From 0b3748b07a6807d2c65b92d6053b68c5d6a58c08 Mon Sep 17 00:00:00 2001 From: Rumble Date: Fri, 12 Oct 2007 17:59:17 +0000 Subject: [PATCH] tbaMUD 3.54 [Oct 10 2007] - Rumble Added OLC menu options for Copying. The Xcopy option is still available for GODs and above. Player table is now created if it does not exist. (thanks Rhade) [Oct 08 2007] - Rumble Removed top_shop_offset variable, hopefully fixing the infamous sedit bug. Fixed memory leaks from not freeing new zone builders and new zone commands. (thanks Neme) --- changelog | 10 +- lib/misc/socials.new | 8 +- lib/text/help/help.hlp | 24255 ++++++++++++++++++++------------------- lib/text/news | 2 + lib/world/mob/30.mob | 4 + lib/world/mob/4.mob | 140 +- lib/world/obj/0.obj | 2 +- lib/world/obj/1.obj | 4 +- lib/world/obj/12.obj | 57 +- lib/world/obj/2.obj | 28 +- lib/world/obj/250.obj | 2 +- lib/world/obj/3.obj | 40 +- lib/world/trg/0.trg | 31 +- lib/world/trg/12.trg | 392 +- lib/world/trg/120.trg | 224 +- lib/world/wld/0.wld | 144 +- lib/world/wld/12.wld | 318 +- lib/world/wld/308.wld | 10 +- src/act.informative.c | 35 +- src/constants.c | 2 +- src/dg_olc.c | 15 +- src/dg_olc.h | 1 + src/genmob.c | 4 +- src/genobj.c | 4 +- src/genolc.c | 1 - src/genolc.h | 1 - src/genshp.c | 6 +- src/genwld.c | 2 +- src/genzon.c | 7 +- src/medit.c | 16 +- src/oasis.c | 8 +- src/oasis.h | 7 +- src/oedit.c | 17 +- src/players.c | 1 + src/redit.c | 16 +- src/sedit.c | 14 +- src/structs.h | 2 +- src/utils.c | 40 +- 38 files changed, 12904 insertions(+), 12966 deletions(-) diff --git a/changelog b/changelog index 3bfbc1b..015cf0c 100644 --- a/changelog +++ b/changelog @@ -5,6 +5,12 @@ The Builder Academy builderacademy.net 9091 tbaMUD 3.54 +[Oct 10 2007] - Rumble + Added OLC menu options for Copying. The Xcopy option is still available for GODs and above. + Player table is now created if it does not exist. (thanks Rhade) +[Oct 08 2007] - Rumble + Removed top_shop_offset variable, hopefully fixing the infamous sedit bug. + Fixed memory leaks from not freeing new zone builders and new zone commands. (thanks Neme) [Oct 04 2007] - Rumble Changed autoexit to display doors as Exits: n (e) w s. DISP_CLOSED_DOORS added to cedit. Added rcopy, ocopy, etc. for all forms of OLC. (thanks Neme) @@ -52,9 +58,9 @@ tbaMUD 3.54 Fixed dg_affect to not add 1 to the desired affect duration. Fixed dg_affect to work with 128 bits. [Aug 17 2007] - Rumble - 128 bit fixes: pfile conversion, world sector conversion, and player flags. - (thanks Jamdog) + 128 bit fixes: pfile conversion, world sector conversion, and player flags. (thanks Jamdog) Added stop_fighting calls in do_flee to fix stock bug. (thanks Juras) + tbaMUD 3.53 [Jul 01 2007] - Rumble Added run_autowiz to do_cheat. (thanks Fizban) diff --git a/lib/misc/socials.new b/lib/misc/socials.new index ea293ad..b82c680 100644 --- a/lib/misc/socials.new +++ b/lib/misc/socials.new @@ -1096,12 +1096,12 @@ $n wishes $mself a very Merry Christmas. ~chuckles chu 0 5 0 0 You chuckle politely. $n chuckles politely. -You chuckle at $M. +You chuckle at $N. $n chuckles at $N. $n chuckles at you. Hmm... No one like that seems to be about. You chuckle quietly to yourself. -$n chuckle quietly to $mself, obviously some private joke. +$n chuckles quietly to $mself, obviously some private joke. You chuckle at $S $t. $n chuckles at $N's $t. $n chuckles at your $t. @@ -5461,7 +5461,7 @@ $n sidles up cozily to $p. ~sigh sigh 0 5 0 0 You sigh. $n sighs loudly. -You look at $M and sigh. +You look at $N and sigh. $n sighs at $N. $n sighs at you. You sigh in a halfhearted way. @@ -6121,7 +6121,7 @@ $n strangles $p. ~stretch stretch 0 5 0 0 You stretch your tired muscles. That feels so good. $n stretches $s aching muscles. -You stretch $M. +You stretch $N. $n stretches $N. $n stretches you. I hope you know this person! diff --git a/lib/text/help/help.hlp b/lib/text/help/help.hlp index ea207d7..d97000a 100644 --- a/lib/text/help/help.hlp +++ b/lib/text/help/help.hlp @@ -1,12046 +1,12209 @@ -! ^ ! - -Use ! to repeat the last command typed at the keyboard. - -Use ^ to replace a string from the last command with a new string. The -syntax is the same as in csh: "^old-string^replacement" - -Examples: - - > tell rasmusse Hi there, how are you? - No-one by that name here. - - > ^rasmusse^Rumble - You tell Rumble, 'Hi there, how are you?' - - > ^you^you doing^ - You tell Rumble, 'Hi there, how are you doing?' - -See also: ALIAS -#0 -%ASOUND% OASOUND MASOUND WASOUND ASOUND - -%asound% - - The message is sent to all surrounding rooms. - -Trigger Intended Assignment: Rooms -Trigger Type: Random , Numeric Arg: 10, Arg list: None -Commands: - %asound% You hear a blood chilling howl from nearby. - -See Examples: @RTSTAT 7505, 154@n -#31 -%AT% WAT MAT OAT %MAT% %WAT% %OAT% - -%at% - - Using %at% will perform the command in the room where target is found. - -Example: @RTSTAT 19, 20@n -#31 -%DAMAGE% ODAMAGE MDAMAGE WDAMAGE TRIGEDIT-DAMAGE TRIGEDIT-ROOM-DAMAGE TRIG-DAMAGE - -%damage% %victim% amount - - Cause amount points of damage to victim. The amount can be negative, to -create a healing effect. - -%damage% %actor% -20 - cause 20 points of healing -%damage% %actor% 20 - cause 20 points damage -%damage% %actor% %random.20% - cause 1-20 points damage randomly - -eval stunned %actor.hitp% - evaluate all hitpoints and then damage -%damage% %actor% %stunned% - leaving the player stunned, but will recover - -eval num_hitp %actor.hitp%/2 - calculate half of hitpoints and then damage -%damage% %actor% %num_hitp% - -Example: @RTSTAT 16, 51, 3008@n - -See also: DAMAGE, GUNS, DEATH -#31 -%DOOR% WDOOR ODOOR MDOOR TRIGEDIT-EXIT TRIG-EXIT TRIGEDIT-DOORS TRIGEDIT-MENU-DOORS SECRET-DOORS TRIG-DOOR %EXIT% - -%door% < direction> < field> [value] - - Used for adding, deleting, and modifying doors in room vnum. Direction -determines which door is being changed, and can be north, south, east, west, -up, or down. If the door does not exist first, a new door will be created. -Field is what property of the door is being changed. Valid fields are: - -purge - remove the exit in the direction specified - no value needed -description - value will become the new exit description -flags - value will be the new door flags bitvector as defined here: - a - Exit is a door that can be opened and closed. Default is open - b - The door is closed. - c - The door is locked. - d - The door is pick-proof. -key - value is the vnum of the key to the door in this direction. -name - value is the name of the door in the specified direction. -room - value is the vnum of the room this direction leads to - -Example: @RTSTAT 17, 23603@n -#31 -%ECHO% %ECHOAROUND% %SEND% TRIG-SEND %ZONEECHO% ZONEECHO ZONECHO %ZONECHO% ZECHOAROUND ECHOAROUND OECHO WECHO MECHO OECHOAROUND WECHOAROUND MECHOAROUD OSEND WSEND MSEND ZONECHO RECHO %ZECHO% ZSOUND MECHOAROUND MZONEECHO MRECHO - -%echo% - Message is sent to all non-sleeping characters in the same room that this -trigger is executing in. - -%echoaround% - Message will be sent to all characters in the room with victim, except for -the victim. - -%send% - Message will be sent to the victim only. - -%zoneecho% - Zoneecho echoes message to the entire zone. room vnum should be any vnum in - the zone you wish to echo to. 13400 would echo in zone 134. - -To send a blank line use: %send% %actor% \ -NOTE: When used with mobs make sure the mobs can see the players. - i.e not blind, set INFRA, DET_INVIS. - -Example: @RTSTAT 18@n - -See also: %ASOUND% -#31 -%FOLLOWER% TRIG-FOLLOW MFOLLOW %MASTER% MASTER %SELF.FOLLOWER% %SELF.MASTER% %FOLLOW% - -mfollow - - The mobile will begin following the victim without the revealing "starts -following you" message. A silent follow. - -mfollow %actor% - -Examples: @RTSTAT 57508, 40, 39@n - -See also: GROUPS -#31 -%FORCE% OFORCE WFORCE MFORCE TRIGEDIT-FORCE TRIG-FORCE - -%force% - - Force the victim to perform a particular command. Cannot be made to force -level 32 and above. - - This little trigger teleports the actor to another place when he enters the -room. It then makes him look to see the description. - -Trigger Intended Assignment: Rooms -Trigger Type: Enter , Numeric Arg: 100, Arg list: None -Commands: -wait 1 s -%echo% A powerful force drags you down. -%teleport% %actor% 3001 -%force% %actor% look - -#31 -%LOAD% OLOAD MLOAD WLOAD - -%load% [name [position]] - - This command loads a mob or object into the game. No-take objects loaded to -an actor will load to the room. NO_RENT objects can not be loaded. - -load an object to room: %load% obj 1300 -load a mob to room : %load% mob 1300 -load obj to player inv: %load% obj 1300 %actor% inv -equip obj to player : %load% obj 1300 %actor% waist - -Obj Example: @RTSTAT 94@n -Mob Example: @RTSTAT 81@n - -See also: POSITIONS, CHAR-VAR -#31 -%NEXT_IN_ROOM% CHAR_VAR TRIG-FIELDS %ACTOR.SEX% %ACTOR.HITPOINTS% %ACTOR.HP% %ACTOR.HITP% %HIS% IS_FIGHTING %FIGHTING% ACTOR.FIGHTING %ACTOR.FIGHTING% IN_ROOM IS_ROOM POS() HISHER %MASTER% %SELF.MASTER% %FOLLOWER.NAME% PVAR %HISHER% %SEX% %ACTOR.HISHER% - -See @RHELP CHAR-VAR@n -#31 -%PURGE% OPURGE MPURGE WPURGE - -%purge% - - Purge removes objects or mobs from the game. If no argument is given, then -all objects and mobs in the room will be removed. If there is an argument, -only that mob or object will be purged. Players can not be purged. - -Examples: - %purge% %self% - %purge% %actor.inventory(1300)% - %purge% %actor.eq(hold)% - -When purging objects make sure the object exists. If it does not the room will -be purged: - -if %actor.inventory(700)% - %purge% %actor.inventory(700)% -end - -Example: @RTSTAT 1375, 6300@n - -See also: POSITIONS -#31 -%TELEPORT% WTELEPORT OTELEPORT MTELEPORT PORTALS %TRANSPORT% TRIG-TELEPORT - -Stock tbaMUD does not have an object type portal. This is instead done with -trigedit. - - %teleport% - - Teleport moves the victim to the target. The victim does not need to be in -the same room as the mob. If the victim is 'all', all the characters in the -room will be teleported to the target room. No messages are generated by this -command. - -%teleport% all 17401 -%teleport% %actor% 1300 - -PORTAL EXAMPLES: - OBJ: @RTSTAT 100@n - ROOM: @RTSTAT 101@n - MOB: @RTSTAT 102@n - -See also: MGOTO, TELEPORT -#31 -%TRANSFORM% MTRANSFORMS OTRANSFORMS TRANSFORMS MORPHS MTRANSFERS TRIG-MOB-TRANSFORM - -%transform% - - This command causes the executing mob or object to transform into another -mob or object, based on the vnum argument supplied. The transformation is -permanent, though additional transformations may be performed. No message -regarding the transformation is sent to the room. The new mob or object will -have the same trigger as the original, rather than any trigger normally assigned -to the new, and no load trigger will be executed. - - Mobs - The hit points, max hit points, position, gold, and experience value -will remain those of the original mob but all other statistics and descriptions -will be those of the new mob. (The new mob can be made to have all of its normal -statistics by using a negative vnum.) Only mobiles may use this command (naturally). - - Objects - Based on the vnum argument supplied. The four basic values will -remain those of the original mob but all other statistics and descriptions will -be those of the new object. The transformation is permanent, additional -transformations may be performed. No message regarding the transformation is -sent to the room. The new object will have the same trigger as the originating -object, rather than any trigger normally assigned to the new object, and no -load trigger will be executed. - -Example: @RTSTAT 21, 1370@n -#31 - COMMAND> TOPICS - - You took me too literally. I want you to type help , as in topic -being something like newbie. So you should type @RHELP NEWBIE@n to learn more -about being a newbie here. - -#31 -@@ - -The @@ character is used as a colorcode. If you see it, try toggling color to -complete. If this still does not work you must not be able to view colors. - -Many people have asked why use the @@ as colorcodes while others use &. -Welcor of TBA changed this because of trigedit. A builder who enters: -if %actor.is_pc% && %arg% would only see: if %actor.is_pc% & %arg%. No -big deal, but this could get confusing to newbies when you tell them AND -needs 2 & and they will only see &. The second problem is that trigedit -also uses the special character & to denote mob/obj pronoun: IT, YOU, -HE/SHE: &%obj%. So putting in colorcodes in echos returns garbage itititit -etc. if done improperly. The fix is to use the escape character \& -in trigedit. - -See also: COLORCODES -#31 -ABBREVIATIONS ABBREVS - - We have added abbreviations so you do not have to type everything exactly as -it appears. This also means that when you enter keywords in OLC you do not have -to list all forms. i. e. the keyword rumble could be used to cover anyone who -types rumble rumbl rumb rum ru. - -#31 -AC-CONFIDENCE ARMOR-CLASS ARMOUR-CLASS AC-APPLY - - Your Armor Class (often called AC) is an expression for how good your armor -is at protecting you. When you don armor, any AC apply that armor has is -subtracted from your standard (naked) AC value, modified depending on where on -the body you are wearing the armor. Some items have a special bonus, and -subtract from the AC directly. Negative AC is better. Modifiers: Body X3, -head and legs X2. - -See also: MEDIT-AC -#31 -AC-CONFIDENCE ARMOR-CLASS ARMOUR-CLASS AC-APPLY - - Your Armor Class (often called AC) is an expression for how good your armor -is at protecting you. When you don armor, any AC apply that armor has is -subtracted from your standard (naked) AC value, modified depending on where on -the body you are wearing the armor. Some items have a special bonus, and -subtract from the AC directly. Negative AC is better. - -#0 -ACRONYMS TERMINOLOGY - -Here are some common terms used in building, and TBA zone: - -OLC: On-Line-Creation, the ability to create rooms, mobs, objects, - shops, and triggers on-line. -Desc: Short for description. -Flag: A bit-vector that tells the mud that a particular monster, - object, or room has a certain quality. (i.e. Dark, Magic, - Aggressive) This will be explained more later. -Mob: Mobile. A monster. -Obj: Object. -VNUM: An obj, mob, room, shop, or triggers unique identification number. - Stands for Virtual Number. -Zone: Used synonymously with area. -Trigger: Used synonymously with script. -TBA: The Builder Academy. -PC: Player Character. Not a mob. -NPC: Non Player Character. Mobs. - -#31 -ACTOR.INVENTORY %ACTOR.INVENTORY% %INVENTORY% TRIG-INVENTORY TRIGEDIT-INVENTORY - -%actor.inventory()% - -Returns the id of the first item in the actors inventory or the id of the first -object with vnum in the subfield. If the actor doesn't have the item an empty -string is returned. * checks for any inventory. - - -Examples: @RTSTAT 94, 19537@n. - -See also: TRIG-EQ, %PURGE%, %LOAD%, CHAR-VAR -#31 -ADVANCE DEMOTE - -Usage: advance [target] - - Advance moves a player to a new level. If used to promote a player to an -immortal level, and if you have the autowiz program installed, the wizlist and -immlist will automatically be recreated. - Advance can also be used to demote players. - -Example: - > advance Rumble 34 - > advance Rumble 1 - -See also: SET, PROMOTION -#31 -AEDIT-MENU ACTION-EDITOR ACREATE SOCIAL-EDITOR - -Syntax: aedit - - Aedit is an online action (social) editor that allows you to create socials -on the fly. Anyone can add new socials just ask a level 33 or above to set your -OLC to 999 and explain how it works. Use astat to see examples. - -Here is the much coveted list of $ codes applicable to socials: - -$e he/she/it person doing social -$E he/she target of social -$m him/her person doing social -$M him/her target of social -$n char name person doing social (your name) -$N char name target of social (other persons name) -$s his/her/its person doing social -$S his/her target of social -$t body part of victim -$p object - -See also: ASTAT, SOCIALS, AUTOSAVE -#31 -AFK - -Usage : afk - -Lets other players know you will be away from the keyboard. The (AFK) flag will -be displayed in your prompt and under who after your name and title. When you -come back from AFK you will be notified if you have mail waiting. - -See also: TOGGLE, WHO -#0 -AGE - -How old your character is. Your age begins at creation and continues whether -you are logged in the MUD or not. - -#0 -ALIAS-EXAMPLES - - To set up aliases to use older tbaMUD building commands: - -alias poofin set self poofin $* -alias poofout set self poofout $* -alias poofs score -alias cheat return -alias mail at postmaster mail $* -alias history history all - -See also: ALIASES -#31 -ALIASES - -Usage: alias [alias name] [command] - -An alias is a single command used to represent one or more other commands. -The ALIAS command can be used to manipulate your character's aliases. Type -ALIAS alone to see a list of your currently defined aliases. - - > alias - -Type ALIAS to create a new alias. The alias name must -be one word. The command can be any string. Aliases may not be nested or -used recursively. Any command may be overridden by an alias (other than the -ALIAS command itself, of course). - - > alias gbb get bread bag - > alias gac get all corpse - -Type ALIAS to delete an alias that has already been defined. - - > alias gbb - -A semicolon (";") can be used to define multiple actions to be taken with -a single alias. - - > alias eat get bread bag; eat bread - -Note that the 'eat' contained within the eat alias is interpreted as the MUD's -internal eat command; aliases may not be nested or used recursively. The -variables $1, $2, ... $9 may be used to represent arguments given with -an alias. - -Examples: - - > alias killem cast 'fireball' $1; cast 'harm' $2 - > killem fido mage - -Would cast fireball on fido, followed by casting harm on mage. Variables -may be used repeatedly and in any order: - - > alias helpem cast 'heal' $1; cast 'bless' $1; cast 'armor' $1 - -The special variable $* represents the entire input line after an alias: - - > alias tr tell Rumble $* - > tr hi there, how are you today? - You tell Rumble, 'hi there, how are you today?' - -A quick note on some possible problems with aliases: -Several MUD client capture semi-colons for their own new-line so they are not -sent to the MUD. For Zmud click on the computer on the bottom right of the -screen to disable text-parsing. Here is one of my many aliases. They are a -life-saver. Everyone should learn how to use them well. - -all tlist $1;slist $1;olist $1;mlist $1;rlist $1; - -I would type "all 13" to list everything in zone 13. I use this to check what -people have done with their zone. - -See also: ^ -#0 -ALIGNMENT GOOD NEUTRAL EVIL %ACTOR.ALIGN% %ALIGN% %ALIGNMENT% - - Different characters and mobs have different alignments depending upon their -way of life. Because of this, they may be aggressive or friendly depending on -the mix. Some objects cannot be used by certain alignments. For mobs alignment -ranges from: - - -1000 to -350 Evil - -350 to 350 Neutral - 350 to 1000 Good - -See also: ALIGNMENTS -#31 -ALIGNMENTS - - Many good areas stick to a defined level range, such as 10-20 or 25-30. Do -not try and make your new area cover the entire range of levels. Every area -should have its moment in the sun. Conversely, it would be nice if there were -something really unique and challenging to do at every stage in a characters -history. Your area might be the most successful if you can gear it for a range -of levels that people believe is otherwise boring or neglected. - You should always try to match your mobiles to the area and the players you -want to play there. For example, you should make the mobs in the area a -similar level to the players you want to play there since a level X warrior -should be able to kill a level X mobile if the warrior is at full health. Also, -the quality of objects or mobiles should be matched with their level. - Will your area be mostly good, neutral, or evil. If it is mostly good or -mostly evil, is it strongly good or evil or just weakly aligned? In any case -try not to make your area completely homogenous (equal). In neutral -communities there is going to be some evil and good elements, and likewise with -other communities. To some extent this goes along with the question about zone -level, consider what seem to be "gaps" among the zones in the world as far as -good or evil aligned areas for a particular level range, and try to fill those -needs. Everyone's first tendency is to make extremists--The ultimate evil hell -area, or the blindingly good paladin fortress. Keep in mind that there are -many layers in between, and these are often more interesting. - -See also: ALIGN -#31 -ANIMATE-DEAD - -Usage: cast 'animate dead' corpse - - This spell will harness evil necromancy magic and bring life into a -corpse, creating a zombie. The corpse will do the bidding of its master. - -#0 -ANSI COLOR-LEVEL - -Usage: color [off | sparse | normal | complete] - -If you have a color-capable terminal and wish to see useful color-coding -of information, use the COLOR command to set the level of coloring you see. - - > color off - This command disables all color. - - > color sparse - > color normal - > color complete - -These three commands turn color on to various levels. Experiment to see -which level suits your personal taste. - -'color' with no argument will display your current color level. - -Using color will slow down the speed at which you see messages VERY slightly. -The effect is more noticeable on slower connections. Even if you have -color turned on, non-colorized messages will not be slowed down at all. - -See also: COLOR-SPRAY, COLORCODES -#0 -ANTI - -A flag with anti preceding it means that it cannot be used. Antimage would -not be useable my mages. - -#0 -APOSTROPHES - - The apostrophe is something else that is incorrectly used quite often. Here -are a couple of quick examples to show its uses: - -Fred's sister is Doris. -Correct. This states that Fred has a sister named Doris. -Fred's sisters' dog is named Rover. -Correct. Rover is the dog that belongs to the numerous sisters of Fred. -Fred's sister's dog is named Rover. -Correct. Rover is the dog that belongs to the *single* sister of Fred. - -Fyre asked his writing group about those possessive plurals and here is the -response from his top flight editor who makes her living in Switzerland -doing impressive loads of copyediting. - -"The horses' manes" is correct; the "ess apostrophe ess" form is only used in -proper names: Travis's albums, Maris's pendants - -My source is the Chicago Manual of Style, used in the majority of publishing -houses in the States. - -And another supportive professor of English ... who has won several major -writing awards recently ... - -"the horses' manes" is correct. The possessive form of a plural word -that ends in "S" is formed by adding only an apostrophe. The possessive form -of a plural word that does not end in "S" is formed by adding "apostrophe S," -as in "women's hemlines." - -We rest our case. Now do whatever you want...after all, it is your area. -#31 -APPLICATION APPLY BUILDING LEARNING LESSONS - -To apply for a building position go to: - - @Chttp://www.geocities.com/buildersacademy/@n - -and fill out the application. - -@RGOTO 3@n to enter The Builder Academy. - -See also: OLC, REDIT, MEDIT, OEDIT, ZEDIT, SEDIT, TRIGEDIT, AEDIT - -#0 -AREAS ZONES - -These zones are maintained in the latest tbaMUD format with DG Scripts on -The Builder Academy (TBA) telnet://tbamud.com:9091/ - -These areas include all donated areas from tbaMUD. We are always looking for -new submissions or help on improving the current zones. Please report any bugs, -typos, ideas, or submissions to: - -Rumble -The Builder Academy -tbamud.com 9091 -rumble@@tbamud.com - - This is a listing of the current areas available: - - Area Creator Levels - 1 SANCTUS -- Rumble 1-34 - 2 SANCTUS II -- Rumble 1-34 - 3 SANCTUS III -- Rumble 1-34 - 4 JADE Forest -- Unknown 10-25 - 5 NEWBIE Farm -- Unknown 1-10 - 6 SEA of Souls -- Unknown 10-25 - 7 CAMELOT -- Rumble 20-30 - 9 River Island Of Minos -- Mahatma 4-25 - 15 Straight Path -- Steppin 13-30 - 16 CAMELOT II -- Rumble 20-30 - 17 CAMELOT III -- Rumble 20-30 - 18 NUCLEAR Wasteland -- Rumble 35-40 - 19 SPIDER Swamp -- Detta 15-20 - 20 ARENA -- Rumble 10-20 - 22 TOWER of the Undead -- Rumble 30-35 - 25 High Tower of Magic -- Skylar 1-30 - 26 High Tower Of Magic II -- Skylar 1-30 - 27 MEMLIN Caves -- Detta 17-25 - 30 Northern MIDGAARD -- DikuMUD 1-33 - 31 Southern MIDGAARD -- DikuMUD 1-33 - 32 MIDGAARD -- DikuMUD 1-33 - 33 Three Of Swords -- C.A.W. 5-30 - 35 Miden'Nir -- Copper II 4-10 - 36 Chessboard of Midgaard -- Exxon 6-30 - 40 Mines of Moria -- Redferne 3-13 - 41 Mines of Moria II -- Redferne 3-13 - 44 ORC Camp -- Welcor 3- 7 - 45 Woodland MONASTERY -- Gnoff 12-15 - 46 ANT Hill -- Garrison 3- 7 - 50 Great Eastern Desert -- Rorschach 3-24 - 51 Drow City -- Rorschach 1-25 - 52 City Of Thalos -- Rorschach 3-25 - 53 Great Pyramid -- Andersen 5-30 - 54 New Thalos -- Duke 1-30 - 55 New Thalos II -- Duke 1-30 - 56 New Thalos Wilderness -- Duke 1-30 - 57 ZODIAC -- Gatia 10-14 - 60 Haon-Dor, Light Forest -- Quifael 1- 8 - 61 Haon-Dor, Light Forest II -- Quifael 5-30 - 62 Orc Enclave -- C.A.W. 1-15 - 63 Arachnos -- Mahatma 2-26 - 64 Rand's Tower -- C.A.W. 8-19 - 65 Dwarven Kingdom -- Depeche 3-33 - 70 Sewer, First Level -- Redferne 1-19 - 71 Second Sewer -- Redferne 1-19 - 72 Sewer Maze -- Redferne 1-19 - 73 Tunnels in the Sewer -- Redferne 1-19 - 74 Newbie GRAVEyard -- Jojen 3- 5 - 75 ZAMBA -- Shimmer 14-18 - 79 Redferne's Residence -- DikuMUD 12-26 - 83 GLUMGOLD's Sea -- Meyekul 10-30 - 86 DUKE Kalithorn's Keep -- Destiny 3-14 - 90 OASIS -- Rumble 6- 8 - 96 DOMIAE -- Kas 7-10 - 100 NORTHERN Highway -- Rumble 3- 7 - 101 SOUTH Road -- Unknown 6- 8 - 103 DBZ World -- Taylor 1-34 - 104 Land of ORCHAN -- Taylor 4-34 - 106 ELCARDO -- Daiko 7-14 - 107 Realms of IUEL -- Rumble Santa 3-26 - 115 Monestary OMEGA -- Polar 3- 7 - 117 Los TORRES -- Dysprosic 10-15 - 118 DOLLHOUSE -- Detta 5-10 - 120 Rome -- Onivel 4-34 - 125 HANNAH -- Rhunter 7-10 - 130 Mist MAZE -- Random 20-30 - 140 WYVERN City -- Balm 7-26 - 150 King Welmar's Castle -- CircleMUD 1-33 - 169 Gibberling CAVES -- Tanto 3-10 - 175 CARDINAL Wizards -- Unknown 18-22 - 186 Newbie Zone -- Maynard 1- 7 - 187 CIRCUS -- Wolfgaar Arina 2- 4 - 200 WESTERN Highway -- Talandra 3- 7 - 201 SAPPHIRE Islands -- Elixias all - 220 The Enchanted KITCHEN -- Exa 10-20 - 232 TERRINGHAM -- Ferret 21-24 - 233 DRAGON Plains -- Unknown 15-17 - 234 Newbie SCHOOL -- Ferret 1- 4 - 235 Dwarven MINES -- Unknown 10-14 - 236 ALDIN -- Welcor 10-14 - 237 Dwarven Trade Route -- Welcor 3-10 - 238 CRYSTAL Castle -- Polar Higgins 22-26 - 239 South PASS -- Crysanthia 16-21 - 240 Dun MAURA -- Rumble 7-10 - 241 Starship ENTERPRISE -- Crazyman 26-30 - 242 NEW Midgaard -- Crazyman 3- 7 - 243 Snowy VALLEY -- Crazyman 7-10 - 244 Cooland PRISON -- Crazyman 30 - 245 The NETHER -- Kaan 20 - 246 The NETHER II -- Kaan 20 - 247 GraveYARD -- Rasta 20-24 - 248 ELVEN Woods -- Gbetz 15-17 - 249 JEDI Clan House -- G.Threepwood 30 - 250 DRAGONSPYRE -- Unknown 28-30 - 251 APE Village -- Crazyman 18-22 - 252 Castle of the VAMPYRE -- Kaan 20-30 - 253 WINDMILL -- Kaan 15-17 - 254 Mordecai's VILLAGE -- Kaan 6-30 - 255 SHIPWRECK -- Kaan 8-30 - 256 Lord's KEEP -- Kaan 6-29 - 257 JARETH Main City -- Kaan 1-33 - 258 LIGHT Forest -- Kaan 20 - 259 Haunted MANSION -- Kaan 25-30 - 260 GRASSLANDS -- Kaan 13-16 - 261 Inna & IGOR'S Castle -- Kaan 18-30 - 262 FOREST Trails -- Kaan 7-15 - 263 FARMLANDS -- Kaan 1- 7 - 264 BANSHIDE -- Kaan 30-34 - 265 BEACH and Lighthouse -- Kaan 20-30 - 266 The Realm of Lord ANKOU -- Kaan 25-34 - 267 VICE Island -- Questor 20-25 - 268 VICE Island II -- Questor 20-25 - 269 The Southern DESERT -- Freak 17-20 - 270 WASTELAND -- AsA 12-15 - 271 SUNDHAVEN -- Mercy 1-10 - 272 SUNDHAVEN II -- Mercy 1-10 - 273 Space STATION Alpha -- Magnus 25-30 - 274 SMURFVILLE -- Brett & Andy 4- 8 - 275 New SPARTA -- Naved 1-10 - 276 New SPARTA II -- Naved 1-10 - 277 SHIRE -- Unknown 14-18 - 278 OCEANIA -- Questor 21-24 - 279 NOTRE Dame -- Apollo 10-15 - 280 Living MOTHERBOARD -- Kinesthesia 28-30 - 281 Forest of KHANJAR -- Methem 1- 8 - 282 Infernal Pit of KERJIM -- Raf Blizzard 30-33 - 283 HAUNTED House -- Matt 20-30 - 284 GHENNA -- Nosferatu 30-33 - 285 Descent to Hell II -- Strahd 20-30 - 286 Descent to HELL -- Strahd 20-30 - 287 Ofingia and the GOBLIN Town -- Pippin 1-33 - 288 GALAXY -- Doctor 28-34 - 289 WERITH'S Wayhouse -- Builder_5 of C.A.W. 5-15 - 290 LIZARD Lair Safari -- Matrix of C.A.W. 10-15 - 291 BLACK Forest -- SilverAngel 10-30 - 292 KEROFK -- Amanda Builder_5 of C.A.W. 5-25 - 293 KEROFK II -- Amanda Builder_5 of C.A.W. 5-25 - 294 TRADE Road -- C.A.W 1-18 - 295 Makira's JUNGLE zone -- Martin 5-20 - 296 FROBOZ Factory -- C.A.W 1- 6 - 298 Castle Of DESIRE -- HoneyBear 1-30 - 299 Abandoned CATHEDRAL -- Matrix of C.A.W. 30-34 - 300 ANCALADOR -- Mercutio of C.A.W. 6-20 - 301 CAMPUS -- Matrix of C.A.W. 1-15 - 302 CAMPUS II -- Matrix of C.A.W. 1-15 - 303 CAMPUS III -- Matrix of C.A.W. 1-15 - 304 Temple of the BULL -- Aten 10-15 - 305 CHESSBOARD -- Aten 2-10 - 306 Newbie TREE -- Kaan 1- 9 - 307 CASTLE -- Kaan 21-27 - 308 BARON Cailveh -- Kaan 25-34 - 309 Keep of Baron WESTLAWN -- Kaan 38-99 - 310 GRAYE Area -- Aten 12-30 - 311 Dragon's TEETH -- Kaan 20-30 - 312 LEPER Island -- Kaan 25-30 - 313 Farmlands of OFINGIA -- Kaan 8-15 - 314 X'Raantra's ALTAR of Sacrifice -- Kaan 7-34 - 315 MCGINTEY Business District -- Kaan 1-34 - 316 MCGINTEY Guild Area -- Kaan 25-30 - 317 WHARF -- Kaan 1-34 - 318 DOCK Area -- Kaan 1-34 - 319 YLLYNTHAD Sea -- Kaan 20-34 - 320 Yllynthad Sea II -- Kaan 20-34 - 321 Yllynthad Sea III -- Kaan 20-34 - 322 McGintey BAY -- Kaan 20-30 - 323 Caverns of the PALE Man -- Kaan 20-30 - 324 ARMY Encampment -- Kaan 12-23 - 325 REVELRY -- Kaan 6-30 - 326 Army PERIMETER -- Kaan 8-30 - 345 ASYLUM for the Insane -- Duluth 6-10 - -Zone names CAPITALIZED are accessed by teleporter. i.e. "teleport sanctus" -Uncapitalized zones are linked through a capitalized zone. -Teleporter Trigger: 99 - -The above world includes: (as of Dec 2006): - 9375 mobiles 3456 prototypes - 9204 objects 4235 prototypes - 11505 rooms 185 zones - 1075 triggers - -If you wish to see what standards we have used to balance these zones just stop -by TBA or see the help files on OBJ-LIMITS, MOB-LIMITS. - -Thanks to everyone who has donated their time and effort. - -See also: STOCK, TELEPORTER -#0 -ARMOR - -Usage : cast 'armor' [target] -Accumulative: No -Duration : 24 Hours -Level : Mage level 4, Cleric level 1. - -The Armor spell will improve your AC by 2. - -See also: AC -#0 -ASCII-ART ART - - @G ___ ____ - /' --;'/ ,-_\ @Y\ | / - @G/ / --@yo@G\ @yo@G-\ \\ @Y--(_)-- - @G'` ` @y|-|@G `` ' - @y|-| - |-|@mO - @y|-@m(\,__ - @Y..@y|-|@m\--@M,\_@Y.... - ,;;;;;;;;;;;;;;;;;;;;;;;;,. - ,;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;, - ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;,@n -By Zierk - -Such art is highly recommended and adds flavor to a zone. Specifically, maps are -always helpful to players. - -ASCII Text Generator: -http://www.network-science.de/ascii/ -http://www.degraeve.com/img2txt.php - -See also: TBAMAP, MAPPING -#31 -ASSIST - -Usage: ASSIST - -If Joe is being beaten senseless by a poodle and you feel brave enough to help -him, type ASSIST JOE to hit the poodle. Note that the poodle will keep -hitting Joe; assist only makes you start to fight whomever the person you are -assisting is fighting. - - > assist Joe - -See also: AUTOASSIST, FLEE, KILL, RESCUE -#0 -ASTAT - -Usage : astat - -Allows you to view a social as written in the social editor. Anybody may submit -their own socials for use within the mud. - -See also: AEDIT, SOCIALS -#31 -ATTACH - -Builders working on their trial vnum do not need to learn this command, yet. - -Usage: attach mob {trigger vnum/name} {mob name} [location] - attach obj {trigger vnum/name} {obj name} [location] - attach room {trigger vnum/name} {room vnum} [location] - - Attach lets you attach a trigger to one instance of a mob/obj/room, for -testing or other purposes. The command only attaches the trigger once, -and will not last over a reboot (or crash). - -The 'location' is what number in the triggerlist the trigger will assume. -It is important to first attach a trigger to test before you manually add it -through oedit/medit/redit. - -Examples: -attach room 14500 14520 - Attaches room trigger 14500 to room 14520. -attach mob 1332 Santa - Attaches mob trigger 1332 to mob 1308 (Santa). -attach obj 1480 sword - Attaches obj trigger 1480 to a sword. - -See also: DETACH, TRIG-ATTACH, TRIG-DETACH, OLC, TRIGEDIT, TSTAT, STAT, ROOMFLAGS -#31 -AUCTION GOSSIP GRATS CONGRATULATIONS -Usage: auction - gossip - grats - -These are channels reserved for specific purposes. Messages on these -channels reach everyone who is monitoring them. You must be at least level -three to use these channels. - -These channels should be used accordingly. - -Examples: - - > auction short sword -- minimum bid 100k - > gossip Hey, is that a short sword on your belt or are you happy to see me? - > grats GRATS Detta!!!!!!!! - -See also: TOGGLE, EMOTE, GSAY, HOLLER, NOREPEAT, SAY, SHOUT - -#0 -AUTOASSIST - -Usage: toggle autoassist - - Enables you to automatically assist a fellow group member when they are -attacked without having to manually type "assist." - -See Also: TOGGLE, ASSIST -#0 -AUTOEXITS AUTO-EXITS - -Usage: autoexits - -Toggles the automatic display of currently available exits. Not all -possible exits will be displayed, only those immediately available. -If a door is closed it will not show up as a possible exit. - -See also: TOGGLE -#0 -AUTOGOLD - -Usage: toggle autogold - - Enables you to automatically take the gold from any mob you kill. This will -not take any equipment or objects. - -See Also: TOGGLE, TAKE -#0 -AUTOLOOT - -Usage: toggle autoloot - - Enables you to automatically "take all corpse" from any mob you kill. You -will loot everything, this includes cursed objects, until you can no longer -carry anymore weight. If this happens and you also have autosac enabled the -items you can't pick up will be sacrificed with the mob. - -See Also: TOGGLE, TAKE, SPLIT -#0 -AUTOSACRIFICE SACRIFICE - -Usage: toggle autosac - - Enables you to automatically sacrifice any mob you kill. If you do not have -autoloot and autoloot enabled the objects and gold will also be sacrificed. - -See Also: TOGGLE -#0 -AUTOSPLIT - -Usage: toggle autosplit - - Enables you to automatically split the money from any mob you kill with your -fellow group members. - -See Also: TOGGLE, GROUP -#0 -AUTOWIZ - - This is automatically done whenever someone is advanced to immortal status -to update the wizlist and immlist unless they have NO_WIZ set. - -#31 -BACKDOOR HACKING - - Not a good thing to be searching for help on. Your IP address has been logged -and we will be contacting your service provider. Just Kidding. tbaMUD is -actually very stable. I have never heard of one being hacked except via weak or -compromised passwords. - -#0 -BACKSTAB - -Thief only. - -Backstab is a way to sneak up on a person and attempt to place your dagger -in his back, at exactly the point where it does most damage. A successful -backstab gives a damage multiplier, depending on your level: - -The chance of successfully backstabbing a person depends on how well you -have practiced backstab at your guild. You can always backstab sleeping -people. - -#0 -BALANCE BALANCING - - "Game Balance" is a term that brings a different thing to mind for every -person that hears it. What is most important about game balance is to keep in -mind what each zone is designed for. For example, high-level players, newbies, -or small groups. The objects and monsters found in the area should match the -level, abilities, and needs of the players expected to use the area. Most -players do not like to be given vast treasure with no difficulty in getting -it, but on the other hand, nobody likes to fight the most difficult mob on the -MUD and get nothing for doing it. Zones should not be impossibly hard or -absurdly easy. - Understandably, builders want their zones to be popular, but they sometimes -attempt to achieve this goal by purposefully making their zone unbalanced, -adding powerful weapons or armor with no harmful side-effects or mobiles that -are easy to kill yet give massive numbers of experience points. Such zones are -destined both to become very popular and invariably to bring about the death of -the mud. Every zone, every room, every object, every mob, will be checked -before being implemented into the game. Do not waste everyone's time, (ours for -having to recheck your zone, and yours for having to fix any problems we find) -keep the balance. - -See also: STANDARDS -#31 -BAN UNBAN - -Usage: ban [ ] - unban - - These commands prevent anyone from a site with a hostname containing the -site substring from logging in to the game. You may ban a site to ALL, NEW -or SELECT players. Banning a site to NEW players prevents any new players -from registering. Banning a site to ALL players disallows ANY connections -from that site. Banning a site SELECTively allows only players with site-ok -flags to log in from that site. Ban with no argument returns a list of -currently banned sites. Unban removes the ban. - -Examples: - > ban all whitehouse.gov - > unban ai.mit.edu - -See also: WIZLOCK -#31 -BANKS WITHDRAWING DEPOSITING BALANCES ATM-MACHINES - -Commands to take money out of the bank, put money in the bank, or see how -much money you have in the bank. Can be used at any Bank of Ilniyr. - -Examples: - - > deposit 400 gold - -Deposits 400 gold on your account. - - > withdraw 1000 copper - -Withdraws 1000 copper pieces from your account. - - > balance - -Shows your balance. - - > deposit all - > withdraw all - -Moves all of your money in/out of the bank. - -See also: GOLD, SCORE -#0 -BASH - -Fighters only. - -The success of a bash depends upon how many times you have practiced. To bash -someone is to attempt to 'knock' that person over. If you succeed, you will -inflict minor damage, and cause the victim to fall on its rear. The victim -will be unable to issue any commands for 2 rounds of violence. If you miss -you lose your balance and fall. - -A bash makes you unable to type commands for 2 rounds of violence. - -Note that hitting a person who is resting/sitting will inflict 1.5 * damage. - -See also: KICK, RESCUE -#0 -BITVECTORS NOBITS BITS - - Bitvectors are used within the code to represent certain values or flags. -When no flags are set it is displayed as: NOBITS. These flags include such -things as DARK PEACEFUL INDOORS etc. - - NOBITS means no flags are set. - -#31 -BLEEDING - -This is what happens when you use a color code and do not finish it with @@n -which turns it back to normal color. The term "bleeding" came about when someone -failed to do this and Rumble bashed his head against the wall so many times that -it became a bloody pulp. At least that is the rumor. - -#31 -BLESS - -Usage : cast 'bless' -Accumulative: No -Duration : 6 Hours, permanent for objects. -Level : Cleric level 5. - -Bless on a victim will improve the victims saving throw versus spells -by 1, and furthermore improve the hitroll by 2. - -Bless on an item currently has no defined action. It is only possible -to bless non-evil items, and the object blessed may weigh no more -than five pounds per level of caster. -#0 -BLINDED SOMEONE INVISIBLE WIZINVIS - -There are several conditions that will make you see Someone, the most common -are a wizinvis immortal, an invisible or hidden mortal or a hidden or invisible -mob. When everyone is a Someone, you are either blind or in a dark room without -a light. - -No one can use communication channels anonymously. Names will always be shown -instead of "someone." - -See also: INVIS, VISIBLE -#0 -BLINDNESS - -Usage : cast 'blindness' -Accumulative: No -Duration : 2 hours. -Level : Mage level 9, Cleric level 6. - -Blindness will blind a victim failing its saving throw. -A blinded person will have -4 penalties to hitroll and AC. - -See also: AC -#0 -BOATS SHIPS FERRY TRANSPORTSS - -@RTSTAT 13691@n - -#31 -BOOBS NOASSHOLE TITS IMMORAL - -YES, people have tried to get help on these things... - -#0 -BOTTING ROBOTS BOTS - -The act of using an automated program to play a MUD. - -#0 -BREATHE BREATHING THINKING - - My final words to you as a future builder, remember a few basic things. The -chances you create the biggest are slim. The chances for creating the best are -always there. Finally, this is not a job. This is for your enjoyment and the -satisfaction that when you complete your area that hundreds of players will -walk through the rooms and enjoy what you have created for them. There is never -a rush. Relax, enjoy, learn, and do not forget to breathe. - -#31 -BRIEF - -Usage: brief - -Toggle "brief mode". When in brief mode, you don't see the descriptions of -the room you are in; only the name of the room and the people and objects -there. Unless you're very familiar with the area in which you're traveling, -however, it is not advisable to use this command. Frequently, you will find -small but vital hints in the descriptions of the rooms: An extra peek at your -surroundings could mean the difference between life and death! - -If you explicitly type 'look', you will always see the full room description, -even in BRIEF mode. - -See also: TOGGLE, COMPACT, LOOK -#0 -BUFFERS DEFINES MAXSIZE MAX_SIZE MAXBUFFERS MAX_BUFFERS - -define MAX_SOCK_BUF (24 * 1024) /* Size of kernel's sock buf */ -define MAX_PROMPT_LENGTH 96 /* Max length of prompt */ -define LARGE_BUFSIZE (MAX_SOCK_BUF - GARBAGE_SPACE - MAX_PROMPT_LENGTH) -define MAX_STRING_LENGTH 32768 -define MAX_INPUT_LENGTH 512 /* Max length per *line* of input */ -define MAX_RAW_INPUT_LENGTH 512 /* Max size of *raw* input */ -define MAX_MESSAGES 60 -define MAX_NAME_LENGTH 20 /* Used in char_file_u *DO*NOT*CHANGE* */ -define MAX_PWD_LENGTH 10 /* Used in char_file_u *DO*NOT*CHANGE* */ -define MAX_TITLE_LENGTH 80 /* Used in char_file_u *DO*NOT*CHANGE* */ -define EXDSCR_LENGTH 240 /* player description */ -define MAX_SKILLS 200 /* Used in char_file_u *DO*NOT*CHANGE* */ -define MAX_AFFECT 32 /* Used in char_file_u *DO*NOT*CHANGE* */ -define MAX_OBJ_AFFECT 6 /* Used in obj_file_elem *DO*NOT*CHANGE* */ -define MAX_NOTE_LENGTH 4000 /* arbitrary */ -define OLC_SCRIPT_EDIT 82766 -define MAX_BOARD_MESSAGES 60 /* arbitrary -- change if needed */ -define MAX_MESSAGE_LENGTH 4096 /* arbitrary -- change if needed */ -define MAX_CMD_LENGTH 16384 /* 16k should be plenty and then some */ -define MAX_SCRIPT_DEPTH 10 /* maximum depth triggers can */ -define MAX_HOUSES 100 -define MAX_GUESTS 10 -define MAX_MAIL_SIZE 4096 -define MAX_ROOM_NAME 75 -define MAX_MOB_NAME 50 -define MAX_OBJ_NAME 50 -define MAX_ROOM_DESC 2048 -define MAX_EXIT_DESC 256 -define MAX_EXTRA_DESC 512 -define MAX_MOB_DESC 1024 -define MAX_OBJ_DESC 512 -define MAX_ROOM_NAME 75 -define MAX_MOB_NAME 50 -define MAX_OBJ_NAME 50 -define MAX_ROOM_DESC 1024 -define MAX_MOB_DESC 512 -define MAX_OBJ_DESC 512 -define MAX_TRADE 5 /* List maximums for compatibility */ -define MAX_PROD 5 /* with shops before v3.0 */ -define MAX_SHOP_OBJ 100 /* "Soft" maximum for list maximums */ -define MAX_OPER 4 - -#31 -BUGS TYPOS IDEAS - -Usage: bug - idea - typo - -For making useful suggestions and reporting problems to the Powers that Be. - -Examples: - - > bug the entire game crashes when I type 'put bag in bag' - > idea make a restaurant in Radidan - > typo 'sence' should be spelled 'sense' - -#0 -BUILDERS IMMORTALS - - A builder is a term usually used to describe a person who designs MUD zones -for other characters to explore. Any player with motivation, ideas, and good -writing style can be a builder as well as a player. As a Builder, your job is -to create the virtual world in which players can roam around, solve puzzles, -find treasures, and gain experience. A Builder creates the rooms, objects, -mobs, shops, and triggers with which players will interact. - -See also: OLC, REDIT, MEDIT, OEDIT, ZEDIT, SEDIT, TRIGEDIT, AEDIT -#31 -BUILDWALKING BUILD-WALKING DIGWALK WALKDIG - -Builders working on their trial vnum do not need to learn this command, yet. - -Usage: buildwalk - - BuildWalk is an OLC utility that will allow a builder to enable a -"buildwalking" mode. In this mode, walking in a direction that doesn't exist -will find the next free room in the zone, create the room, and make a two-way -exit between the room the builder was standing in, and the new room. This way -a builder can create a framework of their zone by walking around. - Buildwalking can be a little misleading. A builder can not walk n, e, s, w, -and end up in the same room they started. Buildwalk is not spatially aware of -other rooms. It will always create a new room if you walk in a direction -without a current exit. It is often necessary to backtrack to prevent -overlapping rooms. - -NOTE: Buildwalk does not autosave on exit. You must type SAVEALL. This way if - you mess up and want the rooms deleted we can just reboot and wipe them. - Be careful using buildwalk. If you mess up you will have a lot of rooms - to delete. - -See also: TOGGLE, SAVEALL, REDIT, OLC, RLIST, DIG -#31 -BULLETINS BOARDS BULLETIN-BOARDS MESSAGE-BOARDS POSTING - -Bulletin boards are the forum of inter-player communication on the MUD. -There are different bulletin boards for different purposes -- for example, -a standard mortal board, a board for immortals, a board for fun "social" -messages, etc. Naturally, not all players may be allowed to read all -types of boards. - -Type "LOOK BOARD" to see the messages already posted on a board. Type -"WRITE " to post a message to a board; terminate a message with -a '/s' as the first characters on a line. Type "READ " to read a -post. Type "REMOVE " to remove your own messages. - -Examples: - > look at board - > write Crash Bug I found! - [writes the message; terminates with '/s'] - > look at board - > read 6 - > remove 6 - -Boards are just a normal object with a special procedure attached in the -MUD's code. Ask your friendly implementor if you need to make one. - -@uRoom - Board@n -1204 - Immortal Board -1290 - Social Board - -See also: MAIL, READ, WRITE, SPECIALS -#31 -BULLETINS BOARDS BULLETIN-BOARDS MESSAGE-BOARDS - -Bulletin boards are the forum of inter-player communication on the MUD. -There are different bulletin boards for different purposes -- for example, -a standard mortal board, a board for immortals, a board for fun "social" -messages, etc. Naturally, not all players may be allowed to read all -types of boards. - -Type "LOOK BOARD" to see the messages already posted on a board. Type -"WRITE " to post a message to a board; terminate a message with -a '/s' as the first characters on a line. Type "READ " to read a -post. Type "REMOVE " to remove your own messages. - -Examples: - > look at board - > write Crash Bug I found! - [writes the message; terminates with '/s'] - > look at board - > read 6 - > remove 6 - -Boards are just a normal object with a special procedure attached in the -MUD's code. Ask your friendly implementor if you need to make one. - -@uRoom - Board@n -1204 - Immortal Board -1290 - Social Board - -See also: MAIL, READ, WRITE -#0 -BURNING-HANDS - -Usage : cast 'burning hands' -Accumulative: - -Duration : Instantaneous -Level : Mage level 5. -Save : Versus spell for half damage. - -This spell is more powerful than the chill touch spell. - -See also: CHILL-TOUCH -#0 -BUY - -Usage: buy - buy # - buy n. - buy n - buy n # - -If you'd like to purchase an item from a shop and have the money, you can buy -it. Items can be bought by name, or by their number in the shop listing, -and can be bought in quantity. - -Examples: - - > buy sword (buy the first sword on the list) - > buy #3 (buy the third item on the list) - > buy 4.sword (buy the fourth sword on the list) - > buy 10 bread (buy 10 pieces of bread) - > buy 10 #2 (buy 10 of the second item on the list) - -See also: LIST, SELL, SHOPS, VALUE -#0 -CADAVER UNDEAD CORPSE - - Bodies that no longer have any life force. They are soulless. Though some -are too stubborn to stay dead. 65535 - -#0 -CALENDAR CALENDER MONTHS WEEKS DAYS HOURS - -The tbaMUD calendar consists of 75 seconds per minute, 35 days a month and -17 months a year. - -Days of the week: - the Day of the Moon - the Day of the Bull - the Day of the Deception - the Day of Thunder - the Day of Freedom - the Day of the Great Gods - the Day of the Sun - -Months of the year: - Month of Winter - Month of the Winter Wolf - Month of the Frost Giant - Month of the Old Forces - Month of the Grand Struggle - Month of the Spring - Month of Nature - Month of Futility - Month of the Dragon - Month of the Sun - Month of the Heat - Month of the Battle - Month of the Dark Shades - Month of the Shadows - Month of the Long Shadows - Month of the Ancient Darkness - Month of the Great Evil - -Trigedit example that mimics the TIME command: @RTSTAT 36@n - -See also: DATE, TIME -#31 -CALL-LIGHTNING - -Usage : cast 'call lightning' -Accumulative: - -Duration : Instantaneous -Level : Cleric level 15. -Save : Versus spell for half damage. - -This spell will use the "force of nature" to make a lightning -strike the victim. It is therefore only possible to call lightning -outside, and it has to be raining (or worse). - -See also: CONTROL-WEATHER, WEATHER -#0 -CANBESEEN %CANBESEEN% %ACTOR.CANBESEEN% - -Trig Usage: %actor.canbeseen% - - True if the actor can be seen by the mob (always true for non-mob triggers). - -Example: @RTSTAT 23613@n - -#31 -CAPITAL-LETTERS AT-POSTMASTER-MAIL-RUMBLE GOTO-3 - -I meant for you to type exactly what is in red not to check the help file ;-) - -i.e. @RGOTO 3@n not @RHELP GOTO 3@n -#31 -CAPITALIZATION CAPITALISATION CAPITALIZE CAPITALISE - -Do not capitalize everything. Only capitalize the first letter of a full sentence -and proper names. Do not capitalize s-desc unless it is a proper name, like Bill. -Random capitalization is distracting and serves no real purpose. - -See also: REDIT-NAME -#31 -CAST - -Usage: cast '' [target] - -For "magical" people. If you want to throw a spell at someone or something. - -Example: - - > cast 'burning hands' - Note that the name of the spell must be enclosed by '. - -See also: help on each individual spell: - -Examples: - - > help cure-ligh - > help ventri - > help energy-drain - -#0 -CAST - -Usage: cast '' [target] - -For "magical" people. If you want to throw a spell at someone or something. - -Example: - - > cast 'burning hands' - Note that the name of the spell must be enclosed by "'"s. - -See also: help on each individual spell: - -Examples: - - > help cure ligh - > help ventri - > help energy drain -#0 -CEDIT CEDIT-MENU - -Usage: cedit - -This command is used by the Implementors to modify a range of run-time -configuration values that control the operation of the MUD. - -OasisOLC MUD Configuration Editor -G) Game Play Options @RHELP CEDIT-GAME@n -C) Crashsave/Rent Options @RHELP CEDIT-SAVE@n -R) Room Numbers @RHELP CEDIT-ROOM@n -O) Operation Options @RHELP CEDIT-OPERATION@n -A) Autowiz Options @RHELP CEDIT-AUTOWIZ@n -Q) Quit -#31 -CEDIT-AUTOWIZ - -A) Use the autowiz : Yes -B) Minimum wizlist level : 32 -Q) Exit To The Main Menu - -See also: CEDIT-MENU - -#31 -CEDIT-GAMES - -A) Player Killing Allowed : No -B) Player Thieving Allowed : No -C) Minimum Level To Shout : 0 -D) Holler Move Cost : 20 -E) Tunnel Size : 2 -F) Maximum Experience Gain : 100000 -G) Maximum Experience Loss : 500000 -H) Max Time for NPC Corpse : 5 -I) Max Time for PC Corpse : 10 -J) Tics before PC sent to void : 1000000 -K) Tics before PC is autosaved : 2000000 -L) Level Immune To IDLE : 35 -M) Death Traps Junk Items : No -N) Objects Load Into Inventory : Yes -O) Track Through Doors : Yes -P) Mortals Level To Immortal : Yes -1) OK Message Text : Okay. -2) NOPERSON Message Text : No-one by that name here. -3) NOEFFECT Message Text : Nothing seems to happen. -Q) Exit To The Main Menu - -See also: CEDIT-MENU -#31 -CEDIT-OPERATIONS - -A) Default Port : 9091 -B) Default IP : -C) Default Directory : lib -D) Logfile Name : -E) Max Players : 300 -F) Max Filesize : 50000 -G) Max Bad Pws : 3 -H) Site Ok Everyone : YES -I) Name Server Is Slow : NO -J) Use new socials file: YES -K) OLC autosave to disk: YES -L) Main Menu : - -Welcome to The Builder's Academy (TBA)! -0) Exit from TBA. -1) Enter TBA. -2) Enter description. -3) Read the background story. -4) Change password. -5) Delete this character. - - Make your choice: -M) Welcome Message : - -Welcome to The Builder's Academy! May your visit here be... Enlightening - - -N) Start Message : -Welcome to The Builder's Academy. You can now begin your training. -If you have not already, please fill out the builders application at: - -Q) Exit To The Main Menu - -See also: CEDIT-MENU - -#31 -CEDIT-ROOMS - -A) Mortal Start Room : 1498 -B) Immortal Start Room : 1204 -C) Frozen Start Room : 1202 -1) Donation Room #1 : 3063 -2) Donation Room #2 : 5510 -3) Donation Room #3 : 235 -Q) Exit To The Main Menu - -See also: CEDIT-MENU -#31 -CEDIT-SAVES - -A) Free Rent : Yes -B) Max Objects Saved : 30 -C) Minimum Rent Cost : 100 -D) Auto Save : Yes -E) Auto Save Time : 5 minute(s) -F) Crash File Timeout : 10 day(s) -G) Rent File Timeout : 30 day(s) -Q) Exit To The Main Menu - -See also: CEDIT-MENU -#31 -CHALLENGE - -That is what you will find here at TBA. - -#0 -Changes - -Too many to list. See @RNEWS@n - -#0 -CHAR-VARS TRIGEDIT-VARIABLES-CHARACTERS %TITLE% %ACTOR.TITLE% CHAR-VARIABLES TRIGEDIT-CHAR-VAR %ACTOR.ID% ACTOR.ID ACTOR.VNUM %ACTOR.VNUM% %ACTOR.NAME% %ACTOR% %VICTIM% SELF %SELF% MOBVARS MOB-VARS TRIGEDIT-LEVEL %SELF.ID% SELF.ID NEXT_IN_ROOM ACTOR-VAR - -The following fields can be used with %actor%. i.e. %actor.% -Excluding the subfield () returns the value. Adding a subfield modifies it. - -@uField@n - @uvariable returns:@n - -cha/con/dex/int/str/wis - Checks the stat. Subfield sets. @RHELP TRIG-STAT@n -alias - The list of aliases of the mob or the player name. -align - The numeric alignment of the actor. @RHELP ALIGN@n -affect() - Checks the actor for the affect. @RHELP TRIG-AFFECT@n -canbeseen - Checks if the the mob can see the actor. @RHELP CANBESEEN@n -class - The actor's class, as a string. -exp() - Checks the actor's XP. Subfield modifies. @RHELP NOP@n -eq() - Returns ID of the first object equipped. @RHELP TRIG-EQ@n -fighting - The unique id of the mob fighting the actor. -follower(name) - The follower of the actor (as an id) with name supplied. -gold() - Checks the actor's gold. Subfield modifies. @RHELP NOP@n -has_item() - Checks if the actor has an object. @RHELP HAS_ITEM@n -heshe - Returns the correct pronoun (he/she/it). -himher - Returns the correct pronoun (him/her/it). -hisher - Returns the correct pronoun (his/her/its). -hitp() - The current hit points of the actor. Subfield sets. -id - The unique id of the actor. -inventory() - Returns the id of the first item in inv. @RHELP TRIG-INV@n -is_killer() - Checks if actor is a KILLER. To modify @RHELP NOP@n -is_pc - Checks if the actor is a player. @RHELP IS_PC@n -is_thief() - Checks if actor is a THIEF. @RHELP NOP@n -level - The actor's current level. -mana() - The current mana points of the actor. Subfield sets. -master - The master of the actor (as an id), or an empty return. -maxhitp() - The maximum hit points of the actor. Subfield sets. -maxmana() - The maximum mana points of the actor. Subfield sets. -maxmove() - The maximum movement points of the actor. Subfield sets. -move() - The movement points of the actor. Subfield sets. -name - The actor's name (the short description for mobs). -next_in_room - The next mob/player in the room as a variable (id) nice to - use for loops, or an empty return @RTSTAT 23@n -pos() - %actor.pos% returns position. Subfield modifies. Sleeping, - resting, sitting, fighting, standing. @RTSTAT 1399, 20997@n -prac() - The actor's number of practices. Subfield modifies. -race - The actor's race, as a string. (not used in tbaMUD) -room - The room the actor is in as a room variable. -sex - The actor's sex, as a string: MALE, FEMALE, or NEUTRAL. -skill() - The percentage of learnedness in the skill subfield. -skillset("" #)% - Set the actors practiced level any skill or spell (1-100). - %actor.skillset("magic missile" 95)%. -title() - The actor's title. Subfield sets. Not used for mobs. -varexists() - Returns 1 if global variable in subfield exists, 0 if not. - Used with remote vars on players. @RHELP VAREXIST@n -vnum() - The actor's vnum. Equality can now be checked with - if %self.vnum(#)% not if %self.vnum% == # -weight - The actor's weight. - -Example: @RTSTAT 27@n - -See also: VARIABLES, GLOBALS -#31 -CHARM-PERSON - -Usage : cast 'charm person' -Accumulative: No -Duration : (432/Intelligence points of person) hours -Level : Mage level 16. - -It is not possible to charm anyone that is already charmed, if -you're charmed yourself, or if the person is higher level than -yourself. The person will get a saving throw versus "paralysis". - -A charmed person will follow you, and not be able to attack you, you -can order the charmed person using the order command. - -See also: FOLLOW, ORDER -#0 -CHECKLOAD - -Usage: checkload - - Checkload will scan the zone information and tell you where any given mob, -obj, or trig loads. We recommend you use this in conjunction with the lists to -ensure everything created in your zone is actually used. - -> checkload o 15004 -Checking load info for a golden apple... - [15017] By The Throne In The Great Hall (Equipped to King Welmar [15001][100% Load, 1 Max]) - -> checkload m 3062 -Checking load info for the beastly fido... - [ 3024] The Eastern End Of Poor Alley (15 Max.) - [ 3025] The Common Square (15 Max.) - [ 3016] Main Street (15 Max.) - [ 3012] Main Street (15 Max.) - -> checkload t 100 -Checking load info for the object trigger 'Portal to Midgaard - 100': -(obj) [ 100] the portal - -See also: LINKS, RLIST, OLIST, MLIST, SLIST -#31 -CHILL-TOUCH - -Usage : cast 'chill touch' -Accumulative: - -Duration : Instantaneous -Level : Mage level 3. -Save : Versus spell for half damage. - -This spell is more powerful than the magic missile spell. -A victim failing its saving throw will get its strength -reduced by one. - -See also: MAGIC-MISSILE -#0 -CHRISTMAS - -@R __,_,_,___) _______ - (--| | | (--/ ),_) ,_) - | | | _ ,_,_ | |_ ,_' , _|_,_,_, _ , - __| | | (/_| | (_| | | || |/_)_| | | |(_|/_)___, - ( |___, ,__| \____) |__, |__,@n - - - ,={ }.._, - _.-"` { } a j-,_ - {}'----.{_}``};_ __/ - `/( `'--.._,_ - /\ `'---;--'-;` - / /'. _,\ - | | )-'` _} - |-\ {_,.-'` \ - `" \_\_, \ - /__/\.-'`} - {___}',-"`\ .-"\ - / | `-. \.__.-" / - - . | / _..-`""` _,`~ ~- `~, -~ ^`- - ~^ jgs `~ _/;-"" , = -~ ~- ^ ` - ` ~^ ` ~-"` =~ =~ =~^ ~^ - ~ ~^- ~ - `^ - ` -. ` ^ - - ^- `~,_ ,`==,_ _,~``'` ~, ,=. ^ ~^ - - ~ - ~- ` ~ "~ ~ =~^ `~ ` `,_ , ` ~-^ - ` ~^ ~^ -~^ ^~ -~^ -~ `^ ~~ -~ - -#31 -CIRCLEMUD CREDITS - - t b a M U D 3 . 5 1 - -tbaMUD (formerly known as CircleMUD) was developed from DikuMUD (Gamma 0.0) by -Jeremy "Ras" Elson at Johns Hopkins University's Department of Computer Science. -All code unique to tbaMUD is protected under a copyright by the Trustees of -the Johns Hopkins University. - -Many, many people contributed to tbaMUD in one way or another throughout -the course of its development. Although it is impossible for me to remember -them all, I'd like to extend special thanks to certain people: - - -- Jeff Fink and George Greer, for submitting a veritable mountain of - excellent code. - -- Chris Epler and Chris Herringshaw for extensive beta-testing and bug - reporting. - -- Furry (Alex Fletcher), for single-handedly managing Circle's world files. - -- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for other - code and area submissions. - -- Jean-Jack Riethoven for porting the code to the Amiga, David Carver - for porting it to OS/2, and Jack Patton and Steffen Haeuser for the - Amiga port. - -- Bill Bogstad and Tim Stearns for allowing Circle to exist at JHU. - -- The DikuMUD folk, and the good old WhatMUD implementors Dave & Justin, - for starting the ball rolling. - -- Bryan Jolson, Steven Lacher, Cat Stanton, and Naved Surve, for being - there in the very early days of Circle's development. - -- Sharon, Ben, Erica, Aly, and Josh, for keeping me sane. - -- Jules (hamotek sheli) for being the greatest. - -...plus everyone else in the Circle community who has submitted material! -Thanks everyone! - - Bugs and Help: tbamud.com 9091 - URL: http://tbaMUD.com/ - Mailing List: http://cwg.lazuras.org/ - ---Jeremy Elson - -tbaMUD (formerly known as CircleMUD) is currently being developed by The -Builder Academy. All bugs and requests for help should be directed to: -tbamud.com 9091 - ---Rumble -#0 -CLASSES - - There are 4 classes on tbaMUD. See the help files on each for details. - -WARRIOR -MAGIC USER -CLERIC -THIEF - -#0 -CLEAR CLS - -Usage: cls - -Clears the screen. - -#0 -CLERIC - -Clerics have an ancient belief in not carrying sharp weapons. Hence, they can -only wield bludgeoning weapons. This class gives you the wisdom of peace, -blessing and healing, though it is possible to learn more violent spells. - -You can improve your spells by using the practice command. - -See @RHELP SPELLS@n for a list of spells available. - -See also: PRACTICE, SPELLS -#0 -CLSOLC - -Usage: CLSOLC - -Clears the screen just before you enter the main OLC menu. - -See Also: TOGGLE -#31 -CODING C++ PROGRAMMING LINUX UNIX - - Coding is far more difficult than building, to do it well requires years of -experience in programming and MUDding. TBA is willing to offer limited help in -coding and setting up your own MUD. Be warned, it is not quick or easy and will -take years to create a decent MUD. - - To begin you first need a server to host the MUD. Since free servers are far -and few between I recommend new coders start with CYGWIN. Cygwin is a Unix like -server that runs under Windows on your own computer. To install follow the -directions under @RHELP CYGWIN@n. - - If you are serious about coding then you will need to read up on it. I -recommend the book "The C Programming Language" 2nd edition by Brian W. -Kernighan and Dennis M. Ritchie. There are also online tutorials like: - -http://mindview.net/CDs/ThinkingInC/beta3 -http://www.cprogramming.com/tutorial/ -http://www.free-ed.net/catalog/crsemain.asp?nC=3&nD=2&nO=3 - -See also: FREE-SERVERS, DOCUMENTATION, DOWNLOADS, CWG -#31 -COLORCODES COLOURCODES COLOR-CODES COLOUR-CODES COLORS COLOURS PCOLORS COLORCODING - -Usage: toggle color [ off | normal | on ] - - If you have a color-capable terminal and wish to see useful color-coding -of information, use the TOGGLE COLOR command to set the level of coloring you -see. - The letters for the colors are to be preceded by a single @@ sign, where the -actual code will be @@. Double @@@@ = single @@. All use of colorcodes -@RMUST@n be terminated with @@n to restore normal color to prevent color bleeding. - -The colors are: -n - normal -@dd - black@n @DD - gray@n @00 - background black@n -@bb - blue@n @BB - bright blue@n @11 - background blue@n -@gg - green@n @GG - bright green@n @22 - background green@n -@cc - cyan@n @CC - bright cyan@n @33 - background cyan@n -@rr - red@n @RR - bright red@n @44 - background red@n -@mm - magenta@n @MM - bright magenta@n @55 - background magenta@n -@yy - yellow@n @YY - bright yellow@n @66 - background yellow@n -@ww - white@n @WW - bright white@n @77 - background white@n - -Extra codes: -@ll - blink@n @oo - bold@n -@uu - underline@n @ee - reverse video@n - -See also: @@, ANSI, PROMPT, TOGGLE -#0 -COLORSPRAY COLOR-SPRAY - -Usage : cast 'color spray' -Accumulative: - -Duration : Instantaneous -Level : Mage level 11. -Save : Versus spell for half damage. - -This spell is more powerful than the lightning bolt spell. - -See also: LIGHTNING-BOLT - -For help on actual color, see: ANSI, COLORCODES -#0 -COMBAT - - The following commands deal with combat - for more info, @RHELP KEYWORD@n - -KILL - Initiate combat -FLEE WIMPY - Leave combat -ASSIST RESCUE - Assist a friend in battle -CONSIDER - Take a quick look at your opponent. -KICK BASH BACKSTAB - Battle skills. -CAST - Used for spellcasting. -#0 -COMMANDS MUDCOMMANDS MUD-COMMANDS - -Usage: commands - -The COMMANDS command gives a canonical list of all the known verbs. - -Each command listed should have help available by typing "HELP ". - -See also: SOCIAL, SOCIALS -#0 -COMMENT * - -* This is an example of a comment in trigedit. Because of the *'s the lines -* are not parsed, so the trigger still works even if it has a lot of -* explanations built in. All triggers should be heavily commented. - -* The below line sends the text 'Trigger firing' to the room. -%echo% Trigger firing - - Comments are useful in triggers to document what is happening, for future -reference, and for others to see what the trigger does. If you want a * in your -trigger text try /*. - -See also: REDIT-ROOM-FLAGS -#31 -COMMUNICATION - - The following commands deal with communication - for more info, @RHELP KEYWORD@n - -SAY ASK WHISPER - Talk to people in the room -GSAY GTELL REPORT - Talk to a person in the group. -TELL QSAY REPLY - Talk to a person in the game / the quest. -SHOUT HOLLER GOSSIP GRATS AUCTION - Send a message on a public channel -MAIL RECEIVE CHECK - Used to communicate with a postman. -WRITE READ REMOVE - Used to communicate via boards. -DEPOSIT WITHDRAW BALANCE - Used to communicate in banks. -BUY SELL LIST VALUE - Used to communicate in shops. -PRACTICE - Used to communicate with guilds. -EMOTE - Send a message to the room. -NOTELL NOSHOUT NOGOSSIP QUEST -NOGRATS NOAUCTION - Turn off the corresponding channels. -ORDER - Make charmed followers do things. -#0 -COMPACT - -Usage: compact - -This command toggles the extra blank line output to your screen after each -command. Useful if you have a small display. - -See also: BRIEF -#0 -CONSIDER DIAGNOSE - -Usage: consider [target] - -This command will compare your Level with the level. You will then -receive a rough estimate, which is by no means exact. Consider does not take -hitpoints/special attacks/damage into account. - -Example: - - > consider fido - -See also: HIT, KILL -#0 -CONTAINERS BAGS CHESTS LOCKERS - - To create a container you must selected object type container and then -set the following to C) Values: - - value 0: Capacity (max containable weight) of container - value 1: Container flag bitvector - 1) CLOSEABLE Container can be closed and locked. - 2) PICKPROOF Lock on container cannot be picked. - 3) CLOSED Container is closed when created. - 4) LOCKED Container is locked when created. - value 2: The vnum of the key object that opens this container. - -1 if it has no key. - value 3: Reserved for internal use -- always set as 0. - -Container capacity counts towards the total container weight. - -See also: VALUES -#31 -CONTEXT %CONTEXT% - -Usage: context - -* This little trigger will make sure one %has_said_hello% exist for each player. -context %actor.id% -set has_said_hello 1 -global has_said_hello -* now only triggers running with context = %actor.id% can access this particular -* variable. however - it is a better idea to use vars set on players: help remote. - - Changes the "context" of a trigger to this value. When first run, a trigger's -context is 0. When a variable is made global, it is given the current context. -When a variable is accessed, if it must be searched for globally, a "found" -variable must either have context 0 or the current context. The net result of -this is you may have many global variables in a single trigger, with the same -name, differing only by context. Players may have variables; this mostly -removes the need for variable context. Previously, a player's ID could be used -as variable context to allow a trigger to service multiple players at once. - -Example: @RTSTAT 23612@n - -See also: REMOTE -#31 -CONTROL-WEATHER - -Usage : cast 'control weather' <'better' | 'worse'> -Accumulative: Yes - -This spell will change the "course" of the current weather. - -Example: - - > cast 'control wea' worse -See also: %WEATHER%, WEATHER -#31 -CONTROL-WEATHER - -Usage : cast 'control weather' <'better' | 'worse'> -Accumulative: Yes - -This spell will change the "course" of the current weather. - -Example: - - > cast 'control wea' worse -#0 -CONTROL-WEATHER - -Usage : cast 'control weather' <'better' | 'worse'> -Accumulative: Yes -Duration : - -Level : Cleric level 17. - -This spell will change the "course" of the current weather. - -Example: - - > cast 'control wea' worse -#0 -CRASHES - -A crash is when the game decides to reboot itself, without the benefit of -letting us know in advance. - -See also: REBOOT -#0 -CREATE-FOOD - -Usage : cast 'create food' -Accumulative: - -Duration : Instantaneous -Level : Cleric level 2. - -This spell instantly creates a fresh waybread. The waybread will be -filling for the next (5+level) hours, up to a maximum of 24 hours. - -See also: CREATE-WATER -#0 -CREATE-WATER - -Usage : cast 'create water' -Accumulative: No -Duration : Instantaneous -Level : Cleric level 2. - -Expect disastrous results if cast upon a drink container which contains -another liquid than water. Empty or water containers will be filled -depending on the level of the caster. - -Double amount of water will be created if it is raining (or worse). - -See also: CREATE-FOOD -#0 -CURE-BLIND - -Usage : cast 'cure blind' -Accumulative: No -Duration : Instantaneous -Level : Cleric level 4. - -This spell will cure a person blinded by the "blindness" spell, it -can not remove blindness caused by for example cursed items. -#0 -CURE-CRITIC - -Usage : cast 'cure critic' -Accumulative: - -Duration : Instantaneous -Level : Cleric level 9. - -This spell cures 3d8+3 hitpoints of damage. -#0 -CURE-LIGHT - -Usage : cast 'cure light' -Accumulative: - -Duration : Instantaneous -Level : Cleric level 1. - -Cures minor wounds and scratches. -#0 -CURSE - -Usage : cast 'curse' -Accumulative: Yes -Duration : 7 Days, permanent on objects. -Level : Mage level 14. - -Curse cast on a person that fails the saving throw, will reduce their -hitroll and damage roll both by one. It will also reduce the saving -throw versus paralysis by one. - -When cast upon an object, the object will no longer be removable or droppable. -The object must be uncursed by casting the spell remove curse on it. - -See also: REMOVE-CURSE -#0 -CURSED - -A cursed mob or player will reduce their hitroll and damage roll both by one. - -When cast upon an object, the object will become undropable. - -#0 -CWG BUDDHA SUNTZU RASPUTIN CIRCLEMUD-WITH-GOODIES - - CWG is short for CircleMUD with Goodies. It is a customized codebase free -to download from http://cwg.lazuras.org/. It comes in three versions: Buddha, -Suntzu, and Rasputin. CWG is also nice enough to host the tbaMUD forums and -downloads section. - -See also: RESOURCES -#31 -CYGWIN README.CYGWIN README-CYGWIN COMPILER SHELLS - - Compiling tbaMUD - under Microsoft Windows using CygWin - -tbaMUD compiles under Cygwin without needing any special modifications. -This free pseudo-Unix environment for Windows includes the "bash" shell, "gcc" -family of compilers, and a full set of programs and libraries for Windows users -to compile and run programs from source code intended for Unix. It can be -downloaded from: http://cygwin.com/ - -Compiling tbaMUD under Cygwin is basically the same as it would be under -another form of Unix: - -1) Download from: http://cygwin.com/setup.exe - Select open. - Install from Internet - Select "just me" "dos" - Choose a mirror site. - Leave selected package as default. - Select the following from devel: autoconf, gcc, make, and patchutils - Click Next. - Install, follow prompts. - -2) Download and uncompress the latest version of tbaMUD: - http://cwg.lazuras.org/modules.php?name=Downloads&d_op=viewdownload&cid=16 - Join the forums as they will be a great resource for any problems that you - encounter. Once you download and uncompress tbaMUD (I use winRAR) read - through the /doc directory. - -3) Start the Cygwin "bash" shell by double clicking the Cygwin Icon. This will - open a telnet looking window that mimics a *nix server where you can run the - MUD. Go to the directory where you extracted tbaMUD by using the "cd" change - directory command and "dir" directory listing to find the correct files. For - example "C:\tbaMUD". "cd c:/tbaMUD" "dir" in the listed files you should see - one called configure. DO NOT go into the SRC directory yet. - -4) Make the following change to src/Makefile.in to make copyover work: - - --- Makefile.in.old 2007-02-26 05:52:19.000000000 +0100 - +++ Makefile.in 2007-03-26 17:21:56.000000000 +0200 - @@ -61,6 +61,8 @@ circle: - $(MAKE) $(BINDIR)/circle - - $(BINDIR)/circle : $(OBJFILES) - + @-rm $(BINDIR)/circleold.exe - + @-mv $(BINDIR)/circle.exe $(BINDIR)/circleold.exe - $(CC) -o $(BINDIR)/circle $(PROFILE) $(OBJFILES) $(LIBS) - - clean: - - The above is a "patch" file. All you need to do is add the two lines with - the +'s to your file Makefile.in. If you are still confused check out these - links on how to patch: http://www.circlemud.org/cdp/wtfaq/handpatch.html - http://cwg.lazuras.org/modules.php?name=Forums&file=viewtopic&t=757 - - Run the configure script by typing "./configure". This will automatically - detect what programs and library functions are available, and create the - files "Makefile" and "conf.h" based on the results. - - If you get complaints from bash that it will not run the configure script - either because it cannot find it or because it claims the file is not - an executable, you can also try "sh configure", "sh ./configure", - "bash configure" and "bash ./configure" until one of them works. - -5) NOW change to the /tbaMUD/src directory "cd src", and type "make", and watch - tbaMUD and the additional utilities included in the tbaMUD distribution - automatically being compiled and placed in /tbaMUD/bin. - -6) Go back to /tbaMUD, and run the MUD either directly by typing - "bin/tbaMUD", or by using the "./autorun &" script. - -7) Start a telnet program. Open a connection to your own machine "localhost" - on port 4000. You should see the MUD's login screen welcoming you. The - first person to login will be promoted to IMP. - -If you have problems, read this document again. Most of the questions received -in email or which are posted to USENET newsgroups are answered in this file, or -in other documents included in the tbaMUD distribution. If you are still -having problems and you're *sure* that your question is not answered in this -document or in one of the others files in the /tbaMUD/doc directory, try -reading the forums at http://cwg.lazuras.org/ or stop by TBA for assistance. - -It really can not be stressed enough: READ EVERYTHING. - -Authors: Jeremy Elson, David Goldstein, Tony Robbins, and George Greer. - -Rumble -The Builder Academy -tbamud.com 9091 - -See also: CODING, DOWNLOADS -#31 -D-DESC MEDIT-D-DESC MEDIT-EXTRA MEDIT-DESC - -5) D-Desc:- -@yIt looks unfinished.@n - The description displayed for a mobile when a player looks at the mobile by -typing "look ." When entering this description you will use the text -editor. So all commands under /h are once again available to you. As always -with the text editor use /fi to format and indent your work. Try to liven up -your mob by writing a creative description. - Try to tell the player what the mobile looks like, how it is acting, etc... -Be careful how you word what they are wearing. For example of what not to say: -"A huge werewolf is wielding a mace of Oblivion." Reason being, if he does not -load the mace, this would not make any sense. Do not describe objects that a -mob is wearing in their look or extra desc. All such objects should actually - -be made and equipped to the mob. - Give your mobs names, or at least an occupation. Seeing the generic "a -citizen is standing here." gets boring pretty quick and makes the game become -a drone, room-to-room hack and slash. As a player, which would you like to -say that you killed: 'a citizen' or 'The Great Speaker of the Land'? Both -could easily be the same mob, but one sounds more impressive than the other. -There are some exceptions of course. Something like "butterflies circling a -bush" is fine if the butterflies are not loaded in the room. These are also -known as filler mobs. It is acceptable to place filler mobs, such as towns -people or animals. For Example, "A crowded market place bustles with activity -as people rush to get the best deals." Or, "The forest is covered in shadows -except through small breaks in the foliage where birds can be seen flying over -head." You should never describe "several orcs sit at a bar causing a ruckus" -in the room description of the bar, instead put them there as mobs. - Also be more inventive with mobs. Most mobs have a boring short description. -For example, "a dragon" or "a goblin". "a fierce fire breathing dragon" or "an -obese yellow goblin" are far more impressive. - -See also: TEXT-EDITOR -#31 -DAMROLL ROLL DAMAGEROLL DAMAGE-ROLL - -A bonus added to armor and weapons to let your character hit things harder. - -See also: HITROLL, AC, STATS -#0 -DATE AM PM - -Usage: date - - Shows the current real time. (Not a social) - -#31 -DC - -Usage: dc - - DC (DisConnect) is used to disconnect a socket. If used on a playing socket, -the player will lose his/her link, but, unlike PURGE, will not extract the -player or dump the player's inventory on the ground. DC is also useful for -disconnecting people who have accidentally left themselves at the main menu, -or connections sitting in the "Get name" state. - -See also: USERS -#31 -DELETE SUICIDE - - If you choose to give up then quit the game back to the login screen and -select the option to delete your character. - -#0 -DEPENDENT ZEDIT-DEPENDENT DEPENDANT ZEDIT-DEPENDANT - - One of the most common mistakes by new builders is their misunderstanding -of: "Is this command dependent on the success of the previous one? (y/n)." -What this is asking is: does it rely on the command preceding it? Or do you -only want this to execute when the line prior to it does. For example if you -are giving an object to a mob, equipping a mob, or putting something inside -an object, IT MUST BE DEPENDENT on that mob/obj first loading. So you -should answer yes. IF you are loading a mob, closing a door or loading an -object to a room it would normally not be. There are too many instances to -describe every one so try to use common sense. When loading an object to a -mob maxload should be 99. Since the equip or give option in zedit will be -dependent on the mob first loading only 1 item will be given when it loads. -Unlike the load to room command where you should not set a maxload of 99 -because 99 objects will load to that room. - -See also: MAXLOAD, ZEDIT-ADVANCED -#31 -DESCRIBING - - Writing good descriptions requires inspiration and imagination before all -else. There is nothing particularly difficult about writing for a MUD, but -there are a number of common, fatal mistakes new builders typically make. If -you read through this tutorial, you should be able to avoid the common -pitfalls, and thus insure a long life as a builder. - Remember that your job with descriptions is to create an interactive -environment that the player sees, hears, feels, etc. This means that your -number one goal is to be eloquently descriptive. - Writing for a MUD was once explained to me as writing a story for the -mortals of the realm. As you go through the zone, it unfolds into different -twists in the plot. Try imagining writing a small book when creating your -descriptions. A few builders wing it, which I highly discourage. The best -zones I have ever seen have always had much forethought and planning before -the builder process began. Do what works best for you, everyone has their own -style of building. Use it to your advantage. - Use adjectives. Sad, Angry, Dirty, Nice, Morose, Gleeful, Enraged, Filthy, -Pleasant, Melancholy, Ecstatic, Pestilent, Comfortable, Depressing, Blissful, -Spiteful, Smutty, etc. A thesaurus is great for this. @Chttp://m-w.com/@n - An interesting area will always attract more players than a bland one. -There are many ways to make an area interesting. Try to be as descriptive as -possible. Do not hold back on writing extra descriptions. Players are so -accustomed to not having richly described areas that finding an extra -description can often be a real treat. Also, one oft forgotten thing to -describe is the door exits. Describing all of these can give a feel of -standing out in a field and seeing something like: To the north there appears -to be a plume of smoke. The fields stretch off towards the large hills on the -horizon. - Many players (both experienced and first timers) read the descriptions -carefully the first time they walk through an area, and having many extra -descriptions helps them fill out their idea of what things actually look like. - When writing the numerous descriptions of the area, make them interesting -to read! Nobody likes to read room after room of stupid one-line descriptions. -Vary each description as much as possible. One of the greatest joys for most -players is finding new and interesting rooms, items, treasures, and monsters. -For those of you familiar with role-playing games, this creative use of -descriptions and atmosphere should be quite well known to you. Consider -looking over other areas you enjoy before building your own, to use ideas from -that area. Remember: You do not want to bore your players to tears. - There are four types of descriptions a builder can make. Room, Mob, Obj and -extra. Room descriptions are simply what players see when they walk into a room. -Mob and Obj descriptions are what players see when they look at the Mob or Obj. -Extra descriptions are unique because they can be used on either rooms or -objects and can be seen when a player types "look ". - -See also: REDIT-DESC, REDIT-EXTRA, OEDIT-EXTRA, MEDIT-D-DESC -#31 -DESCRIPTIONS DESCRIBE - -Use a lot of room/mob/obj/extra descriptions. And more descriptions. And then some. - -See also: DESCRIBING, REDIT-EXTRA-DESC, OEDIT-EXTRA-DESC, EXTRA - -#31 -DESCRIPTORS LOGINS - -This annoying message happens when someone connects but never logs into the -MUD and is idled out. - -#31 -DETACH UNATTACH - -Builders working on their trial vnum do not need to learn this command, yet. - -Usage: detach [mob | obj] {target name} {trigger name/vnum | 'all'} - detach room {target vnum | '.'} {trigger name/vnum | 'all'} - - Detach removes a trigger to one instance of a mob/obj/room, for testing or -other purposes. The command only removes the trigger temporarily, until the -room/obj/mob is reloaded via reboot, zreset, load. - -Use the optional arguments 'mob' and 'obj' to differentiate if more entities -with the same alias are in the room. - -Examples: -detach room 14500 14520 - remove trigger 14500 from room 14520. -detach room all - removes all triggers from a room. -detach Santa 1332 - detach trigger 1332 from mob 1308 (Santa). -detach mob Santa all - detach all triggers from Santa. -detach Santa all - Same as above. -detach sword 1300 - detach trigger 1300 from sword. -detach obj sword 1300 - You guessed it - same as above. -detach sword all - detach all triggers from the sword. - -See also: ATTACH, TRIG-DETACH, TRIG-ATTACH, OLC, TRIGEDIT, TSTAT, STAT, ROOMFLAGS -#31 -DETECT-ALIGNMENT - -Usage : cast 'detect alignment' -Accumulative: Yes (Duration) -Duration : 12 hours + level -Level : Cleric level 4. - -Allows the caster to detect the alignment of those around them. -Evil will show as a red aura, good in a blue aura. - -See also: "DETECT INVISIBILITY" -#0 -DETECT-INVISIBILITY - -Usage : cast 'detect invisibility' [self] -Accumulative: Yes (Duration) -Duration : 12 hours + level/4 -Level : Mage level 2, Cleric level 6. - -This spell enables you to see invisible items and players. -#0 -DETECT-MAGIC - -Usage : cast 'detect magic' [self] -Accumulative: Yes (Duration) -Duration : 12 hours + level -Level : Mage level 2. - -This spell will let you see the magical aura surrounding magical -objects. -#0 -DETECT-POISON - -Usage : cast 'detect poison' -Accumulative: No -Duration : Instantaneous -Level : Mage level 10, Cleric level 3. - -Cast on food or drinks (drink containers) you will be able to -sense if it is poisoned. - -Cast on a person you will be able to see if that person is -poisoned. -#0 -DETTA - - Detta needs help with her spelling and sense of humor. She randomly throws -in U's in the oddest places and finds the strangest things funny.. like laundry. -None of this is really her fault, she is British. She is also a very good nurse -so feel free to ask her about anything health related. If you want to gross her -out you can pick on her fear of bugs. - -#0 -DG-SCRIPTS DG_SCRIPTS DGSCRIPTS - -Stands for Death Gate scripts and are named after the original MUD they came from. - -See also: TRIGEDIT, TRIGEDIT-MENU -#31 -DG_AFFECTS SCRIPT-AFFLICTED AFFLICTED DG-AFFECTS DG-AFFECTS %DG_AFFECT% DG-EFFECT DG_EFFECT - -Usage: dg_affect - -Modifies an affection or apply on the target. Durations must be non-zero. - -dg_affect %actor% sanct on 20 -- Sets sanctuary on actor for 20 hours. -dg_affect %actor% maxhit 100 20 -- Sets maxhit on actor +100 for 20 hours. - -To check to see if an actor has an affection use affect(). i.e. if %affect(blind)% - -Example: @RTSTAT 1382@n - -See also: APPLIES, AFFECT, TRIG-AFFECT -#31 -DG_CAST TRIG-CAST TRIGEDIT-CAST TRIGEDIT-SPELLS DG-CASTS %CAST% %SPELLS% %dg_cast% - -dg_cast 'spellname' [target] - - This allows the holder of a trigger to cast spells. Spells will work for -rooms and objects, as well as mobiles. Players and mobs will still be allowed -saving throws against these spells. - - This simple example allows the mob to cast poison 10% of the time while fighting. -Trigger Intended Assignment: Mobiles -Trigger Type: Fight , Numeric Arg: 10, Arg list: None -Commands: -dg_cast 'poison' %actor% - -Example: @RTSTAT 132@n -See also: SPELLS -#31 -DICTIONARY DICTIONARIES THESAURUS M-W.COM DEFINITION MERRIAM-WEBSTER M-W-DEFINITION WEBSTER MW TELL-M-W BREATHER - - We have a direct link to Merriam Webster. To use the dictionary just -tell m-w - ->tell m-w breather -You get this feedback from Merriam-Webster: -That means: -1 : one that breathes -2 : a break in activity for rest or relief -3 : a small vent in an otherwise airtight enclosure - -A few obscure definitions are not available through m-w since they are in the -unabridged version that requires membership. They also offer a thesaurus at: -@Chttp://m-w.com/@n - -#31 -DIG UNDIG RDIG RELINK RLINKS - -Builders working on their trial vnum do not need to learn this command, yet. -Usage: dig - This command creates a two-way exit from the room you're currently in to the -room specified. The direction can be any of north, east, south, west, up and -down. If the target room does not exist it will be created. If either exit -already exists, you will receive an error. To purge an exit use: dig -1. -Directions can be abbreviated. - -Examples: -dig north 1202 - Will make an exit to the north from here to 1202, and an exit from 1202 south -back here. - -dig north -1 - Will remove the exit you just made. - -NOTE: Dig does not autosave on exit. you must type SAVEALL. This way if you - mess up and want the links deleted we can just reboot and wipe them. - -See also: SAVEALL, REDIT, OLC, RLIST, BUILDWALK -#31 -DIKU ROM DBX DBZ SMAUG - - These are other types of MUD codebases. We only focus on tbaMUD (the codebase -formerly known as CircleMUD). - -#0 -DISCLAIMER - - All areas submitted or created on The Builder Academy remain the property -of the original builder. By creating or submitting an area the builder gives -the staff of TBA the right to edit, modify, and use the material as we see fit -on TBA without any penalty, fee, whining, or obligation of any sort. TBA staff -will not normally modify anyone's work. However, it is sometimes necessary for -troubleshooting, fixing errors, or game balance. - A builder can request a copy of their work from us at any time. A builder's -work will not leave TBA without their explicit permission. The builder will -always be given public credit for their work. If a builder abandons their work -without notifying Rumble, they may be deleted and their work will either be -deleted or donated depending on the quality. - -#0 -DISCONNECT FLOOD OVERFLOW CUTOFF CUT-OFF ENTERING-TEXT - - This commonly happens to new builders when they try to enter too much text -at once in the text-editor. To prevent this simply enter a sentence or two at -a time. Hit return then enter another sentence then repeat. The MUD prevents -people from entering large strings of text to keep the CPU from getting bogged -down. A return is required at least every 256 characters. If this is not done -the text will simply be cut off and lost. So enter each sentence separately and -when done type /fi to format with indent. - -See also: TEXT-EDITOR - -#31 -DISPEL-EVIL - -Usage : cast 'dispel evil' -Accumulative: - -Duration : Instantaneous -Level : Cleric level 14. -Save : Special - -This spell will only affect evil creatures. An evil person of level -equal or less than caster will suffer 100 damage points. - -If the victim is higher level than caster, the spell will inflict -(caster_level)d4 damage points, saving throw versus half damage. - -See also: DISPEL-GOOD -#0 -DISPEL-GOOD - -Usage : cast 'dispel good' -Accumulative: - -Duration : Instantaneous -Level : Cleric level 14. -Save : Special - -This spell will only affect good creatures. A good person of level -equal or less than caster will suffer 100 damage points. - -If the victim is higher level than caster, the spell will inflict -(caster_level)d4 damage points, saving throw versus half damage. - -See also: DISPEL-EVIL -#0 -DISPLAYS PROMPTS HIT-PNT-DISPLAY - -Usage: prompt < H | M | V | all | auto | off > - -Modify your prompt to show your hit points, mana, and/or movement points. - - > prompt hv Display hit points and movement points. - > prompt off Return to no prompt. - > prompt all Display hit, mana, and movement points. - - > prompt auto A seperate toggle that will only display your selected - prompt if the values drop below 30% of max. -See also: TOGGLE -#0 -DOG KEYWORDS - -stuff -#1 -DONATE - -Usage: donate - donate coins - -This command takes an object that you no longer want and deposits it in one of -the MUDs donation rooms. - - > donate shield - > donate all.bread - > donate 500 coins - -See also: JUNK, GET -#0 -DROP THROWN - -Usage: drop - drop all. - drop all - drop coins - -If you lose interest in a carried item, you can drop it on the ground. -Level 31 builders can not drop objects outside of their assigned zone. - - > drop bottle - > drop all.bread - > drop all - > drop 1000 coins - -See also: DONATE, GET, JUNK -#0 -DRUNK WINE LIQUID-CONTAINERS BEER SPIRITS DRINK-TYPES LIQUOR WHISKEY WHISKY LIQUIDS LIQ-CONTAINERS - - When selecting object type FOUNTAIN or DRINK CONTAINER you will need to -choose the type of liquid it contains from the following list: - - 0) water 1) beer - 2) wine 3) ale - 4) dark ale 5) whisky - 6) lemonade 7) firebreather - 8) local speciality 9) slime mold juice - 10) milk 11) tea - 12) coffee 13) blood - 14) salt water 15) clear water - -See also: VALUES -#31 -DTS NEAR-DEATHTRAP XP FIGHTING HEALTH DIE DYING DEATHTRAPS DEATHS %DEATH% DEAD STUNNED INCAPACITATED MORTALLY-WOUNDED DEATH-TRAPS TRIG-DEATH TRAPS TRIGEDIT-DEATH - - A player will be in the following state at the listed hitpoints. -Dead: -11 (dead!) -Mortally Wounded: -6 (will die) -Incapacitated: -3 (will slowly die) -Stunned: 0 (will recover) - -DEATHTRAPS - Rooms that will kill mortals on entry. All dropped items may be junked. -Since many people are not a fan of DT's I suggest a more painful and slow -near death trap: - -Example: @RTSTAT 3008, 12000, 6100, 6300, 41004@n - -See also: TRIGEDIT-MOB-DEATH, ROOMFLAGS, GROUP, SCORE -#31 -EARTHQUAKE - -Usage : cast 'earthquake' -Accumulative: - -Duration : Instantaneous -Level : Cleric level 12. -Save : - - -This spell will damage everybody except the caster by -1d8+level_of_caster hitpoints. -#0 -EATING DRINKING SIP TASTE HUNGRY HUNGER THIRSTY FOOD NIBBLE - -Usage: eat - taste [from] - drink [from] - sip [from] - -If you're hungry or thirsty, these commands are for you! - - > eat bread - > taste bread - > drink from cup - > sip fountain - -If you taste or sip, you don't get large portions and won't be -hurt badly by poison. You :Sdon't get satisfied either, though. - -Thirst and Hunger are modified by objects in units of hours. So an object -with 24 drink units will quench thirst for 24 hours. Same for food. -Immortals never become hungry, thirsty or full. -#0 -ECHO GECHO QECHO - -Usage: echo - gecho - qecho - -ECHO displays a string to everyone in your room. -GECHO displays the string to everyone in the game. -QECHO displays the string to everyone with the QUEST flag. - -Examples: - > echo Hi, everyone in the room. - > gecho Hi, everyone in the game, isn't this annoying? - -See also: %ECHO% -#31 -EDIT - - This is simply a test function and does not actually do anything. - -See also: OLC -#31 -EDITORS - - Editors are what builders use to create their worlds. - -See also: OLC, REDIT, OEDIT, MEDIT, ZEDIT, SEDIT, TRIGEDIT, TEXT-EDITOR -#31 -EMAILS ICQ AIM ADMIN E-MAILS CONTACTS - -Name Email ICQ # AIM MSN - -Welcor welcor@@tbamud.com 18755607 -Rumble rumble@@tbamud.com 4822010 admwint wintersn -Shamra shamra@@tbamud.com BlackdemonRahl - -Amber amber@@tbamud.com -Detta detta@@tbamud.com -Elaseth elaseth@@tbamud.com ParaVox3 -Elorien elorien@@tbamud.com -Ferret ferret@@tbamud.com radiax01 -Fizban fizban@@tbamud.com Fizban1216 fizban1216otmail.com -Fyre fyre@@tbamud.com -Heiach heiach@@tbamud.com heiach heiach -Random random@@tbamud.com 219948345 -Relsqui relsqui@@tbamud.com 72136407 Relsqui penguinista -Rhade rhade@@tbamud.com - -#0 -EMOTES : EMOTIONS - -Usage: emote - : - -Show people what you're feeling. The shorthand for emote is ":". -"emote " will display your name, then the string. - -Example: -If your name is "Rhade", - > emote is feeling very sad today. -will display: -Rhade is feeling very sad today. - -See also: SOCIALS, GEMOTE -#0 -ENCHANT-WEAPON ENCHANT-ARMOR - -Usage : cast 'enchant weapon' -Accumulative: No -Duration : Permanent -Level : Mage level 26. - -This spell will enchant non-magical (non-modifying) weapons only. -By non-modifying weapons we refer to weapons that might alter any -ability such as for example damage. The only way to know if a weapon -is suitable for enchantment is to fully identify it. - -The enchantment will modify the weapon as: - - Level Hit Roll Damage - - 0..17 +1 +1 - 18..19 +2 +1 - 20..20+ +2 +2 -#0 -ENERGY-DRAIN - -Usage : cast 'energy drain' -Accumulative: - -Duration : Instantaneous -Level : Mage level 13. -Save : Versus spell for half damage. - -This spell does not give much damage, but victims failing their -saving throws will loose up to 40,000 XP points. You will gain -a quarter of this XP. - -Beware that this spell is evil. -#0 -ENTER - -Usage: enter [place] - -If you type 'enter' while you are outdoors, you'll enter any nearby shelter. -You can also follow 'enter' with an argument; for example, 'enter hole'. - -#0 -EQUIPMENT POSITIONS WORN FINGERS NECKS BODY HEADS LEGS FEET HANDS ARMS SHIELDS ABOUT WAIST WRISTS WIELDED HELD TRIG-POSITIONS TRIGEDIT-POSITIONS %POSITIONS% EQ-SLOT %EQ-SLOT% - -Usage: equipment - -Gives you a list of all the equipment you're wearing, holding, and wielding. - -You are using: Trigedit positions - [200] a generic light light 0 - [201] a generic ring rfinger 1 - [202] a generic ring lfinger 2 - [203] a generic necklace neck1 3 - [204] a generic necklace neck2 4 - [205] a set of generic body armor body 5 - [206] a generic helm head 6 - [207] a pair of generic leggings legs 7 - [208] a pair of generic boots feet 8 - [209] a pair of generic gloves hands 9 - [210] a pair of generic sleeves arms 10 - [211] a generic shield shield 11 - [212] a generic cape about 12 - [213] a generic belt waist 13 - [214] a generic wristguard rwrist 14 - [215] a generic wristguard lwrist 15 - [216] a generic weapon wield 16 - [217] a generic staff hold 17 - inv 18 - - AC is modified on some positions as follows: Body X3, Head and Legs X2. - -See also: INVENTORY, REMOVE, WEAR, %INVENTORY%, %EQ% -#31 -ERRORS SYSERRS INVALID - - There are many common errors new builders cause. To simplify things they -have all been included in this help file along with how to correct them. - -1: Errant Rooms ------------- - 1: [ 1233] Rumble's Room - - The most common are exits to 0 (the void). This happens when a builder -modifies a room exit but does not include an exit room vnum. These errant -rooms are listed by the command 'show error' The fix is simple, remove the -exit by purge exit in redit exit menu or by using 'dig -1' - -2: SYSERR: Object # (oedit-s-desc) doesn't have drink type as last keyword. (oedit-keyword) - - Another common error is caused by how shop code handles drink containers -poorly. In order for shops to display a jug as a jug of they -must have the drink type as the last keyword. It is good practice to put the -drink type as the first and last word of an objects keyword (older versions -of CircleMUD expect it first). -i.e. a shot of whisky should have the keyword: whisky shot whisky - a cup of slime mold juice keyword should be: juice cup slime juice - -3: SYSERR: Mob #5 both Aggressive and Aggressive_to_Alignment. - - Another harmless error. If your mob is aggressive there is no need to also -make it aggressive to certain alignments since AGGR means it will attack any -player it can see. Choose to make it aggressive to an alignment or aggressive -to all. - -4: SYSERR: Object # (oedit-s-desc) has out of range level #. - - A simple one. Limit spell levels to the levels available, on TBA that would -be 1-34. - -5: SYSERR: Object # (oedit-s-desc) has negative weight (-2147483644). - SYSERR: Object # (oedit-s-desc) has out of range level #2147483647. - - These are really annoying. This happens when you use numbers larger than -necessary. This will actually crash many older versions of CircleMUD. Just do -not do it. Use realistic numbers. - -6: SYSERR: Object # (oedit-s-desc) uses 'UNDEFINED' spell #. - - There is no spell zero. Either select a spell or put -1 for none. - -7: SYSERR: Object # (oedit-s-desc) contains (5) more than maximum (3). - - When making a drink container you will set how much it initially contains -on creation and the max it can hold if a player were to fill it. Common sense -tells us that you can not create a container that initially holds more than -the max you set. To simplify the max must always be greater than or equal to -the initial amount. - -8: Char is already equipped: (medit-s-desc), (oedit-s-desc) - - This happens when someone tries to equip a mob with one or more object in -a single location. HELP ZEDIT-EQUIP for all the possible object equipping -locations. All you have to do to fix this is pick a different equip location -that is not used. - -See also: TRIG-ERRORS, ZEDIT-MISTAKES, SEDIT-MISTAKES -#31 -EVALUATE TRIG-EVALS EVALS - -Usage: eval - -* this example immediately evaluates the expression below and stores the result -* in %result% -eval result %self.hitp% * 100 / %self.maxhitp% -say My hitpoint percentage is %result% -* this result will not change after the evaluation even if %self.hitp% changes. - - The eval command is used to set (or create) the specified variable equal to -the result of the immediate evaluation of the provided expression. There also -exists a "set" command, with the same syntax. Set differs in that the expression -is not evaluated until the variable is accessed. - -Example: @RTSTAT 49@n - -See also: TRIG-SET -#31 -EVERYTHING ANYTHING - -When I help people I usually ask them what they need help with. All too often -they tell me: everything. I can not teach people everything. It is up to each -individual to learn what they can and then ask informed questions. The help -files here are extensive and are continuously being developed. Read through -all of the TBA zone starting at room 3. Inform yourself and then ask an -informed question in which I or the other staff members will be able to help -with. - -See also: NEWBIE -#31 -EXAMINE - -Usage: examine - -May give you some valuable information about an item or monster. - -See also: LOOK -#0 -EXITS - -Usage: exits - -Gives you a list of the obvious exits from your location. Of course, the less -obvious ones won't show up here - you have to THINK in order to locate those. - -See also: AUTOEXIT -#0 -EXPORT - - Used by the IMP's to export a zone for other MUD's. -#31 -EXPRESSIONS TRIG-EXPRESSIONS TRIGEDIT-EXPRESSIONS INCREMENTS MATHEMATICAL NUMBERS TRIGEDIT-NUMBERS != <> LOGIC && /= || \ RNUMBERS + OPERATORS OPERATIONS == EQUAL ADDITION - -A false expression is any expression that evaluates to 0, or an empty string. -A true expression is any expression that evaluates to anything other than a -false expression. The following list are the recognized operators. They are -listed in order of priority higher. Expressions are evaluated from left to -right. Parenthesis can be used to create priority. - -|Expr| Name | Common Examples -------------------------------------------------------------------------------- -| || | logical or | if %actor.level% == 34 || %actor.name% == Rumble -| | | (if actor level equals 34 or name equals Rumble) -| && | logical and | if %actor.is_pc% && %actor.sex% == male -| | | (if actor is a player and is male) -| == | equal to | if %actor.hitp% == 1 -| | | (if actor hitpoints is equal to 1) -| != | not equal to | if %actor.age% != 1 -| | | (if actor age is not equal to 1) -| < | less than | if %actor.dex% < 16 -| | | (if actor dexterity is less than 16) -| > | greater than | if %actor.align% > 349 -| | | (if actor alignment is greater than 349) -| <= | less than or equal | if %actor.exp% <= 2 -| | | (if actor experience is less than or equal to 1) -| >= | greater than or equal | if %actor.mana% >= 1 -| | | (if actor mana is greater than or equal to 1) -| /= | contains substring | if wardrobe /= %arg% (will match arg wardrob, -| | | wardro, wardr, ward, etc. @RHELP MUDCOMMAND@n) -| - | subtraction | 15 - 10 = 5 -| + | addition | 10 + 15 = 25 -| * | multiplication | 10 * 20 = 200 -| / | division | 100 / 20 = 5 -| ! | negation | if !%actor.is_killer% (if actor is not a killer) -------------------------------------------------------------------------------- - -Example: @RTSTAT 63@n -#31 -EXTRA-DESCRIPTIONS EXTRA-DESCS E-DESCRIPTIONS REDIT-E-DESCRIPTIONS REDIT-MENU-E-DESCRIPTIONS REDIT-EXTRA-DESCRIPTIONS - -B) Extra descriptions menu - Extra descriptions are used to make a room/obj more interesting, and make them -more interactive. Extra descriptions are accessed by players when they type -"look <>," where is any word you choose. For example, you might -write a room description, which includes the tantalizing sentence, "The wall -looks strange here." Using extra descriptions, players could then see -additional detail by typing "look wall." Choosing this option will bring you -to the extra descriptions menu: - -1) Keyword: @y@n - List the words you want people to use to interact with it. Simply the -. Do not use a/an/the/look/read in this field. - -2) Description: -@y@n - This is the text editor for describing something in the room. Be sure to -use /fi by typing it into the last line and hitting enter. - -3) Goto next description: - This option will allow you to make as many extra descriptions as you want. - - To delete an extra description all you have to do is leave the keywords -or the Description blank and exit. - -#31 -EXTRACT - -Usage: extract to-variable word-number from-text - -* could be used to do strange things to what people say: -extract testvar1 1 %speech% -extract testvar2 2 %speech% -extract testvar3 3 %speech% -extract testvar4 4 %speech% -say do you mean %testvar4% %testvar3% %testvar2% %testvar1% ? - - Place a specific word from the 'from-text' into a new or existing variable -'to-variable'. Do not enclose the name of the to-variable in %'s. - -#31 -FAMOUS QUOTES FUNNY HUMOR JOKES LAUGH - -Detta: this might hurt a little going in ;) -Detta: yeah have been up to my waist in manure before heh, fun stuff :P -Detta: you know... I normally just think about cute fluffy animals and paradise islands during my naps :) - -*Alexrain asked Detta if those numbers in her title were her measurements. -[33 Cl] Detta '19/27/118' - Never get to heaven if you're scared of getting high - -*Shamra mistakenly gave everyone the wrong URL, then: -Shamra: 33 Yes it was a PORN site...P-O-R-N...are you happy now! ?? -Shamra: all this chemistry talk is going to give me a serious orgasm :P - -Manivo: ...it hurts to have a conscience. =( -Manivo: (And the knowledge that Rumble reads the backlog) :P -Manivo: Actually I somehow lost a centimeter since I last measured. :P -Manivo: But Rumble would whip me in ways I would not enjoy. :) -Manivo: GOD, forget to put on deodorant ONE time, and you never let it go, HUH! >:( - -*Conversation between Surtur and Fyre -Surtur: .....i pray you never become a therapist or psychiatrist -Fyre: i'll keep that in mind for the future - -Masok: Anyone else think that maybe we should randomly carpet bomb overly populated areas of poor or useless people? -Masok: You cant. I have metal underwear. - -*While talking with Rumble* -Heiach: 15 inches?!.. Oh my.. I'm quite happy with my 2 or 3 - -Ferret: <33> so did you examine the cord?? see if the Moose was chewing on the cable? - -*When puff took over TBA (everyone turned into puff) -Puff dragon fractal: boy did I mess something up ;-P (Rumble) -Puff dragon fractal: hehe now I can say whatever I want and get away with it (Shamra) -Puff dragon fractal: will bring down the mud, one sec (Rumble) - -*Conversation between Detta and Heiach (Heiach talking about what he is feeding his pet) -Detta says, 'what are you having?' -Detta says, 'I am microwaving some spaghetti myself atm' -Heiach says, 'entrails, guts, beating hearts, heads, quivering flesh' - -Gossip: Salem pets Heiach. -Gossip: Heiach calls down lightning on Salem, leaving a pile of ashes that blows away in the wind. -Salem gossips, 'you're ment to purr :P' -Heiach: yeah.. I typoed - -*Talking about Shamra and her traveling cross country. -Demorie: and its hard to drive with him on my lap - -Dysprosic gossips, 'but I think I stained my jeans and now everybody knows that I've been in there.' - -Five: how do you make a mud? -Silvanos: add dirt and water :P - -Alucard: nut press isnt a mudcommand, right? - -Gossip: Shamra kisses Demorie. -Demorie: aw :) -Gossip: Demorie pounces on Shamra, pinning him to the ground. -Gossip: Demorie kisses Shamra passionately. -Bulrock gossips, 'Okay okay... get a Vnum for pete's sake' - -Fade: if (GET_SEXY_NESS(Fade) > VERY) -Fade: worship(Fade.body); -Gossip: Fade ducks out of the way. -Rumble: SYSERROR: GET_SEXY_NESS(fade) returns negative value - -*A new player logs in and: -Ghost gossips, 'suck my dick man' -Ghost gossips, 'oh sorry wrong mud' - -[ (GC) Shinseiku tried to get help on NOASSHOLE ] -[ Closing link to: Happythoughts. ] -[ Closing link to: God. ] - -Krin gossips, 'my dog turned my computer off...' - -Elorien: a new builder is logging on in a sex, its an imm from the mud Im building an area to atm -Shamra: hmm...have something on your mind elorien? :P - -Danguba: they say man without a stomack is like wait I cant remember the other part - -Nicodemus: There IS an end to the help files.. right? -Nicodemus: whew, I found the end -Nicodemus: That is without a doubt the most complete set of help files I've ever seen on a game.. -Nicodemus: Damn, I found ANOTHER hallway... - -Elerrina gossips, 'its hailing hard here' -Elerrina gossips, 'you can tell because in this day and age hail has a different sound than it used to' -Elerrina gossips, 'used to sound like small pellets of ice bouncing off stuff. now it sounds like car alarms' - -More Good Stuff: http://www.bash.org/?top -#0 -FAQ FREQUENTLY-ASKED-QUESTIONS - -1. Can I add color to my area? - Yes, you can. Just type in all the color codes. Just remember not to color -mob or obj keywords. @RHELP COLOR-CODES@n. - -2. What the heck is a VNUM? - A VNUM, or Virtual Number, is just a way to keep track of the items in the -game. - -3. I'm building an area, but I don't want to be redundant with words. - Invest in a thesaurus. Makes a world of difference, and if that doesn't -help, just make up your own words for things you create (just be sure to -describe them very well. Use @Chttp://m-w.com/@n for an online thesaurus -and dictionary. You can @Rtell m-w @n to lookup a definition. - -4. Where can I learn Trigedit? - Here! Welcor is now the developer of trigedit. We have extensive help files, -examples and tutorials. @RHELP TRIGEDIT@n and check out all the related help -files. @RHELP EXAMPLES@n for the best examples. - -5. When are you officially dead? - When you reach -11 hit points. Duh, everyone knows that. - -#31 -FILES FILE-GODCMDS FILE-LEVELS - -Usage: file