
||||
* Make sure they have individual names so you don't
|
||||
* purge a different object with the same name.
|
||||
if %findmob.26114(26110)%
|
||||
%purge% floatingfacepainting
|
||||
%echo% The face retreats back into the painting.
|
||||
if %findobj.26114(26124)%
|
||||
%purge% purgepic
|
||||
end
|
||||
end
|
||||
else
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -485,13 +485,13 @@ end
|
||||
test for Tink~
|
||||
2 b 100
|
||||
~
|
||||
eval tar 2700
|
||||
set tar 2700
|
||||
while %tar%
|
||||
if %tar% < 2720
|
||||
%at% %tar% %echo% This is a test message.
|
||||
eval tar %tar%+1
|
||||
else
|
||||
eval tar 0
|
||||
set tar 0
|
||||
end
|
||||
done
|
||||
~
|
||||
@@ -957,7 +957,7 @@ hold orb
|
||||
test nop~
|
||||
1 c 7
|
||||
test~
|
||||
eval amount 100
|
||||
set amount 100
|
||||
nop %actor.gold(10)%
|
||||
nop %actor.gold(%amount%)%
|
||||
~
|
||||
|
||||
@@ -423,9 +423,9 @@ Dump - 27125, 27126~
|
||||
eval value %object.cost% / 10
|
||||
%purge% %object%
|
||||
if %value% > 50
|
||||
eval value 50
|
||||
set value 50
|
||||
elseif %value% < 1
|
||||
eval value 1
|
||||
set value 1
|
||||
end
|
||||
if %actor.level% < 3
|
||||
nop %actor.exp(%value%)%
|
||||
|
||||
@@ -1,21 +1,21 @@
|
||||
#27600
|
||||
Dump - 27608~
|
||||
2 h 100
|
||||
~
|
||||
%echo% %object.shortdesc% vanishes in a puff of smoke!
|
||||
%send% %actor% You are awarded for outstanding performance.
|
||||
%echoaround% %actor% %actor.name% has been awarded for being a good citizen.
|
||||
eval value %object.cost% / 10
|
||||
%purge% %object%
|
||||
if %value% > 50
|
||||
eval value 50
|
||||
elseif %value% < 1
|
||||
eval value 1
|
||||
end
|
||||
if %actor.level% < 3
|
||||
nop %actor.exp(%value%)%
|
||||
else
|
||||
nop %actor.gold(%value%)%
|
||||
end
|
||||
~
|
||||
$~
|
||||
#27600
|
||||
Dump - 27608~
|
||||
2 h 100
|
||||
~
|
||||
%echo% %object.shortdesc% vanishes in a puff of smoke!
|
||||
%send% %actor% You are awarded for outstanding performance.
|
||||
%echoaround% %actor% %actor.name% has been awarded for being a good citizen.
|
||||
eval value %object.cost% / 10
|
||||
%purge% %object%
|
||||
if %value% > 50
|
||||
set value 50
|
||||
elseif %value% < 1
|
||||
set value 1
|
||||
end
|
||||
if %actor.level% < 3
|
||||
nop %actor.exp(%value%)%
|
||||
else
|
||||
nop %actor.gold(%value%)%
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1 +1,307 @@
|
||||
$~
|
||||
#28800
|
||||
Cleric Fight Function~
|
||||
0 k 35
|
||||
~
|
||||
* Written by Fizban to imitate ROM Cleric Function
|
||||
set current_hp %actor.hitp%
|
||||
set rand %random.7%
|
||||
* The dmg 5000 is actually non-damage, not damage.
|
||||
switch %rand%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
case 4
|
||||
set dmg 5000
|
||||
break
|
||||
case 5
|
||||
eval dmg (%random.2% * %random.8%) + (%self.level% / 2)
|
||||
set spellname cause serious
|
||||
break
|
||||
case 6
|
||||
eval dmg (%random.3% * %random.8%) + (%self.level% - 6)
|
||||
set spellname cause critical
|
||||
break
|
||||
case 7
|
||||
eval dmg %random.6% + %self.level%
|
||||
set spellname flamestrike
|
||||
break
|
||||
done
|
||||
eval new_current_hp %current_hp% - %dmg%
|
||||
eval dmgpc (%dmg% * 100) / %current_hp%
|
||||
if %dmgpc% == 0
|
||||
set vp misses
|
||||
elseif %dmgpc% <= 4
|
||||
set vp scratches
|
||||
elseif %dmgpc% <= 8
|
||||
set vp grazes
|
||||
elseif %dmgpc% <= 12
|
||||
set vp hits
|
||||
elseif %dmgpc% <= 16
|
||||
set vp injures
|
||||
elseif %dmgpc% <= 20
|
||||
set vp wounds
|
||||
elseif %dmgpc% <= 24
|
||||
set vp mauls
|
||||
elseif %dmgpc% <= 28
|
||||
set vp decimates
|
||||
elseif %dmgpc% <= 32
|
||||
set vp devastates
|
||||
elseif %dmgpc% <= 36
|
||||
set vp maims
|
||||
elseif %dmgpc% <= 40
|
||||
set vp MUTILATES
|
||||
elseif %dmgpc% <= 44
|
||||
set vp DISEMBOWELS
|
||||
elseif %dmgpc% <= 48
|
||||
set vp EVISCERATES
|
||||
elseif %dmgpc% <= 52
|
||||
set vp MASSACRES
|
||||
elseif %dmgpc% <= 100
|
||||
set vp DEMOLISHES
|
||||
else
|
||||
set vp ANNIHILATES
|
||||
end
|
||||
if %dmg% > 4000
|
||||
return 1
|
||||
else
|
||||
%send% %actor% %self.name%'s %spellname% %vp% you!
|
||||
%echoaround% %actor% %self.name%'s %spellname% %vp% %actor.name%!
|
||||
end
|
||||
switch %rand%
|
||||
case 1
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 2
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 3
|
||||
dg_cast 'blind' %actor%
|
||||
break
|
||||
case 4
|
||||
dg_cast 'earthquake'
|
||||
break
|
||||
case 5
|
||||
case 6
|
||||
case 7
|
||||
%damage% %actor% %dmg%
|
||||
break
|
||||
done
|
||||
~
|
||||
#28801
|
||||
Mage Fight Function~
|
||||
0 k 35
|
||||
~
|
||||
* Written by Fizban to imitate ROM Cleric Function
|
||||
* adjusted to imitate TBA Mage Functions
|
||||
set current_hp %actor.hitp%
|
||||
set rand %random.5%
|
||||
switch %rand%
|
||||
case 1
|
||||
eval dmg (%random.1% * %random.8%) + 1
|
||||
set spellname chill touch
|
||||
break
|
||||
case 2
|
||||
eval dmg (%random.3% * %random.8%) + 3
|
||||
set spellname burning hands
|
||||
break
|
||||
case 3
|
||||
eval dmg (%random.7% * %random.8%) + 7
|
||||
set spellname lightning bolt
|
||||
case 4
|
||||
eval dmg (%random.9% * %random.8%) + 9
|
||||
set spellname color spray
|
||||
case 5
|
||||
eval dmg (%random.11% * %random.8%) + 11
|
||||
set spellname fireball
|
||||
break
|
||||
done
|
||||
eval new_current_hp %current_hp% - %dmg%
|
||||
eval dmgpc (%dmg% * 100) / %current_hp%
|
||||
if %dmgpc% == 0
|
||||
set vp misses
|
||||
elseif %dmgpc% <= 4
|
||||
set vp scratches
|
||||
elseif %dmgpc% <= 8
|
||||
set vp grazes
|
||||
elseif %dmgpc% <= 12
|
||||
set vp hits
|
||||
elseif %dmgpc% <= 16
|
||||
set vp injures
|
||||
elseif %dmgpc% <= 20
|
||||
set vp wounds
|
||||
elseif %dmgpc% <= 24
|
||||
set vp mauls
|
||||
elseif %dmgpc% <= 28
|
||||
set vp decimates
|
||||
elseif %dmgpc% <= 32
|
||||
set vp devastates
|
||||
elseif %dmgpc% <= 36
|
||||
set vp maims
|
||||
elseif %dmgpc% <= 40
|
||||
set vp MUTILATES
|
||||
elseif %dmgpc% <= 44
|
||||
set vp DISEMBOWELS
|
||||
elseif %dmgpc% <= 48
|
||||
set vp EVISCERATES
|
||||
elseif %dmgpc% <= 52
|
||||
set vp MASSACRES
|
||||
elseif %dmgpc% <= 100
|
||||
set vp DEMOLISHES
|
||||
else
|
||||
set vp ANNIHILATES
|
||||
end
|
||||
if %dmg% > 4000
|
||||
return 1
|
||||
else
|
||||
%send% %actor% %self.name%'s %spellname% %vp% you!
|
||||
%echoaround% %actor% %self.name%'s %spellname% %vp% %actor.name%!
|
||||
end
|
||||
~
|
||||
#28802
|
||||
Stock Thief~
|
||||
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
|
||||
~
|
||||
#28803
|
||||
Fire Breath Function~
|
||||
0 k 100
|
||||
~
|
||||
set current_hp %actor.hitp%
|
||||
eval low (%self.hitp% / 9)
|
||||
eval high %self.hitp% / 5
|
||||
eval range %high% - %low%
|
||||
eval dmg %%random.%range%%% + %low%
|
||||
eval dmgpc (%dmg% * 100) / %current_hp%
|
||||
set spellname fire breath
|
||||
if %dmgpc% == 0
|
||||
set vp misses
|
||||
elseif %dmgpc% <= 4
|
||||
set vp scratches
|
||||
elseif %dmgpc% <= 8
|
||||
set vp grazes
|
||||
elseif %dmgpc% <= 12
|
||||
set vp hits
|
||||
elseif %dmgpc% <= 16
|
||||
set vp injures
|
||||
elseif %dmgpc% <= 20
|
||||
set vp wounds
|
||||
elseif %dmgpc% <= 24
|
||||
set vp mauls
|
||||
elseif %dmgpc% <= 28
|
||||
set vp decimates
|
||||
elseif %dmgpc% <= 32
|
||||
set vp devastates
|
||||
elseif %dmgpc% <= 36
|
||||
set vp maims
|
||||
elseif %dmgpc% <= 40
|
||||
set vp MUTILATES
|
||||
elseif %dmgpc% <= 44
|
||||
set vp DISEMBOWELS
|
||||
elseif %dmgpc% <= 48
|
||||
set vp EVISCERATES
|
||||
elseif %dmgpc% <= 52
|
||||
set vp MASSACRES
|
||||
elseif %dmgpc% <= 100
|
||||
set vp DEMOLISHES
|
||||
else
|
||||
set vp ANNIHILATES
|
||||
end
|
||||
%echoaround% %actor% %self.name% breathes forth a cone of fire.
|
||||
%send% %actor% %self.name% breathes a cone of hot fire over you!
|
||||
%send% %actor% %self.name%'s %spellname% %vp% you!
|
||||
%echoaround% %actor% %self.name%'s %spellname% %vp% %actor.name%!
|
||||
%damage% %actor% %dmg%
|
||||
~
|
||||
#28804
|
||||
Acid Breath Function~
|
||||
0 k 100
|
||||
~
|
||||
set current_hp %actor.hitp%
|
||||
eval low (%self.hitp% / 11)
|
||||
eval high %self.hitp% / 6
|
||||
eval range %high% - %low%
|
||||
eval dice_dam %self.level% * 16
|
||||
eval hp_dam %%random.%range%%% + %low%
|
||||
eval dmg (%hp_dam% + %dice_dam%) / 10
|
||||
eval dmgpc (%dmg% * 100) / %current_hp%
|
||||
set spellname acid breath
|
||||
if %dmgpc% == 0
|
||||
set vp misses
|
||||
elseif %dmgpc% <= 4
|
||||
set vp scratches
|
||||
elseif %dmgpc% <= 8
|
||||
set vp grazes
|
||||
elseif %dmgpc% <= 12
|
||||
set vp hits
|
||||
elseif %dmgpc% <= 16
|
||||
set vp injures
|
||||
elseif %dmgpc% <= 20
|
||||
set vp wounds
|
||||
elseif %dmgpc% <= 24
|
||||
set vp mauls
|
||||
elseif %dmgpc% <= 28
|
||||
set vp decimates
|
||||
elseif %dmgpc% <= 32
|
||||
set vp devastates
|
||||
elseif %dmgpc% <= 36
|
||||
set vp maims
|
||||
elseif %dmgpc% <= 40
|
||||
set vp MUTILATES
|
||||
elseif %dmgpc% <= 44
|
||||
set vp DISEMBOWELS
|
||||
elseif %dmgpc% <= 48
|
||||
set vp EVISCERATES
|
||||
elseif %dmgpc% <= 52
|
||||
set vp MASSACRES
|
||||
elseif %dmgpc% <= 100
|
||||
set vp DEMOLISHES
|
||||
else
|
||||
set vp ANNIHILATES
|
||||
end
|
||||
%echoaround% %actor% %self.name% spits acid at %actor.name%.
|
||||
%send% %actor% %self.name% spits a stream of corrosive acid at you.
|
||||
%send% %actor% %self.name%'s %spellname% %vp% you!
|
||||
%echoaround% %actor% %self.name%'s %spellname% %vp% %actor.name%!
|
||||
%damage% %actor% %dmg%
|
||||
~
|
||||
#28820
|
||||
Supernova DeathTrap~
|
||||
2 g 100
|
||||
~
|
||||
* Taken from a trigger By Rumble of The Builder Academy
|
||||
* Near Death Trap stuns actor
|
||||
wait 1 sec
|
||||
%send% %actor% There must be a price to pay to witness this stunning sight!
|
||||
wait 2 sec
|
||||
set stunned %actor.hitp% - 2
|
||||
%send% %actor% That really HURTS! And indeed...
|
||||
%damage% %actor% %stunned%
|
||||
%echo% @n
|
||||
%force% %actor% look
|
||||
~
|
||||
#28830
|
||||
Enter Crystal Ball~
|
||||
1 c 100
|
||||
l~
|
||||
if %cmd.mudcommand% == look && %arg% /= crystal || %arg% /= ball
|
||||
%send% %actor% You feel drawn towards the crystal ball. Your hand reaches out...
|
||||
%echoaround% %actor% %actor.name% is drawn into the crystal ball!
|
||||
%teleport% %actor% 28802
|
||||
wait 2 sec
|
||||
%at% 28802 %echoaround% %actor% %actor.name% appears out of nowhere!
|
||||
%force% %actor% look
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -38,7 +38,7 @@ if %actor.is_pc%
|
||||
say But I have perfected it this time, don't listen to what they say.
|
||||
wait 1 sec
|
||||
say Bring me some Naphthalene, Palmitite and a proper container. I will give you a sampling of my liquid fire as payment.
|
||||
eval 3_napalm_search 1
|
||||
set 3_napalm_search 1
|
||||
remote 3_napalm_search %actor.id%
|
||||
end
|
||||
end
|
||||
@@ -53,7 +53,7 @@ say I remember you, %actor.name%!
|
||||
~
|
||||
#302
|
||||
Mob Greet direction~
|
||||
0 g 100
|
||||
0 g 20
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
if %actor.is_pc%
|
||||
@@ -163,7 +163,7 @@ done
|
||||
* we know that puff, when initially loaded, is id 200000. We'll use remote
|
||||
* to give her a global, then %mob.globalname% to read it.
|
||||
makeuid mob 200000
|
||||
eval globalname 12345
|
||||
set globalname 12345
|
||||
remote globalname %mob.id%
|
||||
%echo% %mob.name%'s "globalname" value is %mob.globalname%
|
||||
~
|
||||
@@ -433,17 +433,17 @@ if %actor.is_pc%
|
||||
end
|
||||
if %actor.varexists(3_napalm_search)%
|
||||
if %object.vnum% == 306
|
||||
eval 3_naphthalene 1
|
||||
set 3_naphthalene 1
|
||||
remote 3_naphthalene %actor.id%
|
||||
say Thank you! Napthalene at last!
|
||||
%purge% %object%
|
||||
elseif %object.vnum% == 307
|
||||
eval 3_palmatite 1
|
||||
set 3_palmatite 1
|
||||
remote 3_palmatite %actor.id%
|
||||
say Outstanding, Palmatite! Just what I need!
|
||||
%purge% %object%
|
||||
elseif %object.vnum% == 308
|
||||
eval 3_napalm_bomb 1
|
||||
set 3_napalm_bomb 1
|
||||
remote 3_napalm_bomb %actor.id%
|
||||
say this will work well.
|
||||
%purge% %object%
|
||||
@@ -459,7 +459,7 @@ if %actor.is_pc%
|
||||
rdelete 3_naphthalene %actor.id%
|
||||
rdelete 3_palmatite %actor.id%
|
||||
rdelete 3_napalm_jug %actor.id%
|
||||
eval 3_napalm_done 1
|
||||
set 3_napalm_done 1
|
||||
remote 3_napalm_done %actor.id%
|
||||
end
|
||||
end
|
||||
|
||||
@@ -64,9 +64,9 @@ Dump - 3030~
|
||||
eval value %object.cost% / 10
|
||||
%purge% %object%
|
||||
if %value% > 50
|
||||
eval value 50
|
||||
set value 50
|
||||
elseif %value% < 1
|
||||
eval value 1
|
||||
set value 1
|
||||
end
|
||||
if %actor.level% < 3
|
||||
nop %actor.exp(%value%)%
|
||||
@@ -538,9 +538,37 @@ if %actor.is_pc% && %actor.level% < 5
|
||||
end
|
||||
~
|
||||
#3017
|
||||
Newbie Guide~
|
||||
Mortal Greet~
|
||||
2 s 100
|
||||
~
|
||||
%echo% welcome %actor.name%
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* TBA mortal greet and equip. New players start at level 0.
|
||||
if %actor.level% == 0
|
||||
if !%actor.eq(*)%
|
||||
%load% obj 3037 %actor% light
|
||||
%load% obj 3083 %actor% rfinger
|
||||
%load% obj 3083 %actor% lfinger
|
||||
%load% obj 3082 %actor% neck1
|
||||
%load% obj 3082 %actor% neck2
|
||||
%load% obj 3040 %actor% body
|
||||
%load% obj 3076 %actor% head
|
||||
%load% obj 3080 %actor% legs
|
||||
%load% obj 3084 %actor% feet
|
||||
%load% obj 3071 %actor% hands
|
||||
%load% obj 3086 %actor% arms
|
||||
%load% obj 3042 %actor% shield
|
||||
%load% obj 3087 %actor% about
|
||||
%load% obj 3088 %actor% waist
|
||||
%load% obj 3089 %actor% rwrist
|
||||
%load% obj 3089 %actor% lwrist
|
||||
%load% obj 3021 %actor% wield
|
||||
%load% obj 3055 %actor% hold
|
||||
end
|
||||
if !%actor.has_item(3006)%
|
||||
%load% obj 3006 %actor% inv
|
||||
end
|
||||
end
|
||||
wait 3 sec
|
||||
%zoneecho% 3001 A booming voice announces, 'Welcome %actor.name% to the realm!'
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,21 +1,21 @@
|
||||
#3500
|
||||
Dump - 3578~
|
||||
2 h 100
|
||||
~
|
||||
%echo% %object.shortdesc% vanishes in a puff of smoke!
|
||||
%send% %actor% You are awarded for outstanding performance.
|
||||
%echoaround% %actor% %actor.name% has been awarded for being a good citizen.
|
||||
eval value %object.cost% / 10
|
||||
%purge% %object%
|
||||
if %value% > 50
|
||||
eval value 50
|
||||
elseif %value% < 1
|
||||
eval value 1
|
||||
end
|
||||
if %actor.level% < 3
|
||||
nop %actor.exp(%value%)%
|
||||
else
|
||||
nop %actor.gold(%value%)%
|
||||
end
|
||||
~
|
||||
$~
|
||||
#3500
|
||||
Dump - 3578~
|
||||
2 h 100
|
||||
~
|
||||
%echo% %object.shortdesc% vanishes in a puff of smoke!
|
||||
%send% %actor% You are awarded for outstanding performance.
|
||||
%echoaround% %actor% %actor.name% has been awarded for being a good citizen.
|
||||
eval value %object.cost% / 10
|
||||
%purge% %object%
|
||||
if %value% > 50
|
||||
set value 50
|
||||
elseif %value% < 1
|
||||
set value 1
|
||||
end
|
||||
if %actor.level% < 3
|
||||
nop %actor.exp(%value%)%
|
||||
else
|
||||
nop %actor.gold(%value%)%
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,11 +1,9 @@
|
||||
#3700
|
||||
block_mobs_not_following~
|
||||
2 g 100
|
||||
east~
|
||||
if !%actor.is_pc%
|
||||
if !%actor.master%
|
||||
return 0
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
#3700
|
||||
block_mobs_not_following~
|
||||
2 g 100
|
||||
~
|
||||
if !%actor.is_pc% && !%actor.master%
|
||||
return 0
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,21 +1,21 @@
|
||||
#5500
|
||||
Dump - 5547~
|
||||
2 h 100
|
||||
~
|
||||
%echo% %object.shortdesc% vanishes in a puff of smoke!
|
||||
%send% %actor% You are awarded for outstanding performance.
|
||||
%echoaround% %actor% %actor.name% has been awarded for being a good citizen.
|
||||
eval value %object.cost% / 10
|
||||
%purge% %object%
|
||||
if %value% > 50
|
||||
eval value 50
|
||||
elseif %value% < 1
|
||||
eval value 1
|
||||
end
|
||||
if %actor.level% < 3
|
||||
nop %actor.exp(%value%)%
|
||||
else
|
||||
nop %actor.gold(%value%)%
|
||||
end
|
||||
~
|
||||
$~
|
||||
#5500
|
||||
Dump - 5547~
|
||||
2 h 100
|
||||
~
|
||||
%echo% %object.shortdesc% vanishes in a puff of smoke!
|
||||
%send% %actor% You are awarded for outstanding performance.
|
||||
%echoaround% %actor% %actor.name% has been awarded for being a good citizen.
|
||||
eval value %object.cost% / 10
|
||||
%purge% %object%
|
||||
if %value% > 50
|
||||
set value 50
|
||||
elseif %value% < 1
|
||||
set value 1
|
||||
end
|
||||
if %actor.level% < 3
|
||||
nop %actor.exp(%value%)%
|
||||
else
|
||||
nop %actor.gold(%value%)%
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -84,8 +84,8 @@ end
|
||||
~
|
||||
#55533
|
||||
CloseBookshelves~
|
||||
2 df 100
|
||||
test~
|
||||
2 f 100
|
||||
~
|
||||
if %self.south%
|
||||
%door% 55532 south purge
|
||||
%echo% The shelf gently creaks as it swings back towards the wall.
|
||||
|
||||
@@ -41,7 +41,7 @@ while %i%
|
||||
set i %next%
|
||||
end
|
||||
done
|
||||
eval i 0
|
||||
set i 0
|
||||
* steal all their equipped items.
|
||||
while %i% < 18
|
||||
eval item %actor.eq(%i%)%
|
||||
|
||||
@@ -1,7 +1,33 @@
|
||||
#700
|
||||
new trigger~
|
||||
0 g 100
|
||||
~
|
||||
%echo% This trigger commandlist is not complete!
|
||||
~
|
||||
$~
|
||||
#700
|
||||
Panning for gold~
|
||||
2 c 100
|
||||
p~
|
||||
* Don't let someone spam the trigger to make money Take some movement points away every round and stop when they get to 10
|
||||
if %actor.move% <= 10
|
||||
%send% %actor% You are too exhausted to continue.
|
||||
halt
|
||||
end
|
||||
* Fire on pan gold or abbreviations of each word
|
||||
if %cmd% /= pan && %arg% /= gold
|
||||
eval heldobj %actor.eq(hold)%
|
||||
* Make sure they picked up the gold pan in room 703 and are holding it
|
||||
if %heldobj.vnum% == 717
|
||||
%send% %actor% You dip your pan into the river and scoop up some of the river bed and begin swirling it in the water.
|
||||
%echoaround% %actor% %actor.name% dips a pan into the river and begins panning for gold.
|
||||
* Take 10 movement points away, wait 3 seconds and give a 1 in 10 chance of success.
|
||||
nop %actor.move(-10)%
|
||||
wait 3 sec
|
||||
if %random.10% == 1
|
||||
%send% %actor% You find a small gold nugget in the bottom of your pan.
|
||||
%echoaround% %actor% %actor.name% picks something out of %actor.hisher% pan.
|
||||
* Give them a nugget
|
||||
%load% obj 718 %actor% inv
|
||||
else
|
||||
%send% %actor% You find nothing of value.
|
||||
end
|
||||
else
|
||||
%send% %actor% You need a pan for that.
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -154,7 +154,7 @@ Pirate Guard (8308) Bribery~
|
||||
0 m 1
|
||||
~
|
||||
if (%amount% >= 200)
|
||||
eval bribed 1
|
||||
set bribed 1
|
||||
global bribed
|
||||
emote takes the bribe and begins counting it.
|
||||
wait 2s
|
||||
@@ -262,75 +262,75 @@ Polly (8313) Learn & Repeat~
|
||||
0 d 1
|
||||
*~
|
||||
*** Squak for the nice people, Polly
|
||||
wait 1s
|
||||
emote squawks loudly.
|
||||
wait 1s
|
||||
wait 1s
|
||||
emote squawks loudly.
|
||||
wait 1s
|
||||
*** 75% chance of learning phrase
|
||||
eval polly %random.4%
|
||||
if (%polly% > 1)
|
||||
say %speech%
|
||||
*** Learn new phrases
|
||||
eval number (%number% + 1)
|
||||
eval phrase(%number%) %speech.trim%
|
||||
global number
|
||||
global phrase(%number%)
|
||||
*** Reset array after 10 phrases
|
||||
if (%number% == 10)
|
||||
eval number 0
|
||||
global number
|
||||
eval maxphrases 1
|
||||
global maxphrases
|
||||
end
|
||||
else
|
||||
end
|
||||
eval polly %random.4%
|
||||
if (%polly% > 1)
|
||||
%echo% Polly the Parrot says, '%speech%'
|
||||
*** Learn new phrases
|
||||
eval number (%number% + 1)
|
||||
eval phrase(%number%) %speech.trim%
|
||||
global number
|
||||
global phrase(%number%)
|
||||
*** Reset array after 10 phrases
|
||||
if (%number% == 10)
|
||||
set number 0
|
||||
global number
|
||||
set maxphrases 1
|
||||
global maxphrases
|
||||
end
|
||||
else
|
||||
end
|
||||
~
|
||||
#8314
|
||||
Polly (8313) Random Speech~
|
||||
0 b 10
|
||||
~
|
||||
wait 1s
|
||||
emote squawks loudly.
|
||||
wait 1s
|
||||
if (%maxphrases% == 1)
|
||||
eval polly %random.10%
|
||||
else
|
||||
eval polly %%random.%number%%%
|
||||
end
|
||||
switch %polly%
|
||||
case 1
|
||||
say %phrase(1)%
|
||||
break
|
||||
case 2
|
||||
say %phrase(2)%
|
||||
break
|
||||
case 3
|
||||
say %phrase(3)%
|
||||
break
|
||||
case 4
|
||||
say %phrase(4)%
|
||||
break
|
||||
case 5
|
||||
say %phrase(5)%
|
||||
break
|
||||
case 6
|
||||
say %phrase(6)%
|
||||
break
|
||||
case 7
|
||||
say %phrase(7)%
|
||||
break
|
||||
case 8
|
||||
say %phrase(8)%
|
||||
break
|
||||
case 9
|
||||
say %phrase(9)%
|
||||
break
|
||||
case 10
|
||||
say %phrase(10)%
|
||||
break
|
||||
default
|
||||
emote whistles.
|
||||
break
|
||||
done
|
||||
wait 1s
|
||||
emote squawks loudly.
|
||||
wait 1s
|
||||
if (%maxphrases% == 1)
|
||||
eval polly %random.10%
|
||||
else
|
||||
eval polly %%random.%number%%%
|
||||
end
|
||||
switch %polly%
|
||||
case 1
|
||||
%echo% Polly the Parrot says, '%phrase(1)%'
|
||||
break
|
||||
case 2
|
||||
%echo% Polly the Parrot says, '%phrase(2)%'
|
||||
break
|
||||
case 3
|
||||
%echo% Polly the Parrot says, '%phrase(3)%'
|
||||
break
|
||||
case 4
|
||||
%echo% Polly the Parrot says, '%phrase(4)%'
|
||||
break
|
||||
case 5
|
||||
%echo% Polly the Parrot says, '%phrase(5)%'
|
||||
break
|
||||
case 6
|
||||
%echo% Polly the Parrot says, '%phrase(6)%'
|
||||
break
|
||||
case 7
|
||||
%echo% Polly the Parrot says, '%phrase(7)%'
|
||||
break
|
||||
case 8
|
||||
%echo% Polly the Parrot says, '%phrase(8)%'
|
||||
break
|
||||
case 9
|
||||
%echo% Polly the Parrot says, '%phrase(9)%'
|
||||
break
|
||||
case 10
|
||||
%echo% Polly the Parrot says, '%phrase(10)%'
|
||||
break
|
||||
default
|
||||
emote whistles.
|
||||
break
|
||||
done
|
||||
~
|
||||
#8315
|
||||
Bucket O' Tar (8315) Cools after 10 Minutes~
|
||||
@@ -380,8 +380,8 @@ Load/Purge Exits after Leave (8375)~
|
||||
if (%direction% == down)
|
||||
%door% 8373 up room 8375
|
||||
%door% 8373 up description You can still reach the ladder if you wish to board the ship again.
|
||||
eval loop 0
|
||||
eval person 1
|
||||
set loop 0
|
||||
set person 1
|
||||
while (%loop% < 60)&&(%people.8373%||%people.8375%)
|
||||
wait 1s
|
||||
eval loop (%loop% + 1)
|
||||
|
||||
@@ -1,41 +1,63 @@
|
||||
#9000
|
||||
Bow and Arrow Shoot - 9000~
|
||||
1 c 1
|
||||
shoot~
|
||||
if %actor.fighting% && !%arg%
|
||||
set arg %actor.fighting%
|
||||
end
|
||||
if !%arg%
|
||||
%send% %actor% Shoot Who?
|
||||
halt
|
||||
else
|
||||
%force% %arg% kill %actor.name%
|
||||
end
|
||||
if (%arg.room% != %actor.room%) || (%arg.id% == %actor.id%)
|
||||
%send% %actor% Shoot: Invalid Target!
|
||||
halt
|
||||
end
|
||||
eval i %actor.inventory%
|
||||
while (%i%)
|
||||
set next %i.next_in_list%
|
||||
if %i.vnum%==9005
|
||||
set quiver 1
|
||||
break
|
||||
end
|
||||
set i %next%
|
||||
done
|
||||
if %quiver%
|
||||
%force% %actor% take arrow quiver
|
||||
end
|
||||
if %actor.inventory(9004)%
|
||||
%echo% Arrow in inventory shoot.
|
||||
%damage% %arg% 20
|
||||
%send% %actor% You shoot an arrow at your opponent.
|
||||
%echoaround% %actor% %actor.name%'s opponent shudders, hit by an arrow.
|
||||
%purge% %actor.inventory(9004)%
|
||||
%load% obj 9004
|
||||
else
|
||||
%send% %actor% You need to have arrows or a quiver.
|
||||
end
|
||||
~
|
||||
$~
|
||||
#9000
|
||||
Bow and Arrow Shoot - 9000~
|
||||
1 c 1
|
||||
shoot~
|
||||
if %actor.fighting% && !%arg%
|
||||
set arg %actor.fighting.alias%
|
||||
end
|
||||
if !%arg%
|
||||
%send% %actor% Shoot Who?
|
||||
halt
|
||||
end
|
||||
* Set the rooms ID to a variable.
|
||||
set room_var %actor.room%
|
||||
* Target the first char.
|
||||
set target_char %room_var.people%
|
||||
* Now loop through everyone in the room
|
||||
while %target_char%
|
||||
* Save 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.
|
||||
if %target_char.alias% /= %arg% && %target_char% != %actor%
|
||||
eval i %actor.inventory%
|
||||
while (%i%)
|
||||
set next %i.next_in_list%
|
||||
if %i.vnum%==9005
|
||||
set quiver 1
|
||||
break
|
||||
end
|
||||
set i %next%
|
||||
done
|
||||
if %quiver%
|
||||
%force% %actor% take arrow quiver
|
||||
end
|
||||
if %actor.inventory(9004)%
|
||||
eval dex_check %random.6% + 10
|
||||
if %actor.dex% > %dex_check%
|
||||
%send% %actor% You shoot %target_char.name%, bullseye.
|
||||
%echoaround% %actor% %target_char.name% shudders, at the impact of %actor.name%'s arrow.
|
||||
%purge% %actor.inventory(9004)%
|
||||
%force% %target_char% kill %actor.name%
|
||||
%load% obj 9004 %target_char% inv
|
||||
%damage% %target_char% 10
|
||||
halt
|
||||
else
|
||||
%send% %actor% You miss %target_char.name%, and %target_char.heshe% notices.
|
||||
%echoaround% %actor% %target_char.name% shudders, at the impact of %actor.name%'s arrow.
|
||||
%purge% %actor.inventory(9004)%
|
||||
%force% %target_char% kill %actor.name%
|
||||
%load% obj 9004
|
||||
halt
|
||||
end
|
||||
else
|
||||
%send% %actor% You are out of arrows.
|
||||
halt
|
||||
end
|
||||
end
|
||||
* Set the next target.
|
||||
set target_char %tmp_target%
|
||||
* Loop back.
|
||||
done
|
||||
%send% %actor% You can not find your target to shoot.
|
||||
~
|
||||
$~
|
||||
|
||||
Reference in New Issue
Block a user