Updated World and files for 3.52 release --Rumble
This commit is contained in:
@@ -27,6 +27,7 @@ bdnopqr dkp 1000 E
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BareHandAttack: 12
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E
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T 95
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T 8927
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#2
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cleric healer~
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the healer~
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@@ -160,4 +160,33 @@ bdnopqr 0 0 E
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8 8 2
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E
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T 167
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#211
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phoenix~
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the phoenix~
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A phoenix looks up at you with intelligent eyes.
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~
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This beautiful and magical bird is the source of many tales. Most so
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outrageous they can't be true, or can they?
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~
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bd 0 0 E
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3 19 8 0d0+30 1d2+0
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0 900
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8 8 0
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E
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T 203
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#212
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pirate parrot~
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a parrot with an eye patch~
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This parrot seems to have lost his pirate. He squawks incessantly.
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~
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The parrot paces back and forth with a look of authority. The usual
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scratching of its small feet is punctuated by a thudding. Upon closer
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inspection the parrot has a wooden leg and an eye patch!
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~
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bd 0 0 E
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30 10 -8 6d6+300 5d5+5
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300 90000
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8 8 1
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E
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T 204
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$
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@@ -1,7 +1,7 @@
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#0
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bug~
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a bug~
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This object is BAD! If you see it, there must be a bug in the game. Please
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This object is BAD! If you see it, there must be a bug in the game. Please
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report it immediately using the BUG command.~
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~
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13 0 0 0
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@@ -189,7 +189,7 @@ A steaming pile of stool has recently been deposited here.~
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0 0 0 0
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1 1 0 0
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#15
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quest token~
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quest_token_zone_1 token~
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a quest token~
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A quest token needs to be returned to the questmaster.~
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~
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@@ -1137,13 +1137,19 @@ two ankle braces.
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A
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14 -5
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#87
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lightwing's board~
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free~
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Lightwing's board is floating here.~
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throne chair bayonets~
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a throne of bayonets~
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A throne of sharp bayonets looks like the last place you would want to sit.~
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~
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6 0 0 0
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1 0 0 0
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50 100 0 0
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E
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throne chair bayonets~
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The chair is made completely out of bayonets with the sharpest points in the
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most inconvenient of spots. A plaque on the bottom reads: "You can build a
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throne of bayonets, but you can't sit on it for long."
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~
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13 0 0 0
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0 0 0 0
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0 0 0 0
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#88
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idleout timer stayalive bracelet~
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Rumble's stayalive bracelet~
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@@ -401,7 +401,7 @@ a backpack~
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A backpack is here.~
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~
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15 0 ao 0
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10 0 0 0
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0 0 -1 0
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5 250 0 0
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E
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backpack~
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@@ -1007,7 +1007,7 @@ A bar of platinum must have been dropped here.~
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~
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8 0 a 0
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0 0 0 0
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3 1 0 0
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10 300 0 0
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E
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bar platinum~
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The platinum bar is formed perfectly into a rectangular block. Its surface
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@@ -1020,7 +1020,7 @@ A bar of mithril must have been dropped here.~
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~
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8 0 a 0
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0 0 0 0
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3 1 0 0
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10 300 0 0
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E
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bar mithril~
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The mithril bar is formed perfectly into a rectangular block. Its surface
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@@ -1033,7 +1033,7 @@ A bar of gold must have been dropped here.~
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~
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8 0 a 0
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0 0 0 0
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1 1 0 0
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10 200 0 0
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E
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bar gold~
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The gold bar is formed perfectly into a rectangular block. Its surface is
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@@ -1046,7 +1046,7 @@ A bar of silver must have been dropped here.~
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~
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8 0 a 0
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0 0 0 0
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1 1 0 0
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10 100 0 0
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E
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bar silver~
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The silver bar is formed perfectly into a rectangular block. Its surface is
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@@ -1063,8 +1063,8 @@ visible.
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0 0 0 0
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0 0 0 0
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E
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september~
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. .:IIIIHIHHIHHHII::I:.
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june~
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. .:IIIIHIHHIHHHII::I:.
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:IIIIHIHHHHHHMMHHIHHIIHHIII:.
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,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:.
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.:IIHHHHHHHHMMMMMHHHHMMMHHMHHHIIIHIIII:
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@@ -1121,9 +1121,21 @@ IHHHHMHMMMMMMMHHHHHI:IT:TI:..:HI:.. ..:. . :IHII
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::.:............. .. . ...AHIHIIIIIHHHI::""' 'VII:.. .. .
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::.:.:.......... .. . ...HHHIIIIIIHHHI::. . 'VII::. . . ,
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':::.:.:..... .. . . . ..:MHHIHIIIII:I::. . 'VII:::. .. .
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:::::.:..:.... . . . ...AHHHHIHIIII:::. . 'VII:::. . . :.
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:::::::.:..... .. . ....MHHHHHIHIII::.:.. . 'VII::. . ::
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:::::::::.:.... .. ....:MHHHHIHII:I::::... . 'VI::. . ::I)
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'::::::::::.:... .. ...:MHHHHIHIIII::::.. . 'VI:. ...:V
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.:::::::::::.:.... . .AMMHHIHIII:I::::... . . I::. ...:-"
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:.::I::::::::.:. . ..MMMHHIHIIII:I:::... . . .::. ,..-"
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:..:II:I:::::.:.. . ..MMMHHIHIIIIIII:I::.... . . ..::""'
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.::.:III:I::::::.:.. ..MMMMIVHIHIIIII:I::::.... . .....:,
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.:.::..:III:I:::::.:... .MMHMAIVHHIHIIIII:I::::.. . ..::..:,
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. .:::.::III:I::::.:... .VMMHMAIVHHHIHIIII:I::::.. ..:...:::
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. :::I.:::III:I:::.::.. .:MMHHMAIVHHIHIIIII:I::::....:::.::::
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.::IIH.:::III:I::::.:.. .MMHMHMAIVHHHIHIIIIII:I
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~
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E
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august~
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april~
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. nHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHn.
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.MS?MMMMMMMMMMMMMMMMMM?MM-MMMMMMMMMSHMMMMMMM
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MMMMMH?MMMMMMMX*MM?MMX%MM/MMMMMM"HMMMMMMMMMMMM
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@@ -1176,7 +1188,7 @@ august~
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%% % %%%%%%
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~
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E
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july~
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March~
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. ,.--..
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,::.'.. . . "VI:I:".':-.,.
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,I::. .. . 'VHMHII:.::;:.:,..
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@@ -1242,183 +1254,6 @@ july~
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':::.:... ..I::I::.:....:. .: .. ...::. . . III:II:. '
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~
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E
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june~
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. :AMMMMMMMMMMMMA:
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:AMMMMMMMMMHHHHHMMMMMMMMA:
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:AMHMMMMHHMHIHHIMMMHMMMMHHA:
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:AM'MMMMMMHHIHHHIMMMMMIMMHHHH:
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AM:IMMMMMHHIHIHHHIMMHHHHHHHHHH
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AMIIHMMMMMHIHHHIHHIHHHHHHHHHHHH:
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MMIHHMMMMMHHIHHHIHHHHHHHHHHHHHHH
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AMMMMMHHHHHHI;;;;;;;IHHHI;;IHHHHH
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MMMMHIIII;":AMMMMA ,[[, HH
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MMMMHII; AW"'''' :: HH
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IHHIHIII;:'' ,GFMF[ [MM[: IH
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AHHIHII;::': ";[P,[ ;; :::: IH
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IHHHIHII;;:: :[;: ;H
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AHHHHHII;;;:: : : [ : ;H
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IHHIIHI:[;;;:: ; ; ; , , IH
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IHHIIHH:[;;;: ; ;: ':"::" '; IH
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IHHIIHI:[;;: ::: ; ,,,, ' HH
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:IHHHIHHMMA;::: [;;""""""[; AMI
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;IHHHHIIHMM;: : : ;;[,,,,[; HHI
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IIHHMMHHIHHM;:: '"""' AMHI
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IIHHMMHMHHIIIM;:: AMMHI
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IHHHMMHMHMHHHIHI;:: :AMMMHI
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IHHHMMMMHMMHHHII;;;;:: :,;; MMMHHI
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IHHHMMHHHHMMHHHI;:";;;;;;" MMMIH'
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;IHHMMHMMMMHF"HHII MMMHH
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IHHMMHV;;:: HHII;: : MMHHI
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IHHMV;;::: HHII;: : : MMHI;
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IHMV;;:: : "HII;: :: MMI;
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:IHV;:: : 'HI: :: MM;
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IV;:: : : "II;: ;
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IH;;::: : ;;;I: ;
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;M;;:::: : ';;;HI: '
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MH;;:::: : ';;HI: ;
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IM;;;::: : :[; ';I"I: ;
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M;;;::: : : [;;,: ' : '
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;;:::: : ::'' : ':
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;;::: : : ': :
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:;;:: : :: ':'
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;;:: : : : '':
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;;:: : : :;,:
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;;:: : :: ;[[[,:
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:;;:: : : ;;[[[;':
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;;:: : : [:: : : ;[[[[;;[,
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;:: : [;;;: : :, [[[[['[[;
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;:: : :M;;: : :,[ [[[[ [['
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;: : "[:: : ::[ ;[' ;[
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;: : "[: : ::[ :' :'
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:: :: : ", :::;[ :' :;
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: :: ': : :::;[ ::' :;
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:: ; : : ::::;[:,,::;;I' ;;
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;;:;: : : : :::::::: '""' I[[;"'
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;;;:: : : '::::' ;
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;;;:: : : : ;
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';;;;::: : : ': ;
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';;:::: : :
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M;:::: : ':
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MMMI;:::: : ;
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MMMMMA;::: :
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AHHMMMMHA;:::: : ;
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:MHHMMMMMMMA;: ' :
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AHHHMMM;"TTTTL: : ;
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AHHHHHHMMLLLLLH ': :
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:MHHH:::;HHMMMMMA: : ;
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:AHHH:::HH;;;;;MMM;: :
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||||
:MHH;: ;;;;;MMM:: : : ;
|
||||
:MH;: : ';;;;MMM:: ': ':
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,H;: ';;;MMM::: :':' ;
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,;: : : : ;;;Y;H:: :
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,;: : : : ';;;:; : : ; ;
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[;:: : ;;:; ; ; ;
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~
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E
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may~
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. 8888 8888888
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888888888888888888888888
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8888:::8888888888888888888888888
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8888::::::8888888888888888888888888888
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88::::::::888:::8888888888888888888888888
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88888888::::8:::::::::::88888888888888888888
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888 8::888888::::::::::::::::::88888888888 888
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88::::88888888::::m::::::::::88888888888 8
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888888888888888888:M:::::::::::8888888888888
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88888888888888888888::::::::::::M88888888888888
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8888888888888888888888:::::::::M8888888888888888
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8888888888888888888888:::::::M888888888888888888
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8888888888888888::88888::::::M88888888888888888888
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88888888888888888:::88888:::::M888888888888888 8888
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88888888888888888:::88888::::M::;o*M*o;888888888 88
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88888888888888888:::8888:::::M:::::::::::88888888 8
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88888888888888888::::88::::::M:;:::::::::::888888888
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8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
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88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
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88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
|
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8 8888888888888:::::::::::M::"@@@@@@@"::::8w8888888888888888
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88888888888:888::::::::::M:::::"@a@":::::M8i888888888888888
|
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8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
|
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8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
|
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888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
|
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888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
|
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8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
|
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888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
|
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888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
|
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88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
|
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88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
|
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8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
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8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
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88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
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8888M:::::888MM::::::::8:::::::::::M::::8888::::M::::M
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88888M:::::88:M::::::::::8:::::::::::M:::8888::::::M::M
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88 888MM:::888:M:::::::::::::::::::::::M:8888:::::::::M:
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8 88888M:::88::M:::::::::::::::::::::::MM:88::::::::::::M
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88888M:::88::M::::::::::*88*::::::::::M:88::::::::::::::M
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888888M:::88::M:::::::::88@@88:::::::::M::88::::::::::::::M
|
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888888MM::88::MM::::::::88@@88:::::::::M:::8::::::::::::::*8
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88888 M:::8::MM:::::::::*88*::::::::::M:::::::::::::::::88@@
|
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8888 MM::::::MM:::::::::::::::::::::MM:::::::::::::::::88@@
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888 M:::::::MM:::::::::::::::::::MM::M::::::::::::::::*8
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888 MM:::::::MMM::::::::::::::::MM:::MM:::::::::::::::M
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88 M::::::::MMMM:::::::::::MMMM:::::MM::::::::::::MM
|
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88 MM:::::::::MMMMMMMMMMMMMMM::::::::MMM::::::::MMM
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88 MM::::::::::::MMMMMMM::::::::::::::MMMMMMMMMM
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88 8MM::::::::::::::::::::::::::::::::::MMMMMM
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~
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||||
E
|
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January~
|
||||
. 8888 8888888
|
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888888888888888888888888
|
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8888:::8888888888888888888888888
|
||||
8888::::::8888888888888888888888888888
|
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88::::::::888:::8888888888888888888888888
|
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88888888::::8:::::::::::88888888888888888888
|
||||
888 8::888888::::::::::::::::::88888888888 888
|
||||
88::::88888888::::m::::::::::88888888888 8
|
||||
888888888888888888:M:::::::::::8888888888888
|
||||
88888888888888888888::::::::::::M88888888888888
|
||||
8888888888888888888888:::::::::M8888888888888888
|
||||
8888888888888888888888:::::::M888888888888888888
|
||||
8888888888888888::88888::::::M88888888888888888888
|
||||
88888888888888888:::88888:::::M888888888888888 8888
|
||||
88888888888888888:::88888::::M::;o*M*o;888888888 88
|
||||
88888888888888888:::8888:::::M:::::::::::88888888 8
|
||||
88888888888888888::::88::::::M:;:::::::::::888888888
|
||||
8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
|
||||
88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
|
||||
88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
|
||||
8 8888888888888:::::::::::M::"@@@::::8w8888888888888888
|
||||
88888888888:888::::::::::M:::::":::::M8i888888888888888
|
||||
8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
|
||||
8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
|
||||
888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
|
||||
888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
|
||||
8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
|
||||
888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
|
||||
888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
|
||||
88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
|
||||
88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
|
||||
8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
|
||||
8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
|
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88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
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8888M:::::888MM::::::::8:::::::::::M::::8888::::M::::M
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88888M:::::88:M::::::::::8:::::::::::M:::8888::::::M::M
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88 888MM:::888:M:::::::::::::::::::::::M:8888:::::::::M:
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8 88888M:::88::M:::::::::::::::::::::::MM:88::::::::::::M
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88888M:::88::M::::::::::*88*::::::::::M:88::::::::::::::M
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888888M:::88::M:::::::::88@8:::::::::M::88::::::::::::::M
|
||||
888888MM::88::MM::::::::88@8:::::::::M:::8::::::::::::::*8
|
||||
88888 M:::8::MM:::::::::*88*::::::::::M:::::::::::::::::88@
|
||||
8888 MM::::::MM:::::::::::::::::::::MM:::::::::::::::::88@
|
||||
888 M:::::::MM:::::::::::::::::::MM::M::::::::::::::::*8
|
||||
888 MM:::::::MMM::::::::::::::::MM:::MM:::::::::::::::M
|
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88 M::::::::MMMM:::::::::::MMMM:::::MM::::::::::::MM
|
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88 MM:::::::::MMMMMMMMMMMMMMM::::::::MMM::::::::MMM
|
||||
88 MM::::::::::::MMMMMMM::::::::::::::MMMMMMMMMM
|
||||
88 8MM::::::::::::::::::::::::::::::::::MMMMMM
|
||||
~
|
||||
E
|
||||
february~
|
||||
. :AMMMMMMMMMMMMA:
|
||||
:AMMMMMMMMMHHHHHMMMMMMMMA:
|
||||
@@ -1492,7 +1327,184 @@ february~
|
||||
[;:: : ;;:; ; ; ;
|
||||
~
|
||||
E
|
||||
March~
|
||||
January~
|
||||
. 8888 8888888
|
||||
888888888888888888888888
|
||||
8888:::8888888888888888888888888
|
||||
8888::::::8888888888888888888888888888
|
||||
88::::::::888:::8888888888888888888888888
|
||||
88888888::::8:::::::::::88888888888888888888
|
||||
888 8::888888::::::::::::::::::88888888888 888
|
||||
88::::88888888::::m::::::::::88888888888 8
|
||||
888888888888888888:M:::::::::::8888888888888
|
||||
88888888888888888888::::::::::::M88888888888888
|
||||
8888888888888888888888:::::::::M8888888888888888
|
||||
8888888888888888888888:::::::M888888888888888888
|
||||
8888888888888888::88888::::::M88888888888888888888
|
||||
88888888888888888:::88888:::::M888888888888888 8888
|
||||
88888888888888888:::88888::::M::;o*M*o;888888888 88
|
||||
88888888888888888:::8888:::::M:::::::::::88888888 8
|
||||
88888888888888888::::88::::::M:;:::::::::::888888888
|
||||
8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
|
||||
88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
|
||||
88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
|
||||
8 8888888888888:::::::::::M::"@@@::::8w8888888888888888
|
||||
88888888888:888::::::::::M:::::":::::M8i888888888888888
|
||||
8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
|
||||
8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
|
||||
888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
|
||||
888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
|
||||
8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
|
||||
888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
|
||||
888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
|
||||
88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
|
||||
88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
|
||||
8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
|
||||
8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
|
||||
88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
|
||||
8888M:::::888MM::::::::8:::::::::::M::::8888::::M::::M
|
||||
88888M:::::88:M::::::::::8:::::::::::M:::8888::::::M::M
|
||||
88 888MM:::888:M:::::::::::::::::::::::M:8888:::::::::M:
|
||||
8 88888M:::88::M:::::::::::::::::::::::MM:88::::::::::::M
|
||||
88888M:::88::M::::::::::*88*::::::::::M:88::::::::::::::M
|
||||
888888M:::88::M:::::::::88@8:::::::::M::88::::::::::::::M
|
||||
888888MM::88::MM::::::::88@8:::::::::M:::8::::::::::::::*8
|
||||
88888 M:::8::MM:::::::::*88*::::::::::M:::::::::::::::::88@
|
||||
8888 MM::::::MM:::::::::::::::::::::MM:::::::::::::::::88@
|
||||
888 M:::::::MM:::::::::::::::::::MM::M::::::::::::::::*8
|
||||
888 MM:::::::MMM::::::::::::::::MM:::MM:::::::::::::::M
|
||||
88 M::::::::MMMM:::::::::::MMMM:::::MM::::::::::::MM
|
||||
88 MM:::::::::MMMMMMMMMMMMMMM::::::::MMM::::::::MMM
|
||||
88 MM::::::::::::MMMMMMM::::::::::::::MMMMMMMMMM
|
||||
88 8MM::::::::::::::::::::::::::::::::::MMMMMM
|
||||
~
|
||||
E
|
||||
may~
|
||||
. 8888 8888888
|
||||
888888888888888888888888
|
||||
8888:::8888888888888888888888888
|
||||
8888::::::8888888888888888888888888888
|
||||
88::::::::888:::8888888888888888888888888
|
||||
88888888::::8:::::::::::88888888888888888888
|
||||
888 8::888888::::::::::::::::::88888888888 888
|
||||
88::::88888888::::m::::::::::88888888888 8
|
||||
888888888888888888:M:::::::::::8888888888888
|
||||
88888888888888888888::::::::::::M88888888888888
|
||||
8888888888888888888888:::::::::M8888888888888888
|
||||
8888888888888888888888:::::::M888888888888888888
|
||||
8888888888888888::88888::::::M88888888888888888888
|
||||
88888888888888888:::88888:::::M888888888888888 8888
|
||||
88888888888888888:::88888::::M::;o*M*o;888888888 88
|
||||
88888888888888888:::8888:::::M:::::::::::88888888 8
|
||||
88888888888888888::::88::::::M:;:::::::::::888888888
|
||||
8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
|
||||
88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
|
||||
88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
|
||||
8 8888888888888:::::::::::M::"@@@@@@@"::::8w8888888888888888
|
||||
88888888888:888::::::::::M:::::"@a@":::::M8i888888888888888
|
||||
8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
|
||||
8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
|
||||
888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
|
||||
888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
|
||||
8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
|
||||
888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
|
||||
888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
|
||||
88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
|
||||
88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
|
||||
8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
|
||||
8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
|
||||
88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
|
||||
8888M:::::888MM::::::::8:::::::::::M::::8888::::M::::M
|
||||
88888M:::::88:M::::::::::8:::::::::::M:::8888::::::M::M
|
||||
88 888MM:::888:M:::::::::::::::::::::::M:8888:::::::::M:
|
||||
8 88888M:::88::M:::::::::::::::::::::::MM:88::::::::::::M
|
||||
88888M:::88::M::::::::::*88*::::::::::M:88::::::::::::::M
|
||||
888888M:::88::M:::::::::88@@88:::::::::M::88::::::::::::::M
|
||||
888888MM::88::MM::::::::88@@88:::::::::M:::8::::::::::::::*8
|
||||
88888 M:::8::MM:::::::::*88*::::::::::M:::::::::::::::::88@@
|
||||
8888 MM::::::MM:::::::::::::::::::::MM:::::::::::::::::88@@
|
||||
888 M:::::::MM:::::::::::::::::::MM::M::::::::::::::::*8
|
||||
888 MM:::::::MMM::::::::::::::::MM:::MM:::::::::::::::M
|
||||
88 M::::::::MMMM:::::::::::MMMM:::::MM::::::::::::MM
|
||||
88 MM:::::::::MMMMMMMMMMMMMMM::::::::MMM::::::::MMM
|
||||
88 MM::::::::::::MMMMMMM::::::::::::::MMMMMMMMMM
|
||||
88 8MM::::::::::::::::::::::::::::::::::MMMMMM
|
||||
~
|
||||
E
|
||||
june~
|
||||
. :AMMMMMMMMMMMMA:
|
||||
:AMMMMMMMMMHHHHHMMMMMMMMA:
|
||||
:AMHMMMMHHMHIHHIMMMHMMMMHHA:
|
||||
:AM'MMMMMMHHIHHHIMMMMMIMMHHHH:
|
||||
AM:IMMMMMHHIHIHHHIMMHHHHHHHHHH
|
||||
AMIIHMMMMMHIHHHIHHIHHHHHHHHHHHH:
|
||||
MMIHHMMMMMHHIHHHIHHHHHHHHHHHHHHH
|
||||
AMMMMMHHHHHHI;;;;;;;IHHHI;;IHHHHH
|
||||
MMMMHIIII;":AMMMMA ,[[, HH
|
||||
MMMMHII; AW"'''' :: HH
|
||||
IHHIHIII;:'' ,GFMF[ [MM[: IH
|
||||
AHHIHII;::': ";[P,[ ;; :::: IH
|
||||
IHHHIHII;;:: :[;: ;H
|
||||
AHHHHHII;;;:: : : [ : ;H
|
||||
IHHIIHI:[;;;:: ; ; ; , , IH
|
||||
IHHIIHH:[;;;: ; ;: ':"::" '; IH
|
||||
IHHIIHI:[;;: ::: ; ,,,, ' HH
|
||||
:IHHHIHHMMA;::: [;;""""""[; AMI
|
||||
;IHHHHIIHMM;: : : ;;[,,,,[; HHI
|
||||
IIHHMMHHIHHM;:: '"""' AMHI
|
||||
IIHHMMHMHHIIIM;:: AMMHI
|
||||
IHHHMMHMHMHHHIHI;:: :AMMMHI
|
||||
IHHHMMMMHMMHHHII;;;;:: :,;; MMMHHI
|
||||
IHHHMMHHHHMMHHHI;:";;;;;;" MMMIH'
|
||||
;IHHMMHMMMMHF"HHII MMMHH
|
||||
IHHMMHV;;:: HHII;: : MMHHI
|
||||
IHHMV;;::: HHII;: : : MMHI;
|
||||
IHMV;;:: : "HII;: :: MMI;
|
||||
:IHV;:: : 'HI: :: MM;
|
||||
IV;:: : : "II;: ;
|
||||
IH;;::: : ;;;I: ;
|
||||
;M;;:::: : ';;;HI: '
|
||||
MH;;:::: : ';;HI: ;
|
||||
IM;;;::: : :[; ';I"I: ;
|
||||
M;;;::: : : [;;,: ' : '
|
||||
;;:::: : ::'' : ':
|
||||
;;::: : : ': :
|
||||
:;;:: : :: ':'
|
||||
;;:: : : : '':
|
||||
;;:: : : :;,:
|
||||
;;:: : :: ;[[[,:
|
||||
:;;:: : : ;;[[[;':
|
||||
;;:: : : [:: : : ;[[[[;;[,
|
||||
;:: : [;;;: : :, [[[[['[[;
|
||||
;:: : :M;;: : :,[ [[[[ [['
|
||||
;: : "[:: : ::[ ;[' ;[
|
||||
;: : "[: : ::[ :' :'
|
||||
:: :: : ", :::;[ :' :;
|
||||
: :: ': : :::;[ ::' :;
|
||||
:: ; : : ::::;[:,,::;;I' ;;
|
||||
;;:;: : : : :::::::: '""' I[[;"'
|
||||
;;;:: : : '::::' ;
|
||||
;;;:: : : : ;
|
||||
';;;;::: : : ': ;
|
||||
';;:::: : :
|
||||
M;:::: : ':
|
||||
MMMI;:::: : ;
|
||||
MMMMMA;::: :
|
||||
AHHMMMMHA;:::: : ;
|
||||
:MHHMMMMMMMA;: ' :
|
||||
AHHHMMM;"TTTTL: : ;
|
||||
AHHHHHHMMLLLLLH ': :
|
||||
:MHHH:::;HHMMMMMA: : ;
|
||||
:AHHH:::HH;;;;;MMM;: :
|
||||
:MHH;: ;;;;;MMM:: : : ;
|
||||
:MH;: : ';;;;MMM:: ': ':
|
||||
,H;: ';;;MMM::: :':' ;
|
||||
,;: : : : ;;;Y;H:: :
|
||||
,;: : : : ';;;:; : : ; ;
|
||||
[;:: : ;;:; ; ; ;
|
||||
~
|
||||
E
|
||||
july~
|
||||
. ,.--..
|
||||
,::.'.. . . "VI:I:".':-.,.
|
||||
,I::. .. . 'VHMHII:.::;:.:,..
|
||||
@@ -1558,7 +1570,7 @@ March~
|
||||
':::.:... ..I::I::.:....:. .: .. ...::. . . III:II:. '
|
||||
~
|
||||
E
|
||||
april~
|
||||
august~
|
||||
. nHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHn.
|
||||
.MS?MMMMMMMMMMMMMMMMMM?MM-MMMMMMMMMSHMMMMMMM
|
||||
MMMMMH?MMMMMMMX*MM?MMX%MM/MMMMMM"HMMMMMMMMMMMM
|
||||
@@ -1611,8 +1623,8 @@ april~
|
||||
%% % %%%%%%
|
||||
~
|
||||
E
|
||||
june~
|
||||
. .:IIIIHIHHIHHHII::I:.
|
||||
september~
|
||||
. .:IIIIHIHHIHHHII::I:.
|
||||
:IIIIHIHHHHHHMMHHIHHIIHHIII:.
|
||||
,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:.
|
||||
.:IIHHHHHHHHMMMMMHHHHMMMHHMHHHIIIHIIII:
|
||||
@@ -1669,18 +1681,6 @@ IHHHHMHMMMMMMMHHHHHI:IT:TI:..:HI:.. ..:. . :IHII
|
||||
::.:............. .. . ...AHIHIIIIIHHHI::""' 'VII:.. .. .
|
||||
::.:.:.......... .. . ...HHHIIIIIIHHHI::. . 'VII::. . . ,
|
||||
':::.:.:..... .. . . . ..:MHHIHIIIII:I::. . 'VII:::. .. .
|
||||
:::::.:..:.... . . . ...AHHHHIHIIII:::. . 'VII:::. . . :.
|
||||
:::::::.:..... .. . ....MHHHHHIHIII::.:.. . 'VII::. . ::
|
||||
:::::::::.:.... .. ....:MHHHHIHII:I::::... . 'VI::. . ::I)
|
||||
'::::::::::.:... .. ...:MHHHHIHIIII::::.. . 'VI:. ...:V
|
||||
.:::::::::::.:.... . .AMMHHIHIII:I::::... . . I::. ...:-"
|
||||
:.::I::::::::.:. . ..MMMHHIHIIII:I:::... . . .::. ,..-"
|
||||
:..:II:I:::::.:.. . ..MMMHHIHIIIIIII:I::.... . . ..::""'
|
||||
.::.:III:I::::::.:.. ..MMMMIVHIHIIIII:I::::.... . .....:,
|
||||
.:.::..:III:I:::::.:... .MMHMAIVHHIHIIIII:I::::.. . ..::..:,
|
||||
. .:::.::III:I::::.:... .VMMHMAIVHHHIHIIII:I::::.. ..:...:::
|
||||
. :::I.:::III:I:::.::.. .:MMHHMAIVHHIHIIIII:I::::....:::.::::
|
||||
.::IIH.:::III:I::::.:.. .MMHMHMAIVHHHIHIIIIII:I
|
||||
~
|
||||
#186
|
||||
scroll poem irish~
|
||||
|
||||
@@ -3,7 +3,7 @@ email list staff~
|
||||
a list of the staff's emails~
|
||||
A list of the staff's emails has been left here.~
|
||||
~
|
||||
12 0 ao 0
|
||||
14 0 ao 0
|
||||
0 0 0 0
|
||||
1 1 0 0
|
||||
E
|
||||
@@ -295,14 +295,14 @@ A piece of fireworks is planted in a champagne bottle.~
|
||||
0 0 0 0
|
||||
T 1297
|
||||
E
|
||||
firework new year piece~
|
||||
This large rocket is about to go up! Strange colours will fill the sky!
|
||||
~
|
||||
E
|
||||
bottle champagne~
|
||||
The bottle is filled partially with water so it doesn't tilt over. Someone
|
||||
has obviously drunk the champagne first.
|
||||
~
|
||||
E
|
||||
firework new year piece~
|
||||
This large rocket is about to go up! Strange colours will fill the sky!
|
||||
~
|
||||
#1299
|
||||
christmas tree~
|
||||
a christmas tree~
|
||||
|
||||
@@ -352,7 +352,7 @@ The filled horn (or a receptacle resembling it) has long served as a traditional
|
||||
symbol in art and decoration to suggest a store of abundance.
|
||||
~
|
||||
#1332
|
||||
trial vnum assigner limiter~
|
||||
trial vnum assigner~
|
||||
the trial vnum assigner~
|
||||
A trial vnum assigner helps people work on thier trial vnum.~
|
||||
~
|
||||
@@ -550,6 +550,11 @@ A tapered pyramid of dark stone rises from floor to ceiling.~
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
plaque base~
|
||||
To the memory of the thousands who died, and for the hundreds of millions
|
||||
who wept.
|
||||
~
|
||||
E
|
||||
memorial pyramid stone~
|
||||
A tapered spire of dark grey marble rises from its four sided base to a
|
||||
blunted tip near the ceiling. Two adjacent sides of the spire have been
|
||||
@@ -559,11 +564,6 @@ blasted sides of the spire. Each of the hundreds of figures is a shade of
|
||||
either white, black, brown, yellow or red. A bronze plaque has been set in to
|
||||
the base of the monument.
|
||||
~
|
||||
E
|
||||
plaque base~
|
||||
To the memory of the thousands who died, and for the hundreds of millions
|
||||
who wept.
|
||||
~
|
||||
#1370
|
||||
flag american mast half~
|
||||
the American flag~
|
||||
|
||||
@@ -240,29 +240,30 @@ A loaf of freshly baked bread was left here.~
|
||||
19 0 a 0
|
||||
5 0 0 0
|
||||
1 10 0 0
|
||||
#219
|
||||
pile ashes~
|
||||
a pile of ashes~
|
||||
A pile of ashes is slowly being blown away by the wind.~
|
||||
~
|
||||
12 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
T 212
|
||||
E
|
||||
pile ashes~
|
||||
The ashes are an unnatural mix of black and silver powder. Too fine to have
|
||||
come from a regular fire.
|
||||
~
|
||||
#251
|
||||
marble fountain~
|
||||
a marble fountain~
|
||||
A large fountain with two statues standing protectively above it.~
|
||||
~
|
||||
23 0 0 0
|
||||
500 500 0 0
|
||||
-1 -1 0 0
|
||||
0 0 0 0
|
||||
T 201
|
||||
E
|
||||
fountain~
|
||||
This is the most beautiful fountain you have ever set your eyes upon! It
|
||||
has a marble bottom, which is clean enough to eat off from. In the center of
|
||||
the fountain, you see some stone FIGURES. They have their mouths open. As you
|
||||
look closely you can see that there is water streaming out from the mouths.
|
||||
What a neat idea!
|
||||
~
|
||||
E
|
||||
statues figures~
|
||||
Below each statue is engraved a name. Rumble and Ferret. More is written
|
||||
below the names but you must look more closely to read it.
|
||||
~
|
||||
E
|
||||
rumble names ferret~
|
||||
To bring peace where there was only war. To bring justice where there was
|
||||
only inequity. To bring freedom where there was only coercion. To bring
|
||||
@@ -270,4 +271,17 @@ balance where there was only chaos. To bring Sanctum to the world.
|
||||
|
||||
DO NOTE ENTER FOUNTAIN!
|
||||
~
|
||||
E
|
||||
statues figures~
|
||||
Below each statue is engraved a name. Rumble and Ferret. More is written
|
||||
below the names but you must look more closely to read it.
|
||||
~
|
||||
E
|
||||
fountain~
|
||||
This is the most beautiful fountain you have ever set your eyes upon! It
|
||||
has a marble bottom, which is clean enough to eat off from. In the center of
|
||||
the fountain, you see some stone FIGURES. They have their mouths open. As you
|
||||
look closely you can see that there is water streaming out from the mouths.
|
||||
What a neat idea!
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -200,13 +200,13 @@ A small sword lies here.~
|
||||
0 1 6 11
|
||||
3 60 0 0
|
||||
E
|
||||
sword small~
|
||||
The small sword seems to have an inscription of some sort inscription...
|
||||
~
|
||||
E
|
||||
inscription~
|
||||
It says: 'May this sword be a good companion. '
|
||||
~
|
||||
E
|
||||
sword small~
|
||||
The small sword seems to have an inscription of some sort inscription...
|
||||
~
|
||||
#322
|
||||
sword long~
|
||||
a long sword~
|
||||
@@ -286,12 +286,12 @@ atm teller bank machine~
|
||||
occurrences to the bank manager.
|
||||
~
|
||||
#335
|
||||
fountain water~
|
||||
fountain water marble~
|
||||
the large fountain~
|
||||
A crumbled down fountain is seeping water through its side is barely surviving here.~
|
||||
An elegant fountain of marble gurgles peacefully.~
|
||||
~
|
||||
23 cdeg 0 0
|
||||
500 500 15 0
|
||||
23 e 0 0
|
||||
0 -1 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
marble blue streaked~
|
||||
@@ -612,13 +612,13 @@ A large, sociable bulletin board is mounted on a wall here.~
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
social bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#397
|
||||
board frozen bulletin~
|
||||
a frozen bulletin board~
|
||||
@@ -628,13 +628,13 @@ A large bulletin board is here, carved from a block of ice.~
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
freeze bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#398
|
||||
board holy bulletin~
|
||||
a holy bulletin board~
|
||||
@@ -644,13 +644,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
holy bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#399
|
||||
board bulletin~
|
||||
a bulletin board~
|
||||
@@ -660,11 +660,11 @@ A large bulletin board is mounted on a wall here.~
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -110,7 +110,7 @@ A rather dubious looking piece of meat is on the ground here.~
|
||||
~
|
||||
19 0 a 0
|
||||
14 0 0 0
|
||||
500 24 10 0
|
||||
5 24 10 0
|
||||
E
|
||||
meat chunk~
|
||||
It isn't so much that the meat looks poisoned or anything, but that you just
|
||||
@@ -135,13 +135,13 @@ A small sword lies here.~
|
||||
0 1 6 11
|
||||
3 60 10 0
|
||||
E
|
||||
sword small~
|
||||
The small sword seems to have an inscription of some sort.
|
||||
~
|
||||
E
|
||||
inscription~
|
||||
It says: 'May this sword be a good companion. '
|
||||
~
|
||||
E
|
||||
sword small~
|
||||
The small sword seems to have an inscription of some sort.
|
||||
~
|
||||
#3022
|
||||
sword long~
|
||||
a long sword~
|
||||
@@ -535,13 +535,13 @@ A large, sociable bulletin board is mounted on a wall here.~
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
social bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#3097
|
||||
boards frozen bulletin gen_boards~
|
||||
a frozen bulletin board~
|
||||
@@ -551,13 +551,13 @@ A large bulletin board is here, carved from a block of ice.~
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
freeze bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#3098
|
||||
boards holy bulletin gen_boards~
|
||||
a holy bulletin board~
|
||||
@@ -567,13 +567,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
holy bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
#3099
|
||||
boards bulletin gen_boards~
|
||||
a bulletin board~
|
||||
@@ -583,11 +583,11 @@ A large bulletin board is mounted on a wall here.~
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -5,7 +5,7 @@ Non-attachable trigger~
|
||||
* You can't attach trigger 0!
|
||||
~
|
||||
#1
|
||||
Mob Tutorial Example Quest Offer - 14~
|
||||
Mob Tutorial Example Quest Offer - M14~
|
||||
0 g 100
|
||||
~
|
||||
* we don't want him to tell this to mobs. Check if actor is a player.
|
||||
@@ -93,85 +93,98 @@ else
|
||||
end
|
||||
~
|
||||
#6
|
||||
Obj Command Magic Eight Ball - 47~
|
||||
1 c 100
|
||||
Obj Command Magic Eight Ball - O47~
|
||||
1 c 2
|
||||
shake~
|
||||
* Numeric Arg: 2 means in character's carried inventory
|
||||
* does not work for level 32 and above.
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Numeric Arg: 2 means in character's carried inventory.
|
||||
* Command trigs do not work for level 32 and above.
|
||||
* There are 20 possible answers that the Magic Eight Ball can give.
|
||||
* Of these, nine are full positive, two are full negative, one is
|
||||
* mostly positive, three are mostly negative, and five are abstentions.
|
||||
*
|
||||
* Check arguments if they match. /= checks abbreviations.
|
||||
if ball /= %arg% || eightball /= %arg%
|
||||
%echoaround% %actor% %actor.name% shakes the magic eight ball vigorously.
|
||||
%send% %actor% You shake the magic eight ball vigorously.
|
||||
* Echo text to everyone else in the room and the actor.
|
||||
%echoaround% %actor% %actor.name% shakes %self.shortdesc% vigorously.
|
||||
%send% %actor% You shake %self.shortdesc% vigorously.
|
||||
* Use a switch to choose a random response (1-20).
|
||||
switch %random.20%
|
||||
* Send the answer! %self% is the 8ball, or whatever the trig is attached to.
|
||||
* Only the actor sees the answer.
|
||||
* Case is what we are trying to match. Does %random.20% == 1?
|
||||
case 1
|
||||
%send% %actor% The magic eight ball reveals the answer: Outlook Good
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Outlook Good
|
||||
* We are done with this case so check the next one.
|
||||
break
|
||||
case 2
|
||||
%send% %actor% The magic eight ball reveals the answer: Outlook Not So Good
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Outlook Not So Good
|
||||
break
|
||||
case 3
|
||||
%send% %actor% The magic eight ball reveals the answer: My Reply Is No
|
||||
%send% %actor% %self.shortdesc% reveals the answer: My Reply Is No
|
||||
break
|
||||
case 4
|
||||
%send% %actor% The magic eight ball reveals the answer: Don't Count On It
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Don't Count On It
|
||||
break
|
||||
case 5
|
||||
%send% %actor% The magic eight ball reveals the answer: You May Rely On It
|
||||
%send% %actor% %self.shortdesc% reveals the answer: You May Rely On It
|
||||
break
|
||||
case 6
|
||||
%send% %actor% The magic eight ball reveals the answer: Ask Again Later
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Ask Again Later
|
||||
break
|
||||
case 7
|
||||
%send% %actor% The magic eight ball reveals the answer: Most Likely
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Most Likely
|
||||
break
|
||||
case 8
|
||||
%send% %actor% The magic eight ball reveals the answer: Cannot Predict Now
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Cannot Predict Now
|
||||
break
|
||||
case 9
|
||||
%send% %actor% The magic eight ball reveals the answer: Yes
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Yes
|
||||
break
|
||||
case 10
|
||||
%send% %actor% The magic eight ball reveals the answer: Yes, definitely
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Yes, definitely
|
||||
break
|
||||
case 11
|
||||
%send% %actor% The magic eight ball reveals the answer: Better Not Tell You Now
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Better Not Tell You Now
|
||||
break
|
||||
case 12
|
||||
%send% %actor% The magic eight ball reveals the answer: It Is Certain
|
||||
%send% %actor% %self.shortdesc% reveals the answer: It Is Certain
|
||||
break
|
||||
case 13
|
||||
%send% %actor% The magic eight ball reveals the answer: Very Doubtful
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Very Doubtful
|
||||
break
|
||||
case 14
|
||||
%send% %actor% The magic eight ball reveals the answer: It Is Decidedly So
|
||||
%send% %actor% %self.shortdesc% reveals the answer: It Is Decidedly So
|
||||
break
|
||||
case 15
|
||||
%send% %actor% The magic eight ball reveals the answer: Concentrate And Ask Again
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Concentrate And Ask Again
|
||||
break
|
||||
case 16
|
||||
%send% %actor% The magic eight ball reveals the answer: Signs Point To Yes
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Signs Point To Yes
|
||||
break
|
||||
case 17
|
||||
%send% %actor% The magic eight ball reveals the answer: My Sources Say No
|
||||
%send% %actor% %self.shortdesc% reveals the answer: My Sources Say No
|
||||
break
|
||||
case 18
|
||||
%send% %actor% The magic eight ball reveals the answer: Without A Doubt
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Without A Doubt
|
||||
break
|
||||
case 19
|
||||
%send% %actor% The magic eight ball reveals the answer: Reply Hazy, Try Again
|
||||
%send% %actor% %self.shortdesc% reveals the answer: Reply Hazy, Try Again
|
||||
break
|
||||
case 20
|
||||
%send% %actor% The magic eight ball reveals the answer: As I See It, Yes
|
||||
%send% %actor% %self.shortdesc% reveals the answer: As I See It, Yes
|
||||
break
|
||||
* Every switch should have a default. A catch-all if the cases do not match.
|
||||
default
|
||||
%send% %actor% The magic eight ball explodes since your question is unanswerable.
|
||||
%send% %actor% %self.shortdesc% explodes since your question is unanswerable.
|
||||
break
|
||||
* Every switch must have a done! Just like every if needs an end!
|
||||
done
|
||||
* The actor didn't use the command shake with arg ball or eightball.
|
||||
else
|
||||
%send% %actor% shake What?
|
||||
* Return 0 allows the command to continue through to the MUD. The player will
|
||||
* get the Huh!?! response or the shake social if you have one.
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#7
|
||||
@@ -495,34 +508,63 @@ end
|
||||
* end
|
||||
~
|
||||
#23
|
||||
Object While Damage Example~
|
||||
While Damage Example - Grenade O1301~
|
||||
1 h 100
|
||||
~
|
||||
* By Rumble
|
||||
* A script to make a bomb go off 3 seconds after it is dropped.
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* A small script to make a grenade go off 3 seconds after it is dropped.
|
||||
* Set the rooms ID to a variable.
|
||||
set room_var %actor.room%
|
||||
* Wait, then send a message when the bomb goes off.
|
||||
wait 3 s
|
||||
* Send a message when the bomb goes off.
|
||||
%echo% The Grenade blasts into smithereens, striking everyone here.
|
||||
* Target the first char
|
||||
* Target the first char.
|
||||
set target_char %room_var.people%
|
||||
* Do stuff
|
||||
* Now loop through everyone in the room and hurt them.
|
||||
while %target_char%
|
||||
%send% %actor% People: %target_char.name%
|
||||
%send% %actor% Next_in_room: %self.next_in_room%
|
||||
* Set the next target before this one perhaps dies.
|
||||
set tmp_target %target_char.next_in_room%
|
||||
* This is where the good/bad things are supposed to happen.
|
||||
%send% %target_char% The explosion hurts you.
|
||||
* Damage them... 30 hitpoints. To heal use -#.
|
||||
%damage% %target_char% 30
|
||||
* Set the next target.
|
||||
set target_char %tmp_target%
|
||||
* Loop back.
|
||||
done
|
||||
* After we go through everyone get rid of the grenade.
|
||||
%purge% %self%
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* A small script to make a grenade go off 3 seconds after it is dropped.
|
||||
* Set the rooms ID to a variable.
|
||||
set room_var %actor.room%
|
||||
wait 3 s
|
||||
* Send a message when the bomb goes off.
|
||||
%echo% The Grenade blasts into smithereens, striking everyone here.
|
||||
* Target the first char.
|
||||
set target_char %room_var.people%
|
||||
* Now loop through everyone in the room and hurt them.
|
||||
while %target_char%
|
||||
* Set the next target before this one perhaps dies.
|
||||
set tmp_target %target_char.next_in_room%
|
||||
* This is where the good/bad things are supposed to happen.
|
||||
%send% %target_char% The explosion hurts you.
|
||||
* Damage them... 30 hitpoints. To heal use -#.
|
||||
%damage% %target_char% 30
|
||||
* Find next target
|
||||
* Set the next target.
|
||||
set target_char %tmp_target%
|
||||
* Loop back
|
||||
* Loop back.
|
||||
done
|
||||
* After we go through everyone get rid of the grenade.
|
||||
%purge% %self%
|
||||
~
|
||||
#24
|
||||
Room While Teleport Example~
|
||||
2 b 100
|
||||
~
|
||||
* By Rumble
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Target the first person or mob in the room.
|
||||
eval person %self.people%
|
||||
wait 1 sec
|
||||
@@ -1196,14 +1238,14 @@ Container with Personal Key~
|
||||
*~
|
||||
* By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/
|
||||
* Container script for use with no key
|
||||
if %actor.is_pc%
|
||||
if !%actor.is_pc%
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
*
|
||||
switch %cmd%
|
||||
case codeset
|
||||
if %actor.name% != test
|
||||
if %actor.name% != rumble
|
||||
%send% %actor% I am sorry %actor.name%, only Rumble can set the code.
|
||||
halt
|
||||
end
|
||||
@@ -1424,87 +1466,25 @@ else
|
||||
end
|
||||
~
|
||||
#49
|
||||
free~
|
||||
1 c 2
|
||||
shake~
|
||||
* By Rumble
|
||||
* Numeric Arg: 2 means in character's carried inventory
|
||||
* does not work for level 32 and above.
|
||||
* There are 20 possible answers that the Magic Eight Ball can give.
|
||||
* Of these, nine are full positive, two are full negative, one is
|
||||
* mostly positive, three are mostly negative, and five are abstentions.
|
||||
Eval and Set Example~
|
||||
2 d 100
|
||||
test~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* This is a speech trig @RHELP TRIGEDIT ROOM SPEECH@n, say 'test' to activate.
|
||||
* There is much confusion about the difference between set and eval. So this is
|
||||
* the simplest way I can think of to explain it (assume %actor.level% = 34):
|
||||
*
|
||||
if %arg% /= ball || %arg% /= eightball
|
||||
%echoaround% %actor.name% %actor.name% shakes the magic eight ball vigorously.
|
||||
%send% %actor% You shake the magic eight ball vigorously.
|
||||
switch %random.20%
|
||||
case 1
|
||||
%send% %actor% The magic eight ball reveals the answer: Outlook Good
|
||||
break
|
||||
case 2
|
||||
%send% %actor% The magic eight ball reveals the answer: Outlook Not So Good
|
||||
break
|
||||
case 3
|
||||
%send% %actor% The magic eight ball reveals the answer: My Reply Is No
|
||||
break
|
||||
case 4
|
||||
%send% %actor% The magic eight ball reveals the answer: Don't Count On It
|
||||
break
|
||||
case 5
|
||||
%send% %actor% The magic eight ball reveals the answer: You May Rely On It
|
||||
break
|
||||
case 6
|
||||
%send% %actor% The magic eight ball reveals the answer: Ask Again Later
|
||||
break
|
||||
case 7
|
||||
%send% %actor% The magic eight ball reveals the answer: Most Likely
|
||||
break
|
||||
case 8
|
||||
%send% %actor% The magic eight ball reveals the answer: Cannot Predict Now
|
||||
break
|
||||
case 9
|
||||
%send% %actor% The magic eight ball reveals the answer: Yes
|
||||
break
|
||||
case 10
|
||||
%send% %actor% The magic eight ball reveals the answer: Yes Definately
|
||||
break
|
||||
case 11
|
||||
%send% %actor% The magic eight ball reveals the answer: Better Not Tell You Now
|
||||
break
|
||||
case 12
|
||||
%send% %actor% The magic eight ball reveals the answer: It Is Certain
|
||||
break
|
||||
case 13
|
||||
%send% %actor% The magic eight ball reveals the answer: Very Doubtful
|
||||
break
|
||||
case 14
|
||||
%send% %actor% The magic eight ball reveals the answer: It Is Decidedly So
|
||||
break
|
||||
case 15
|
||||
%send% %actor% The magic eight ball reveals the answer: Concentrate And Ask Again
|
||||
break
|
||||
case 16
|
||||
%send% %actor% The magic eight ball reveals the answer: Signs Point To Yes
|
||||
break
|
||||
case 17
|
||||
%send% %actor% The magic eight ball reveals the answer: My Sources Say No
|
||||
break
|
||||
case 18
|
||||
%send% %actor% The magic eight ball reveals the answer: Without A Doubt
|
||||
break
|
||||
case 19
|
||||
%send% %actor% The magic eight ball reveals the answer: Reply Hazy, Try Again
|
||||
break
|
||||
case 20
|
||||
%send% %actor% The magic eight ball reveals the answer: As I See It, Yes
|
||||
break
|
||||
default
|
||||
%send% %actor% The magic eight ball explodes since your question is unanswerable.
|
||||
break
|
||||
done
|
||||
else
|
||||
%send% %actor% shake What?
|
||||
end
|
||||
* Set stores the variable and will not process it until called.
|
||||
* In the example below %set_variable% will contain '34 + 1'
|
||||
set set_variable %actor.level% + 1
|
||||
%echo% Set Variable: %set_variable%
|
||||
*
|
||||
* Eval immediately evaluates the variable.
|
||||
* In the example below %eval_variable% will contain '35'
|
||||
eval eval_variable %actor.level% + 1
|
||||
%echo% Eval Variable: %eval_variable%
|
||||
*
|
||||
%echo% Level: %actor.level%
|
||||
~
|
||||
#50
|
||||
Room Global Random Example~
|
||||
@@ -1533,16 +1513,8 @@ Room Random Example~
|
||||
* Fires only when a player is in the room.
|
||||
* Actor is not defined with random, so lets define it.
|
||||
set actor %random.char%
|
||||
%damage% %actor% -100
|
||||
%damage% %actor% -10
|
||||
%echo% A healing breeze flows through the room.
|
||||
* Example by Snowlock
|
||||
* %echo% The pungent fumes burn your lungs!
|
||||
* set target_char %self.people%
|
||||
* while %target_char%
|
||||
* set tmp_target %target_char.next_in_room%
|
||||
* %damage% %target_char% 3
|
||||
* set target_char %tmp_target%
|
||||
* done
|
||||
~
|
||||
#52
|
||||
Room Command Example~
|
||||
@@ -2107,8 +2079,6 @@ eval thing %self.name.car%
|
||||
%echo% IT, YOU, HE/SHE: &%thing%
|
||||
%echo% IT, YOU, HIM/HER: *%thing%
|
||||
%echo% ITS, YOUR' HIS/HER: ^%thing%
|
||||
* object only
|
||||
%echo% SOMETHING, NAME '%thing%
|
||||
~
|
||||
#92
|
||||
Room Command Combination Lock~
|
||||
|
||||
@@ -443,6 +443,10 @@ end
|
||||
Mob Act - 156 speaker greet~
|
||||
0 e 0
|
||||
has entered the game.~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Num Arg 0 means the argument has to match exactly. So trig will only fire off:
|
||||
* "has entered game." and not "has" or "entered" etc. (that would be num arg 1).
|
||||
* Figure out what vnum the mob is in so we can use zoneecho.
|
||||
eval inroom %self.room%
|
||||
%zoneecho% %inroom.vnum% %self.name% shouts, 'Welcome, %actor.name%!'
|
||||
~
|
||||
@@ -598,42 +602,58 @@ end
|
||||
Thief Guildguard - 177~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* This replaces stock guildguard spcial procedure that stops non-class members.
|
||||
if %direction% == up
|
||||
* Let the guildmaster pass to pawn players items. T137.
|
||||
if %actor.vnum% == 122
|
||||
halt
|
||||
end
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != thief
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
* Just send the block message to players.
|
||||
if %actor.is_pc%
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#137
|
||||
Thief Guildmaster Steal - 122~
|
||||
0 b 5
|
||||
Thief Guildmaster Steals - M122~
|
||||
0 b 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Idea taken from cheesymud.com
|
||||
* Thief guildmaster steals from actor inventory and pawns it in the shop
|
||||
* downstairs, player then has to buy their equipment back.
|
||||
* Thief guildmaster steals from players who idle in his guild. Then pawns the
|
||||
* item in the shop downstairs so player has to buy their equipment back :-P
|
||||
* Random trigs have no actors so pick one and make sure it is a player.
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc%
|
||||
* Pick the first item in the actors inventory.
|
||||
eval item %actor.inventory%
|
||||
* I'll be nice and not steal containers or mail.
|
||||
if %item.type% == CONTAINER || %item.vnum% <= 1
|
||||
halt
|
||||
end
|
||||
* If they have an item let the master thief steal it.
|
||||
eval item_to_steal %%actor.inventory(%item.vnum%)%%
|
||||
if %item_to_steal%
|
||||
* Give some hints that the guildmaster is not to be trusted.
|
||||
%echo% %self.name% examines %item.shortdesc%.
|
||||
wait 2 sec
|
||||
* Purge the actors object and load it to the master thief.
|
||||
eval stolen %item_to_steal.vnum%
|
||||
eval name %item_to_steal.name%
|
||||
%load% obj %stolen%
|
||||
%purge% %item_to_steal%
|
||||
wait 2 sec
|
||||
* Lets go sell it to Morgan using its first keyword.
|
||||
down
|
||||
sell %name.car%
|
||||
wait 2 sec
|
||||
whisper morgan hehe, silly mortals.
|
||||
wink Morgan
|
||||
wait 2 sec
|
||||
up
|
||||
else
|
||||
@@ -645,17 +665,16 @@ end
|
||||
Questmaster Greet - 3~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if !%actor.varexists(questpoints)%
|
||||
set questpoints 0
|
||||
remote questpoints %actor.id%
|
||||
elsif %actor.questpoints% < 50
|
||||
wait 2 sec
|
||||
if !%actor.varexists(on_quest_zone_1)%
|
||||
say Welcome %actor.name%, are you interested in a simple quest?
|
||||
else
|
||||
say How is your quest going %actor.name%, do you have a quest token or the quest mobs head for me?
|
||||
end
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* Simple quests, probably too simple so only let players earn 50 qp's doing this.
|
||||
if %actor.is_pc% && %actor.questpoints% < 50
|
||||
wait 2 sec
|
||||
* Check to see if they are not on a zone 1 quest.
|
||||
if !%actor.varexists(on_quest_zone_1)%
|
||||
say Welcome %actor.name%, are you interested in a simple quest?
|
||||
else
|
||||
say How is your quest going %actor.name%, do you have a quest token or the quest mobs head for me?
|
||||
end
|
||||
end
|
||||
~
|
||||
@@ -663,21 +682,29 @@ end
|
||||
Questmaster Quest Assignment - 3~
|
||||
0 d 1
|
||||
*~
|
||||
* Don't let them do more than one quest at a time or complete more than 50.
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* Don't let them do more than one quest at a time or earn more than 50 qp.
|
||||
if %actor.varexists(on_quest_zone_1)% || %actor.questpoints% > 50
|
||||
halt
|
||||
end
|
||||
* This loop goes through the entire string of words the actor says. .car is the
|
||||
* word and .cdr is the remaining string.
|
||||
eval word %speech.car%
|
||||
eval rest %speech.cdr%
|
||||
while %word%
|
||||
* Check to see if the word is yes or an abbreviation of yes.
|
||||
if yes /= %word%
|
||||
say Very well %actor.name%. Would you like to find an object or hunt a mobile?
|
||||
halt
|
||||
end
|
||||
eval loadroom 100 + %random.265%
|
||||
* Pick a room from 100 to 365.
|
||||
eval loadroom 99 + %random.265%
|
||||
if mobile /= %word% || hunt /= %word%
|
||||
* Load the mob in the random room picked above.
|
||||
%at% %loadroom% %load% m 15
|
||||
say Go kill the quest mob and bring me its head %actor.name%. You only have 10 minutes!
|
||||
* Load an object on the player that counts down from 10 minutes.
|
||||
%load% obj 16 %actor% inv
|
||||
%send% %actor% Gives you the quest timer.
|
||||
%echoaround% %actor% %self.name% gives %actor.name% the quest timer.
|
||||
@@ -687,7 +714,7 @@ while %word%
|
||||
elseif object /= %word% || find /= %word%
|
||||
say Go find the quest token and return it to me. You only have 10 minutes %actor.name%!
|
||||
%load% o 15
|
||||
%at% %loadroom% drop quest
|
||||
%at% %loadroom% drop quest_token_zone_1
|
||||
%load% obj 16 %actor% inv
|
||||
%send% %actor% Gives you the quest timer.
|
||||
%echoaround% %actor% %self.name% gives %actor.name% the quest timer.
|
||||
@@ -695,6 +722,8 @@ while %word%
|
||||
remote on_quest_zone_1 %actor.id%
|
||||
halt
|
||||
end
|
||||
* End of the loop we need to take the next word in the string and save the
|
||||
* remainder for the next pass.
|
||||
eval word %rest.car%
|
||||
eval rest %rest.cdr%
|
||||
done
|
||||
@@ -703,9 +732,13 @@ done
|
||||
Quest Timer - 16~
|
||||
1 c 7
|
||||
l~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* Let a player see how much time they have left.
|
||||
if %cmd.mudcommand% == look && timer /= %arg%
|
||||
return 0
|
||||
%send% %actor% You have %self.timer% minutes remaining.
|
||||
* Let the look timer command still go through so they look at it.
|
||||
return 0
|
||||
else
|
||||
return 0
|
||||
end
|
||||
@@ -714,60 +747,75 @@ end
|
||||
Quest 10 min Purge - 15, 16, 17~
|
||||
1 f 100
|
||||
~
|
||||
* Attached to quest objects 15-17. Purges itself 10 minutes after loading if player does not
|
||||
* finish the quest. Part of a quest from room 113.
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* Attached to quest objects 15-17. Purges itself 10 minutes after loading if
|
||||
* player does not finish the quest.
|
||||
* Make sure timer is being carried by a player.
|
||||
if %self.carried_by%
|
||||
set actor %self.carried_by%
|
||||
if %actor.is_pc%
|
||||
%send% %actor% Your quest time has run out. Try again.
|
||||
* Delete the on quest variable so they can try again.
|
||||
rdelete on_quest_zone_1 %actor.id%
|
||||
end
|
||||
end
|
||||
* Purge the timer.
|
||||
%purge% %self%
|
||||
~
|
||||
#142
|
||||
Quest Timer Random - 16~
|
||||
1 b 10
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* If timer is being carried by a player, warn them every 2 minutes.
|
||||
if %self.carried_by%
|
||||
set actor %self.carried_by%
|
||||
%send% %actor% You have %self.timer% minutes remaining.
|
||||
if %actor.is_pc%
|
||||
%send% %actor% You have %self.timer% minutes remaining.
|
||||
end
|
||||
end
|
||||
~
|
||||
#143
|
||||
Questmaster Receive - 3~
|
||||
0 j 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* Check if they are on the quest.
|
||||
if !%actor.varexists(on_quest_zone_1)%
|
||||
say You are not even on a quest %actor.name%.
|
||||
* Stop the trig and prevent the item from being given to the mob.
|
||||
halt
|
||||
end
|
||||
*
|
||||
wait 1 sec
|
||||
* If they have the head or the token.
|
||||
if %object.vnum% == 15 || %object.vnum% == 17
|
||||
say Well done, %actor.name%.
|
||||
* Give them 50 gold and experience. Delete the on quest variable and purge.
|
||||
nop %actor.exp(50)%
|
||||
nop %actor.gold(50)%
|
||||
rdelete on_quest_zone_1 %actor.id%
|
||||
%purge% %object%
|
||||
if %actor.varexists(questpoints)%
|
||||
eval questpoints %actor.questpoints% + 1
|
||||
remote questpoints %actor.id%
|
||||
else
|
||||
set questpoints 1
|
||||
remote questpoints %actor.id%
|
||||
end
|
||||
say you have earned 50 gold, 50, experience points and 1 questpoint.
|
||||
* Reward them with 1 questpoint. Cheap I know but these quests are not hard.
|
||||
nop %actor.questpoints(1)%
|
||||
say you have earned 50 gold, 50 xp, 1 questpoint %actor.name%.
|
||||
else
|
||||
say I don't want that!
|
||||
%purge% %object%
|
||||
* Don't accept the object to prevent overloading the mob with junk.
|
||||
return 0.
|
||||
end
|
||||
~
|
||||
#144
|
||||
Quest Mob Loads Head - 15~
|
||||
0 n 100
|
||||
~
|
||||
*This is a load instead of a death trig because I want the head to purge 10 minutes after loading.
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* This is a load instead of a death trig because I want the head to purge 10
|
||||
* minutes after loading.
|
||||
%load% obj 17
|
||||
~
|
||||
#145
|
||||
@@ -1185,6 +1233,9 @@ done
|
||||
Mob Questshop Example~
|
||||
0 c 100
|
||||
*~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* A questshop that uses questpoints!
|
||||
* Command triggers do not work for level 32 and above.
|
||||
if %cmd.mudcommand% == list
|
||||
*
|
||||
%send% %actor% ## Available Item Cost in Questpoints
|
||||
@@ -1194,10 +1245,6 @@ if %cmd.mudcommand% == list
|
||||
%send% %actor% 3) Unlimited the staff of spellfire 100
|
||||
*
|
||||
elseif %cmd.mudcommand% == buy
|
||||
if !%actor.varexists(questpoints)%
|
||||
tell %actor.name% You have no questpoints!
|
||||
halt
|
||||
end
|
||||
if War /= %arg% || Blood /= %arg% || %arg% == 1
|
||||
set quest_item 21
|
||||
set quest_item_cost 100
|
||||
@@ -1217,8 +1264,7 @@ elseif %cmd.mudcommand% == buy
|
||||
else
|
||||
%load% obj %quest_item% %actor% inv
|
||||
tell %actor.name% here you go.
|
||||
eval questpoints %actor.questpoints% - %quest_item_cost%
|
||||
remote questpoints %actor.id%
|
||||
nop %actor.questpoints(-%quest_item_cost%)
|
||||
end
|
||||
elseif %cmd.mudcommand% == sell
|
||||
tell %actor.name% I don't want anything you have.
|
||||
@@ -1518,7 +1564,7 @@ set text[47] When Chuck Norris exercises, the machine gets stronger.
|
||||
set text[48] Chuck Norris is allowed to talk about Fight Club.
|
||||
set text[49] The only thing we have to fear is fear itself... The only thing fear has to fear is Chuck Norris.
|
||||
set text[50] Chuck Norris clogs the toilet even when he pisses.
|
||||
set text[51] A blind man once stepped on Chuck Norris' shoe. Chuck replied, "Don't you know who I am? I'm Chuck Norris!" The mere mention of his name cured this man blindness. Sadly the first, last, and only thing this man ever saw, was a fatal roundhouse delivered by Chuck Norris.
|
||||
set text[51] A blind man once stepped on Chuck Norris' shoe. Chuck replied, "Don't you know who I am? I'm Chuck Norris!" The mere mention of his name cured the mans blindness. Sadly the first, last, and only thing this man ever saw, was a fatal roundhouse delivered by Chuck Norris.
|
||||
set text[52] The most effective form of suicide known to man is to type "Chuck Norris" into Google and hit "I'm Feeling Lucky!".
|
||||
set text[53] Chuck Norris never gets brain freeze. Slurpees know when to back off.
|
||||
set text[54] Chuck Norris got in touch with his feminine side, and promptly got her pregnant.
|
||||
@@ -1874,7 +1920,7 @@ set txt[4] At its best, citizenship finds an equilibrium between two essential i
|
||||
set txt[5] Ariel and Will Durant said it best, "Freedom and equality are sworn enemies, when one prevails the other dies."
|
||||
set txt[6] As a people we have become soft. Stress isn't a bad thing. It is actually good for you, particularly the kind that comes from physical exercise.
|
||||
set txt[7] The Durants also said, "What determines whether the challenge of history will or will not be met depends upon the presence or absence of creative individuals with a clarity of mind and energy of will, capable of effective responses to new situations.
|
||||
set txt[8] once on learns to accomodate the shocks of a stressful existence, his adrenalin, will power, and imagination are going to start churning to provide the maximum performance of the human mind.
|
||||
set txt[8] once one learns to accomodate the shocks of a stressful existence, his adrenalin, will power, and imagination are going to start churning to provide the maximum performance of the human mind.
|
||||
set txt[9] would a good soldier fighting a tough battle stop to say to himself how unhappy he is?
|
||||
set txt[10] Remember Herman Melville? " In time of peril, like the needle to the lodestone, obedience, irrespective of rank, generally flies to him who is best fitted to command.
|
||||
set txt[11] There is no evidence that the way of the World assures the punishment of evil or the reward of virtue.
|
||||
|
||||
@@ -1,11 +1,64 @@
|
||||
#1200
|
||||
General trigger keeper. Only for use in room 0.~
|
||||
2 a 100
|
||||
~
|
||||
* No Script
|
||||
Calculator By Mordecai~
|
||||
2 d 100
|
||||
*~
|
||||
* By Mordecai
|
||||
if %actor.is_pc%
|
||||
Return 0
|
||||
Eval sum %speech%
|
||||
Eval test1 "%speech%"
|
||||
Eval test %test1.strlen%
|
||||
Eval che %sum%/1
|
||||
If %che% == %sum%
|
||||
%echo% @WComputing results...@n
|
||||
if (%speech%/===)
|
||||
if (%sum%==1)
|
||||
set sum Yes
|
||||
elseif (%sum%==0)
|
||||
set sum No
|
||||
end
|
||||
end
|
||||
Eval st 2+%test%
|
||||
Eval o .
|
||||
Eval sumslen "%sum%
|
||||
Eval len %st% - (%sumslen.strlen%-2)
|
||||
If %len% > 0
|
||||
Eval dif (%len%/2)
|
||||
While %y.strlen% < %st%
|
||||
Eval o .%o%
|
||||
Eval y %o%
|
||||
Eval m ?%m%
|
||||
Eval p %m%
|
||||
If %dif% == %y.strlen%
|
||||
Eval wid1 %p%
|
||||
end
|
||||
done
|
||||
end
|
||||
eval opt1 8 + %test%
|
||||
eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5
|
||||
%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
|
||||
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
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#1201
|
||||
No recall~
|
||||
No Recall~
|
||||
1 c 100
|
||||
recall~
|
||||
*This trigger prevents people from recalling.
|
||||
@@ -21,23 +74,20 @@ wait 10
|
||||
if %actor.level% < 34
|
||||
%send% %actor% The sword whispers: I will not serve you!
|
||||
wait 2
|
||||
%echoaround% %actor% The sword exclaims: 'I will not serve those without honour.'
|
||||
%echoaround% %actor% The sword exclaims: 'I will not serve those without honor.'
|
||||
%damage% %actor% 100
|
||||
%purge% self
|
||||
else
|
||||
%send% %actor% The sword whispers: I was made to serve, great one!
|
||||
wait 2
|
||||
%echoaround% %actor% The sword exclaims: 'I will serve you honourable one..'
|
||||
%echoaround% %actor% The sword exclaims: 'I will serve you honorable one..'
|
||||
end
|
||||
~
|
||||
#1203
|
||||
Health-Gain~
|
||||
free~
|
||||
2 c 100
|
||||
chant~
|
||||
if incantation /= %arg%
|
||||
%send% %actor% Your eyes glow white and you start to chant some incantations.
|
||||
%damage% %actor% -500
|
||||
end
|
||||
~
|
||||
* No Script
|
||||
~
|
||||
#1204
|
||||
Portal-Main Chamber~
|
||||
@@ -298,7 +348,7 @@ end
|
||||
#1218
|
||||
Multiple Command Example Trig~
|
||||
2 c 100
|
||||
test~
|
||||
t~
|
||||
if %cmd% == test
|
||||
* Careful not to use Arguments * or this trig will freeze you.
|
||||
* evaluate the first arg
|
||||
@@ -325,6 +375,41 @@ wait 1
|
||||
%echoaround% Jennie kisses %actor% lovingly.
|
||||
end
|
||||
~
|
||||
#1221
|
||||
Test Trigger~
|
||||
2 c 100
|
||||
*~
|
||||
set plr %self.people%
|
||||
set plr2 0
|
||||
*
|
||||
while %plr%
|
||||
set next %plr.next_in_room%
|
||||
if %plr% != %actor% && %plr.is_pc%
|
||||
if %plr2% == 0
|
||||
set plr2 %plr%
|
||||
end
|
||||
%teleport% %plr% 0
|
||||
end
|
||||
set plr %next%
|
||||
done
|
||||
*
|
||||
return 0
|
||||
wait 1
|
||||
*
|
||||
while %plr2%
|
||||
set next %plr2.next_in_room%
|
||||
if %plr2.is_pc%
|
||||
%teleport% %plr2% %self.vnum%
|
||||
end
|
||||
set plr2 %next%
|
||||
done
|
||||
~
|
||||
#1222
|
||||
new trigger~
|
||||
1 b 100
|
||||
~
|
||||
* Unfinished
|
||||
~
|
||||
#1233
|
||||
Rumble's Test Trigger~
|
||||
2 q 100
|
||||
|
||||
@@ -1475,109 +1475,38 @@ Obj Trigger Example, ice cream melting~
|
||||
say
|
||||
~
|
||||
#1349
|
||||
Obj Command Container with personal key~
|
||||
free~
|
||||
1 c 3
|
||||
*~
|
||||
* By Jamie Nelson
|
||||
* Container script for use with no key
|
||||
if !%actor.is_pc%
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
*
|
||||
switch %cmd%
|
||||
case codeset
|
||||
if %actor.name% != test
|
||||
%send% %actor% I am sorry %actor.name%, only Rumble can set the code.
|
||||
halt
|
||||
end
|
||||
if !%arg%
|
||||
%send% %actor% You must supply a code.
|
||||
halt
|
||||
else
|
||||
eval isnum ((%arg%*2)/2)
|
||||
if %isnum%<=999
|
||||
%send% %actor% You must supply a code that is a number. (more then 1)
|
||||
%send% %actor% And for security reasons, greater then 4 digits.
|
||||
halt
|
||||
else
|
||||
oset 3 %isnum%
|
||||
%send% %actor% You set the code on %self.shortdesc% to %isnum%.
|
||||
set fingerprint %isnum%
|
||||
remote fingerprint %actor.id%
|
||||
end
|
||||
end
|
||||
break
|
||||
case recognise
|
||||
%send% %actor% A laser scans your fingerprint.
|
||||
if %arg%!=%self.val3%
|
||||
%send% %actor% Access Denied.
|
||||
halt
|
||||
else
|
||||
%send% %actor% Access Granted. Fingerprint Memorized.
|
||||
set fingerprint %self.val3%
|
||||
remote fingerprint %actor.id%
|
||||
end
|
||||
break
|
||||
case fingerprint
|
||||
if %arg%!=open
|
||||
if %arg!=close
|
||||
%send% %actor% You must type either:
|
||||
%send% %actor% fingerprint open
|
||||
%send% %actor% or
|
||||
%send% %actor% fingerprint close
|
||||
halt
|
||||
else
|
||||
set oc 2
|
||||
end
|
||||
else
|
||||
set oc 1
|
||||
end
|
||||
%send% %actor% A laser scans your fingerprints.
|
||||
if !%actor.varexists(fingerprint)%
|
||||
%send% %actor% Access Denied.
|
||||
halt
|
||||
else
|
||||
%send% %actor% Access Granted.
|
||||
if %oc%==2
|
||||
oset 1 15
|
||||
%send% %actor% Closed and locked.
|
||||
elseif %oc%==1
|
||||
oset 1 0
|
||||
%send% %actor% Unlocked and open.
|
||||
else
|
||||
%send% Broken.
|
||||
end
|
||||
end
|
||||
break
|
||||
default
|
||||
return 0
|
||||
break
|
||||
done
|
||||
* No Script
|
||||
~
|
||||
#1350
|
||||
Obj Random While Example~
|
||||
Drop While Example - Grenade 01301~
|
||||
1 h 100
|
||||
~
|
||||
* a small script to make a bomb go off 3 seconds after it is dropped.
|
||||
set room_var %actor.room%
|
||||
* Send a message when the bomb goes off.
|
||||
wait 3 s
|
||||
%echo% The Grenade blasts into smithereens, striking everyone here.
|
||||
* Target the first char
|
||||
set target_char %room_var.people%
|
||||
* Do stuff
|
||||
while %target_char%
|
||||
* Set the next target before this one perhaps dies.
|
||||
set tmp_target %target_char.next_in_room%
|
||||
* This is where the good/bad things are supposed to happen.
|
||||
%send% %target_char% The explosion hurts you.
|
||||
%damage% %target_char% 30
|
||||
* Find next target
|
||||
set target_char %tmp_target%
|
||||
* Loop back
|
||||
done
|
||||
%purge% %self%
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* A small script to make a grenade go off 3 seconds after it is dropped.
|
||||
* Set the rooms ID to a variable.
|
||||
set room_var %actor.room%
|
||||
wait 3 s
|
||||
* Send a message when the bomb goes off.
|
||||
%echo% The Grenade blasts into smithereens, striking everyone here.
|
||||
* Target the first char.
|
||||
set target_char %room_var.people%
|
||||
* Now loop through everyone in the room and hurt them.
|
||||
while %target_char%
|
||||
* Set the next target before this one perhaps dies.
|
||||
set tmp_target %target_char.next_in_room%
|
||||
* This is where the good/bad things are supposed to happen.
|
||||
%send% %target_char% The explosion hurts you.
|
||||
* Damage them... 30 hitpoints. To heal use -#.
|
||||
%damage% %target_char% 30
|
||||
* Set the next target.
|
||||
set target_char %tmp_target%
|
||||
* Loop back.
|
||||
done
|
||||
* After we go through everyone get rid of the grenade.
|
||||
%purge% %self%
|
||||
~
|
||||
#1351
|
||||
free~
|
||||
@@ -1891,8 +1820,7 @@ end
|
||||
Trial Vnum Assigner - 1332~
|
||||
1 c 2
|
||||
*~
|
||||
* player must have nohassle off!
|
||||
* to disable this trig set <player> nohassle on and have them junk the assigner.
|
||||
* Player must have nohassle off! To junk assigner use tbalim purge <player>.
|
||||
if %actor.varexists(TBA_trial_vnum)% && %actor.level% == 31
|
||||
if (%cmd.mudcommand% == redit && ((%arg% && %arg% != %actor.TBA_trial_vnum%) || (%actor.room.vnum% != %actor.TBA_trial_vnum%)))
|
||||
%send% %actor% GOTO %actor.TBA_trial_vnum% to edit your room.
|
||||
@@ -1902,24 +1830,14 @@ if %actor.varexists(TBA_trial_vnum)% && %actor.level% == 31
|
||||
%send% %actor% Use MEDIT %actor.TBA_trial_vnum% to modify your mobile.
|
||||
elseif (%cmd.mudcommand% == zedit && ((%arg% && %arg% != %actor.TBA_trial_vnum%) || (%actor.room.vnum% != %actor.TBA_trial_vnum%)))
|
||||
%send% %actor% GOTO %actor.TBA_trial_vnum% to edit your trial vnums zone information.
|
||||
elseif %cmd.mudcommand% == sedit && %arg% != %actor.TBA_trial_vnum%
|
||||
%send% %actor% Making a shop is not required for your trial vnum.
|
||||
elseif %cmd.mudcommand% == trigedit
|
||||
%send% %actor% Making a trigger is not required for your trial vnum.
|
||||
elseif %cmd.mudcommand% == nohassle
|
||||
elseif %cmd.mudcommand% == purge && ((%arg% && %arg% != %actor.TBA_trial_vnum%) || (%actor.room.vnum% != %actor.TBA_trial_vnum%)))
|
||||
%send% %actor% GOTO %actor.TBA_trial_vnum% to purge your room.
|
||||
elseif %cmd.mudcommand% == nohassle || (%cmd.mudcommand% == toggle && nohassle /= %arg.car%)
|
||||
%send% %actor% You cannot enable nohassle until you finish your trial vnum.
|
||||
elseif %cmd.mudcommand% == buildwalk
|
||||
%send% %actor% You should not use buildwalk in your trial vnum.
|
||||
elseif %cmd.mudcommand% == dig
|
||||
%send% %actor% You should not use dig in your trial vnum.
|
||||
elseif %cmd.mudcommand% == rclone
|
||||
%send% %actor% You should not use rclone in your trial vnum.
|
||||
elseif %cmd.mudcommand% == attach
|
||||
%send% %actor% You should not attach triggers in your trial vnum.
|
||||
elseif %cmd.mudcommand% == vdelete
|
||||
%send% %actor% You should not be using vdelete yet.
|
||||
elseif %cmd.mudcommand% == sedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == buildwalk || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete
|
||||
%send% %actor% Sedit, Trigedit, Buildwalk, Dig, Rclone, Attach, Detach, and Vdelete are not required for your trial vnum.
|
||||
elseif %cmd.mudcommand% == zpurge
|
||||
%send% %actor% Use PURGE to empty your trial vnum.
|
||||
%send% %actor% Zpurge is not required for your trial vnum.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
@@ -1929,7 +1847,7 @@ end
|
||||
~
|
||||
#1366
|
||||
!DROP Assigner - 1332~
|
||||
1 hi 100
|
||||
1 his 100
|
||||
~
|
||||
if %actor.level% == 31
|
||||
%send% %actor% You can't get rid of %self.shortdesc%.
|
||||
@@ -2751,7 +2669,7 @@ push~
|
||||
%send% %actor% red:%pushed_red% yellow:%pushed_yellow% green:%pushed_green% blue:%pushed_blue% purple:%pushed_purple%
|
||||
~
|
||||
#1387
|
||||
Mob Greet Steal~
|
||||
free~
|
||||
2 g 100
|
||||
~
|
||||
eval item %actor.inventory%
|
||||
@@ -3036,31 +2954,33 @@ wait until 24:00
|
||||
say 24
|
||||
~
|
||||
#1398
|
||||
1307 mob rabbit~
|
||||
Random Rabbit Decapitates Mobs - M1307~
|
||||
0 b 100
|
||||
none~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* This is for any Monty Python Fans.
|
||||
* First figure out what room you are in.
|
||||
eval room_var %self.room%
|
||||
* Target the first character
|
||||
* Target the first character.
|
||||
set target %room_var.people%
|
||||
* Make a loop so everyone in the room is targeted
|
||||
* Make a loop so everyone in the room is targeted.
|
||||
while %target%
|
||||
* Create the next temp target the next person before the bunny kills them
|
||||
* Create the next target before the bunny kills them.
|
||||
set tmp_target %target.next_in_room%
|
||||
* Don't let the bunny kill players or itself
|
||||
* Don't let the bunny kill players or itself.
|
||||
if ((%target.vnum% != -1) && (%target.name% != %self.name%))
|
||||
* Do the deed with a little pause in between
|
||||
* Do the deed with a little pause in between.
|
||||
emote hops towards %target.name% and looks up innocently.
|
||||
wait 2 sec
|
||||
emote strikes with lightning speed, decapitating %target.name%.
|
||||
* bye bye
|
||||
* bye bye.
|
||||
%purge% %target%
|
||||
wait 5 sec
|
||||
* end the if statement
|
||||
* End the if statement.
|
||||
end
|
||||
* Target to the temp target you created above
|
||||
* Target to the temp target you created above.
|
||||
set target %tmp_target%
|
||||
* Loop back to the next target.
|
||||
done
|
||||
* Remove the bunny, I don't want people leaving him lying in waiting.
|
||||
%purge% %self%
|
||||
|
||||
@@ -59,9 +59,77 @@ if %cmd.mudcommand% == cast && fireshield /= %arg%
|
||||
end
|
||||
~
|
||||
#203
|
||||
free~
|
||||
2 bg 100
|
||||
Phoenix Rising - 211~
|
||||
0 f 100
|
||||
~
|
||||
* No Script
|
||||
* You can't use waits in a mob death trig.
|
||||
* Phoenix turns into ashes when it dies and is reborn 3 times.
|
||||
* O219 is !TAKE and must always be in the room to count the deaths.
|
||||
emote shrieks in pain and bursts into flames.
|
||||
* Phoenix triggers 212 to count the deaths. Make it a unique command.
|
||||
phoenix2
|
||||
* Damage everyone in the room from the fire.
|
||||
set room_var %self.room%
|
||||
%echo% The phoenix is completely enveloped in flames and explodes, burning everyone in the room.
|
||||
* Target the first char
|
||||
set target_char %room_var.people%
|
||||
* Loop through everyone in the room.
|
||||
while %target_char%
|
||||
* Set the next target before this one perhaps dies.
|
||||
set tmp_target %target_char.next_in_room%
|
||||
* Dish out the damage.
|
||||
if %target_char.is_pc%
|
||||
%send% %target_char% The fire burns you.
|
||||
%damage% %target_char% 10
|
||||
end
|
||||
* Find next target
|
||||
set target_char %tmp_target%
|
||||
* Loop back
|
||||
done
|
||||
* Can't purge it (yet it is on the todo list) so teleport it to 0.
|
||||
%teleport% %self% 0
|
||||
* This prevents a death cry.
|
||||
return 0
|
||||
~
|
||||
#204
|
||||
Pirate Parott Pepeats - M212~
|
||||
0 d 100
|
||||
*~
|
||||
* Parrot randomly repeats something said in the room.
|
||||
* Pick the next number in the array and global it to be read next firing.
|
||||
eval n %n%+1
|
||||
global n
|
||||
* Pick a random number from the array and global what was said to the mob.
|
||||
eval r %%random.%n%%%
|
||||
set speech[%n%] %speech%
|
||||
global speech[%n%]
|
||||
* Wait a little bit and then speak.
|
||||
wait 1 sec
|
||||
eval say %%speech[%r%]%%
|
||||
eval say %say%
|
||||
say %say%
|
||||
~
|
||||
#212
|
||||
Phoenix Rising - 219~
|
||||
1 c 4
|
||||
phoenix2~
|
||||
* Numeric Arg: 4 means obj has to be in the room.
|
||||
* Does not work for level 32 and above.
|
||||
* Add 1 to the total deaths
|
||||
eval phoenix_deaths %phoenix_deaths% + 1
|
||||
wait 3 sec
|
||||
* Rebirth for only the first 3 times.
|
||||
if %phoenix_deaths% <= 2
|
||||
* It comes back!
|
||||
%load% mob 211
|
||||
%echo% A baby phoenix pokes its head out of the pile of ashes.
|
||||
else
|
||||
* Reward on the last kill!
|
||||
%load% obj 184
|
||||
eval phoenix_deaths 0
|
||||
%echo% Something in the pile of ashes glimmers brightly.
|
||||
end
|
||||
* Remember the count for the next time this trig fires
|
||||
global phoenix_deaths
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,46 +1,47 @@
|
||||
#2200
|
||||
Not Used~
|
||||
0 h 100
|
||||
~
|
||||
if (%direction% == east)
|
||||
wait 1
|
||||
emote snaps to attention as you approach.
|
||||
wait 1
|
||||
say admittance to Eldorado is 1000000 coins
|
||||
end
|
||||
~
|
||||
#2201
|
||||
Not Used~
|
||||
0 m 0
|
||||
~
|
||||
wait 1
|
||||
unlock gate
|
||||
open gate
|
||||
wait 20 s
|
||||
close gate
|
||||
lock gate
|
||||
~
|
||||
#2202
|
||||
fire damage~
|
||||
2 g 100
|
||||
~
|
||||
%send% %actor% The hot flame and smoke burns you.
|
||||
%echoaround% %actor% %actor.name% is burnt from the intense heat.
|
||||
%damage% %actor% 10
|
||||
~
|
||||
#2203
|
||||
moaning~
|
||||
2 g 25
|
||||
~
|
||||
if %actor.is_pc%
|
||||
%echo% The moaning and wailing of the undead unnerves you to the bone.
|
||||
end
|
||||
~
|
||||
#2204
|
||||
princess shout~
|
||||
0 b 1
|
||||
~
|
||||
eval inroom %self.room%
|
||||
%zoneecho% %inroom.vnum% %self.name% shouts, 'HELP!! Someone please rescue me!!'
|
||||
~
|
||||
$~
|
||||
#2200
|
||||
Not Used~
|
||||
0 h 100
|
||||
~
|
||||
if (%direction% == east)
|
||||
wait 1
|
||||
emote snaps to attention as you approach.
|
||||
wait 1
|
||||
say admittance to Eldorado is 1000000 coins
|
||||
end
|
||||
~
|
||||
#2201
|
||||
Flame Damage - R2228~
|
||||
2 b 50
|
||||
~
|
||||
%echo% The pungent fumes burn your lungs!
|
||||
set target_char %self.people%
|
||||
while %target_char%
|
||||
set tmp_target %target_char.next_in_room%
|
||||
%damage% %target_char% 3
|
||||
set target_char %tmp_target%
|
||||
done
|
||||
~
|
||||
#2202
|
||||
Fire Damage - R2218-20~
|
||||
2 g 100
|
||||
~
|
||||
%send% %actor% The hot flame and smoke burns you.
|
||||
%echoaround% %actor% %actor.name% is burnt from the intense heat.
|
||||
%damage% %actor% 10
|
||||
~
|
||||
#2203
|
||||
Moaining - R2200-2~
|
||||
2 g 25
|
||||
~
|
||||
if %actor.is_pc%
|
||||
%echo% The moaning and wailing of the undead unnerves you to the bone.
|
||||
end
|
||||
~
|
||||
#2204
|
||||
Princess Shout for Help - M2229~
|
||||
0 b 1
|
||||
~
|
||||
eval inroom %self.room%
|
||||
%zoneecho% %inroom.vnum% %self.name% shouts, 'HELP!! Someone please rescue me!!'
|
||||
~
|
||||
$~
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,97 +1,117 @@
|
||||
#6300
|
||||
Near Death Trap Mahatma - 6318~
|
||||
0 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor and takes all of their equipment.
|
||||
wait 3 sec
|
||||
say Here, have a quick trip to the Temple of Midgaard.
|
||||
wait 2 sec
|
||||
%send% %actor% Mahatma plunges a black dagger into your back and takes all your equipment.
|
||||
%echoaround% %actor% Mahatma plunges a black dagger into %actor.name%'s back and takes all of %actor.hisher% equipment.
|
||||
* damage the actor to 0 hitpoints so they lay there stunned, unable to move.
|
||||
* they will recover.
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
* steal all their inventory.
|
||||
while %actor.inventory%
|
||||
eval item %actor.inventory%
|
||||
eval item_to_purge %%actor.inventory(%item.vnum%)%%
|
||||
eval stolen %item.vnum%
|
||||
%purge% %item_to_purge%
|
||||
%load% obj %stolen%
|
||||
done
|
||||
eval i 0
|
||||
* steal all their equipped items.
|
||||
while %i% < 18
|
||||
eval item %%actor.eq(%i%)%%
|
||||
if %item%
|
||||
eval stolen %item.vnum%
|
||||
eval item_to_purge %%actor.eq(%i%)%%
|
||||
%purge% %item_to_purge%
|
||||
%load% obj %stolen%
|
||||
end
|
||||
eval i %i%+1
|
||||
done
|
||||
~
|
||||
#6301
|
||||
Magic User - 6302, 6309, 6312, 6314, 6315~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
$~
|
||||
#6300
|
||||
Near Death Trap Mahatma - 6318~
|
||||
0 g 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Near Death Trap - Mahatma stuns actor and then takes all of their equipment.
|
||||
wait 3 sec
|
||||
say Here, have a quick trip to the Temple of Midgaard.
|
||||
wait 2 sec
|
||||
%send% %actor% Mahatma plunges a black dagger into your back and takes all your equipment.
|
||||
%echoaround% %actor% Mahatma plunges a black dagger into %actor.name%'s back and takes all of %actor.hisher% equipment.
|
||||
* Damage the actor to 0 hitpoints so they lay there stunned, unable to move.
|
||||
* They will recover.
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
* steal all their inventory.
|
||||
set i %actor.inventory%
|
||||
while %i%
|
||||
set pge 1
|
||||
if %i.type% == container
|
||||
if %i.contents%
|
||||
set i %container.contents%
|
||||
* Don't purge containers inside containers or mudmail.
|
||||
if %i.type% == container || %i.vnum% <= 1
|
||||
set pge 0
|
||||
end
|
||||
end
|
||||
end
|
||||
eval stolen %i.vnum%
|
||||
set next %i.next_in_list%
|
||||
if %pge%
|
||||
%purge% %i%
|
||||
end
|
||||
* Don't steal mail.
|
||||
if %stolen% > 1
|
||||
%load% obj %stolen%
|
||||
end
|
||||
if !%next%
|
||||
set i %actor.inventory%
|
||||
else
|
||||
set i %next%
|
||||
end
|
||||
done
|
||||
eval i 0
|
||||
* steal all their equipped items.
|
||||
while %i% < 18
|
||||
eval item %actor.eq(%i%)%
|
||||
if %item%
|
||||
eval stolen %item.vnum%
|
||||
%purge% %item%
|
||||
%load% obj %stolen%
|
||||
end
|
||||
eval i %i%+1
|
||||
done
|
||||
~
|
||||
#6301
|
||||
Magic User - 6302, 6309, 6312, 6314, 6315~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
$~
|
||||
|
||||
1216
lib/world/trg/83.trg
1216
lib/world/trg/83.trg
File diff suppressed because it is too large
Load Diff
@@ -559,68 +559,20 @@ while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
~
|
||||
0 d 0
|
||||
D1
|
||||
test
|
||||
~
|
||||
door~
|
||||
1 1 33
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 33
|
||||
E
|
||||
.test~
|
||||
can you see this with look around?
|
||||
~
|
||||
E
|
||||
july4~
|
||||
On July 4, 1776, we claimed our independence from England and Democracy was
|
||||
born. Every day thousands leave their homeland to come to the "land of the
|
||||
free and the home of the brave" so they can begin their American Dream. The
|
||||
United States is truly a diverse nation made up of dynamic people. Each year
|
||||
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
|
||||
picnics, and family ga-therings. Through the Internet we are learning about
|
||||
and communicat-ing with people of different nations, with different languages
|
||||
and different races throughout the world. Bringing the world closer with
|
||||
understanding and knowledge can only benefit all nations. We invite all
|
||||
nations to celebrate with Americans online this Fourth of July. Happy
|
||||
Birthday, America!
|
||||
~
|
||||
E
|
||||
oath~
|
||||
I do solemnly swear that I will support and defend the Constitution of the
|
||||
United States against all enemies, foreign and domestic, and to bear true faith
|
||||
and allegiance to the same that I take this obligation freely, without any
|
||||
mental reservation or purpose of evasion, and that I will well and faithfully
|
||||
discharge the duties of the office upon which I am about to enter.
|
||||
~
|
||||
E
|
||||
builder~
|
||||
|
||||
There is one timeless way of building.
|
||||
|
||||
It is thousands of years old, and the same today as it has always been.
|
||||
|
||||
The great traditional buildings of the past, the villages and tents and
|
||||
temples in which man feels at home, have always been made by people who were
|
||||
very close to the center of this way. It is not possible to make great
|
||||
buildings, or great towns, beautiful places, places where you feel yourself,
|
||||
places where you feel alive, except by following this way. And, as you will
|
||||
see, this way will lead anyone who looks for it to buildings which are
|
||||
themselves as ancient in their form, as the trees and hills, and as our faces
|
||||
are.
|
||||
--The Timeless Way of Building
|
||||
~
|
||||
E
|
||||
war~
|
||||
War is an ugly thing, but not the ugliest of things. The decayed and
|
||||
degraded state of moral and patriotic feeling which thinks that nothing is
|
||||
worth war is much worse. The person who has nothing for which he is willing to
|
||||
fight, nothing which is more important than his own personal safety, is a
|
||||
miserable creature and has no chance of being free unless made and kept so by
|
||||
the exertions of better men than himself.
|
||||
Catcher Rye~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
|
||||
John Stuart Mill
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
~
|
||||
E
|
||||
old glory flag~
|
||||
@@ -653,21 +605,61 @@ or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
|
||||
may I wave.
|
||||
~
|
||||
E
|
||||
Catcher Rye~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
war~
|
||||
War is an ugly thing, but not the ugliest of things. The decayed and
|
||||
degraded state of moral and patriotic feeling which thinks that nothing is
|
||||
worth war is much worse. The person who has nothing for which he is willing to
|
||||
fight, nothing which is more important than his own personal safety, is a
|
||||
miserable creature and has no chance of being free unless made and kept so by
|
||||
the exertions of better men than himself.
|
||||
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
John Stuart Mill
|
||||
~
|
||||
E
|
||||
builder~
|
||||
|
||||
There is one timeless way of building.
|
||||
|
||||
It is thousands of years old, and the same today as it has always been.
|
||||
|
||||
The great traditional buildings of the past, the villages and tents and
|
||||
temples in which man feels at home, have always been made by people who were
|
||||
very close to the center of this way. It is not possible to make great
|
||||
buildings, or great towns, beautiful places, places where you feel yourself,
|
||||
places where you feel alive, except by following this way. And, as you will
|
||||
see, this way will lead anyone who looks for it to buildings which are
|
||||
themselves as ancient in their form, as the trees and hills, and as our faces
|
||||
are.
|
||||
--The Timeless Way of Building
|
||||
~
|
||||
E
|
||||
oath~
|
||||
I do solemnly swear that I will support and defend the Constitution of the
|
||||
United States against all enemies, foreign and domestic, and to bear true faith
|
||||
and allegiance to the same that I take this obligation freely, without any
|
||||
mental reservation or purpose of evasion, and that I will well and faithfully
|
||||
discharge the duties of the office upon which I am about to enter.
|
||||
~
|
||||
E
|
||||
july4~
|
||||
On July 4, 1776, we claimed our independence from England and Democracy was
|
||||
born. Every day thousands leave their homeland to come to the "land of the
|
||||
free and the home of the brave" so they can begin their American Dream. The
|
||||
United States is truly a diverse nation made up of dynamic people. Each year
|
||||
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
|
||||
picnics, and family ga-therings. Through the Internet we are learning about
|
||||
and communicat-ing with people of different nations, with different languages
|
||||
and different races throughout the world. Bringing the world closer with
|
||||
understanding and knowledge can only benefit all nations. We invite all
|
||||
nations to celebrate with Americans online this Fourth of July. Happy
|
||||
Birthday, America!
|
||||
~
|
||||
E
|
||||
.test~
|
||||
can you see this with look around?
|
||||
~
|
||||
S
|
||||
T 1200
|
||||
#34
|
||||
Pool of Images~
|
||||
A broad mosaic walkway wraps around the natural hotsprings in this cavernous
|
||||
@@ -854,14 +846,14 @@ D2
|
||||
~
|
||||
0 0 98
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
E
|
||||
floor~
|
||||
The stone floor is the same shade of grey as the sky and is completely plain
|
||||
and unscratched. It is probably too hard for anything to leave as much as a
|
||||
scratch on it.
|
||||
~
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
||||
4087
lib/world/wld/1.wld
4087
lib/world/wld/1.wld
File diff suppressed because it is too large
Load Diff
3298
lib/world/wld/22.wld
3298
lib/world/wld/22.wld
File diff suppressed because it is too large
Load Diff
@@ -2,11 +2,12 @@
|
||||
Rumble~
|
||||
The Builder Academy Zone~
|
||||
0 99 10 2
|
||||
O 0 87 1 33 (a throne of bayonets)
|
||||
M 0 34 1 33 (Chuck Norris)
|
||||
O 0 10 33 2 (a waybread)
|
||||
R 0 2 11 -1 (the spring)
|
||||
O 0 11 99 2 (the spring)
|
||||
M 0 18 1 2 (Friedrich Nietzsche)
|
||||
M 0 34 1 33 (Chuck Norris)
|
||||
R 0 88 1228 -1 (a advertising bulletin board)
|
||||
O 0 1228 99 88 (a advertising bulletin board)
|
||||
M 0 1 1 1 (Puff)
|
||||
@@ -48,7 +49,7 @@ R 0 22 47 -1 (the magic eight ball)
|
||||
O 0 47 99 22 (the magic eight ball)
|
||||
M 0 25 1 21 (the variable questmaster)
|
||||
D 0 20 0 2 (Advanced Trigedit Example)
|
||||
M 0 24 1 20 (the gateguard)
|
||||
M 0 24 1 20 (the example gateguard)
|
||||
G 1 46 99 -1 (the gateguard key)
|
||||
R 0 20 45 -1 (a pile of gold coins)
|
||||
O 0 45 99 20 (a pile of gold coins)
|
||||
|
||||
@@ -2,6 +2,13 @@
|
||||
Rumble~
|
||||
Sanctus II~
|
||||
200 299 30 2
|
||||
M 0 212 1 251 (a parrot with an eye patch)
|
||||
M 0 196 1 251 (the newbie guide)
|
||||
O 0 251 1 251 (a marble fountain)
|
||||
O 0 219 1 210 (a pile of ashes)
|
||||
M 0 211 1 210 (the phoenix)
|
||||
M 0 209 1 210 (Bob, the achondroplastic dwarf)
|
||||
E 1 171 99 17 (a short gilded staff of oak)
|
||||
M 0 33 1 266 (Homer Simpson)
|
||||
M 0 30 3 220 (the spy for the underground)
|
||||
M 0 30 3 212 (the spy for the underground)
|
||||
@@ -28,8 +35,6 @@ M 0 170 3 233 (the townsman)
|
||||
G 1 176 99 -1 (a cancer stick)
|
||||
R 0 288 172 -1 (a rubber chicken)
|
||||
O 0 172 99 288 (a rubber chicken)
|
||||
M 0 209 1 210 (Bob, the achondroplastic dwarf)
|
||||
E 1 171 99 17 (a short gilded staff of oak)
|
||||
M 0 208 1 208 (the haruspex)
|
||||
G 1 161 99 -1 (some sacrificial entrails)
|
||||
M 0 200 1 280 (the baker's assistant)
|
||||
@@ -56,9 +61,6 @@ G 1 6023 99 -1 (a piece of rabbit meat)
|
||||
G 1 6018 99 -1 (a large slab of meat)
|
||||
G 1 315 99 -1 (a piece of meat)
|
||||
G 1 180 99 -1 (a chunk of meat)
|
||||
M 0 196 1 251 (the newbie guide)
|
||||
R 0 251 251 -1 (a marble fountain)
|
||||
O 1 251 1 251 (a marble fountain)
|
||||
M 0 124 1 264 (Fiona)
|
||||
G 1 27200 99 -1 (a salted herring)
|
||||
G 1 27217 99 -1 (a bowl of ma gung)
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
Rumble~
|
||||
Sanctus III~
|
||||
300 399 30 2
|
||||
O 0 335 1 334 (the large fountain)
|
||||
M 0 30 3 343 (the spy for the underground)
|
||||
M 0 99 1 367 (Death)
|
||||
E 1 99 1 16 (the Scythe of Death)
|
||||
@@ -20,8 +21,8 @@ M 0 198 2 340 (a temple cleric)
|
||||
M 0 125 3 340 (the young girl)
|
||||
M 0 170 3 340 (the townsman)
|
||||
G 1 176 99 -1 (a cancer stick)
|
||||
D 0 338 3 1 (The Clerics Quarter)
|
||||
D 0 338 2 1 (The Clerics Quarter)
|
||||
D 0 338 3 1 (The Clerics' Quarters)
|
||||
D 0 338 2 1 (The Clerics' Quarters)
|
||||
M 0 190 3 338 (the cat)
|
||||
G 1 174 99 -1 (a nasty hairball)
|
||||
R 0 333 164 -1 (some beggin strips)
|
||||
|
||||
@@ -1,63 +1,63 @@
|
||||
#83
|
||||
Meyekul~
|
||||
Glumgold's Sea~
|
||||
8300 8399 30 1
|
||||
D 0 8393 5 2 (The Mid-Deck)
|
||||
M 0 8309 1 8393 (a drunken pirate)
|
||||
M 0 8310 10 8384 (a drunken pirate)
|
||||
D 0 8394 2 2 (The Brig)
|
||||
M 0 8308 1 8394 (a pirate guard)
|
||||
E 1 8307 1 3 (an iron key)
|
||||
D 0 8392 0 2 (A Cramped Cell)
|
||||
D 0 8382 3 1 (Inside a Pirate's Ship)
|
||||
M 0 8307 1 8382 (the cabin boy)
|
||||
E 1 8305 1 3 (a small golden key)
|
||||
E 1 8303 25 16 (an old mop)
|
||||
M 0 8306 1 8374 (the navigator)
|
||||
M 0 8305 1 8362 (a Pirate's Ship)
|
||||
M 0 8301 25 8345 (a small fish)
|
||||
M 0 8301 25 8345 (a small fish)
|
||||
M 0 8302 20 8345 (a large fish)
|
||||
M 0 8301 25 8313 (a small fish)
|
||||
M 0 8301 25 8313 (a small fish)
|
||||
M 0 8302 20 8313 (a large fish)
|
||||
M 0 8303 5 8313 (a moray eel)
|
||||
M 0 8304 1 8366 (a Great White Shark)
|
||||
M 0 8301 25 8373 (a small fish)
|
||||
M 0 8301 25 8373 (a small fish)
|
||||
M 0 8302 20 8373 (a large fish)
|
||||
D 0 8398 2 1 (The Bow of a Fishing Boat)
|
||||
M 0 8398 1 8398 (Yam Koo)
|
||||
M 0 8397 1 8397 (Tai Ho)
|
||||
E 1 8397 5 16 (@yA set of @o@gChinchirorin@n @ydice@n)
|
||||
D 0 8397 0 1 (On a Fishing Boat)
|
||||
D 0 8395 4 2 (The Treasury)
|
||||
O 0 8308 1 8395 (a huge mound of gold coins)
|
||||
D 0 8383 0 1 (Near a Stairway)
|
||||
D 0 8383 1 1 (Near a Stairway)
|
||||
D 0 8378 3 1 (The Captain's Quarters)
|
||||
D 0 8379 1 2 (Inside a Pirate's Ship)
|
||||
D 0 8379 3 1 (Inside a Pirate's Ship)
|
||||
M 0 8311 1 8381 (Glumgold the Pirate)
|
||||
E 1 8312 100 16 (a pirate's saber)
|
||||
E 1 8313 20 6 (an eyepatch)
|
||||
E 1 8318 10 17 (a pirate's hook)
|
||||
M 0 8313 1 8381 (Polly the Parrot)
|
||||
E 1 8309 1 3 (a small, steel key)
|
||||
D 0 8380 1 1 (The Galley)
|
||||
D 0 8380 2 1 (The Galley)
|
||||
O 0 8306 2 8380 (a large crate)
|
||||
P 1 8304 100 8306 (some iron rations)
|
||||
P 1 8304 100 8306 (some iron rations)
|
||||
P 1 8304 100 8306 (some iron rations)
|
||||
P 1 8304 100 8306 (some iron rations)
|
||||
P 1 8304 100 8306 (some iron rations)
|
||||
O 0 8314 1 8380 (a large barrel)
|
||||
O 0 8315 2 8380 (a bucket of steaming tar)
|
||||
O 0 8320 1 8375 (a life boat)
|
||||
O 0 8301 2 8356 (a small boat)
|
||||
O 0 8302 1 8301 (a sign)
|
||||
O 0 8301 3 8301 (a small boat)
|
||||
M 0 8319 3 8301 (a small crab)
|
||||
S
|
||||
$
|
||||
#83
|
||||
Meyekul Benighted~
|
||||
Glumgold's Sea~
|
||||
8300 8399 30 1
|
||||
D 0 8393 5 2 (The Mid-Deck)
|
||||
M 0 8309 1 8393 (a drunken pirate)
|
||||
M 0 8310 10 8384 (a drunken pirate)
|
||||
D 0 8394 2 2 (The Brig)
|
||||
M 0 8308 1 8394 (a pirate guard)
|
||||
E 1 8307 1 3 (an iron key)
|
||||
D 0 8392 0 2 (A Cramped Cell)
|
||||
D 0 8382 3 1 (Inside a Pirate's Ship)
|
||||
M 0 8307 1 8382 (the cabin boy)
|
||||
E 1 8305 1 3 (a small golden key)
|
||||
E 1 8303 25 16 (an old mop)
|
||||
M 0 8306 1 8374 (the navigator)
|
||||
M 0 8305 1 8362 (a Pirate's Ship)
|
||||
M 0 8301 25 8345 (a small fish)
|
||||
M 0 8301 25 8345 (a small fish)
|
||||
M 0 8302 20 8345 (a large fish)
|
||||
M 0 8301 25 8313 (a small fish)
|
||||
M 0 8301 25 8313 (a small fish)
|
||||
M 0 8302 20 8313 (a large fish)
|
||||
M 0 8303 5 8313 (a moray eel)
|
||||
M 0 8304 1 8366 (a Great White Shark)
|
||||
M 0 8301 25 8373 (a small fish)
|
||||
M 0 8301 25 8373 (a small fish)
|
||||
M 0 8302 20 8373 (a large fish)
|
||||
D 0 8398 2 1 (The Bow of a Fishing Boat)
|
||||
M 0 8398 1 8398 (Yam Koo)
|
||||
M 0 8397 1 8397 (Tai Ho)
|
||||
E 1 8397 5 16 (@yA set of @o@gChinchirorin@n @ydice@n)
|
||||
D 0 8397 0 1 (On a Fishing Boat)
|
||||
D 0 8395 4 2 (The Treasury)
|
||||
O 0 8308 1 8395 (a huge mound of gold coins)
|
||||
D 0 8383 0 1 (Near a Stairway)
|
||||
D 0 8383 1 1 (Near a Stairway)
|
||||
D 0 8378 3 1 (The Captain's Quarters)
|
||||
D 0 8379 1 2 (Inside a Pirate's Ship)
|
||||
D 0 8379 3 1 (Inside a Pirate's Ship)
|
||||
M 0 8311 1 8381 (Glumgold the Pirate)
|
||||
E 1 8312 100 16 (a pirate's saber)
|
||||
E 1 8313 20 6 (an eyepatch)
|
||||
E 1 8318 10 17 (a pirate's hook)
|
||||
M 0 8313 1 8381 (Polly the Parrot)
|
||||
E 1 8309 1 3 (a small, steel key)
|
||||
D 0 8380 1 1 (The Galley)
|
||||
D 0 8380 2 1 (The Galley)
|
||||
O 0 8306 2 8380 (a large crate)
|
||||
P 1 8304 100 8306 (some iron rations)
|
||||
P 1 8304 100 8306 (some iron rations)
|
||||
P 1 8304 100 8306 (some iron rations)
|
||||
P 1 8304 100 8306 (some iron rations)
|
||||
P 1 8304 100 8306 (some iron rations)
|
||||
O 0 8314 1 8380 (a large barrel)
|
||||
O 0 8315 2 8380 (a bucket of steaming tar)
|
||||
O 0 8320 1 8375 (a life boat)
|
||||
O 0 8301 2 8356 (a small boat)
|
||||
O 0 8302 1 8301 (a sign)
|
||||
O 0 8301 3 8301 (a small boat)
|
||||
M 0 8319 3 8301 (a small crab)
|
||||
S
|
||||
$
|
||||
|
||||
Reference in New Issue
Block a user