Updated World and files for 3.65 release. --Rumble

This commit is contained in:
Rumble
2014-02-27 18:47:00 -06:00
parent 8b6d10f523
commit 20a88c09b9
174 changed files with 7071 additions and 7035 deletions

View File

@@ -410,11 +410,12 @@ Switch Echo Example~
2 g 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* put a wait in here so it doesn't fire before the player enters the room
* Since this is an ENTER trigger we must put a wait in here
* so it doesn't fire before the player enters the room
wait 1
switch %random.3%
switch %random.4%
case 1
* only the person entering the room will see this.
* only the person (actor) entering the room will see this.
%send% %actor% You trip over a root as you walk into the room.
* everyone in the room except the actor will see this.
%echoaround% %actor% %actor.name% trips on a root while walking into the room.
@@ -431,6 +432,19 @@ switch %random.3%
case 3
%echo% A light breeze picks up, causing the leaves to rustle quietly.
break
case 4
* echoes go to everyone, even sleeping players. To prevent this try:
set target_char %self.people%
while %target_char%
set tmp_target %target_char.next_in_room%
if %target_char.pos% != sleeping
%send% %target_char% You are not sleeping
else
%send% %target_char% You are sleeping
end
set target_char %tmp_target%
done
break
default
* this should be here, even if it's never reached
%echo% This is the default case, just in case I missed something. Get it? Just in case!
@@ -1637,7 +1651,7 @@ Room Speech Example~
* set the first word
set word %speech.car%
* set the rest of the speech string
se rest %speech.cdr%
set rest %speech.cdr%
* while there is a first word keep going
while %word%
%echo% the first word is: %word%
@@ -2269,6 +2283,7 @@ Obj Load Example~
1 n 50
~
* By Rumble of The Builder Academy tbamud.com 9091
* Squeak when loading.
%echo% %self.shortdesc% lets out a faint squeak as if gasping for breath.
~
#89
@@ -2929,7 +2944,7 @@ set leper 31200
set altar 31400
set mcgintey 31500
set wharf 31700
set dock 31800
set dock 31801
set yllnthad 31900
set bay 32200
set pale 32300

View File

@@ -1604,7 +1604,7 @@ end
~
#175
Chuck Norris - 34~
0 ab 12
0 ab 8
~
* Chuck Norris Facts!
eval max %random.89%

View File

@@ -18,7 +18,7 @@ if %actor.is_pc%
Eval test %test1.strlen%
Eval che %sum%/1
If %che% == %sum%
%echo% @WComputing results...@n
%echo% WComputing results... n
if (%speech%/===)
if (%sum%==1)
set sum Yes
@@ -44,23 +44,23 @@ if %actor.is_pc%
end
eval opt1 8 + %test%
eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5
%echo% @WWizzzzzzzzzz....@n
%echo% WWizzzzzzzzzz.... n
if (%opt1%-2) == (%opt2%)
%echo% @c...%y%...@n
%echo% @c:@C..%y%..@c:@n
%echo% @c:@C:@G %speech% @C :@c:@n
%echo% @c:@C:.%y%.:@c:@n
%echo% @c:@C: %wid1%@G %sum% @C%wid1% :@c:@n
%echo% @c:@C:.%y%.:@c:@n
%echo% @c:..%y%..:@n
%echo% c...%y%... n
%echo% c: C..%y%.. c: n
%echo% c: C: G %speech% C : c: n
%echo% c: C:.%y%.: c: n
%echo% c: C: %wid1% G %sum% C%wid1% : c: n
%echo% c: C:.%y%.: c: n
%echo% c:..%y%..: n
else
%echo% @r....%y%...@n
%echo% @r:@R...%y%..@r:@n
%echo% @r:@R:@G %speech% @R :@r:@n
%echo% @r:@R:..%y%.:@r:@n
%echo% @r:@R: %wid1%@G %sum% @R%wid1% :@r:@n
%echo% @r:@R:..%y%.:@r:@n
%echo% @r:...%y%..:@n
%echo% r....%y%... n
%echo% r: R...%y%.. r: n
%echo% r: R: G %speech% R : r: n
%echo% r: R:..%y%.: r: n
%echo% r: R: %wid1% G %sum% R%wid1% : r: n
%echo% r: R:..%y%.: r: n
%echo% r:...%y%..: n
end
end
end
@@ -226,46 +226,46 @@ end
eval forest_sounds %random.25%
switch %forest_sounds%
case 1
%echo% @gThe gently chirping of crickets peacefully resonate across the forest.@n
%echo% gThe gently chirping of crickets peacefully resonate across the forest. n
break
case 2
%echo% A haze of @yfir@Wefl@yies@n dart inbetween some ancient cedars.
%echo% A haze of yfir Wefl yies n dart inbetween some ancient cedars.
break
case 3
%echo% @DA thick fog drifts in, dampening the moss.@n
%echo% DA thick fog drifts in, dampening the moss. n
break
case 4
%echo% @DThe area is surrounded by a visually impeneratable mist.@n
%echo% DThe area is surrounded by a visually impeneratable mist. n
break
case 5
%echo% @DThe grey haze starts to glow a dim silvery shade as the moonlight strikes it.@n
%echo% DThe grey haze starts to glow a dim silvery shade as the moonlight strikes it. n
break
case 6
%echo% @DThe damp fallen clouds swirl slightly in an eddying wind.@n
%echo% DThe damp fallen clouds swirl slightly in an eddying wind. n
break
case 7
%echo% @DThe thick brume shifts and ebbs away slightly.@n
%echo% DThe thick brume shifts and ebbs away slightly. n
break
case 8
%echo% A hushed whispering sound seems to emanate from the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n.
%echo% A hushed whispering sound seems to emanate from the patch of rt wo ra wd rs wt ro wo rl ws n.
break
case 9
%echo% The largest @rt@wo@ra@wd@rs@wt@ro@wo@rl@n yawns openly and mumbles something to one of its friends.
%echo% The largest rt wo ra wd rs wt ro wo rl n yawns openly and mumbles something to one of its friends.
break
case 10
%echo% Like a diminutive choir, the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n let loose a high-pitched song of peace.
%echo% Like a diminutive choir, the patch of rt wo ra wd rs wt ro wo rl ws n let loose a high-pitched song of peace.
break
case 11
%echo% From the east, tiny voices talk amongst themselves in their own plant-like language.
break
case 12
%echo% The patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n sway synchronisingly in the silver moonlight.
%echo% The patch of rt wo ra wd rs wt ro wo rl ws n sway synchronisingly in the silver moonlight.
break
case 13
%echo% The peaceful chirping of bird-song floats down from above.
break
case 14
%echo% @gA piping little note sings down to you from above.@n
%echo% gA piping little note sings down to you from above. n
break
case 15
%echo% The tweeting of a newly born bird calling to its mother echoes around the forest.
@@ -277,16 +277,16 @@ switch %forest_sounds%
%echo% The sound of ruffling and the snapping of small twigs reaches your ears.
break
case 18
%echo% @gA rapid chattering drifts down from the giant trees to the northeast.@n
%echo% gA rapid chattering drifts down from the giant trees to the northeast. n
break
case 19
%echo% With inequable grace, a snowy white owl ghosts in on silent wings.
break
case 20
%echo% A @dblack @Dbat@n flutters across the forest, high above.
%echo% A dblack Dbat n flutters across the forest, high above.
break
case 21
%echo% @gA relaxed nattering can be heard in the top of a tree to the south.@n
%echo% gA relaxed nattering can be heard in the top of a tree to the south. n
break
case 22
%echo% A hedgehog slowly wanders inbetween some trees and out of view.
@@ -295,10 +295,10 @@ switch %forest_sounds%
%echo% A faint wind breathes in from all directions, steeping the mists.
break
case 24
%echo% A @rr@ya@bi@gn@cb@mo@rw@n-colored butterfly floats across the clearing.
%echo% A rr ya bi gn cb mo rw n-colored butterfly floats across the clearing.
break
case 25
%echo% A strange @Yglowing @wluminescence@n drifts off to the north, fading into the damp fog.
%echo% A strange Yglowing wluminescence n drifts off to the north, fading into the damp fog.
break
default
break
@@ -473,7 +473,7 @@ if %cmd% == go
set p_dir %arg%
extract px 1 %playerco%
extract py 2 %playerco%
set [%py%][%px%] @g\*@n
set [%py%][%px%] g\* n
switch %p_dir%
case right
if %px%!=10
@@ -522,7 +522,7 @@ if %cmd% == go
eval holech %%[%py%][%px%]%%
if %holech%/=@@
if !(%chase%>0)
set alert @MYou fall into a bottomless pit!@n
set alert MYou fall into a bottomless pit! n
unset points
set nextlev 0
global nextlev
@@ -543,14 +543,14 @@ if %cmd% == go
global points
eval exo (%nextlev%*950)
nop %actor.exp(%exo%)%
set [%py%][%px%] @c.@n
set [%py%][%px%] c. n
global [%py%][%px%]
eval prize_count (%prize_count%)+1
set winner [%prize_count%]
if %prize_count%>=%numofprizes%
eval nextlev (%nextlev%)+1
global nextlev
set winner @YYou Win!!!@n Moving to level %nextlev%.
set winner YYou Win!!! n Moving to level %nextlev%.
set px 10
set py 10
set ax 1
@@ -577,22 +577,22 @@ if %cmd% == go
eval spec_prize [%random.10%][%random.10%]
global spec_prize
else
set %spec_prize% @yY@n
set %spec_prize% yY n
eval spec_prize
global spec_prize
end
end
if %sizem%
set [%py%][%px%] @GO@n
set [%py%][%px%] GO n
unset sizem
else
set [%py%][%px%] @Go@n
set [%py%][%px%] Go n
set sizem 1
global sizem
end
extract ax 1 %animal%
extract ay 2 %animal%
set [%ay%][%ax%] @r\*@n
set [%ay%][%ax%] r\* n
if !%dir_chosen%
set dir_chosen 1
if %px%>%ax%
@@ -665,7 +665,7 @@ if %cmd% == go
set animal %ax% %ay%
global animal
end
eval [%ay%][%ax%] @Ra@n
eval [%ay%][%ax%] Ra n
eval ch_3 %%[%py%][%px%]%%
set ch_3 %ch_3%
if %ch_3.contains(a)%
@@ -685,7 +685,7 @@ if %cmd% == go
set py 10
%force% %actor% createnewgame
else
set alert You have been eaten by the @Ranimal@n.
set alert You have been eaten by the Ranimal n.
set points 0
global points
set nextlev 0
@@ -731,26 +731,26 @@ if %cmd% == go
if %cht%>0
set chy You can FLY and chase the animal %cht% more times.
end
set snd %send% %actor% @n
set snd %send% %actor% n
%force% %actor% cls
%snd% ) \\ / (
%snd% /\|\\ )\\_/( /\|\\
%snd% \* / \| \\ (/\\\|/\\) / \| \\ \*
%snd% \|\`._____________/__\|__o____\\\`\|'/___o__\|__\\______.'\|
%snd% \| '\^\` \| \\\|/ '\^\` \|
%snd% \| \| V level: %levlev% \| Dir: @C %arg%@n
%snd% \| %printrow10% \| @M@@@n = Bottomless Pit \| Points: @Y%points%@n
%snd% \| %printrow9% \| @yY@n = Power Up \| Exp: @C%exx%@n
%snd% \| %printrow8% \| @Wp@n = Prize \| AMU: %dedu%
%snd% \| %printrow7% \| @Go@n = You \|
%snd% \| %printrow6% \| @Ra@n = Animal \|
%snd% \| %printrow5% \| @cTo Move Type:@n \|
%snd% \| %printrow4% \| @Cgo <up\|down\|left\|right>@n\|
%snd% \| \| V level: %levlev% \| Dir: C %arg% n
%snd% \| %printrow10% \| M@@ n = Bottomless Pit \| Points: Y%points% n
%snd% \| %printrow9% \| yY n = Power Up \| Exp: C%exx% n
%snd% \| %printrow8% \| Wp n = Prize \| AMU: %dedu%
%snd% \| %printrow7% \| Go n = You \|
%snd% \| %printrow6% \| Ra n = Animal \|
%snd% \| %printrow5% \| cTo Move Type: n \|
%snd% \| %printrow4% \| Cgo <up\|down\|left\|right> n\|
%snd% \| %printrow3% \| \|
%snd% \| %printrow2% \| @BCost of AMU exp per MV@n \|
%snd% \| %printrow1% \| @BIf you have exp.@n \|
%snd% \| %printrow2% \| BCost of AMU exp per MV n \|
%snd% \| %printrow1% \| BIf you have exp. n \|
%snd% \| \| \|
%snd% \| \| NEEDED: @R%numop%@n HAVE: @G%przc%@n \|
%snd% \| \| NEEDED: R%numop% n HAVE: G%przc% n \|
%snd% \| .______________________\|______________________. \|
%snd% \|' l /\\ / \\\\ \\ /\\ l \`\|
%snd% \* l / V )) V \\ l \*
@@ -807,8 +807,8 @@ eval animal 1 1
global animal
eval playerco 10 10
global playerco
set [1][1] @ra@n
set [10][10] @Go@n
set [1][1] ra n
set [10][10] Go n
global [1][1]
global [10][10]
eval numofprizes 0
@@ -823,25 +823,25 @@ while (%ww%>1)
eval n %ww%
eval row %random.10%
eval r_col (%random.3%-1)
set [%n%][1] @c.@n
set [%n%][1] c. n
global [%n%][1]
set [%n%][2] @c.@n
set [%n%][2] c. n
global [%n%][2]
set [%n%][3] @c.@n
set [%n%][3] c. n
global [%n%][3]
set [%n%][4] @c.@n
set [%n%][4] c. n
global [%n%][4]
set [%n%][5] @c.@n
set [%n%][5] c. n
global [%n%][5]
set [%n%][6] @c.@n
set [%n%][6] c. n
global [%n%][6]
set [%n%][7] @c.@n
set [%n%][7] c. n
global [%n%][7]
set [%n%][8] @c.@n
set [%n%][8] c. n
global [%n%][8]
set [%n%][9] @c.@n
set [%n%][9] c. n
global [%n%][9]
set [%n%][10] @c.@n
set [%n%][10] c. n
global [%n%][10]
if (%r_col%)
while (%r_col%<3)
@@ -850,7 +850,7 @@ while (%ww%>1)
if !(%posis%/=[%n%][%jj%])
eval numofprizes %numofprizes%+1
global numofprizes
eval [%n%][%jj%] @Wp@n
eval [%n%][%jj%] Wp n
global [%n%][%jj%]
set posis %posis% [%n%][%jj%]
end
@@ -866,13 +866,13 @@ if (%r_ttt%>0)
eval j9 %random.10%
eval cer %%[%j9%][%j8%]%%
if !(%cer%/=p)
eval [%j9%][%j8%] @M\@@@n
eval [%j9%][%j8%] M\@@ n
global [%j9%][%j8%]
end
done
end
if !(%[10][10]%/=p)
set [10][10] @c.@n
set [10][10] c. n
global [10][10]
end
~
@@ -894,7 +894,7 @@ while %self.varexists(%j%)%
done
eval j %j%+1
done
%echo% @yO===============SCORE======BOARD=====================O@n
%echo% yO===============SCORE======BOARD=====================O n
wait 1
%echo% O=#==NAME============\|=Level=\|=Points==\|=EXP=========O
set i 1
@@ -932,7 +932,7 @@ while %self.varexists(%j%)%
if %d%<9
set d 0%j%
end
%echo% \|@g%d%@n: @w%nam%@n %sp%\| @c%ll%@n \| @y%points%@n \| @W%exp%@n
%echo% \| g%d% n: w%nam% n %sp%\| c%ll% n \| y%points% n \| W%exp% n
eval j %j%+1
done
%echo% O=#==================================================O
@@ -1114,9 +1114,9 @@ end
autolook for (rm 1269) Elaseth's Oubliette~
2 g 100
~
%echo% @n
%echo% @n
%echo% @DWelcome to hell. Next time heed the gods, they don't play games.@n
%echo% n
%echo% n
%echo% DWelcome to hell. Next time heed the gods, they don't play games. n
~
#1269
harp~
@@ -1288,117 +1288,117 @@ Shuffle Deck~
1 c 7
*~
if %cmd% == shuffle
%echo% %deck% card's in the deck.
%echo% %deck% cards in the deck.
set deck 52
global deck
*
set Ace_Spade's 1
global Ace_Spade's
set 2_Spade's 1
global 2_Spade's
set 3_Spade's 1
global 3_Spade's
set 4_Spade's 1
global 4_Spade's
set 5_Spade's 1
global 5_Spade's
set 6_Spade's 1
global 6_Spade's
set 7_Spade's 1
global 7_Spade's
set 8_Spade's 1
global 8_Spade's
set 9_Spade's 1
global 9_Spade's
set 10_Spade's 1
global 10_spade's
set Jack_Spade's 1
global Jack_Spade's
set Queen_Spade's 1
global Queen_Spade's
set King_Spade's 1
global King_Spade's
set Ace_Spades 1
global Ace_Spades
set 2_Spades 1
global 2_Spades
set 3_Spades 1
global 3_Spades
set 4_Spades 1
global 4_Spades
set 5_Spades 1
global 5_Spades
set 6_Spades 1
global 6_Spades
set 7_Spades 1
global 7_Spades
set 8_Spades 1
global 8_Spades
set 9_Spades 1
global 9_Spades
set 10_Spades 1
global 10_spades
set Jack_Spades 1
global Jack_Spades
set Queen_Spades 1
global Queen_Spades
set King_Spades 1
global King_Spades
*
set Ace_Heart's 1
global Ace_Heart's
set 2_Heart's 1
global 2_Heart's
set 3_Heart's 1
global 3_Heart's
set 4_Heart's 1
global 4_Heart's
set 5_Heart's 1
global 5_Heart's
set 6_Heart's 1
global 6_Heart's
set 7_Heart's 1
global 7_Heart's
set 8_Heart's 1
global 8_Heart's
set 9_Heart's 1
global 9_Heart's
set 10_Heart's 1
global 10_Heart's
set Jack_Heart's 1
global Jack_Heart's
set Queen_Heart's 1
global Queen_Heart's
set King_Heart's 1
global King_Heart's
set Ace_Hearts 1
global Ace_Hearts
set 2_Hearts 1
global 2_Hearts
set 3_Hearts 1
global 3_Hearts
set 4_Hearts 1
global 4_Hearts
set 5_Hearts 1
global 5_Hearts
set 6_Hearts 1
global 6_Hearts
set 7_Hearts 1
global 7_Hearts
set 8_Hearts 1
global 8_Hearts
set 9_Hearts 1
global 9_Hearts
set 10_Hearts 1
global 10_Hearts
set Jack_Hearts 1
global Jack_Hearts
set Queen_Hearts 1
global Queen_Hearts
set King_Hearts 1
global King_Hearts
*
set Ace_Club's 1
global Ace_Club's
set 2_Club's 1
global 2_Club's
set 3_Club's 1
global 3_Club's
set 4_Club's 1
global 4_Club's
set 5_Club's 1
global 5_Club's
set 6_Club's 1
global 6_Club's
set 7_Club's 1
global 7_Club's
set 8_Club's 1
global 8_Club's
set 9_Club's 1
global 9_Club's
set 10_Club's 1
global 10_Club's
set Jack_Club's 1
global Jack_Club's
set Queen_Club's 1
global Queen_Club's
set King_Club's 1
global King_Club's
set Ace_Clubs 1
global Ace_Clubs
set 2_Clubs 1
global 2_Clubs
set 3_Clubs 1
global 3_Clubs
set 4_Clubs 1
global 4_Clubs
set 5_Clubs 1
global 5_Clubs
set 6_Clubs 1
global 6_Clubs
set 7_Clubs 1
global 7_Clubs
set 8_Clubs 1
global 8_Clubs
set 9_Clubs 1
global 9_Clubs
set 10_Clubs 1
global 10_Clubs
set Jack_Clubs 1
global Jack_Clubs
set Queen_Clubs 1
global Queen_Clubs
set King_Clubs 1
global King_Clubs
*
set Ace_Diamond's 1
global Ace_Diamond's
set 2_Diamond's 1
global 2_Diamond's
set 3_Diamond's 1
global 3_Diamond's
set 4_Diamond's 1
global 4_Diamond's
set 5_Diamond's 1
global 5_Diamond's
set 6_Diamond's 1
global 6_Diamond's
set 7_Diamond's 1
global 7_Diamond's
set 8_Diamond's 1
global 8_Diamond's
set 9_Diamond's 1
global 9_Diamond's
set 10_Diamond's 1
global 10_Diamond's
set Jack_Diamond's 1
global Jack_Diamond's
set Queen_Diamond's 1
global Queen_Diamond's
set King_Diamond's 1
global King_Diamond's
set Ace_Diamonds 1
global Ace_Diamonds
set 2_Diamonds 1
global 2_Diamonds
set 3_Diamonds 1
global 3_Diamonds
set 4_Diamonds 1
global 4_Diamonds
set 5_Diamonds 1
global 5_Diamonds
set 6_Diamonds 1
global 6_Diamonds
set 7_Diamonds 1
global 7_Diamonds
set 8_Diamonds 1
global 8_Diamonds
set 9_Diamonds 1
global 9_Diamonds
set 10_Diamonds 1
global 10_Diamonds
set Jack_Diamonds 1
global Jack_Diamonds
set Queen_Diamonds 1
global Queen_Diamonds
set King_Diamonds 1
global King_Diamonds
*
%echo% %actor.name% shuffles %actor.hisher% deck.
%echo% %deck% cards in the deck.
@@ -1409,19 +1409,19 @@ elseif %cmd% == deal
switch %random.4%
case 1
set col
set suit Diamond's
set suit Diamonds
break
case 2
set col
set suit Heart's
set suit Hearts
break
case 3
set col
set suit Club's
set suit Clubs
break
case 4
set col
set suit Spade's
set suit Spades
break
default
set suit JOKER!
@@ -1503,7 +1503,7 @@ remote spech %world_global.id%
~
set fire %random.900%
wait %fire% sec
%echo% @bThe fire crackles softly in the fireplace.@n
%echo% bThe fire crackles softly in the fireplace. n
~
#1289
(1209) Taylors Random Office Noises~
@@ -1512,19 +1512,19 @@ wait %fire% sec
set office_noises %random.5%
switch %office_noises%
case 1
%echo% @bLoud footsteps can be heard coming from the hall outside.@n
%echo% bLoud footsteps can be heard coming from the hall outside. n
break
case 2
%echo% @bThe sound of thunder echoes in from outside.@n
%echo% bThe sound of thunder echoes in from outside. n
break
case 3
%echo% @bA large book falls off the desk, hitting the floor with a loud thud.@n
%echo% bA large book falls off the desk, hitting the floor with a loud thud. n
break
case 4
%echo% @bTalking can be heard coming from outside the door.@n
%echo% bTalking can be heard coming from outside the door. n
break
case 5
%echo% @bThe sound of chirping birds flows in though the window.@n
%echo% bThe sound of chirping birds flows in though the window. n
break
default
break

View File

@@ -550,12 +550,13 @@ drop rose
2 c 100
xdeathx~
wait 300 s
if (%actor.varexists(zn19_death)%)
rdelete zn19_death %actor.id%
%send% %actor% You feel an agonising piercing pain as spider's fangs sink into you.
%at% 1993 %purge% cocoon
%at% 1993 %echo% A swarm of small spiders suddenly covers the cocoon, a muffled scream coming from within as it is completely devoured.
%damage% %actor% 9999
if %actor.varexists(zn19_death)%
rdelete zn19_death %actor.id%
%send% %actor% You feel an agonising piercing pain as spider's fangs sink into you.
%at% 1993 %purge% cocoon
%at% 1993 %echo% A swarm of small spiders suddenly covers the cocoon, a muffled scream coming from within as it is completely devoured.
%damage% %actor% 9999
end
~
#1936
(1936) Selvetarm casts blind~
@@ -762,7 +763,7 @@ attach 1926 %self.id%
quaff~
if %cmd.mudcommand% == quaff
if %arg% == red
%echoaround% %actor% %actor.name%'s muscles begin to bulge enormously as %actor.heshe% quaffs a @Rred vial@n.
%echoaround% %actor% %actor.name%'s muscles begin to bulge enormously as %actor.heshe% quaffs a Rred vial n.
%send% %actor% You feel your muscles beginning to bulge enormously, your whole body becoming stronger and more hardy.
dg_affect %actor% str 5 24
dg_affect %actor% maxhit 100 24
@@ -779,7 +780,7 @@ end
quaff~
if %cmd.mudcommand% == quaff
if %arg% == blue
%echoaround% %actor% %actor.name%'s magical aura begins to glow brightly as %actor.heshe% quaffs a @Bblue vial@n.
%echoaround% %actor% %actor.name%'s magical aura begins to glow brightly as %actor.heshe% quaffs a Bblue vial n.
%send% %actor% Your magical aura begins to glow brightly.
dg_affect %actor% int 5 24
dg_affect %actor% maxmana 100 24
@@ -796,7 +797,7 @@ end
quaff~
if %cmd.mudcommand% == quaff
if %arg% == green
%echoaround% %actor% %actor.name%'s movements become unnaturally fast as %actor.heshe% quaffs a @Ggreen vial@n.
%echoaround% %actor% %actor.name%'s movements become unnaturally fast as %actor.heshe% quaffs a Ggreen vial n.
%send% %actor% You feel yourself becoming unnaturally agile and stealthy.
dg_affect %actor% dex 5 24
dg_affect %actor% maxmove 100 24
@@ -1027,7 +1028,7 @@ rdelete zn19_all %actor.id%
quaff~
if %cmd.mudcommand% == quaff
if %arg% == black
%echoaround% %actor% %actor.name% seems to stagger weakly as %actor.heshe% quaffs a @Dblack vial.@n
%echoaround% %actor% %actor.name% seems to stagger weakly as %actor.heshe% quaffs a Dblack vial. n
%send% %actor% You suddenly feel quite weak and unwell.
dg_affect %actor% maxmana -50 24
dg_affect %actor% maxmove -50 24
@@ -1253,7 +1254,7 @@ end
0 f 100
~
eval where %self.room%
%zoneecho% %where.vnum% @BWith a last mighty breath Selvetarm cries out: It is impossible! The followers of Lloth cannot be vanquished!@n
%zoneecho% %where.vnum% BWith a last mighty breath Selvetarm cries out: It is impossible! The followers of Lloth cannot be vanquished! n
%force% %actor% xxtrigxx
~
#1976
@@ -1426,7 +1427,7 @@ if fireworks /= %arg%
set sou[7] a shower of sparks
set sound %%sou[%sx%]%%
eval sound %sound%
%echo% With %sound%, a@%colour% F I R E W O R K@n explodes into light.@n
%echo% With %sound%, a %colour% F I R E W O R K n explodes into light. n
%purge% self
else
%send% %actor% Light what?

View File

@@ -3,10 +3,10 @@ Seabreeze/Landbreeze - All Rooms~
2 b 75
~
if ( %time.hour% >=7 && %time.hour% <=19)
%echo% @WA seabreeze arrives from the south, bringing in the smell of salt.@n
%echo% WA seabreeze arrives from the south, bringing in the smell of salt. n
return 0
else
%echo% @WA landbreeze arrives swiftly from the north.@n
%echo% WA landbreeze arrives swiftly from the north. n
return 0
end
~
@@ -14,7 +14,7 @@ end
Seawaves for the Seashore~
2 b 75
~
%echo% @CThe waves roll onto the beach and breaks gently...@n
%echo% CThe waves roll onto the beach and breaks gently... n
return 0
~
#20103
@@ -22,7 +22,7 @@ Seabreeze only - all~
2 b 100
~
if ( %time.hour% >=7 && %time.hour% <=19)
%echo% @WA seabreeze arrives from the south, bringing in the smell of salt.@n
%echo% WA seabreeze arrives from the south, bringing in the smell of salt. n
return 0
end
~
@@ -30,14 +30,14 @@ end
water swelling - shallow waters~
2 b 50
~
%echo% @CThe waves crawl inland, swelling occasionally as an incipient wind arrives from the open ocean.@n
%echo% CThe waves crawl inland, swelling occasionally as an incipient wind arrives from the open ocean. n
return 0
~
#20105
deep wave~
2 b 50
~
%echo% @WA wind howls and blows forcefully, forming froth at the surface of the dark waters.@n
%echo% WA wind howls and blows forcefully, forming froth at the surface of the dark waters. n
return 0
~
#20106
@@ -59,10 +59,10 @@ waves + wind~
eval line %random.2%
switch %line%
case 1
%echo% @WHarsh, cold wind tears at you in all directions.@n
%echo% WHarsh, cold wind tears at you in all directions. n
break
default
%echo% @BThe waves rush in as the ocean body shifts...@n
%echo% BThe waves rush in as the ocean body shifts... n
break
done
~
@@ -73,11 +73,11 @@ wind+pounding~
eval line %random.2%
switch %line%
case 1
%echo% @WHarsh, cold wind tears at you in all directions.@n
%echo% WHarsh, cold wind tears at you in all directions. n
return 0
break
default
%echo% @BThe incessant waves pounds the base of the cliff...@n
%echo% BThe incessant waves pounds the base of the cliff... n
return 0
break
done
@@ -237,49 +237,49 @@ tosses char around waters - 20132, 20140, 20141, 20142~
2 g 100
~
if !(%actor.varexists(breath_air)%)
%send% %actor% @RGULP AIR@W! You're running out of oxygen!
%send% %actor% RGULP AIR W! You're running out of oxygen!
end
switch %random.10%
case 1
wait 1 secs
%send% %actor% @BThe powerful and formidable currents takes tosses you @Cnorth@B!@n
%echoaround% %actor% @B %actor.name% is pulled screaming @Cnorth@B by the forceful currents!@n
%send% %actor% BThe powerful and formidable currents takes tosses you Cnorth B! n
%echoaround% %actor% B %actor.name% is pulled screaming Cnorth B by the forceful currents! n
%force% %actor% north
break
case 2
wait 1 secs
%send% %actor% @BThe powerful and formidable currents takes tosses you @Csouth@B!@n
%echoaround% %actor% @B %actor.name% is pulled screaming @Csouth@B by the forceful currents!@n
%send% %actor% BThe powerful and formidable currents takes tosses you Csouth B! n
%echoaround% %actor% B %actor.name% is pulled screaming Csouth B by the forceful currents! n
%force% %actor% south
break
case 3
wait 1 secs
%send% %actor% @BThe powerful and formidable currents takes tosses you @Ceast@B!@n
%echoaround% %actor% @B %actor.name% is pulled screaming @Ceast@B by the forceful currents!@n
%send% %actor% BThe powerful and formidable currents takes tosses you Ceast B! n
%echoaround% %actor% B %actor.name% is pulled screaming Ceast B by the forceful currents! n
%force% %actor% east
break
case 4
wait 1 secs
%send% %actor% @BThe powerful and formidable currents takes tosses you @Cwest@B!@n
%echoaround% %actor% @B %actor.name% is pulled screaming @Cwest@B by the forceful currents!@n
%send% %actor% BThe powerful and formidable currents takes tosses you Cwest B! n
%echoaround% %actor% B %actor.name% is pulled screaming Cwest B by the forceful currents! n
%force% %actor% west
break
case 5
wait 1 secs
%send% %actor% @BThe waves surges and grew to tower over you. Then they come crashing down and @Cdrowns@B you beneath the surface!@n
%echoaround% %actor% @BA gigantic wave forms and comes crashing @Cdown@B upon %actor.name%!@n
%send% %actor% BThe waves surges and grew to tower over you. Then they come crashing down and Cdrowns B you beneath the surface! n
%echoaround% %actor% BA gigantic wave forms and comes crashing Cdown B upon %actor.name%! n
%force% %actor% down
break
case 6
wait 1 secs
%send% %actor% @BYou hit a nearby jagged reef and everything went dark...@n
%send% %actor% BYou hit a nearby jagged reef and everything went dark... n
%teleport% %actor% 20146
%damage% %actor% 100
break
default
wait 2 secs
%send% %actor% @BUnderwater seacurrents sucks you @Cdownwards@B and pushes you beneath the surface!@n
%echoaround% %actor% @BA gigantic wave forms and comes crashing @Cdown@B upon %actor.name%!@n
%send% %actor% BUnderwater seacurrents sucks you Cdownwards B and pushes you beneath the surface! n
%echoaround% %actor% BA gigantic wave forms and comes crashing Cdown B upon %actor.name%! n
%force% %actor% down
%damage% %actor% 50
break
@@ -291,42 +291,42 @@ Underwater currents - 20139 20145 20144 20143~
~
if %actor.is_pc%
if !(%actor.varexists(breath_air)%)
%send% %actor% @WPANIC! You ran out of oxygen and feel as if your lungs are going to burst!@n
%send% %actor% WPANIC! You ran out of oxygen and feel as if your lungs are going to burst! n
%damage% %actor% 10
else
%send% %actor% @WYou hold your breath as long as you can before they escape through your mouth as bubbles...@n
%send% %actor% WYou hold your breath as long as you can before they escape through your mouth as bubbles... n
rdelete breath_air %actor.id%
end
eval line %random.10%
switch %line%
case 1
wait 1 secs
%send% %actor% @BUnderwater sea currents hauls you @Cnorth@B!@n
%echoaround% %actor% @B %actor.name% is pulled @Cnorth@B by invisible hands!@n
%send% %actor% BUnderwater sea currents hauls you Cnorth B! n
%echoaround% %actor% B %actor.name% is pulled Cnorth B by invisible hands! n
%force% %actor% north
break
case 2
wait 1 secs
%send% %actor% @BUnderwater sea currents hauls you @Csouth@B!@n
%echoaround% %actor% @B %actor.name% is pulled @Csouth@B by invisible hands!@n
%send% %actor% BUnderwater sea currents hauls you Csouth B! n
%echoaround% %actor% B %actor.name% is pulled Csouth B by invisible hands! n
%force% %actor% south
break
case 3
wait 1 secs
%send% %actor% @BUnderwater sea currents hauls you @Ceast@B!@n
%echoaround% %actor% @B %actor.name% is pulled @Ceast@B by invisible hands!@n
%send% %actor% BUnderwater sea currents hauls you Ceast B! n
%echoaround% %actor% B %actor.name% is pulled Ceast B by invisible hands! n
%force% %actor% east
break
case 4
wait 1 secs
%send% %actor% @BUnderwater sea currents hauls you @Cwest@B!@n
%echoaround% %actor% @B %actor.name% is pulled screaming @Cwest@B by the forceful currents!@n
%send% %actor% BUnderwater sea currents hauls you Cwest B! n
%echoaround% %actor% B %actor.name% is pulled screaming Cwest B by the forceful currents! n
%force% %actor% west
break
default
wait 1 secs
%send% %actor% @BThe currents suddenly go @Cup@B, and you are dragged above the surface!@n
%echoaround% %actor% @BThe currents drags %actor.name% @Cup@B@n
%send% %actor% BThe currents suddenly go Cup B, and you are dragged above the surface! n
%echoaround% %actor% BThe currents drags %actor.name% Cup B n
%force% %actor% up
break
done
@@ -395,8 +395,8 @@ if !(%actor.varexists(receive_oceana)%)
*yes you have the requirements
%echo% The island trembles...
wait 3 secs
%echoaround% %actor% @CWater burst out from the tip of the cliff, forming a gigantic waterfall over %actor.name%@n
%send% %actor% @CWater burst out from the tip of the cliff, forming a gigantic waterfall over you!@n
%echoaround% %actor% CWater burst out from the tip of the cliff, forming a gigantic waterfall over %actor.name% n
%send% %actor% CWater burst out from the tip of the cliff, forming a gigantic waterfall over you! n
wait 4 secs
wait 2 secs
%send% %actor% A voice says to you, 'You are worthy of this blade, receive this gift from Leviathius - Son of Leviathan.'
@@ -420,12 +420,12 @@ Sword restriction - 20111~
1 j 100
~
if !(%actor.varexists(receive_oceana)%)
%send% %actor% You try to wield the sword @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@n, but it freezes your hand and you hurriedly drop it onto the floor.
%echoaround% %actor% %actor.name% accidentally drops @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@n to the floor in an attempt to wield it.
%send% %actor% You try to wield the sword bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs n, but it freezes your hand and you hurriedly drop it onto the floor.
%echoaround% %actor% %actor.name% accidentally drops bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs n to the floor in an attempt to wield it.
%force% %actor% drop oceana
else
%send% %actor% Energy flows into your veins as visions of the vast ocean and its interminable depths floods your vision.
%echoaround% %actor% %actor.name% looks refreshed after wielding @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@n.
%echoaround% %actor% %actor.name% looks refreshed after wielding bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs n.
end
~
#20123
@@ -438,23 +438,23 @@ if (%arg%==fusion)
if !(%actor.hitp%>=%half_hit%)
if !(%actor.mana%<50)
eval %actor.mana% %actor.mana%-50
%send% %actor% @BYou weave a web of healing around you with the aid of the blade...@n
%echoaround% %actor% @B%actor.name% weaves a web of healing around him with the aid of %actor.hisher% @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@n.
%send% %actor% BYou weave a web of healing around you with the aid of the blade... n
%echoaround% %actor% B%actor.name% weaves a web of healing around him with the aid of %actor.hisher% bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs n.
while (%actor.hitp%<%half_hit%)
%send% %actor% @BWebs of healing fixes your scars and injuries...@n
%send% %actor% BWebs of healing fixes your scars and injuries... n
wait 1 secs
%damage% %actor% -10
done
%send% %actor% @BYou lost connection with the sword.@n
%send% %actor% BYou lost connection with the sword. n
else
%send% %actor% @BNot enough mana to complete the transition!@n
%send% %actor% @BYou lost connection with the sword.@n
%send% %actor% BNot enough mana to complete the transition! n
%send% %actor% BYou lost connection with the sword. n
end
else
%send% %actor% @BThe blade refuses to heal you because you are healthy enough!@n
%send% %actor% BThe blade refuses to heal you because you are healthy enough! n
end
else
%send% %actor% @BThat is not a function of the blade.@n
%send% %actor% BThat is not a function of the blade. n
end
~
#20124
@@ -495,11 +495,11 @@ Gulp air! 41 40 42 32~
gulp~
if (%arg%==air)
if !(%actor.varexists(breath_air)%)
%send% %actor% @WYou gulp in a mouthful of air!@n
%send% %actor% WYou gulp in a mouthful of air! n
set breath_air 1
remote breath_air %actor.id%
else
%send% %actor% @WYou can't take in anymore!@n
%send% %actor% WYou can't take in anymore! n
end
end
~
@@ -513,45 +513,45 @@ if (%arg%==aurorafall)
%damage% %actor% 100
eval %actor.mana% %actor.mana%-100
eval victim %actor.fighting%
%echoaround% %actor% @W%actor.name% performs Aurora Fall with %actor.hisher% @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W.@n
%echoaround% %actor% @W%actor.name% whirls @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W around %actor.himher% creating @bf@Br@Co@Wzen illusions of the blade.@n
%send% %actor% @WYou whirl @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W around you, creating @bf@Br@Co@Wsted illusions of the sacred blade.@n
%echoaround% %actor% W%actor.name% performs Aurora Fall with %actor.hisher% bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W. n
%echoaround% %actor% W%actor.name% whirls bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W around %actor.himher% creating bf Br Co Wzen illusions of the blade. n
%send% %actor% WYou whirl bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W around you, creating bf Br Co Wsted illusions of the sacred blade. n
wait 2 secs
%echo% @WThe surroundings @Dloose@W their colours as @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W rapidly @Ddrains@W energy from them.@n
%echo% WThe surroundings Dloose W their colours as bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W rapidly Ddrains W energy from them. n
wait 2 secs
if (%actor.fighting%)
if ((%victim.is_pc%))
%send% %actor% @WYour blade refuses to kill %victim.himher%.@n
%send% %actor% WYour blade refuses to kill %victim.himher%. n
halt
end
%echoaround% %actor% @W%actor.name%'s movement becomes a @Dblur@W as %actor.himher% impales %victim.name%, inflicting @bretribution@W onto the enemy!@n
%send% %actor% @WYou put a step forward, movements becoming a @Dblur@W as you impale %victim.name% with your blade.@n
%echoaround% %actor% W%actor.name%'s movement becomes a Dblur W as %actor.himher% impales %victim.name%, inflicting bretribution W onto the enemy! n
%send% %actor% WYou put a step forward, movements becoming a Dblur W as you impale %victim.name% with your blade. n
set count 0
while (%count%<10)
if (!(%victim.hitp%<-10) && %victim% && %actor.fighting%)
eval victim %actor.fighting%
%echoaround% %actor% @W%actor.name%'s @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@y e@Yx@Wplod@Ye@ys@W with a thousand burst of @Wb@Yr@bi@Wl@Yl@Ci@ba@Wn@bc@Ye@W!@n
%send% %actor% @WYour @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W explodes with a thousand burst of @Wb@Yr@bi@Wl@Yl@Ci@ba@Wn@bc@Ye@W!@n
%echo% @Y%victim.name% screams with agony!@n
%echoaround% %actor% W%actor.name%'s bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs y e Yx Wplod Ye ys W with a thousand burst of Wb Yr bi Wl Yl Ci ba Wn bc Ye W! n
%send% %actor% WYour bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W explodes with a thousand burst of Wb Yr bi Wl Yl Ci ba Wn bc Ye W! n
%echo% Y%victim.name% screams with agony! n
%damage% %victim% 100
eval count %count%+1
wait 2
else
%send% %actor% @WSparks fly from your @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W and creates an impact on the ground.@n
%echoaround% %actor% @WSparks fly from %actor.name%'s @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W and creates an impact on the ground!@n
%send% %actor% WSparks fly from your bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W and creates an impact on the ground. n
%echoaround% %actor% WSparks fly from %actor.name%'s bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W and creates an impact on the ground! n
%echo% The ground trembles...
eval count %count%+1
wait 2
end
done
end
%echoaround% %actor% @WThe glow on %actor.name%'s @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W subsides...@n
%send% %actor% @WThe glow on your @bO@Bc@Ce@Wa@Cn@Ba @bM@Be@Cr@Widia@Cn@Bu@bs@W subsides...@n
%echoaround% %actor% WThe glow on %actor.name%'s bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W subsides... n
%send% %actor% WThe glow on your bO Bc Ce Wa Cn Ba bM Be Cr Widia Cn Bu bs W subsides... n
else
%send% %actor% @WYou're not in the condition to use this function!@n
%send% %actor% WYou're not in the condition to use this function! n
end
else
%send% %actor% @WYou're not in the condition to use this function!@n
%send% %actor% WYou're not in the condition to use this function! n
end
end
~
@@ -566,7 +566,7 @@ switch %random.10%
case 1
switch %random.10%
case 5
%echoaround% %actor% %actor.name% finds a spiral @Ws@ye@Wa@ys@rh@ye@Wll!@n
%echoaround% %actor% %actor.name% finds a spiral Ws ye Wa ys rh ye Wll! n
%send% %actor% You found a spiral shell!
%load% obj 20101 %actor% inv
break
@@ -576,12 +576,12 @@ case 3
%load% obj 20104 %actor% inv
break
case 1
%echoaround% %actor% %actor.name% finds a @MP@Wr@Mi@ms@Wm S@Mhe@Wll!@n
%echoaround% %actor% %actor.name% finds a MP Wr Mi ms Wm S Mhe Wll! n
%send% %actor% You found a prism shell!
%load% obj 20116 %actor% inv
break
default
%echoaround% %actor% %actor.name% finds a @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrd!@n
%echoaround% %actor% %actor.name% finds a MP Wr Mi ms Wm S Mh ma Wrd! n
%send% %actor% You found a prism shard!
%load% obj 20115 %actor% inv
break
@@ -593,7 +593,7 @@ case 2
%load% obj 20104 %actor% inv
break
case 3
%echoaround% %actor% %actor.name% finds a spiral @Ws@ye@Wa@ys@rh@ye@Wll!@n
%echoaround% %actor% %actor.name% finds a spiral Ws ye Wa ys rh ye Wll! n
%send% %actor% You found a spiral shell!
%load% obj 20101 %actor% inv
break
@@ -614,7 +614,7 @@ if %arg%==tryny
wait 2 secs
say Hello %actor.name%, what brings you here this day?
wait 2 secs
say I sell some stuff that you may want to buy, type @Rlist@n to show them.
say I sell some stuff that you may want to buy, type Rlist n to show them.
wait 2 secs
smile
end
@@ -705,7 +705,7 @@ CLIMB - 20109~
2 c 100
climb~
if (%arg%==up)
%send% %actor% @GYou swiftly climb up the vines.@n
%send% %actor% GYou swiftly climb up the vines. n
%echoaround% %actor% %actor.name% grabs at hanging vines and deftly climbs %actor.hisher% way to the top.
%teleport% %actor% 20157
%force% %actor% look
@@ -725,7 +725,7 @@ if ((%arg%==man) || (%arg%==fool))
wait 2 secs
say What do you want %actor.name%?
%send% %actor% 1) Talk
%send% %actor% 2) Trade @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrds for @MP@Wr@Mi@ms@Wm S@Mhe@Wlls@n
%send% %actor% 2) Trade MP Wr Mi ms Wm S Mh ma Wrds for MP Wr Mi ms Wm S Mhe Wlls n
%send% %actor% 3) say Can you make me some fine prism equipments?
else
%send% %actor% Greet who?
@@ -747,11 +747,11 @@ say I will make some for you if you would just bring me some of those stuff.
Numder of shards - 20106~
0 c 100
2~
%send% %actor% An Old Fool tells you 'Ten @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrds@n is the same as a single @MP@Wr@Mi@ms@Wm S@Mhe@Wll@n.'
%send% %actor% An Old Fool tells you 'Ten MP Wr Mi ms Wm S Mh ma Wrds n is the same as a single MP Wr Mi ms Wm S Mhe Wll n.'
wait 2 secs
%send% %actor% An Old Fool tells you 'Holding a single shell is way lighter than having 10 shards, and it is wise to exchnage them to ease your load.'
%send% %actor% An Old Fool tells you 'Holding a single shell is way lighter than having 10 shards, and it is wise to exchange them to ease your load.'
wait 2 secs
%send% %actor% An Old Fool tells you 'If you want just @MTRADE@n with me, and I'll exchange them for you.'
%send% %actor% An Old Fool tells you 'If you want just MTRADE n with me, and I'll exchange them for you.'
eval i %actor.inventory%
set no_of_shards 0
while (%i%)
@@ -770,7 +770,7 @@ CLIMBDOWN! - 20157~
2 c 0
climb~
if (%arg%==down)
%send% %actor% @GYou swing down the vines.@n
%send% %actor% GYou swing down the vines. n
%echoaround% %actor% %actor.name% grabs at hanging vines and swings down.
%teleport% %actor% 20109
%force% %actor% look
@@ -796,11 +796,11 @@ done
if (%no_of_shards%<10)
say You don't have enough shards for me to trade that many shells!
else
%send% %actor% You give an Old Fool ten @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrds!@n
%echoaround% %actor% %actor.name% gives ten @MP@Wr@Mi@ms@Wm S@Mh@ma@Wrds@n to an Old Fool.
%send% %actor% You give an Old Fool ten MP Wr Mi ms Wm S Mh ma Wrds! n
%echoaround% %actor% %actor.name% gives ten MP Wr Mi ms Wm S Mh ma Wrds n to an Old Fool.
wait 2 secs
%send% %actor% An Old Fool gives you a @MP@Wr@Mi@ms@Wm S@Mhe@Wll@n.
%echoaround% %actor% An Old Fool gives %actor.name% a @MP@Wr@Mi@ms@Wm S@Mhe@Wll@n.
%send% %actor% An Old Fool gives you a MP Wr Mi ms Wm S Mhe Wll n.
%echoaround% %actor% An Old Fool gives %actor.name% a MP Wr Mi ms Wm S Mhe Wll n.
set n 10
while (%n%>0)
%purge% %actor.inventory(20115)%
@@ -827,8 +827,8 @@ while (%i%)
done
if (%arg%==anklet)
if (%no_of_shells%>=5)
%send% %actor% You hand the shells to the Fool, who gives you a @MP@Wr@Mi@ms@Wm @MA@Wn@Mk@ml@We@mt@n in return.
%echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a @MP@Wr@Mi@ms@Wm @MA@Wn@Mk@ml@We@mt@n.
%send% %actor% You hand the shells to the Fool, who gives you a MP Wr Mi ms Wm MA Wn Mk ml We mt n in return.
%echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a MP Wr Mi ms Wm MA Wn Mk ml We mt n.
set n 5
while (%n%>0)
%purge% %actor.inventory(20116)%
@@ -841,8 +841,8 @@ if (%arg%==anklet)
else
if (%arg%==collar)
if (%no_of_shells%>=5)
%send% %actor% You hand the shells to the Fool, who gives you a @MP@Wr@Mi@ms@Wm @MC@Wo@Ml@ml@Wa@Mr@n in return.
%echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a @MP@Wr@Mi@ms@Wm @MC@Wo@Ml@ml@Wa@Mr@n.
%send% %actor% You hand the shells to the Fool, who gives you a MP Wr Mi ms Wm MC Wo Ml ml Wa Mr n in return.
%echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a MP Wr Mi ms Wm MC Wo Ml ml Wa Mr n.
set n 5
while (%n%>0)
%purge% %actor.inventory(20116)%
@@ -855,8 +855,8 @@ else
else
if (%arg%==dress)
if (%no_of_shells%>=15)
%send% %actor% You hand the shells to the Fool, who gives you a @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n in return.
%echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n.
%send% %actor% You hand the shells to the Fool, who gives you a MP Wr Mi ms Wm MD Wr Me ms Ws n in return.
%echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a MP Wr Mi ms Wm MD Wr Me ms Ws n.
set n 15
while (%n%>0)
%purge% %actor.inventory(20116)%
@@ -882,7 +882,7 @@ say You want me to make equipments for you.
wait 2 secs
nod
wait 2 secs
say I can make equipments out of prism shells. To do that, @RCREATE <OBJECT>@n and I will make you the item.
say I can make equipments out of prism shells. To do that, RCREATE <OBJECT> n and I will make you the item.
%send% %actor% Prism Dress - 15 Shells
%send% %actor% Prism Collar - 05 Shells
%send% %actor% Prism Anklet - 05 Shells
@@ -998,8 +998,8 @@ if (%actor.fighting%)
set victim %actor.fighting%
%damage% %victim% 100
%force% %victim% scream
%echoaround% %actor% %actor.name%'s @bDeathly@bnirvana@W glows@n!
%send% %actor% Your @bDeathly@bnirvana@W glows@n at %victim.name%.
%echoaround% %actor% %actor.name%'s bDeathly bnirvana W glows n!
%send% %actor% Your bDeathly bnirvana W glows n at %victim.name%.
end
~
#20188
@@ -1021,7 +1021,7 @@ elseif %arg% == add
set worthy_oceana 1
remote worthy_oceana %actor.id%
else
say Invalid command! @RPlease Add@n or @Rdelete@n?
say Invalid command! RPlease Add n or Rdelete n?
end
~
#20190
@@ -1039,16 +1039,16 @@ void!~
1 c 1
void~
%teleport% %arg% 0
%send% %arg% @CYou are swept away by a large tsunami!@n
%send% %arg% CYou are swept away by a large tsunami! n
%force% %arg% look
%echo% @CA large tsunami arrives and sweeps %arg% away!@n
%echo% CA large tsunami arrives and sweeps %arg% away! n
~
#20192
summon someone!- trans!~
1 c 1
trans~
%send% %arg% @CA large tsunami arrives and carries you away!@n
%echo% @CA large tsunami arrives and tosses %arg% onto the ground!@n
%send% %arg% CA large tsunami arrives and carries you away! n
%echo% CA large tsunami arrives and tosses %arg% onto the ground! n
%teleport% %arg% %actor.name%
%force% %arg% look
~
@@ -1057,7 +1057,7 @@ Telport Someone - Surfboard =)~
1 c 1
teleport~
%teleport% %arg%
%echo% @CA large tsunami arrives!@n
%echo% CA large tsunami arrives! n
~
#20194
remove trig~

View File

@@ -27,7 +27,7 @@ testmemory~
~
wait 4 s
poke %actor.name%
say i've seen you before, %actor.name%.
say I've seen you before, %actor.name%.
mforget %actor.name%
~
#2702
@@ -101,7 +101,7 @@ tell %actor.name% You are not allowed to be here!
wait 1 s
%send% %actor% A dying memlin gasps: Please help me...
wait 2 s
%send% %actor% A dying memlin gasps: my death cannot be stopped, please end it now.
%send% %actor% A dying memlin gasps: My death cannot be stopped, please end it now.
wait 3 s
emote groans with pain as you hear a loud creaking sound.
~
@@ -479,7 +479,7 @@ end
(2714) child quest on death~
0 f 100
~
%echo% BA partially-petrified memlin gasps with his dying breath: my daughter... find her... in the Sandy... Tunn... n
%echo% BA partially-petrified memlin gasps with his dying breath: My daughter... find her... in the Sandy... Tunn... n
~
#2725
test for Tink~
@@ -804,7 +804,7 @@ test door~
2 c 100
enter~
if ("%arg%" == "space")
%send% %actor% A previously concealed space suddenly becomes apparant.
%send% %actor% A previously concealed space suddenly becomes apparent.
%echoaround% %actor% %actor.name% has discovered a hidden space!
%door% 2740 down flags a
%door% 2740 down room 2741
@@ -845,7 +845,7 @@ TESTCOMBAT 2~
~
switch %random.3%
case 0
%echo% The warrior raises his sword
%echo% The warrior raises his sword.
set raise 1
remote raise %actor.id%
wait 4 s
@@ -884,7 +884,7 @@ rdelete stab %actor.id%
end
break
default
%echo% The warrior raises his sword
%echo% The warrior raises his sword.
set raise 1
remote raise %actor.id%
wait 4 s
@@ -986,7 +986,7 @@ eval where %self.room%
if %where.east(bits)% == DOOR CLOSED
return 0
else
say Impudent fool! Your insolence forces me to take action
say Impudent fool! Your insolence forces me to take action!
%damage% %actor% 100
end
~
@@ -1244,7 +1244,7 @@ elseif %room.vnum% == 2790
elseif %room.vnum% == 2792
say The direct descendants of a Cui and a Denuo joining are known as Ve.
wait 1 s
say They inherit characteristics of both their parents, usually turning to prophesying and magic arts, their skills and powers outdoing even the strongest of their Denuo brothers.
say They inherit characteristics of both their parents, usually turning to prophesying and magic arts, their skills and powers outdoing even the strongest of their Denuo brothers.
wait 3 s
say Ve also have extra powers of perception and foresight, though at times they are uncertain and unclear.
elseif %room.vnum% == 2791
@@ -1301,7 +1301,7 @@ wait 3 s
wait 6 s
say Well adapted to living and digging small tunnel networks for themselves, the memlins occasionally also build habitats in deep forests.
wait 4 s
say The memlin skills are a mystery to most as they are an unaggressive race, It is known that they do not bleed, having bodies that rise and return to earth and that neither fire nor water harm them.
say The memlin skills are a mystery to most as they are an unaggressive race. It is known that they do not bleed, having bodies that rise and return to earth and that neither fire nor water harm them.
wait 6 s
say In times of great need, it is said that they can call instant death upon an enemy, though these cases are so rarely witnessed that they are often believed to be myth.
wait 5 s

View File

@@ -420,7 +420,7 @@ else
end
~
#335
Camille Napalm Assembly Quest - 300~
Camille Napalm Assemble Quest - 300~
0 j 100
~
if %actor.is_pc%
@@ -543,7 +543,7 @@ elseif %cmd.mudcommand% == buy
%load% mob %pet_vnum%
%force% %pet_name% mfollow %actor%
dg_affect %pet_name% charm on 999
emote opens the stable door and returns leading your horse by its reins.
emote opens the stable door and returns leading a horse by its reins.
tell %actor.name% here you go. Treat'em well.
nop %actor.gold(-%pet_cost%)%
end

View File

@@ -376,7 +376,7 @@ set leper 31200
set altar 31400
set mcgintey 31500
set wharf 31700
set dock 31800
set dock 31801
set yllnthad 31900
set bay 32200
set pale 32300

View File

@@ -182,4 +182,6 @@
345.trg
555.trg
556.trg
653.trg
654.trg
$