Updated World (thanks Parna) and other text files for release. --Rumble

This commit is contained in:
Rumble
2010-01-26 23:24:49 +00:00
parent 00efdfc9aa
commit ef9d61d984
349 changed files with 6589 additions and 5743 deletions

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@@ -232,6 +232,9 @@ Tutorial Quest 1317 - Starter~
if %direction% == south && %actor.varexists(solved_tutorial_quest_zone_0)%
wait 1 sec
say you have already completed this quest.
wait 2 sec
say but you can try it again if you so desire. Would you like to find the magic eight ball again?
rdelete solved_tutorial_quest_zone_0 %actor.id%
else
wait 1 sec
say Hello, %actor.name%. Could you find me the magic eight ball?
@@ -437,7 +440,6 @@ AT Example~
2 b 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* put a wait in here so it doesn't fire before the player enters the room
%at% 33 %echo% at'd to a room
%at% Rumble %echo% at'd to Rumble
~
@@ -448,8 +450,9 @@ Rumble's Spy~
* By Rumble of The Builder Academy tbamud.com 9091
* Arguments: * means all speech will trigger this.
* This will echo all speech to Rumble.
%at% rumble say %actor.name% says, '%speech%'
* doesn't work:
%at% rumble %echo% %actor.name% says, '%speech%'
%echo% firing
~
#21
Transform Example~
@@ -709,7 +712,7 @@ Object Variables Example~
%echo% WEARFLAG: %self.wearflag%
%echo% WEIGHT: %self.weight%
%echo% WORN_BY: %self.worn_by%
%purge% self
%purge% %self%
~
#29
Room Variables Example~

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@@ -61,11 +61,21 @@ if %actor.is_pc%
end
~
#104
FREE~
0 d 100
entered~
wait 1 sec
gos All Welcome %actor.name% to our Realm!
dg_cast fireball~
0 k 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* Only cast the spell every 30 seconds.
if %already_cast%
wait 30 s
unset already_cast
else
dg_cast 'fireball' %actor.name%
set already_cast 1
* By globalling the variable it can be accessed by other triggers or when
* this trigger fires a second time.
global already_cast
end
~
#105
Mob Greet Hannibal - 140~
@@ -92,12 +102,12 @@ Mob Greet Carpenter - 197~
if %actor.is_pc%
wait 1 sec
if %actor.sex% == male
say Can't you see the place is under repairs!
say Can't you see the place is under repairs?
wait 1 sec
say don't worry, the inn will be open again soon.
say Don't worry, the inn will be open again soon.
elseif %actor.sex% == female
wait 1 sec
say come to work have you?
say Come to work, have you?
wait 1 sec
wink %actor.name%
else
@@ -452,6 +462,7 @@ has entered the game.~
* Num Arg 0 means the argument has to match exactly. So trig will only fire off:
* "has entered game." and not "has" or "entered" etc. (that would be num arg 1).
* Figure out what vnum the mob is in so we can use zoneecho.
*NOTE: We now have a room-login trig. HELP TRIGEDIT-ROOM-LOGIN
eval inroom %self.room%
%zoneecho% %inroom.vnum% %self.name% shouts, 'Welcome, %actor.name%!'
~
@@ -1551,7 +1562,7 @@ Underground Spy M30 T174~
if !%self.follower%
eval max %random.4%
set txt[1] Don't let the 'MAN' hold you back, join the rebellion. Follow me if you want to lead a better life.
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.
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.
set txt[3] Follow me if you want to join the resistance.
set txt[4] Only through sacrifice can we know the truth. Follow me to be enlightened.
set speech %%txt[%max%]%%
@@ -1790,7 +1801,7 @@ set text[7] I had amnesia once -- maybe twice.
set text[8] This isn't an office. It's hell with fluorescent lighting.
set text[9] I pretend to work. They pretend to pay me.
set text[10] A cubicle is just a padded cell without a door.
set text[11] Can I trade this job for what's behind door #1.
set text[11] Can I trade this job for what's behind door #1?
set text[12] How about never? Is never good for you?
set text[13] I have plenty of talent and vision. I just don't care.
set text[14] I'll try to be nicer if you'll try to be smarter.
@@ -2199,8 +2210,8 @@ if %actor.is_pc%
end
~
#195
Rumble's Stayalive bracelet - 88~
1 b 10
Stayalive idleout bracelet - 88~
1 b 4
~
* By Rumble of The Builder Academy tbamud.com 9091
eval actor %self.worn_by%

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@@ -201,7 +201,7 @@ wait 1 sec
wait 3 sec
%echo% %self.name% begins to jot down something on his notepad.
wait 3 sec
%echo% %self.name% scratches his head then looks a %actor.name%.
%echo% %self.name% scratches his head then looks at %actor.name%.
wait 10 sec
if %today% == rainy
%echo% %self.name% places a raincoat on, then pulls out an umbrella.

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@@ -221,9 +221,9 @@ return 0
test for string combos~
2 c 100
test~
eval X 1
eval Y 2
eval Z 3
set X 1
set Y 2
set Z 3
eval string %X% %Y% %Z%
eval string2 %X%%Y%%Z%
%echo% string is %string%
@@ -234,7 +234,7 @@ test for remoting~
0 c 100
test~
%echo% %self.name%
eval test 1
set test 1
remote test %self.id%
%echo% self test is %self.test%
~
@@ -372,7 +372,7 @@ if !(%difference% > 100 || %difference% < -100)
set remotes %remotes% %northexit%
remote remotes %actor.id%
if %northexit% == %dest%
eval originset 999
set originset 999
remote originset %actor.id%
end
eval roomstocheck %actor.roomstocheck% %northexit%
@@ -405,7 +405,7 @@ if !(%difference% > 100 || %difference% < -100)
set remotes %remotes% %eastexit%
remote remotes %actor.id%
if %eastexit% == %dest%
eval originset 999
set originset 999
remote originset %actor.id%
end
eval roomstocheck %actor.roomstocheck% %eastexit%
@@ -438,7 +438,7 @@ if !(%difference% > 100 || %difference% < -100)
set remotes %remotes% %southexit%
remote remotes %actor.id%
if %southexit% == %dest%
eval originset 999
set originset 999
remote originset %actor.id%
end
eval roomstocheck %actor.roomstocheck% %southexit%
@@ -471,7 +471,7 @@ if !(%difference% > 100 || %difference% < -100)
set remotes %remotes% %westexit%
remote remotes %actor.id%
if %westexit% == %dest%
eval originset 999
set originset 999
remote originset %actor.id%
end
eval roomstocheck %actor.roomstocheck% %westexit%
@@ -504,7 +504,7 @@ if !(%difference% > 100 || %difference% < -100)
set remotes %remotes% %upexit%
remote remotes %actor.id%
if %upexit% == %dest%
eval originset 999
set originset 999
remote originset %actor.id%
end
eval roomstocheck %actor.roomstocheck% %upexit%
@@ -537,7 +537,7 @@ if !(%difference% > 100 || %difference% < -100)
set remotes %remotes% %downexit%
remote remotes %actor.id%
if %downexit% == %dest%
eval originset 999
set originset 999
remote originset %actor.id%
end
eval roomstocheck %actor.roomstocheck% %downexit%
@@ -853,7 +853,7 @@ case default
if %damage%
eval damage %self.damage%+10
else
eval damage 10
set damage 10
end
global damage
break
@@ -896,16 +896,16 @@ MAP~
map~
* BEGINNING SETUP
*
eval display 11
set display 11
while %display% < 56
eval x%display% .
eval display %display% + 1
done
eval here %actor.room.vnum%
eval north -10
eval east 1
eval west -1
eval south 10
set north -10
set east 1
set west -1
set south 10
*
* STARTS READING NORTH
*
@@ -913,7 +913,7 @@ if %here.north%
eval 23 %here.north(vnum)%
eval temp %23.sector%
eval x23 %temp.charat(1)%
eval directionlist north east south west
set directionlist north east south west
while %directionlist%
eval firstdir %directionlist.car%
eval newroom 23 + %%%firstdir%%%
@@ -933,7 +933,7 @@ if %here.east%
eval 34 %here.east(vnum)%
eval temp %34.sector%
eval x34 %temp.charat(1)%
eval directionlist north east south west
set directionlist north east south west
while %directionlist%
eval firstdir %directionlist.car%
eval newroom 34 + %%%firstdir%%%
@@ -953,7 +953,7 @@ if %here.south%
eval 43 %here.south(vnum)%
eval temp %43.sector%
eval x43 %temp.charat(1)%
eval directionlist north east south west
set directionlist north east south west
while %directionlist%
eval firstdir %directionlist.car%
eval newroom 43 + %%%firstdir%%%
@@ -973,7 +973,7 @@ if %here.west%
eval 32 %here.west(vnum)%
eval temp %32.sector%
eval x32 %temp.charat(1)%
eval directionlist north east south west
set directionlist north east south west
while %directionlist%
eval firstdir %directionlist.car%
eval newroom 32 + %%%firstdir%%%

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@@ -1509,10 +1509,10 @@ if %speech% == start
eval ball %ball%
emote places the ball under the %ball% cup.
wait 1 s
eval 1 left
eval 2 middle
eval 3 right
eval tries 7
set 1 left
set 2 middle
set 3 right
set tries 7
while %tries% > 1
wait 2 s
switch %random.7%

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@@ -1231,41 +1231,41 @@ Teleport room enter test~
%teleport% %actor% 3
~
#1283
deal deck~
Deal a single card from a deck~
1 c 7
deal~
switch %random.4%
case 1
eval col
eval suit Diamond
set col
set suit Diamond
break
case 2
eval col
eval suit Heart
set col
set suit Heart
break
case 3
eval col
eval suit Club
set col
set suit Club
break
case 4
eval col
eval suit Spade
set col
set suit Spade
break
default
eval suit JOKER!
set suit JOKER!
break
done
%echo% suit generated = %suit%
*
eval r %random.13%
set r %random.13%
if %r% == 1
eval rank Ace
set rank Ace
elseif %r% == 11
eval rank Jack
set rank Jack
elseif %r% == 12
eval rank Queen
set rank Queen
elseif %r% == 13
eval rank King
set rank King
else
eval rank %r%
end
@@ -1409,36 +1409,36 @@ elseif %cmd% == deal
%echo% while begins.
switch %random.4%
case 1
eval col
eval suit Diamond's
set col
set suit Diamond's
break
case 2
eval col
eval suit Heart's
set col
set suit Heart's
break
case 3
eval col
eval suit Club's
set col
set suit Club's
break
case 4
eval col
eval suit Spade's
set col
set suit Spade's
break
default
eval suit JOKER!
set suit JOKER!
break
done
%echo% suit generated = %suit%
*
eval r %random.13%
set r %random.13%
if %r% == 1
eval rank Ace
set rank Ace
elseif %r% == 11
eval rank Jack
set rank Jack
elseif %r% == 12
eval rank Queen
set rank Queen
elseif %r% == 13
eval rank King
set rank King
else
eval rank %r%
end
@@ -1609,10 +1609,53 @@ if %actor.inventory(14911)%
end
~
#1295
FREE~
0 j 100
free~
0 d 100
~
* No Script
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.level% > 31
switch %speech.car%
case christmas
%at% 1204 %load% obj 1299
%at% 1204 %load% obj 1318
%at% 1204 %load% obj 1319
%at% 1204 %load% obj 1236
%at% 1204 %load% obj 1237
%at% 1204 %load% obj 1238
%at% 1204 %load% obj 1239
%at% 1204 %load% obj 1240
%at% 1204 %load% obj 1241
%at% 1204 %load% obj 1397
%at% 1204 %load% mob 1308
%at% 2 %load% obj 1299
%at% 2 %load% obj 1318
%at% 2 %load% obj 1319
%at% 2 %load% obj 1236
%at% 2 %load% obj 1237
%at% 2 %load% obj 1238
%at% 2 %load% obj 1239
%at% 2 %load% obj 1240
%at% 2 %load% obj 1241
%at% 2 %load% obj 1397
%at% 1204 %load% mob 1308
break
case new years
break
case valentines
break
case Easter
break
case 4th
break
case Halloween
break
case thanksgiving
break
default
* nothing is going to happen
break
done
end
~
#1296
Random eq example~

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@@ -1,60 +1,56 @@
#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%
dg_cast 'portal' %targetname%
%echo% A portal springs to life in front of you.
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
~
$~
#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
~
$~

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@@ -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%

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@@ -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

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@@ -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

View File

@@ -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.
~
$~

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@@ -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%

View File

@@ -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%
~
$~

View File

@@ -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

View File

@@ -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
~
$~

View File

@@ -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%)%
~

View File

@@ -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%)%

View File

@@ -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
~
$~

View File

@@ -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
~
$~

View File

@@ -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

View File

@@ -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!'
~
$~

View File

@@ -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
~
$~

View File

@@ -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
~
$~

View File

@@ -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
~
$~

View File

@@ -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.

View File

@@ -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%)%

View File

@@ -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
~
$~

View File

@@ -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)

View File

@@ -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.
~
$~