Updated World and files for 3.57 release. --Rumble

This commit is contained in:
Rumble
2008-08-11 22:53:41 +00:00
parent 97dcc94afe
commit efab0b04fc
41 changed files with 7564 additions and 7350 deletions

View File

@@ -11,19 +11,17 @@ Mob Tutorial Example Quest Offer - M14~
* By Rumble of The Builder Academy tbamud.com 9091
* A very basic 3 trigger receive quest. Trigs 1-3.
* Make sure the actor is a player first.
if %actor.is_pc%
if %actor.is_pc% && %direction% == south
* only greet players coming from the south.
if %direction% == south
* wait 1 second, always give the player time before you start sending text.
wait 1 sec
say Can you help me, %actor.name%?
wait 1 sec
say An ogre has something of mine.
wait 1 sec
say If you slay him I'll give you all the coins I can spare.
wait 1 sec
say Please, bring me the wings he has stolen.
end
* wait 1 second, always give the player time before you start sending text.
wait 1 sec
say Can you help me, %actor.name%?
wait 1 sec
say An ogre has something of mine.
wait 1 sec
say If you slay him I'll give you all the coins I can spare.
wait 1 sec
say Please, bring me the wings he has stolen.
end
~
#2
@@ -36,7 +34,7 @@ say you got the best of me %actor.name%. But I'll be back.
* Load the wings to be returned to the questmaster.
%load% obj 1
* Reload the mob for the next questor.
%load% mob 16
%load% mob %self.vnum%
~
#3
Mob Tutorial Example Completion - 14~
@@ -53,7 +51,7 @@ if %object.vnum% == 1
* Reward the actor with an entire gold coin!
nop %actor.gold(1)%
wait 5 sec
%purge% %object%
%purge% %object%
else
* This isn't the right object - don't accept it.
say I don't want that - bring me back my wings.
@@ -110,7 +108,7 @@ Obj Command Magic Eight Ball - O47~
shake~
* By Rumble of The Builder Academy tbamud.com 9091
* Numeric Arg: 2 means in character's carried inventory.
* Command trigs do not work for level 32 and above.
* Command trigs do not work for level 33 and above.
* There are 20 possible answers that the Magic Eight Ball can give.
* Of these, nine are full positive, two are full negative, one is
* mostly positive, three are mostly negative, and five are abstentions.
@@ -231,16 +229,13 @@ Tutorial Quest 1317 - Starter~
~
* By Rumble of The Builder Academy tbamud.com 9091
* Quest Trigs 9-12. If the player comes from the south and has not done the quest.
if %direction% == south
if %actor.varexists(solved_tutorial_quest_zone_0)%
wait 1 sec
say you have already completed this quest.
halt
else
wait 1 sec
say Hello, %actor.name%. Could you find me the magic eight ball?
say Please say yes, %actor.name%.
end
if %direction% == south && %actor.varexists(solved_tutorial_quest_zone_0)%
wait 1 sec
say you have already completed this quest.
else
wait 1 sec
say Hello, %actor.name%. Could you find me the magic eight ball?
say Please say yes, %actor.name%.
end
~
#10
@@ -263,7 +258,7 @@ Tutorial Quest 1317 - Completion~
~
* By Rumble of The Builder Academy tbamud.com 9091
* Quest Trigs 9-12. If the player returns the right object reward them.
if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 1394
if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 47
set solved_tutorial_quest_zone_0 1
remote solved_tutorial_quest_zone_0 %actor.id%
%purge% %object%
@@ -296,9 +291,8 @@ wait 1 sec
~
#13
Restorative Comfy Bed 1401 - Sleep~
1 c 100
1 c 4
sl~
* does not work for level 32 and above.
if %mud.mudcommand% == sleep && %arg% == bed
%force% %actor% sleep
set laying_in_comfy_bed_14 1
@@ -326,7 +320,7 @@ done
Restorative Comfy Bed 1401 - Wake~
1 c 100
wa~
* does not work for level 32 and above.
* does not work for level 33 and above.
if %cmd.mudcommand% == wake
%force% %actor% wake
rdelete laying_in_comfy_bed_14 %actor.id%
@@ -452,7 +446,6 @@ Rumble's Spy~
0 d 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
* Arguments: * means all speech will trigger this.
* This will echo all speech to Rumble.
%at% rumble %echo% %actor.name% says, '%speech%'
@@ -475,7 +468,7 @@ IF Example~
~
* By Rumble & Relsqui of The Builder Academy tbamud.com 9091
* First we set %anumber% to some number between 1 and 100.
eval anumber %random.100%
set anumber %random.100%
* Then the beginning of the if-block.
if %anumber% == 5
* The following commands are only executed if the above condition is true.
@@ -819,15 +812,14 @@ Mob Quote Using Arrays~
0 d 100
quote~
* By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/
eval w1max %random.20%
eval w2max %random.20%
eval w3max %random.20%
eval w4max %random.20%
eval w1max %random.21%
eval w2max %random.21%
eval w3max %random.21%
eval w4max %random.21%
eval w5max %random.11%
eval w6max %random.20%
set w1[0] phenomenal
eval w6max %random.21%l
set w1[1] rapid
set w1[2] chilling
set w1[2] chilling
set w1[3] insipid
set w1[4] nauseating
set w1[5] astronomical
@@ -846,7 +838,7 @@ set w1[17] unprecedented
set w1[18] unparalleled
set w1[19] insidious
set w1[20] broad
set w2[0] growth
set w1[21] phenomena
set w2[1] decline
set w2[2] prospects
set w2[3] acceleration
@@ -867,7 +859,7 @@ set w2[17] litigation
set w2[18] declivity
set w2[19] hastening
set w2[20] paradigm shifting
set w3[0] the Internet
set w2[21] growth
set w3[1] urban tax dollars
set w3[2] new technologies
set w3[3] gender identification disorders
@@ -888,7 +880,7 @@ set w3[17] technological change
set w3[18] the ozone layer
set w3[19] human resources
set w3[20] current epistemologies
set w4[0] forever dissipate
set w3[21] the Internet
set w4[1] escalate
set w4[2] aggrandize
set w4[3] overhaul
@@ -909,7 +901,7 @@ set w4[17] evaporate
set w4[18] indenture
set w4[19] intensify
set w4[20] undermine
set w5[0] today's
set w4[21] forever dissipate
set w5[1] tomorrow's
set w5[2] the entrenchment of our
set w5[3] worldwide
@@ -921,7 +913,7 @@ set w5[8] our
set w5[9] the demise of our
set w5[10] our grandchildren's
set w5[11] all hope for
set w6[0] business models
set w5[12] today's
set w6[1] re-ruralization
set w6[2] human condition
set w6[3] family values
@@ -942,24 +934,14 @@ set w6[17] fiduciary responsibility
set w6[18] genetic diversity
set w6[19] intestinal fortitude
set w6[20] computer literacy
set w1 %%w1[%w1max%]%%
eval w1 %w1%
set msg The %w1%
set w2 %%w2[%w2max%]%%
eval w2 %w2%
set msg %msg% %w2% of
set w3 %%w3[%w3max%]%%
eval w3 %w3%
set msg %msg% %w3%
set w4 %%w4[%w4max%]%%
eval w4 %w4%
set msg %msg% will %w4%
set w5 %%w5[%w5max%]%%
eval w5 %w5%
set msg %msg% %w5%
set w6 %%w6[%w6max%]%%
eval w6 %w6%
set msg %msg% %w6%
set w6[21] business models
eval w1 %%w1[%w1max%]%%
eval w2 %%w2[%w2max%]%%
eval w3 %%w3[%w3max%]%%
eval w4 %%w4[%w4max%]%%
eval w5 %%w5[%w5max%]%%
eval w6 %%w6[%w6max%]%%
set msg The %w1% %w2% of %w3% will %w4% %w5% %w6%
say %msg%
~
#34
@@ -983,8 +965,7 @@ Mob Room Specific Speeches~
~
* By Rumble
* So we don't get problems if more than one is loaded.
context %self.id%
eval room %self.room%
set room %self.room%
switch %room.vnum%
case 1300
say this is where I began my journey.
@@ -1168,7 +1149,6 @@ Obj Command quarter flip example~
flip~
* By Rumble of The Builder Academy tbamud.com 9091
* Numeric Arg: 2 means in character's carried inventory
* does not work for level 32 and above.
if coin /= %arg% || quarter /= %arg%
%echoaround% %actor% %actor.name% flips a coin high up into the air.
%send% %actor% You flip the coin up into the air.
@@ -1216,7 +1196,7 @@ Mob Following Assist Master~
* By Rumble of The Builder Academy tbamud.com 9091
* Make following mob assist.
if %self.master%
eval master %self.master%
set master %self.master%
if %master.fighting%
say I will save you Master %master.name%
wait 1 sec
@@ -1233,39 +1213,39 @@ Random Equipment Scatter and Teleport~
wait 1 sec
%send% %actor% You feel you must not have been worthy when a powerful force hurls you back through the gates.
wait 2 sec
set stunned %actor.hitp% -1
eval stunned %actor.hitp% -1
%damage% %actor% %stunned%
eval num %random.99% + 20300
%teleport% %actor% %num%
while %actor.inventory%
eval item %actor.inventory%
set item %actor.inventory%
if %item.type% == CONTAINER
while %item.contents%
eval stolen %item.contents.vnum%
set stolen %item.contents.vnum%
%echo% purging %item.contents.shortdesc% in container.
%purge% %item.contents%
eval num %random.99% + 2300
%at% %num% %load% obj %stolen%
done
end
eval item_to_purge %actor.inventory%
eval stolen %item.vnum%
set item_to_purge %actor.inventory%
set stolen %item.vnum%
%purge% %item_to_purge%
eval num %random.99% + 2300
%at% %num% %load% obj %stolen%
done
eval i 0
set i 0
while %i% < 18
eval item %%actor.eq(%i%)%%
set item %actor.eq(%i%)%
if %item%
eval stolen %item.vnum%
eval item_to_purge %%actor.eq(%i%)%%
set stolen %item.vnum%
set item_to_purge %%actor.eq(%i%)%%
%send% %actor% You drop %item.shortdesc%
%purge% %item_to_purge%
eval num %random.99% + 20300
%at% %num% %load% obj %stolen%
end
eval i %i%+1
eval i %i% + 1
done
%force% %actor% look
~
@@ -1308,22 +1288,21 @@ switch %cmd%
%send% %actor% You must supply a code.
halt
else
eval isnum ((%arg%*2)/2)
if %isnum%<=999
if %arg% <= 999
%send% %actor% You must supply a code that is a number. (more then 1)
%send% %actor% And for security reasons, greater then 4 digits.
halt
else
oset 3 %isnum%
%send% %actor% You set the code on %self.shortdesc% to %isnum%.
set fingerprint %isnum%
nop %self.val3(%arg%)%
%send% %actor% You set the code on %self.shortdesc% to %arg%.
set fingerprint %arg%
remote fingerprint %actor.id%
end
end
break
case recognise
%send% %actor% A laser scans your fingerprint.
if %arg%!=%self.val3%
if %arg% != %self.val3%
%send% %actor% Access Denied.
halt
else
@@ -1333,8 +1312,8 @@ switch %cmd%
end
break
case fingerprint
if %arg%!=open
if %arg!=close
if %arg% != open
if %arg != close
%send% %actor% You must type either:
%send% %actor% fingerprint open
%send% %actor% or
@@ -1351,17 +1330,17 @@ switch %cmd%
%send% %actor% Access Denied.
halt
else
%send% %actor% Access Granted.
if %oc%==2
oset 1 15
%send% %actor% Closed and locked.
elseif %oc%==1
oset 1 0
%send% %actor% Unlocked and open.
else
%send% Broken.
%send% %actor% Access Granted.
if %oc% == 2
nop %self.val1(15)%
%send% %actor% Closed and locked.
elseif %oc% == 1
nop %self.val1(0)%
%send% %actor% Unlocked and open.
else
%send% Broken.
end
end
end
break
default
return 0
@@ -1425,20 +1404,17 @@ Mob Death Purges Equipment~
* Purge all inventory first.
say You damn whipper snappers. You may have beat me this time, but my equipment goes only to those who deserve it.
emote donates everything.
eval i %self.inventory%
while %i%
set next %i.next_in_list%
%purge% %i%
eval i %next%
while %self.inventory%%
%purge% %self.inventory%
done
* While we have an equipment slot, purge that too.
eval i 0
set i 0
while %i% < 18
eval item %self.eq(%i%)%
set item %self.eq(%i%)%
if %item%
%purge% %item%
end
eval i %i%+1
eval i %i% + 1
done
~
#45
@@ -1449,7 +1425,7 @@ Rumble's Shotgun~
* If the object is being wielded.
if %self.worn_by%
* This is a random trigger so actor has to be defined.
eval actor %self.worn_by%
set actor %self.worn_by%
* If the person wielding the object is fighting.
if %actor.fighting%
* Count the shots.
@@ -1463,9 +1439,9 @@ if %self.worn_by%
halt
end
* We also have to define the victim.
eval victim %actor.fighting%
set victim %actor.fighting%
* Send the messages and do the damage.
%echoaround% %actor.name% %actor.name% points %self.shortdesc% at %victim.name% and pulls the trigger.
%echoaround% %actor% %actor.name% points %self.shortdesc% at %victim.name% and pulls the trigger.
%send% %actor% You point %self.shortdesc% at %victim.name% and pull the trigger.
%damage% %victim% 10
end
@@ -1498,21 +1474,18 @@ if %polly% > 1
emote looks at you curiously.
break
default
eval say %%phrase(%random.%%number%%)%)%%
eval say %phrase(%%random.%number%%%)%
emote squawks, %say%
break
done
* Learn new phrases
eval number (%number% + 1)
eval phrase(%number%) %speech%
set phrase(%number%) %speech%
global number
global phrase(%number%)
* Reset array after 10 phrases
if %number% == 10
eval number 0
global number
eval maxphrases 1
global maxphrases
unset number
end
end
~
@@ -1522,14 +1495,18 @@ Mob Greet Steal~
~
* By Rumble of The Builder Academy tbamud.com 9091
* Steal the first item in the players inventory.
eval item %actor.inventory%
set item %actor.inventory%
if %item%
%echo% purging %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory.
%load% obj %item.vnum%
%purge% %item%
if %item.vnum% != 1
%echo% purging %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory.
%load% obj %item.vnum%
%purge% %item%
else
%echo% can't purge %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory because it may be a unique item.
end
else
%echo% I cant find %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory.
%echo% I cant find an item in %actor.name%'s inventory.
%echo% I can't find %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory.
%echo% I can't find an item in %actor.name%'s inventory.
end
~
#48
@@ -1538,25 +1515,29 @@ Object Command Assemble~
join~
* By Rumble of The Builder Academy tbamud.com 9091
* Assemble an orb onto a staff to make a new item. Trig attached to obj 189
eval currentroom %self.room%
set currentroom %self.room%
* Make sure they are in room 133 with the 2 objects.
if %currentroom.vnum% == 133 && %actor.inventory(189)% && %actor.inventory(191)%
* Purge 191, but leave 189 since we are going to %transform% it.
%purge% %actor.inventory(191)%
* lets make it a 50/50 chance of working.
switch %random.2%
case 1
%transform% 12
%send% %actor% As you join the orb to the staff it clicks into place.
%echoaround% %actor% %actor.name% places an orb onto %actor.hisher% staff.
break
default
%transform% 192
%send% %actor% As you try to join the orb to the staff it turns in your hands and snaps in half.
%echoaround% %actor% %actor.name% tries to place an orb onto %actor.hisher% staff until the staff twists in %actor.hisher% hands and snaps in half.
break
done
detach 48 %self.id%
if %currentroom.vnum(133)%
if %actor.inventory(189)% && %actor.inventory(191)%
* Purge 191, but leave 189 since we are going to %transform% it.
%purge% %actor.inventory(191)%
* lets make it a 50/50 chance of working.
switch %random.2%
case 1
%transform% 12
%send% %actor% As you join the orb to the staff it clicks into place.
%echoaround% %actor% %actor.name% places an orb onto %actor.hisher% staff.
break
default
%transform% 192
%send% %actor% As you try to join the orb to the staff it turns in your hands and snaps in half.
%echoaround% %actor% %actor.name% tries to place an orb onto %actor.hisher% staff until the staff twists in %actor.hisher% hands and snaps in half.
break
done
detach 48 %self.id%
else
%send% %actor% You do not have the required items to do this.
end
else
%send% %actor% You can not do that here.
end
@@ -1608,7 +1589,7 @@ Room Random heal Example~
* By Rumble of The Builder Academy tbamud.com 9091
* Fires only when a player is in the room.
* Actor is not defined with trigger type random, you must define it.
eval actor %random.char%
set actor %random.char%
%damage% %actor% -10
%send% %actor% A healing breeze flows through the room.
%echoaround% %actor% %actor.name% looks refreshed.
@@ -1616,7 +1597,7 @@ eval actor %random.char%
#52
Room Command Example~
2 c 100
*~
l~
if %cmd.mudcommand% == look && bridge /= %arg%
%send% %actor% As you look at the bridge a small form staggers out from underneath it.
%echoaround% %actor% As %actor.name% peers under the bridge a small form emerges.
@@ -1644,16 +1625,16 @@ Room Speech Example~
* To go through a long string of text looking at each word you can
* use a while loop. You could also check for matching text.
*
* evaluate the first word
eval word %speech.car%
* evaluate the rest of the speech string
eval rest %speech.cdr%
* set the first word
set word %speech.car%
* set the rest of the speech string
se rest %speech.cdr%
* while there is a first word keep going
while %word%
%echo% the first word is: %word%
%echo% the remaining text is: %rest%
eval word %rest.car%
eval rest %rest.cdr%
set word %rest.car%
set rest %rest.cdr%
done
~
#54
@@ -1767,91 +1748,88 @@ Mob Random Example~
0 b 2
~
* By Rumble of The Builder Academy tbamud.com 9091
* With random triggers ACTOR is NOT defined. So set it.
set actor %random.char%
wait 1 sec
say Hey! You don't belong here!
emote mumbles, 'Now what was that spell...'
wait 1 sec
* Senile old guard casts random spells on intruders.
switch %random.17%
case 1
dg_cast 'cure light' %actor%
break
case 2
dg_cast 'magic missile' %actor%
break
case 3
dg_cast 'detect invisibility'
break
case 4
dg_cast 'detect magic'
break
case 5
dg_cast 'bless' %actor%
break
case 6
dg_cast 'heal' %actor%
break
case 7
dg_cast 'infravision'
break
case 8
dg_cast 'invisibility' %actor%
break
case 9
dg_cast 'armor' %actor%
break
case 10
dg_cast 'strength' %actor%
break
case 11
dg_cast 'sleep' %actor%
break
case 12
dg_cast 'blindness' %actor%
break
case 13
dg_cast 'detect poison' %actor%
break
case 14
dg_cast 'curse' %actor%
break
case 15
dg_cast 'poison' %actor%
break
case 16
if %actor.align% > 0
dg_cast 'dispel good' %actor%
else
dg_cast 'dispel evil' %actor%
end
break
default
* Senile magi "almost" kills himself.
say That wasn't right...
%echo% A failed spell backfires on the mage!
%damage% %self% %self.hitp%
* Remove the trig so he will stop trying to cast while incapacitated.
detach all %self.id%
break
done
* don't let him cast while incapacitated.
if %self.hitp% > 0
* With random triggers ACTOR is NOT defined. So set it.
set actor %random.char%
wait 1 sec
say Hey! You don't belong here!
emote mumbles, 'Now what was that spell...'
wait 1 sec
* Senile old guard casts random spells on intruders.
switch %random.17%
case 1
dg_cast 'cure light' %actor%
break
case 2
dg_cast 'magic missile' %actor%
break
case 3
dg_cast 'detect invisibility'
break
case 4
dg_cast 'detect magic'
break
case 5
dg_cast 'bless' %actor%
break
case 6
dg_cast 'heal' %actor%
break
case 7
dg_cast 'infravision'
break
case 8
dg_cast 'invisibility' %actor%
break
case 9
dg_cast 'armor' %actor%
break
case 10
dg_cast 'strength' %actor%
break
case 11
dg_cast 'sleep' %actor%
break
case 12
dg_cast 'blindness' %actor%
break
case 13
dg_cast 'detect poison' %actor%
break
case 14
dg_cast 'curse' %actor%
break
case 15
dg_cast 'poison' %actor%
break
case 16
if %actor.align% > 0
dg_cast 'dispel good' %actor%
else
dg_cast 'dispel evil' %actor%
end
break
default
* Senile magi "almost" kills himself.
say That wasn't right...
%echo% A failed spell backfires on the mage!
%damage% %self% %self.hitp%
break
done
end
~
#62
Mob Command Example~
0 c 100
l~
* By Rumble of The Builder Academy tbamud.com 9091
* does not work for level 32 and above.
* Make sure the command is look, check for any abbrev of window
if %cmd.mudcommand% == look && %arg% /= orb
%send% %actor% As you look at the orb a feeling of peace and serenity comes over you.
%echoround% %actor% %actor.name% stares at the orb.
return 0
else
* If it doesn't match let the command continue.
return 0
end
return 0
~
#63
Mob Speech and Expressions Example~
@@ -1907,7 +1885,7 @@ if %actor.is_pc%
set rnumber %random.10%
say your random number is: %rnumber%
* increment it by 1.
set rnumber %rnumber% + 1
eval rnumber %rnumber% + 1
say your incremented random number is: %rnumber%
else
say you are not a player.
@@ -1923,7 +1901,7 @@ slap %actor.name%
wait 1 sec
say I'm not that kind of girl.
pout
eval inroom %self.room%
set inroom %self.room%
%zoneecho% %inroom.vnum% %self.name% shouts, '%actor.name% kisses like a fish.'
~
#65
@@ -1988,18 +1966,18 @@ Mob Entry Example~
~
* By Rumble of The Builder Academy tbamud.com 9091
* First find the room the mob is in and put the value in %inroom%
eval inroom %self.room%
set inroom %self.room%
* then check on the rooms vnum
if %inroom.vnum% == 33
say I, %self.name%, declare this room Rumble's.
end
eval person %inroom.people%
set person %inroom.people%
wait 1 sec
* While there are still people in the room.
while %person%
%echo% I am targetting %person.name%.
* Target the next person in the room.
eval person %person.next_in_room%
set person %person.next_in_room%
done
~
#69
@@ -2028,14 +2006,12 @@ Mob Fight Example~
0 k 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* Set the context to this specific mob so more than one can use this trig.
context %self.id%
* Only cast the spell every 30 seconds.
if %already_cast%
wait 30 s
unset already_cast
else
dg_cast 'magic missile' %actor.name%
dg_cast 'magic missile' %actor%
set already_cast 1
* By globalling the variable it can be accessed by other triggers or when
* this trigger fires a second time.
@@ -2180,10 +2156,10 @@ oset 1 0
~
#80
Obj Random Example~
1 b 100
1 b 1
~
* By Rumble of The Builder Academy tbamud.com 9091
eval actor %self.worn_by%
set actor %self.worn_by%
if %actor%
%send% %actor% War's Blood thirsts for battle.
end
@@ -2256,11 +2232,13 @@ end
Obj Wear Example~
1 j 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.str% < 17
%send% %actor% %self.shortdesc% is too heavy for you to use.
%echoaround% %actor% %actor.name% tries to use %self.shortdesc% but can't seem to hold it up.
return 0
if %actor.is_pc%
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.str% < 17
%send% %actor% %self.shortdesc% is too heavy for you to use.
%echoaround% %actor% %actor.name% tries to use %self.shortdesc% but can't seem to hold it up.
return 0
end
end
~
#87
@@ -2304,7 +2282,7 @@ Special Characters Example~
* By Rumble of The Builder Academy tbamud.com 9091
* Special Characters Example - how to automatically substitute possessive pronouns.
%echo% VNUM: %self.vnum%
eval thing %self.name.car%
set thing %self.name.car%
%echo% FIRST KEYWORD: %thing%
%echo% NAME'S, SOMEONE'S, YOUR: |%thing%
%echo% NAME, SOMEONE, YOU: %thing%
@@ -2522,7 +2500,7 @@ Puff - Random Advice~
0 ab 12
~
* By Rumble of The Builder Academy tbamud.com 9091
eval max %random.197%
set man %random.197%
set text[1] My god! It's full of stars!
set text[2] How'd all those fish get up here?
set text[3] Some people are like Slinkies. Not really good for anything, but still bring a smile to your face when you push them down a flight of stairs.
@@ -2732,7 +2710,7 @@ if %arg.room% != %actor.room% || %arg.id% == %actor.id%
%send% %actor% Shoot: Invalid Target!
halt
end
eval inroom %actor.room%
set inroom %actor.room%
if %arg.inventory(80)%
%echoaround% %actor.name% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun.
%send% %actor% You blast %arg.name%.
@@ -2754,7 +2732,7 @@ if %arg.room% != %actor.room% || %arg.id% == %actor.id%
%send% %actor% Shoot: Invalid Target!
halt
end
eval inroom %actor.room%
set inroom %actor.room%
if %arg.inventory(81)%
%echoaround% %actor.name% %actor.name% blasts %arg.name% with %actor.hisher% paintball gun.
%send% %actor% You blast %arg.name%.

View File

@@ -17,6 +17,7 @@ end
Room Command - portal to Midgaard~
2 c 100
en~
* By Rumble of The Builder Academy tbamud.com 9091
if %cmd.mudcommand% == enter && portal /= %arg%
%send% %actor% You enter the portal.
%echoaround% %actor% %actor.name% bravely enters the portal.
@@ -45,12 +46,13 @@ end
Mob Greet Newbie Guide - 196~
0 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc%
if %actor.level% <= 3
wait 1 sec
bow
wait 1 sec
say may I suggest you visit the newbie zones under HELP AREAS.
say may I suggest you visit the newbie zones under HELP AREAS by typing TELEPORT NEWBIE.
end
if %actor.level% >= 30
wait 1 sec
@@ -59,7 +61,7 @@ if %actor.is_pc%
end
~
#104
Mob Speech Speaker of the Land - 156~
FREE~
0 d 100
entered~
wait 1 sec
@@ -69,6 +71,8 @@ gos All Welcome %actor.name% to our Realm!
Mob Greet Hannibal - 140~
0 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* Shopkeeper greets players based on male/female/neutral.
if %actor.is_pc%
wait 1 sec
if %actor.sex% == male
@@ -462,6 +466,7 @@ eval inroom %self.room%
Mob Greet Beggar - 165~
0 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc%
wait 1 sec
say Money for the poor?
@@ -471,6 +476,7 @@ end
Mob Bribe Beggar - 165~
0 m 1
~
* By Rumble of The Builder Academy tbamud.com 9091
wait 1 sec
if %actor.sex% == MALE
say Thank you, kind sir.
@@ -865,25 +871,33 @@ Quest Mob Loads Head - 15~
Dove - 193~
0 b 5
~
eval max %random.2%
set txt[1] pecks at your feet.
set txt[2] coo's lightly.
set speech %%txt[%max%]%%
eval speech %speech%
emote %speech%
* By Rumble of The Builder Academy tbamud.com 9091
* Allows you to create multiple random actions.
* Numeric Arg of 5 fires about every 4 minutes. HELP RANDOM-TIMING
* %random.#% must match the highest txt# below.
eval number %random.5%
set txt1 pecks at your feet.
set txt2 coo's lightly.
set txt3 bobs its head as if to the beat of a drum.
set txt4 takes flight and lands a few feet away.
set txt5 deposits a liquidy black and white substance on your foot.
* set txt# .... add more here.
eval string %%txt%number%%%
emote %string%
~
#146
Apprentice healer - 201~
0 b 20
~
* By Rumble of The Builder Academy tbamud.com 9091
* This is required because a random trig does not have an actor.
set actor %random.char%
* only continue if an actor is defined.
if %actor%
* if they have lost more than half their hitpoints heal em
* If they have lost more than half their hitpoints heal them.
if %actor.hitp% < %actor.maxhitp% / 2
wait 1 sec
say You are injured, let me help.
tell %actor.name% You are injured, let me help.
wait 2 sec
%echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration.
%send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration.
@@ -895,6 +909,7 @@ end
Black Magi Spell - 144~
0 k 10
~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.level% > 10
say you are a fool %actor.name%.
dg_cast 'color spray' %actor%
@@ -904,53 +919,53 @@ end
Mouse Emote - 194~
0 b 5
~
eval max %random.4%
set txt[1] scurries away quickly.
set txt[2] stands up on its hind legs and sniffs the air.
set txt[3] chews on some trash.
set txt[4] squeaks and shakes some water and rain out of its fur.
set speech %%txt[%max%]%%
eval speech %speech%
emote %speech%
* By Rumble of The Builder Academy tbamud.com 9091
eval number %random.4%
set txt1 scurries away quickly.
set txt2 stands up on its hind legs and sniffs the air.
set txt3 chews on some trash.
set txt4 squeaks and shakes some water and rain out of its fur.
eval string %%txt%number%%%
emote %string%
~
#149
Cat Emote - 139~
0 b 10
~
eval max %random.4%
set txt[1] hisses at you.
set txt[2] purrs happily as it brushes up against your leg.
set txt[3] plays with something it has already killed.
set txt[4] swishes its tail back and forth as it eyes some prey.
set speech %%txt[%max%]%%
eval speech %speech%
emote %speech%
* By Rumble of The Builder Academy tbamud.com 9091
eval number %random.4%
set txt1 hisses at you.
set txt2 purrs happily as it brushes up against your leg.
set txt3 plays with something it has already killed.
set txt4 swishes its tail back and forth as it eyes some prey.
eval string %%txt%number%%%
emote %string%
~
#150
Dog Emote - 192~
0 b 10
~
eval max %random.4%
set txt[1] sniffs at you friendlily.
set txt[2] whimpers for some attention.
set txt[3] growls menacingly at your feet.
set txt[4] watches your every movement suspiciously.
set speech %%txt[%max%]%%
eval speech %speech%
emote %speech%
* By Rumble of The Builder Academy tbamud.com 9091
eval number %random.4%
set txt1 sniffs at you friendlily.
set txt2 whimpers for some attention.
set txt3 growls menacingly at your feet.
set txt4 watches your every movement suspiciously.
eval string %%txt%number%%%
emote %string%
~
#151
Townsman Emote - 170~
0 b 10
~
eval max %random.4%
set txt[1] mumbles something about the weather.
set txt[2] looks up at the sky warily.
set txt[3] seems to have forgotten where he was headed.
set txt[4] acknowledges you with a nod as he passes.
set speech %%txt[%max%]%%
eval speech %speech%
emote %speech%
* By Rumble of The Builder Academy tbamud.com 9091
eval number %random.4%
set txt1 mumbles something about the weather.
set txt2 looks up at the sky warily.
set txt3 seems to have forgotten where he was headed.
set txt4 acknowledges you with a nod as he passes.
eval string %%txt%number%%%
emote %string%
~
#152
Angel Receives Treats - 207~
@@ -1080,6 +1095,7 @@ end
10 sided die roll - 173~
1 c 7
roll~
* By Rumble of The Builder Academy tbamud.com 9091
if dice /= %arg% || die /= %arg%
%send% %actor% You throw the ten sided die on the ground.
%echoaround% %actor% %actor.name% throws %actor.hisher% ten sided die on the ground.
@@ -1093,6 +1109,7 @@ end
Bell Toll - 101~
2 c 100
pull~
* By Rumble of The Builder Academy tbamud.com 9091
if rope /= %arg%
%echoaround% %actor% %actor.name% struggles as %actor.heshe% pulls on the rope.
%send% %actor% You pull the rope putting all your weight into it. It slowly gives.
@@ -1105,19 +1122,20 @@ end
Cancer Stick Smoking - 176~
1 c 2
light~
* By Rumble of The Builder Academy tbamud.com 9091
* put your objects alias here, /= will match abbreviations of it.
if cigarette /= %arg% || cancer /= %arg% || stick /= %arg%
%send% %actor% You light up a %self.name%.
%echoaround% %actor% %actor.name% lights up a %self.name%.
%send% %actor% You light up %self.shortdesc%.
%echoaround% %actor% %actor.name% lights up a %self.shortdesc%.
* use as many puffs and as much time between puffs as you want.
while %puffs% < 4
wait 10 sec
%send% %actor% You take a puff off of your %self.name%.
%echoaround% %actor% %actor.name% takes a puff of smoke off of %actor.hisher% %self.name%.
%send% %actor% You take a puff off of %self.shortdesc%.
%echoaround% %actor% %actor.name% takes a puff of smoke off of %actor.hisher% %self.shortdesc%.
eval puffs %puffs% + 1
done
%send% %actor% You take a final puff and put the %self.name% out.
%echoaround% %actor% %actor.name% takes a final puff and puts %actor.hisher% %self.name% out.
%send% %actor% You take a final puff and put the %self.shortdesc% out.
%echoaround% %actor% %actor.name% takes a final puff and puts %actor.hisher% %self.shortdesc% out.
%purge% %self%
else
%send% %actor% What would you like to %cmd%?
@@ -1127,6 +1145,7 @@ end
Puppy plays - 191~
0 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.vnum% == 207
wait 1 sec
emote growls playfully at %actor.name%, crouching down into a mock attack position.
@@ -1158,7 +1177,7 @@ say %speech%
Picking Mushrooms~
2 c 100
pi~
* does not work for level 32 and above.
* By Rumble of The Builder Academy tbamud.com 9091
* Make sure the command matches MUD command pick, check for any abbrev of mushrooms.
if %cmd.mudcommand% == pick && mushrooms /= %arg%
%load% obj 1300 %actor% inv
@@ -1174,6 +1193,7 @@ end
Room Heals - 101~
2 b 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* This is required because a random trig does not have an actor.
set actor %random.char%
* only continue if an actor is defined.
@@ -1189,6 +1209,7 @@ end
Beggin Strips - 164~
1 s 100
~
* By Rumble of The Builder Academy tbamud.com 9091
%send% %actor% You gag in disgust at the foul taste of the dog treats.
%echoaround% %actor% %actor.name% gags in disgust at the foul taste of the dog treats.
return 0
@@ -1288,7 +1309,6 @@ Mob Questshop Example~
*~
* By Rumble of The Builder Academy tbamud.com 9091
* A questshop that uses questpoints!
* Command triggers do not work for level 32 and above.
if %cmd.mudcommand% == list
*
%send% %actor% ## Available Item Cost in Questpoints
@@ -1329,6 +1349,7 @@ end
Questpoint Setter - 44~
1 c 1
questpoints~
* By Rumble of The Builder Academy tbamud.com 9091
* Questpoint setter. For STAFF only! Make sure player has nohassle off.
* Make sure name matches a player, purge mobs or use 0.name if you have
* troubles.
@@ -1351,15 +1372,17 @@ end
Quest Token check if player is on quest - 15~
1 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if !%actor.varexists(on_quest_zone_1)%
%send% %actor% You are not on a quest, don't steal other peoples quest items!
return 0
end
~
#170
Load Tapcode Paper - 97~
2 c 100
wa~
* does not work for level 32 and above.
* By Rumble of The Builder Academy tbamud.com 9091
if !%actor.has_item(83)% && %cmd.mudcommand% == wake
nop %actor.pos(sitting)%
%send% %actor% As you slowly regain consciousness you hear a shuffling of feet outside the door.
@@ -1375,7 +1398,7 @@ end
Tapcode Say Stuff - 97-93~
2 b 10
~
* T171 By Rumble
* By Rumble of The Builder Academy tbamud.com 9091
if %self.vnum(97)%
* tapcode SAY FREEDOM
%echo% tap tap tap tap tap tap tap
@@ -1478,7 +1501,7 @@ end
Prison Teleport 97-91~
2 d 1
*~
* T172 By Rumble
* By Rumble of The Builder Academy tbamud.com 9091
* evaluate the first word.
eval word %speech.car%
* evaluate the rest of the speech string.
@@ -1521,7 +1544,7 @@ say %speech%
Underground Spy M30 T174~
0 b 100
~
* Underground Spy M30 T174 by Rumble
* By Rumble of The Builder Academy tbamud.com 9091
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.
@@ -1663,13 +1686,42 @@ eval speech %speech%
~
#176
Teleporter Recall - O82~
1 c 100
1 c 7
recall~
* By Rumble of The Builder Academy tbamud.com 9091
%send% %actor% You recall to safety.
%echoaround% %actor% %actor.name% recalls.
%teleport% %actor% 3001
%force% %actor% look
~
#177
Kick Me Sign - O197~
1 b 10
~
* By Rumble of The Builder Academy tbamud.com 9091
* Only players can activate this trig.
if %self.worn_by%
set actor %self.worn_by%
set room_var %actor.room%
wait 3 s
set kickers %room_var.people%
* Now loop through everyone in the room.
while %kickers%
* Set the next target before kicking.
set next_kicker %kickers.next_in_room%
if %kickers% != %actor%
%send% %kickers% You can't resist the urge after seeing the sign on %actor.name%'s back. You kick %actor.himher%
%send% %actor% %kickers.name% plants %kickers.hisher% firmly in your backside for no apparent reason.
%echoaround% %actor% %kickers.name% kicks %actor.name% squarely in the behind after seeing the "Kick Me" sign %actor.heshe% is wearing.
* Damage them... 2 hitpoints. To heal use -#.
%damage% %actor% 2
end * Set the next target.
set kickers %next_kicker%
wait % s
* Loop back.
done
end
~
#178
Homer's Advice M33~
0 b 10
@@ -1838,7 +1890,7 @@ say %speech%
~
#183
Socrates - 17~
0 b 3
0 b 1
~
* Socrates - M17 - T183 By Rumble
eval max %random.14%
@@ -2024,6 +2076,7 @@ say %speech%
TBA Magic Eight Ball Check - 26~
0 q 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* Check to see if the person is not carrying the magic eight ball
if !%actor.has_item(47)%
* They are not carrying it. So stop them and give them one.
@@ -2040,6 +2093,7 @@ end
Mob Quest Example Load 8ball - 22~
2 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* Check if the 8ball is already in the room. If not load it.
* I know this only checks the first item in the room, I don't really care. KISS
if %self.contents.vnum% != 47
@@ -2054,19 +2108,15 @@ wait 2 sec
Mob Quest Tutorial Example Quest completion - 25~
0 j 100
~
if %actor.varexists(solved_example_quest_zone_0)%
say you already solved this quest, keep it.
return 0
end
*
* By Rumble of The Builder Academy tbamud.com 9091
wait 1 sec
if (%object.vnum% == 47)
if %object.vnum% == 47 && !%actor.varexists(solved_example_quest_zone_0)%
dance
wait 1 sec
say Thank you, %actor.name%. Here is a few experience points and some gold.
nop %actor.exp(50)%
nop %actor.gold(50)%
say finally, now I can get some answers.
say Finally, now I can get some answers.
wait 1 sec
emote shakes the magic eight ball vigorously.
wait 1 sec
@@ -2074,6 +2124,9 @@ if (%object.vnum% == 47)
set solved_example_quest_zone_0 1
remote solved_example_quest_zone_0 %actor.id%
%purge% %object%
elseif %object.vnum% == 47
say you already solved this quest, keep it.
return 0
else
say I don't want that!
junk %object.name%
@@ -2083,6 +2136,7 @@ end
Mob Quest Tutorial Example Quest accepted - 25~
0 d 1
yes~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.varexists(solved_example_quest_zone_0)%
halt
else
@@ -2097,6 +2151,7 @@ end
Mob Quest Tutorial Example Quest starter - 25~
0 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %direction% == south
if %actor.varexists(solved_example_quest_zone_0)%
wait 1 sec
@@ -2113,6 +2168,7 @@ end
TBA Object Get Coins Reload - 45~
1 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
%load% obj %self.vnum%
%echo% The pile of coins magically reappear.
~
@@ -2120,6 +2176,7 @@ TBA Object Get Coins Reload - 45~
TBA Greeting - 17~
0 e 1
arrives entered appears~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc%
wait 1 sec
if %actor.varexists(TBA_greeting)%
@@ -2144,6 +2201,7 @@ end
Rumble's Stayalive bracelet - 88~
1 b 10
~
* By Rumble of The Builder Academy tbamud.com 9091
eval actor %self.worn_by%
if %actor%
%send% %actor% @n
@@ -2153,6 +2211,8 @@ end
TBA Capital Letters Test - 17~
0 c 0
ca~
* By Rumble of The Builder Academy tbamud.com 9091
* A basic command trigger. If a player types capitals the mob replies.
if capitals /= %cmd%
tell %actor.name% Good job, that is correct. Be on the lookout for more of those.
end

File diff suppressed because it is too large Load Diff

View File

@@ -2177,7 +2177,7 @@ Rumble's Poofs~
has entered the game.~
* By Rumble of The Builder Academy tbamud.com 9091
* To generate random poofs at login just set your loadroom to wherever this
* mob is. Does not work for level 32 and above.
* mob is.
eval maxpoofin %random.24%
set poofins[1] appears with a strange wooshing sound and climbs out of a pneumatic air
tube like they use at the bank.
@@ -2329,7 +2329,6 @@ Command test~
2 c 100
l~
* Numeric Arg: 7 means obj can be worn, carried, or in room.
* does not work for level 32 and above.
* Make sure the command is look, check for any abbrev of closet
* and make sure there is an arg.
if %cmd.mudcommand% == look && closet /= %arg%
@@ -2742,7 +2741,6 @@ free~
1 c 2
shake~
* Numeric Arg: 2 means in character's carried inventory
* does not work for level 32 and above.
* There are 20 possible answers that the Magic Eight Ball can give.
* Of these, nine are full positive, two are full negative, one is
* mostly positive, three are mostly negative, and five are abstentions.
@@ -2824,7 +2822,6 @@ Obj Command quarter flip example~
1 c 2
flip~
* Numeric Arg: 2 means in character's carried inventory
* does not work for level 32 and above.
if coin /= %arg% || quarter /= %arg%
%echoaround% %actor% %actor.name% flips a coin high up into the air.
%send% %actor% You flip the coin up into the air.

View File

@@ -153,13 +153,8 @@ end
free~
0 j 100
~
if %actor.varexists(solved_example_quest_zone_0)%
say you already solved this quest, keep it.
return 0
end
*
wait 1 sec
if (%object.vnum% == 47)
if (%object.vnum% == 47) && !%actor.varexists(solved_example_quest_zone_0)%
dance
wait 1 sec
say Thank you, %actor.name%. Here is a few experience points and some gold.
@@ -173,6 +168,9 @@ if (%object.vnum% == 47)
set solved_example_quest_zone_0 1
remote solved_example_quest_zone_0 %actor.id%
%purge% %object%
elseif %object.vnum% == 47
say you already solved this quest, keep it.
return 0
else
say I don't want that!
junk %object.name%
@@ -192,7 +190,6 @@ wait 2 sec
Obj Command Restorative Comfy Bed Sleep - 1401~
1 c 4
sl~
* does not work for level 32 and above.
if %cmd.mudcommand% == sleep && bed /= %arg%
%force% %actor% sleep
set laying_in_comfy_bed_14 1
@@ -219,7 +216,6 @@ end
Obj Command Restorative Comfy Bed Wake - 1401~
1 c 4
wa~
* does not work for level 32 and above.
if %cmd.mudcommand% == wake && %actor.varexists(laying_in_comfy_bed_14)%
%force% %actor% wake
rdelete laying_in_comfy_bed_14 %actor.id%
@@ -310,7 +306,6 @@ Room Random Example~
Room Command Example~
2 c 100
l~
* does not work for level 32 and above.
if %cmd.mudcommand% == look && test /= %arg%
%echo% The trigger works!
%force% %actor% applaud
@@ -420,7 +415,6 @@ done
Mob Command Example~
0 c 100
test~
* does not work for level 32 and above.
say The trigger fires now!
say triggered by %actor.name%
~
@@ -630,7 +624,6 @@ Obj Command Example~
1 c 7
open~
* Numeric Arg: 7 means obj can be worn, carried, or in room.
* does not work for level 32 and above.
if ("%arg%" == "closet")
%load% mob 1307
else

View File

@@ -22,6 +22,7 @@ say %speech%
Fountain Teleport - 251~
1 c 7
en~
* By Rumble of The Builder Academy tbamud.com 9091
if %cmd.mudcommand% == enter && %arg% /= fountain
%send% %actor% You step into the fountain getting yourself wet. Something grabs you and pulls you under.
%echoaround% %actor% %actor.name% steps into the middle of the fountain getting %actor.himher%self wet.
@@ -37,31 +38,26 @@ end
Object Spells~
1 c 1
c~
* if command is cast and arg is fireshield (and all abbrevs of each)
* By Rumble of The Builder Academy tbamud.com 9091
* Allow a magic user to cast fireshield, but only twice.
if %cmd.mudcommand% == cast && fireshield /= %arg%
switch %random.1%
case 1
if %actor.class% == Magic User
%echoaround% %actor% %self.shortdesc% that %actor.name% is wearing glows brightly for a moment.
%send% %actor% Your %self.shortdesc% glows brightly for a moment.
dg_cast 'armor' %actor%
end
break
default
%send% %actor% reached default case.
break
eval ward_major %ward_major%+1
if %ward_major% == 2
detach all %self.id%
end
global ward_major
done
if %actor.class% == Magic User
%echoaround% %actor% %self.shortdesc% that %actor.name% is wearing glows brightly for a moment.
%send% %actor% Your %self.shortdesc% glows brightly for a moment.
dg_cast 'armor' %actor%
end
eval ward_major %ward_major%+1
if %ward_major% == 2
detach all %self.id%
end
global ward_major
end
~
#203
Phoenix Rising - 211~
0 f 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* You can't use waits in a mob death trig.
* Phoenix turns into ashes when it dies and is reborn 3 times.
* O219 is !TAKE and must always be in the room to count the deaths.
@@ -92,9 +88,10 @@ done
return 0
~
#204
Pirate Parott Pepeats - M212~
Pirate Parrott Repeats - M212~
0 d 100
*~
* By Rumble of The Builder Academy tbamud.com 9091
* Parrot randomly repeats something said in the room.
* Pick the next number in the array and global it to be read next firing.
eval n %n%+1
@@ -113,14 +110,15 @@ say %say%
Crystal Ball to Locate a Mob.~
1 c 7
locate~
* By Rumble of The Builder Academy tbamud.com 9091
set find %arg%
if !%find.is_pc%
eval rname %find.room%
%send% %actor% As you gaze into the ring, it starts to glow. You see an image of %find.name% in %rname.name%.
%send% %actor% As you gaze into the ball, it starts to glow. You see an image of %find.name% in %rname.name%.
else
%send% %actor% All that you see is a blurry haze.
end
%echoaround% %actor% %actor.name% peers into %actor.hisher% gently glowing ring.
%echoaround% %actor% %actor.name% peers into %actor.hisher% gently glowing crystal ball.
~
#206
Smelly Bum - M168~
@@ -165,7 +163,6 @@ Mob Blocks opening of chest~
0 c 100
o~
* By Rumble of The Builder Academy tbamud.com 9091
* does not work for level 32 and above.
* 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.
@@ -197,8 +194,8 @@ say %word6% %word5% %word4% %word3% %word2% %word1%?
Phoenix Rising - 219~
1 c 4
phoenix2~
* By Rumble of The Builder Academy tbamud.com 9091
* Numeric Arg: 4 means obj has to be in the room.
* Does not work for level 32 and above.
* Add 1 to the total deaths
eval phoenix_deaths %phoenix_deaths% + 1
wait 3 sec

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@@ -73,7 +73,6 @@ Blood Bank - 25704~
2 c 100
g~
* By Rumble
* does not work for level 32 and above.
* Make sure the command is give, check for any abbrev of blood
if %cmd.mudcommand% == give && blood /= %arg%
* let the player stun themselves, they will recover.

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@@ -1587,12 +1587,26 @@ xxtestxx
%purge% %self%
~
#2792
test mob command~
test~
2 c 100
xxtestxx~
wait 1
%purge%
%load% obj 2779
xxhealxx~
if %actor.admin%
return 0
halt
else
if %cmd% == xxhealxx
set room_var %actor.room%
set target_char %room_var.people%
while %target_char%
set tmp_target %target_char.next_in_room%
%send% %target_char% You feel healed.
%damage% %target_char% -100
set target_char %tmp_target%
done
else
return 0
end
end
~
#2793
(2779) staff reincarnates sorceress~

View File

@@ -2,6 +2,7 @@
Camille Greet for Quest - 300~
0 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc%
wait 1 sec
if %actor.varexists(3_napalm_complete)%
@@ -51,21 +52,31 @@ Mob Memory - test trigger~
say I remember you, %actor.name%!
~
#302
Mob Greet - test trigger~
Mob Greet direction~
0 g 100
~
if %direction%
say Hello, %actor.name%, how are things to the %direction%?
else
* if the character popped in (word of recall, etc) this will be hit
say Where did YOU come from, %actor.name%?
* By Rumble of The Builder Academy tbamud.com 9091
if %actor.is_pc%
wait 1 sec
if %direction% == none
* if the character popped in (word of recall) this will be hit
say Where did YOU come from, %actor.name%?
else
say Hello, %actor.name%, how are things to the %direction%?
end
end
~
#303
Obj Get - test trigger~
Obj Get Example - Good Cleric Only~
1 g 100
~
%echo% You hear, 'Please put me down, %actor.name%'
* By Rumble of The Builder Academy tbamud.com 9091
* Only allow Cleric's with a good align to get this item.
if %actor.class% != cleric || %actor.align% < 350
return 0
%send% %actor% You are not worthy to wield me.
%echoaround% %actor% %actor.name% tries to pick up %self.shortdesc% and fails.
end
~
#304
Room Enter - test trigger~

View File

@@ -563,38 +563,38 @@ Chinchirorin Dice (8397)~
eval die2 %random.6%
eval die3 %random.6%
eval roll %die1%%die2%%die3%
osend %actor% The dice land on @o@g%die1%@n, @o@c%die2%@n, @o@r%die3%@n.
%send% %actor% The dice land on @o@g%die1%@n, @o@c%die2%@n, @o@r%die3%@n.
oechoaround %actor% %actor.name% rolls a @o@g%die1%@n, @o@c%die2%@n, @o@r%die3%@n.
*** Check For 3 of a Kind ***
if (%roll% == 111)
oechoaround %actor% It's a @o@g1-1-1@n! %actor.name% pays triple the bet!
osend %actor% It's a @o@g1-1-1@n! You pay triple the bet!
%send% %actor% It's a @o@g1-1-1@n! You pay triple the bet!
halt
elseif ((%die1% == %die2%) && (%die2% == %die3%))
oechoaround %actor% @o@g%die1%@c%die2%@r%die3%@n Three of a kind! %actor.name% wins triple the bet!
osend %actor% @o@g%die1%@c%die2%@r%die3%@n Three of a kind! You win triple the bet!
%send% %actor% @o@g%die1%@c%die2%@r%die3%@n Three of a kind! You win triple the bet!
halt
*** Check for Storms ***
elseif (%roll% == 123 || %roll% == 132 || %roll% == 213 || %roll% == 321 || %roll% == 312)
oechoaround %actor% It's a storm! @o@g1-2-3@n! %actor.name% pays double the bet!
osend %actor% It's a storm! @o@g1-2-3@n! You pay double the bet!
%send% %actor% It's a storm! @o@g1-2-3@n! You pay double the bet!
halt
elseif (%roll% == 456 || %roll% == 465 || %roll% == 546 || %roll% == 654 || %roll% == 645)
oechoaround %actor% It's a storm! @o@g4-5-6@n! %actor.name% wins double the bet!
osend %actor% It's a storm! @o@g4-5-6@n! You win double the bet!
%send% %actor% It's a storm! @o@g4-5-6@n! You win double the bet!
halt
*** Otherwise, Compute the Score ***
elseif (%die1%==%die2%)
oechoaround %actor% %actor.name% scores a @o@g%die3%@n.
osend %actor% You score a @o@g%die3%@n.
%send% %actor% You score a @o@g%die3%@n.
halt
elseif (%die1%==%die3%)
oechoaround %actor% %actor.name% scores a @o@g%die2%@n.
osend %actor% You score a @o@g%die2%@n.
%send% %actor% You score a @o@g%die2%@n.
halt
elseif (%die2%==%die3%)
oechoaround %actor% %actor.name% scores a @o@g%die1%@n.
osend %actor% You score a @o@g%die1%@n.
%send% %actor% You score a @o@g%die1%@n.
halt
else
oecho @o@gNo score!@n