Undo apparent accidental @-color replaces in upstream TBA files. (#62)

I am guessing some script or tool used upstream is doing an unsafe
search-and-replace for '@' with TAB, and accidentally changing these.
They seem to have been creeping into the repo for years.

I produced this fix commit automatically with:
  sed -i 's|\t\([bcdgmnoruwyBCDGMRWY]\)|@\1|g' tba/*/*.*
...and then a few files' changes had to be undone.

I looked through all of the rest, and they look like correct fixes.

I also ran all the other letters, and they only make incorrect "fixes".
This commit is contained in:
Steaphan Greene
2019-11-17 12:46:39 -08:00
committed by wyld-sw
parent 3e03332f0a
commit 3f1ea5e7a5
34 changed files with 561 additions and 561 deletions

View File

@@ -735,7 +735,7 @@ A list of directions to important areas within Sanctus lies here.~
1 1 0 0 0 1 1 0 0 0
E E
list directions sanctus~ list directions sanctus~
n @n
recall Room - teleport Sanctus recall Room - teleport Sanctus
Newbie Zones - teleport Newbie Newbie Zones - teleport Newbie
Food - 1d, 3s, 1e, 1n Food - 1d, 3s, 1e, 1n
@@ -932,7 +932,7 @@ T 157
E E
ten sided dice die~ ten sided dice die~
The die has been carefully carved out of bone with black spots painted on The die has been carefully carved out of bone with black spots painted on
each of its 10 sides accordingly. RROLL DIE n each of its 10 sides accordingly. @RROLL DIE@n
~ ~
#174 #174
hairball~ hairball~

View File

@@ -52,9 +52,9 @@ A tacky wooden sign is tacked into the ground by a tall oak.~
E E
wooden sign tacky~ wooden sign tacky~
+----------------------------+ +----------------------------+
| DMiz'real n and Orchan Forest | | @DMiz'real@n and Orchan Forest |
+----------------------------------+ +----------------------------------+
| The forest of DMiz'real n lies | | The forest of @DMiz'real@n lies |
| to the north of this forest. | | to the north of this forest. |
|----------------------------------| |----------------------------------|
| To the south lies the Orchan | | To the south lies the Orchan |
@@ -339,27 +339,27 @@ A maze map(not for mortals)~
1 1 0 30 0 1 1 0 30 0
E E
map maze~ map maze~
r------------------------------------------------------- @r-------------------------------------------------------
b DED @b DED
b | @b |
b DED DED DED--MOD--DED X --MOD @b DED DED DED--MOD--DED X --MOD
b | | | | | @b | | | | |
b X -- X -- X CNT-- X X --MOD--DED @b X -- X -- X CNT-- X X --MOD--DED
b | | | | @b | | | |
b DED-- X X --MOD-- X -- X -- X -- X @b DED-- X X --MOD-- X -- X -- X -- X
b | | | | @b | | | |
b X -- X -- X DED X MOD @b X -- X -- X DED X MOD
b | | @b | |
b X DED @b X DED
b | @b |
b ENT @b ENT
r------------------------------------------------------- @r-------------------------------------------------------
yENT: Beginning MOD: Monsters Den @yENT: Beginning MOD: Monsters Den
yDED: Dead End X: Just a Regular Maze Room @yDED: Dead End X: Just a Regular Maze Room
yCNT: Center of the Maze BRooms: 31 @yCNT: Center of the Maze @BRooms: 31
r------------------------------------------------------- n @r-------------------------------------------------------@n
~ ~
#10429 #10429
Infa Armor~ Infa Armor~
@@ -400,34 +400,34 @@ A Master Map lies on the ground here.~
4 1000 0 0 0 4 1000 0 0 0
E E
3~ 3~
r------------------------------------------------------- @r-------------------------------------------------------
b DED @b DED
b | @b |
b DED DED DED--MOD--DED X --MOD @b DED DED DED--MOD--DED X --MOD
b | | | | | @b | | | | |
b X -- X -- X CNT-- X X --MOD--DED @b X -- X -- X CNT-- X X --MOD--DED
b | | | | @b | | | |
b DED-- X X --MOD-- X -- X -- X -- X @b DED-- X X --MOD-- X -- X -- X -- X
b | | | | @b | | | |
b X -- X -- X DED X MOD @b X -- X -- X DED X MOD
b | | @b | |
b X DED @b X DED
b | @b |
b ENT @b ENT
r------------------------------------------------------- @r-------------------------------------------------------
yENT: Beginning MOD: Monsters Den @yENT: Beginning MOD: Monsters Den
yDED: Dead End X: Just a Regular Maze Room @yDED: Dead End X: Just a Regular Maze Room
yCNT: Center of the Maze BRooms: 31 @yCNT: Center of the Maze @BRooms: 31
r------------------------------------------------------- n @r-------------------------------------------------------@n
~ ~
E E
2~ 2~
bArea : Orchan Village @bArea : Orchan Village
Level : Any Level : Any
r------------------------------------------------------- @r-------------------------------------------------------
b @b
MSH MSH
| |
MST--MST--VIW MST--MST--VIW
@@ -438,43 +438,43 @@ Level : Any
| | | | | |
ELD WPS--ROR ELD WPS--ROR
r------------------------------------------------------- @r-------------------------------------------------------
bGTE: Gate ELD: Village Elder @bGTE: Gate ELD: Village Elder
ROR: Rock Road VIW: Village Warrior ROR: Rock Road VIW: Village Warrior
WPS: Weapon Shop MST: Main Street WPS: Weapon Shop MST: Main Street
ACS: Amor Shop MSH: Map Shop ACS: Amor Shop MSH: Map Shop
r------------------------------------------------------- @r-------------------------------------------------------
~ ~
E E
1~ 1~
bArea : A Small Forest @bArea : A Small Forest
bLevel : Any Level @bLevel : Any Level
r------------------------------------------------------- @r-------------------------------------------------------
b WOD @b WOD
| |
BET--WOP--NTF--FTF ENF BET--WOP--NTF--FTF ENF
| | | | | | | |
HSE LLP--ENF SHK--LKE HSE LLP--ENF SHK--LKE
r------------------------------------------------------- @r-------------------------------------------------------
bWOD: Further into the Woods LLP: Lightly Lit Path @bWOD: Further into the Woods LLP: Lightly Lit Path
BET: Barricade of Trees ENF: End of Forest BET: Barricade of Trees ENF: End of Forest
WOP: Woodland Path NTF: Near the Tree Fort WOP: Woodland Path NTF: Near the Tree Fort
FTF: Foot of the Fort SHK: A Small Shack FTF: Foot of the Fort SHK: A Small Shack
LKE: Lake LKE: Lake
r------------------------------------------------------- @r-------------------------------------------------------
~ ~
E E
master map~ master map~
bMaster Map @bMaster Map
r*=================+==================================* @r*=================+==================================*
r| bPage 1 r| bForest Map r| @r| @bPage 1 @r| @bForest Map @r|
r| bPage 2 r| bVillage Map r| @r| @bPage 2 @r| @bVillage Map @r|
r| bPage 3 r| bMaze Map r| @r| @bPage 3 @r| @bMaze Map @r|
r+=================+==================================+ @r+=================+==================================+
| | | |
| b uTo look at any of these maps, it is look (#) n r | | @b@uTo look at any of these maps, it is look (#)@n@r |
| | | |
*====================================================* n *====================================================*@n
~ ~
#10432 #10432
map~ map~

View File

@@ -191,7 +191,7 @@ A @RRoad@n @Yto@n @CHeaven@n has been left here.~
15 750 0 0 0 15 750 0 0 0
E E
road heaven wine~ road heaven wine~
This dark red wine is called the RRoad n Yto n CHeaven n because it is This dark red wine is called the @RRoad@n @Yto@n @CHeaven@n because it is
extremely intoxicating but filling. The bottle that contains it is huge and extremely intoxicating but filling. The bottle that contains it is huge and
probably will keep you busy for quite some time. The wine has a smell of a probably will keep you busy for quite some time. The wine has a smell of a
mixture of many fruits, though it is difficult to tell which ones were used. mixture of many fruits, though it is difficult to tell which ones were used.
@@ -259,7 +259,7 @@ A Chalice of Red Something has been left here.~
7 400 0 0 0 7 400 0 0 0
E E
chalice wine~ chalice wine~
WO n DM n WG n WO n DM n WG n that isn't mwine n it's rblood!!!!! n @WO@n@DM@n@WG@n @WO@n@DM@n@WG@n that isn't @mwine@n it's @rblood!!!!! @n
~ ~
#11720 #11720
defender~ defender~
@@ -271,7 +271,7 @@ The @rD@n@me@n@rf@n@me@n@rn@n@md@n@re@n@mr@n has been left here.~
15 2000000 0 10 0 15 2000000 0 10 0
E E
defender~ defender~
The rD n me n rf n me n rn n md n re n mr n is a valiant sword only usable The @rD@n@me@n@rf@n@me@n@rn@n@md@n@re@n@mr@n is a valiant sword only usable
by masters of the world. The blade is a dull gray and the hilt is made of by masters of the world. The blade is a dull gray and the hilt is made of
silver with a leather bound handle for a good grip. Legend goes it was used to silver with a leather bound handle for a good grip. Legend goes it was used to
protect Los Torres from i nvasion of the Valdurain Army. It is only wieldable protect Los Torres from i nvasion of the Valdurain Army. It is only wieldable
@@ -504,7 +504,7 @@ A bouquet of exotic flowers has been left here.~
1 1 0 0 0 1 1 0 0 0
E E
bouquet exotic flowers~ bouquet exotic flowers~
A hand picked bouquet of rred n, ggreen n, yyellow n and bblue n flowers A hand picked bouquet of @rred@n, @ggreen@n, @yyellow@n and @bblue@n flowers
nicely arranged into a bouquet could make the perfect gift for anyone. nicely arranged into a bouquet could make the perfect gift for anyone.
~ ~
#11736 #11736

View File

@@ -9,7 +9,7 @@ A list of the staff's emails has been left here.~
T 1205 T 1205
E E
list email staff~ list email staff~
RHELP CONTACT n for the most recent listing or: @RHELP CONTACT@n for the most recent listing or:
~ ~
#1201 #1201
pamphlet trigedit~ pamphlet trigedit~

View File

@@ -312,7 +312,7 @@ A builder intro note has been dropped here.~
1 1 0 0 0 1 1 0 0 0
E E
introduction note paper~ introduction note paper~
This has been moved to RHELP INTRO n. This has been moved to @RHELP INTRO@n.
~ ~
#1329 #1329
test backpack~ test backpack~

View File

@@ -54,7 +54,7 @@ A weather-beaten sign solemnly stands here.~
0 0 0 0 0 0 0 0 0 0
E E
sign words word~ sign words word~
n @n
North: Forbidden Forest North: Forbidden Forest
West: An Abandoned Lighthouse West: An Abandoned Lighthouse
South: Konolua Beach South: Konolua Beach
@@ -136,7 +136,7 @@ E
harp~ harp~
This harp is made of a metal that shifts and changes its colours every now This harp is made of a metal that shifts and changes its colours every now
and then. Carved into the column of it are strange elvish designs, while the and then. Carved into the column of it are strange elvish designs, while the
neck of the harp is a simple S-shape. Rplay harp n to produce sensational neck of the harp is a simple S-shape. @Rplay harp@n to produce sensational
music. music.
~ ~
#20110 #20110
@@ -173,12 +173,12 @@ The blade itself is made of a bluish metal, yet it cannot be determined for the
tones of blue are always changing. You may say the blade itself is made of a tones of blue are always changing. You may say the blade itself is made of a
solid type of flowing liquid, while the hilt has been creatively designed to solid type of flowing liquid, while the hilt has been creatively designed to
form the shape of Leviathan, the legendary dragon that sleeps beneath the ocean. form the shape of Leviathan, the legendary dragon that sleeps beneath the ocean.
W uTo Use this blade: n At the expense of 50 mana points, this blade will @W@uTo Use this blade:@n At the expense of 50 mana points, this blade will
constantly heal you for 10 hp every 2-3 seconds. To use this command, type constantly heal you for 10 hp every 2-3 seconds. To use this command, type
BEXECUTE FUSION n. For 100 of your own hp you can damage the opponent for 1000 @BEXECUTE FUSION@n. For 100 of your own hp you can damage the opponent for 1000
in return, provided that it is not a player character. A drawback to this in return, provided that it is not a player character. A drawback to this
ability is the time taken to fully execute the damage, it takes time to recharge ability is the time taken to fully execute the damage, it takes time to recharge
before striking down the opponent. To use this type BPERFORM AURORAFALL n. before striking down the opponent. To use this type @BPERFORM AURORAFALL@n.
~ ~
#20112 #20112
chest~ chest~
@@ -262,7 +262,7 @@ T 20146
T 20147 T 20147
E E
cushion~ cushion~
The Rred n cushion is big, nice, and exceptionally nice to cuddle or sit on. The @Rred@n cushion is big, nice, and exceptionally nice to cuddle or sit on.
~ ~
#20118 #20118
@@ -277,7 +277,7 @@ T 20146
T 20147 T 20147
E E
cushion~ cushion~
The Bblue n cushion is big, nice, and exceptionally nice to cuddle or sit The @Bblue@n cushion is big, nice, and exceptionally nice to cuddle or sit
on. on.
~ ~
#20119 #20119
@@ -292,7 +292,7 @@ T 20146
T 20147 T 20147
E E
cushion~ cushion~
The Yyellow n cushion is big, nice, and exceptionally nice to cuddle or sit The @Yyellow@n cushion is big, nice, and exceptionally nice to cuddle or sit
on. on.
~ ~
#20120 #20120
@@ -305,7 +305,7 @@ A glittering anklet sparkles silently here.~
6 2500 500 0 0 6 2500 500 0 0
E E
anklet~ anklet~
This MP Wr Mi ms Wm MA Wn Mk ml We mt n is made from prism, a rare mineral This @MP@Wr@Mi@ms@Wm @MA@Wn@Mk@ml@We@mt@n is made from prism, a rare mineral
that is created after being buried under the sand for many years. The white that is created after being buried under the sand for many years. The white
powdery substance it is made from makes it glitters, enhancing the beauty of powdery substance it is made from makes it glitters, enhancing the beauty of
this wonderful object. this wonderful object.
@@ -320,7 +320,7 @@ A nearly transparent dress lies here, sparkling silently.~
8 7500 1000 0 0 8 7500 1000 0 0
E E
dress~ dress~
This MP Wr Mi ms Wm MD Wr Me ms Ws n is made from prism, a rare mineral This @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n is made from prism, a rare mineral
that is created after being buried under the sand for many years. The white that is created after being buried under the sand for many years. The white
powdery substance it is made from makes it glitters, enhancing the beauty of powdery substance it is made from makes it glitters, enhancing the beauty of
this wonderful object. this wonderful object.
@@ -335,7 +335,7 @@ A glittering collar sparkles alone.~
5 2500 500 0 0 5 2500 500 0 0
E E
collar~ collar~
This MP Wr Mi ms Wm MC Wo Ml ml Wa Mr n is made from prism, a rare mineral This @MP@Wr@Mi@ms@Wm @MC@Wo@Ml@ml@Wa@Mr@n is made from prism, a rare mineral
that is created after being buried under the sand for many years. The white that is created after being buried under the sand for many years. The white
powdery substance it is made from makes it glitters, enhancing the beauty of powdery substance it is made from makes it glitters, enhancing the beauty of
this wonderful object. this wonderful object.
@@ -350,7 +350,7 @@ A wooden sign has been planted here.~
0 0 0 0 0 0 0 0 0 0
E E
sign~ sign~
The sign says: When you wish to go home, just CJUMP n into the water. The sign says: When you wish to go home, just @CJUMP@n into the water.
~ ~
#20124 #20124
book manual guide~ book manual guide~
@@ -362,7 +362,7 @@ A simple guidebook of @WSapphire Islands@g lies here.~
1 10 0 0 0 1 10 0 0 0
E E
4~ 4~
n @n
SECRETS SECRETS
There are a list of things that will not appear anywhere on this zone. They There are a list of things that will not appear anywhere on this zone. They
are for immortals only ;) Type olist to bring out a list of them. Items are for immortals only ;) Type olist to bring out a list of them. Items
@@ -402,7 +402,7 @@ There may be a lot more hidden errors, so mail me if you see any ;)
~ ~
E E
1~ 1~
OVERVIEW type Rgoto 20100 n and look ;) OVERVIEW type @Rgoto 20100@n and look ;)
~ ~
E E
index~ index~
@@ -432,7 +432,7 @@ E
sword nirvana~ sword nirvana~
Deathly Nirvana is a blade made of pure runestone. Its edge is razor-sharp Deathly Nirvana is a blade made of pure runestone. Its edge is razor-sharp
and dangerously thin - a characteristic that enables it to slice through any and dangerously thin - a characteristic that enables it to slice through any
material with utmost ease. RSlash n releases its hidden power. material with utmost ease. @RSlash@n releases its hidden power.
~ ~
#20191 #20191
icecream ice cone~ icecream ice cone~
@@ -484,8 +484,8 @@ Someone has dropped a pair of glasses here.~
1 500 0 0 0 1 500 0 0 0
E E
glasses specs spectacle spectacles~ glasses specs spectacle spectacles~
The glass of this pair of spectacle is heavily tinted in Cblue n! Looking The glass of this pair of spectacle is heavily tinted in @Cblue@n! Looking
through it will probably make everything look Cblue n as well. through it will probably make everything look @Cblue@n as well.
~ ~
#20195 #20195
shorts short~ shorts short~

View File

@@ -1271,8 +1271,8 @@ E
etching side~ etching side~
Flowing letters spell out: Flowing letters spell out:
wWhat lies ahead of you? Visit Tarot. n @wWhat lies ahead of you? Visit Tarot.@n
w Sibyl, Esmerelda and Jaelle n @w Sibyl, Esmerelda and Jaelle@n
~ ~
E E
glass~ glass~

View File

@@ -102,15 +102,15 @@ A ragged book has been left here.~
E E
ragged diary~ ragged diary~
This dark leather book is almost falling apart, although there appears to be This dark leather book is almost falling apart, although there appears to be
very little written inside it. The word gPRIVATE n has been carefully carved very little written inside it. The word @gPRIVATE@n has been carefully carved
into the cover. into the cover.
(type look 1, 2, or 3 to view pages) (type look 1, 2, or 3 to view pages)
~ ~
E E
3~ 3~
G @G
gEntry 3 n @gEntry 3@n
Somehow I fear this may be my last entry. I have been recruited, along with Somehow I fear this may be my last entry. I have been recruited, along with
several others for a secret task by the sorceress' evil bird. What the task is several others for a secret task by the sorceress' evil bird. What the task is
I do not yet know, but I know that the sorceress has a particular way of I do not yet know, but I know that the sorceress has a particular way of
@@ -118,8 +118,8 @@ keeping her secrets, and it does not involve the survival of witnesses.
~ ~
E E
2~ 2~
G @G
gEntry 2 n @gEntry 2@n
Someone came to help us today, he told me he knew how to destroy the Someone came to help us today, he told me he knew how to destroy the
sorceress once and for all. I thought he would be the one to succeed but he sorceress once and for all. I thought he would be the one to succeed but he
was killed by the toothy one. Now the abominable creature has holed itself was killed by the toothy one. Now the abominable creature has holed itself
@@ -127,8 +127,8 @@ into a cave from which there is no return... or so it is claimed.
~ ~
E E
1~ 1~
G @G
gEntry 1 n @gEntry 1@n
I have lost all interest in keeping this diary. Since the sorceress has I have lost all interest in keeping this diary. Since the sorceress has
taken over, life has not been worth writing about. I shall instead record taken over, life has not been worth writing about. I shall instead record
anything I observe that may aid in her demise, though it will mean my death anything I observe that may aid in her demise, though it will mean my death
@@ -1233,7 +1233,7 @@ icy mana ring~
This cool glassy ring has been forged from a silvery metal and interwoven This cool glassy ring has been forged from a silvery metal and interwoven
with blue crystal, the two substances spiralling around each other in a with blue crystal, the two substances spiralling around each other in a
never-ending circle, a symbol of the flowing of unseen forces. It looks as never-ending circle, a symbol of the flowing of unseen forces. It looks as
though it may impart some powerful magic unto the wearer if c used n. though it may impart some powerful magic unto the wearer if@c used@n.
~ ~
#2777 #2777
Goethite staff flame fire~ Goethite staff flame fire~

View File

@@ -58,7 +58,7 @@ E
book chronicles~ book chronicles~
You open the book and begin to read: You open the book and begin to read:
Many ages ago, the great paladin knight Graye defeated @Many ages ago, the great paladin knight Graye defeated
the Demon lord, and his disciples Irgon and Scrytin, and banished the Demon lord, and his disciples Irgon and Scrytin, and banished
them to to bowels of the earth from which they came. Years passed them to to bowels of the earth from which they came. Years passed
and Graye's descendants prospered. The city of Graye has been ruled and Graye's descendants prospered. The city of Graye has been ruled

View File

@@ -1568,7 +1568,7 @@ Eval and Set Example~
2 d 100 2 d 100
test~ test~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
* This is a speech trig RHELP TRIGEDIT ROOM SPEECH n, say 'test' to activate. * 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 * 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): * the simplest way I can think of to explain it (assume %actor.level% = 34):
* *

View File

@@ -2233,7 +2233,7 @@ Stayalive idleout bracelet - 88~
* By Rumble of The Builder Academy tbamud.com 9091 * By Rumble of The Builder Academy tbamud.com 9091
eval actor %self.worn_by% eval actor %self.worn_by%
if %actor% if %actor%
%send% %actor% n %send% %actor% @n
end end
~ ~
#196 #196
@@ -2255,11 +2255,11 @@ say Good Job, you made it.
wait 2 sec wait 2 sec
say Now I would suggest that you practice what you have learned. say Now I would suggest that you practice what you have learned.
wait 2 sec wait 2 sec
say Check your title under RWHO n. A vnum should be listed there, if not mudmail Rumble for one. say Check your title under @RWHO@n. A vnum should be listed there, if not mudmail Rumble for one.
wait 2 sec wait 2 sec
say Just type RGOTO VNUM n and type redit to modify your room. say Just type @RGOTO VNUM@n and type redit to modify your room.
wait 2 sec wait 2 sec
say Once you complete your room come back to these hallways by typing RGOTO 3 n. say Once you complete your room come back to these hallways by typing @RGOTO 3@n.
wait 3 sec wait 3 sec
beam %actor.name% beam %actor.name%
~ ~
@@ -2268,7 +2268,7 @@ TBA Give Suggestions - 21~
0 g 100 0 g 100
~ ~
wait 2 sec wait 2 sec
say The best advice for new builders is under RHELP SUGGESTIONS n. say The best advice for new builders is under @RHELP SUGGESTIONS@n.
~ ~
#199 #199
TBA Welcome - 18~ TBA Welcome - 18~

View File

@@ -146,8 +146,8 @@ wait 3 sec
Finding the Armor~ Finding the Armor~
1 g 100 1 g 100
~ ~
%echoaround% %actor% As %actor.name% picks up the armor, the room is filled with a mystical Wwhite n light. %echoaround% %actor% As %actor.name% picks up the armor, the room is filled with a mystical @Wwhite@n light.
%send% %actor% You pick up the armor and you are engulfed in a Wwhite n light. %send% %actor% You pick up the armor and you are engulfed in a @Wwhite@n light.
%teleport% %actor% 10413 %teleport% %actor% 10413
%echoaround% %actor% As the light fades, you notice %actor.name% is no longer there. %echoaround% %actor% As the light fades, you notice %actor.name% is no longer there.
%echoaround% %actor% Nor is the armor. %echoaround% %actor% Nor is the armor.

View File

@@ -200,19 +200,19 @@ end
1 c 1 1 c 1
draw~ draw~
if %arg% == bracelet if %arg% == bracelet
%send% %actor% CYou attempt to draw on the power of %self.shortdesc%. n %send% %actor% @CYou attempt to draw on the power of %self.shortdesc%.@n
%echoaround% %actor% C%actor.name% attempts to draw on the power of %self.shortdesc%. n %echoaround% %actor% @C%actor.name% attempts to draw on the power of %self.shortdesc%.@n
wait 1 s wait 1 s
if %self.timer% == 0 if %self.timer% == 0
eval give %actor.maxmove% - %actor.move% eval give %actor.maxmove% - %actor.move%
eval percent (%give% * 8) / 10 eval percent (%give% * 8) / 10
eval power %actor.move(%percent%)% eval power %actor.move(%percent%)%
set %power% set %power%
%send% %actor% CYou glow with energy as a powerful wind erupts from %self.shortdesc% and envelops you. n %send% %actor% @CYou glow with energy as a powerful wind erupts from %self.shortdesc% and envelops you. @n
%echoaround% %actor% C%actor.name% glows with energy as a powerful wind erupts from %self.shortdesc% and envelops %actor.himher%. n %echoaround% %actor% @C%actor.name% glows with energy as a powerful wind erupts from %self.shortdesc% and envelops %actor.himher%. @n
otimer 20 otimer 20
else else
%send% %actor% cAlas, the power of %self.shortdesc% has not yet recovered. n %send% %actor% @cAlas, the power of %self.shortdesc% has not yet recovered.@n
end end
end end
return 0 return 0
@@ -1052,23 +1052,23 @@ global mrc
global llc global llc
global lmc global lmc
global lrc global lrc
%echo% n _______________ %echo% @n _______________
%echo% n| %ulc%_ Y%UL1% %ulc%_ %umc%_ Y%UM1% %umc%_ %urc%_ Y%UR1% %urc%_ n | %echo% @n| %ulc%_@Y%UL1% %ulc%_ %umc%_@Y%UM1% %umc%_ %urc%_@Y%UR1% %urc%_@n |
%echo% n| %ulc%| | %umc%| | %urc%| | n| %echo% @n| %ulc%| | %umc%| | %urc%| |@n|
%echo% n| Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2% n| %echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n|
%echo% n| %ulc%| u%ULn% n %ulc%| %umc%| u%UMn% n %umc%| %urc%| u%URn% n %urc%| n| %echo% @n| %ulc%|@u%ULn%@n %ulc%| %umc%|@u%UMn%@n %umc%| %urc%|@u%URn%@n %urc%|@n|
%echo% n| %ulc%|_ Y%UL3% %ulc%_| %umc%|_ Y%UM3% %umc%_| %urc%|_ Y%UR3% %urc%_| n| %echo% @n| %ulc%|_@Y%UL3% %ulc%_| %umc%|_@Y%UM3% %umc%_| %urc%|_@Y%UR3% %urc%_|@n|
%echo% n| %mlc% _ Y%ML1% %mlc%_ %mmc%_ Y%MM1% %mmc%_ %mrc%_ Y%MR1% %mrc%_ n | %echo% @n| %mlc% _@Y%ML1% %mlc%_ %mmc%_@Y%MM1% %mmc%_ %mrc%_@Y%MR1% %mrc%_@n |
%echo% n| %mlc%| | %mmc%| | %mrc%| | n| %echo% @n| %mlc%| | %mmc%| | %mrc%| |@n|
%echo% n| Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2% n| %echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n|
%echo% n| %mlc%| u%MLn% n %mlc%| %mmc%| u%MMn% n %mmc%| %mrc%| u%MRn% n %mrc%| n| %echo% @n| %mlc%|@u%MLn%@n %mlc%| %mmc%|@u%MMn%@n %mmc%| %mrc%|@u%MRn%@n %mrc%|@n|
%echo% n| %mlc%|_ Y%ML3% %mlc%_| %mmc%|_ Y%MM3% %mmc%_| %mrc%|_ Y%MR3% %mrc%_| n| %echo% @n| %mlc%|_@Y%ML3% %mlc%_| %mmc%|_@Y%MM3% %mmc%_| %mrc%|_@Y%MR3% %mrc%_|@n|
%echo% n| %llc% _ Y%LL1% %llc%_ %lmc%_ Y%LM1% %lmc%_ %lrc%_ Y%LR1% %lrc%_ n| %echo% @n| %llc% _@Y%LL1% %llc%_ %lmc%_@Y%LM1% %lmc%_ %lrc%_@Y%LR1% %lrc%_ @n|
%echo% n| %llc%| | %lmc%| | %lrc%| | n| %echo% @n| %llc%| | %lmc%| | %lrc%| |@n|
%echo% n| Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2% n| %echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n|
%echo% n| %llc%| u%LLn% n %llc%| %lmc%| u%LMn% n %lmc%| %lrc%| u%LRn% n %lrc%| n| %echo% @n| %llc%|@u%LLn%@n %llc%| %lmc%|@u%LMn%@n %lmc%| %lrc%|@u%LRn%@n %lrc%|@n|
%echo% n| %llc%|_ Y%LL3% %llc%_| %lmc%|_ Y%LM3% %lmc%_| %lrc%|_ Y%LR3% %lrc%_| n| %echo% @n| %llc%|_@Y%LL3% %llc%_| %lmc%|_@Y%LM3% %lmc%_| %lrc%|_@Y%LR3% %lrc%_|@n|
%echo% n|_______________| %echo% @n|_______________|
~ ~
#1140 #1140
dealer say new game~ dealer say new game~
@@ -1076,11 +1076,11 @@ dealer say new game~
new game~ new game~
wait 1s wait 1s
if %actor.varexists(ffplaying)% if %actor.varexists(ffplaying)%
%send% %actor% GYou are already playing a game. n %send% %actor% @GYou are already playing a game.@n
%send% %actor% GIf you forfeit, you will lose the cards you've won. n %send% %actor% @GIf you forfeit, you will lose the cards you've won.@n
%send% %actor% GYour opponent will keep the cards they've won. n %send% %actor% @GYour opponent will keep the cards they've won.@n
%send% %actor% GSay forfeit to accept this and end the game. n %send% %actor% @GSay forfeit to accept this and end the game.@n
%send% %actor% GSay continue to carry on with your current game. n %send% %actor% @GSay continue to carry on with your current game.@n
elseif %playing% elseif %playing%
%echo% Sorry, I'm already playing a game. %echo% Sorry, I'm already playing a game.
else else
@@ -1325,23 +1325,23 @@ global %cardpos%4
show board~ show board~
2 c 100 2 c 100
show~ show~
%echo% n _______________ %echo% @n _______________
%echo% n| %ulc%_ Y%UL1% %ulc%_ %umc%_ Y%UM1% %umc%_ %urc%_ Y%UR1% %urc%_ n | %echo% @n| %ulc%_@Y%UL1% %ulc%_ %umc%_@Y%UM1% %umc%_ %urc%_@Y%UR1% %urc%_@n |
%echo% n| %ulc%| | %umc%| | %urc%| | n| %echo% @n| %ulc%| | %umc%| | %urc%| |@n|
%echo% n| Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2% n| %echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n|
%echo% n| %ulc%| u%ULn% n %ulc%| %umc%| u%UMn% n %umc%| %urc%| u%URn% n %urc%| n| %echo% @n| %ulc%|@u%ULn%@n %ulc%| %umc%|@u%UMn%@n %umc%| %urc%|@u%URn%@n %urc%|@n|
%echo% n| %ulc%|_ Y%UL3% %ulc%_| %umc%|_ Y%UM3% %umc%_| %urc%|_ Y%UR3% %urc%_| n| %echo% @n| %ulc%|_@Y%UL3% %ulc%_| %umc%|_@Y%UM3% %umc%_| %urc%|_@Y%UR3% %urc%_|@n|
%echo% n| %mlc% _ Y%ML1% %mlc%_ %mmc%_ Y%MM1% %mmc%_ %mrc%_ Y%MR1% %mrc%_ n | %echo% @n| %mlc% _@Y%ML1% %mlc%_ %mmc%_@Y%MM1% %mmc%_ %mrc%_@Y%MR1% %mrc%_@n |
%echo% n| %mlc%| | %mmc%| | %mrc%| | n| %echo% @n| %mlc%| | %mmc%| | %mrc%| |@n|
%echo% n| Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2% n| %echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n|
%echo% n| %mlc%| u%MLn% n %mlc%| %mmc%| u%MMn% n %mmc%| %mrc%| u%MRn% n %mrc%| n| %echo% @n| %mlc%|@u%MLn%@n %mlc%| %mmc%|@u%MMn%@n %mmc%| %mrc%|@u%MRn%@n %mrc%|@n|
%echo% n| %mlc%|_ Y%ML3% %mlc%_| %mmc%|_ Y%MM3% %mmc%_| %mrc%|_ Y%MR3% %mrc%_| n| %echo% @n| %mlc%|_@Y%ML3% %mlc%_| %mmc%|_@Y%MM3% %mmc%_| %mrc%|_@Y%MR3% %mrc%_|@n|
%echo% n| %llc% _ Y%LL1% %llc%_ %lmc%_ Y%LM1% %lmc%_ %lrc%_ Y%LR1% %lrc%_ n| %echo% @n| %llc% _@Y%LL1% %llc%_ %lmc%_@Y%LM1% %lmc%_ %lrc%_@Y%LR1% %lrc%_ @n|
%echo% n| %llc%| | %lmc%| | %lrc%| | n| %echo% @n| %llc%| | %lmc%| | %lrc%| |@n|
%echo% n| Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2% n| %echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n|
%echo% n| %llc%| u%LLn% n %llc%| %lmc%| u%LMn% n %lmc%| %lrc%| u%LRn% n %lrc%| n| %echo% @n| %llc%|@u%LLn%@n %llc%| %lmc%|@u%LMn%@n %lmc%| %lrc%|@u%LRn%@n %lrc%|@n|
%echo% n| %llc%|_ Y%LL3% %llc%_| %lmc%|_ Y%LM3% %lmc%_| %lrc%|_ Y%LR3% %lrc%_| n| %echo% @n| %llc%|_@Y%LL3% %llc%_| %lmc%|_@Y%LM3% %lmc%_| %lrc%|_@Y%LR3% %lrc%_|@n|
%echo% n|_______________| %echo% @n|_______________|
~ ~
#1144 #1144
new trigger~ new trigger~
@@ -1349,8 +1349,8 @@ new trigger~
test~ test~
%echo% var is %var% %echo% var is %var%
%echo% var2 is %var2% %echo% var2 is %var2%
%echo% coloured var is Y%var% n %echo% coloured var is @Y%var%@n
set col Y set col Y
%echo% var coloured var is %col%%var% n %echo% var coloured var is %col%%var%@n
~ ~
$~ $~

View File

@@ -242,7 +242,7 @@ else
end end
if %actor.inventory(11730)% if %actor.inventory(11730)%
%damage% %arg% 30 %damage% %arg% 30
%send% %actor% WThe arrow makes a bright flash of light as it strikes your opponent! n %send% %actor% @WThe arrow makes a bright flash of light as it strikes your opponent!@n
%purge% %actor.inventory(11730)% %purge% %actor.inventory(11730)%
switch %random.4% switch %random.4%
case 1 case 1
@@ -606,7 +606,7 @@ if %actor.is_pc%
%echo% suddenly, the door opens, and a bright flash of light consumes the entire room, blinding both you and %self.name%! %echo% suddenly, the door opens, and a bright flash of light consumes the entire room, blinding both you and %self.name%!
Wait 3s Wait 3s
%send% %actor% You wake up at the entrance to Los Torres, and everything seems normal for some reason. What the heck happened?? %send% %actor% You wake up at the entrance to Los Torres, and everything seems normal for some reason. What the heck happened??
%send% %actor% g+ n bQUEST COMPLETE n g+ n %send% %actor% @g+@n@bQUEST COMPLETE@n@g+@n
%teleport% %actor% 11701 %teleport% %actor% 11701
end end
~ ~

View File

@@ -1323,7 +1323,7 @@ if %cmd.mudcommand% == examine
set txt[21] RAPIO set txt[21] RAPIO
set word %%txt[%max%]%% set word %%txt[%max%]%%
eval word %word% eval word %word%
%send% %actor% Your eyes scan the glowing walls and alight upon the word C%word% n. %send% %actor% Your eyes scan the glowing walls and alight upon the word @C%word%@n.
if !%actor.varexists(zn118_blinddone)% if !%actor.varexists(zn118_blinddone)%
set zn118_blindquest %word% set zn118_blindquest %word%
remote zn118_blindquest %actor.id% remote zn118_blindquest %actor.id%
@@ -1648,21 +1648,21 @@ end
mob does not load if already present~ mob does not load if already present~
0 k 100 0 k 100
~ ~
c* This sets the vnum of the mob you are checking for, and loading/not loading n @c* This sets the vnum of the mob you are checking for, and loading/not loading@n
set mobvnum 42500 set mobvnum 42500
c* This tells the trigger to keep checking for people until there are none. n @c* This tells the trigger to keep checking for people until there are none.@n
set here %self.room.people% set here %self.room.people%
while %here% while %here%
set others %here.next_in_room% set others %here.next_in_room%
c* If the mob is in the room, the isthere variable is set. n @c* If the mob is in the room, the isthere variable is set.@n
if %here.vnum% == %mobvnum% if %here.vnum% == %mobvnum%
set mobid %here% set mobid %here%
set isthere 1 set isthere 1
end end
set here %others% set here %others%
done done
c* If the mob is not in the room (variable is not set) n @c* If the mob is not in the room (variable is not set)@n
c* The mob will load. n @c* The mob will load.@n
if !%isthere% if !%isthere%
%load% mob %mobvnum% %load% mob %mobvnum%
end end

View File

@@ -18,7 +18,7 @@ if %actor.is_pc%
Eval test %test1.strlen% Eval test %test1.strlen%
Eval che %sum%/1 Eval che %sum%/1
If %che% == %sum% If %che% == %sum%
%echo% WComputing results... n %echo% @WComputing results...@n
if (%speech%/===) if (%speech%/===)
if (%sum%==1) if (%sum%==1)
set sum Yes set sum Yes
@@ -44,23 +44,23 @@ if %actor.is_pc%
end end
eval opt1 8 + %test% eval opt1 8 + %test%
eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5 eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5
%echo% WWizzzzzzzzzz.... n %echo% @WWizzzzzzzzzz....@n
if (%opt1%-2) == (%opt2%) if (%opt1%-2) == (%opt2%)
%echo% c...%y%... n %echo% @c...%y%...@n
%echo% c: C..%y%.. c: n %echo% @c:@C..%y%..@c:@n
%echo% c: C: G %speech% C : c: n %echo% @c:@C:@G %speech% @C :@c:@n
%echo% c: C:.%y%.: c: n %echo% @c:@C:.%y%.:@c:@n
%echo% c: C: %wid1% G %sum% C%wid1% : c: n %echo% @c:@C: %wid1%@G %sum% @C%wid1% :@c:@n
%echo% c: C:.%y%.: c: n %echo% @c:@C:.%y%.:@c:@n
%echo% c:..%y%..: n %echo% @c:..%y%..:@n
else else
%echo% r....%y%... n %echo% @r....%y%...@n
%echo% r: R...%y%.. r: n %echo% @r:@R...%y%..@r:@n
%echo% r: R: G %speech% R : r: n %echo% @r:@R:@G %speech% @R :@r:@n
%echo% r: R:..%y%.: r: n %echo% @r:@R:..%y%.:@r:@n
%echo% r: R: %wid1% G %sum% R%wid1% : r: n %echo% @r:@R: %wid1%@G %sum% @R%wid1% :@r:@n
%echo% r: R:..%y%.: r: n %echo% @r:@R:..%y%.:@r:@n
%echo% r:...%y%..: n %echo% @r:...%y%..:@n
end end
end end
end end
@@ -226,46 +226,46 @@ end
eval forest_sounds %random.25% eval forest_sounds %random.25%
switch %forest_sounds% switch %forest_sounds%
case 1 case 1
%echo% gThe gently chirping of crickets peacefully resonate across the forest. n %echo% @gThe gently chirping of crickets peacefully resonate across the forest.@n
break break
case 2 case 2
%echo% A haze of yfir Wefl yies n dart inbetween some ancient cedars. %echo% A haze of @yfir@Wefl@yies@n dart inbetween some ancient cedars.
break break
case 3 case 3
%echo% DA thick fog drifts in, dampening the moss. n %echo% @DA thick fog drifts in, dampening the moss.@n
break break
case 4 case 4
%echo% DThe area is surrounded by a visually impeneratable mist. n %echo% @DThe area is surrounded by a visually impeneratable mist.@n
break break
case 5 case 5
%echo% DThe grey haze starts to glow a dim silvery shade as the moonlight strikes it. n %echo% @DThe grey haze starts to glow a dim silvery shade as the moonlight strikes it.@n
break break
case 6 case 6
%echo% DThe damp fallen clouds swirl slightly in an eddying wind. n %echo% @DThe damp fallen clouds swirl slightly in an eddying wind.@n
break break
case 7 case 7
%echo% DThe thick brume shifts and ebbs away slightly. n %echo% @DThe thick brume shifts and ebbs away slightly.@n
break break
case 8 case 8
%echo% A hushed whispering sound seems to emanate from the patch of rt wo ra wd rs wt ro wo rl ws n. %echo% A hushed whispering sound seems to emanate from the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n.
break break
case 9 case 9
%echo% The largest rt wo ra wd rs wt ro wo rl n yawns openly and mumbles something to one of its friends. %echo% The largest @rt@wo@ra@wd@rs@wt@ro@wo@rl@n yawns openly and mumbles something to one of its friends.
break break
case 10 case 10
%echo% Like a diminutive choir, the patch of rt wo ra wd rs wt ro wo rl ws n let loose a high-pitched song of peace. %echo% Like a diminutive choir, the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n let loose a high-pitched song of peace.
break break
case 11 case 11
%echo% From the east, tiny voices talk amongst themselves in their own plant-like language. %echo% From the east, tiny voices talk amongst themselves in their own plant-like language.
break break
case 12 case 12
%echo% The patch of rt wo ra wd rs wt ro wo rl ws n sway synchronisingly in the silver moonlight. %echo% The patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n sway synchronisingly in the silver moonlight.
break break
case 13 case 13
%echo% The peaceful chirping of bird-song floats down from above. %echo% The peaceful chirping of bird-song floats down from above.
break break
case 14 case 14
%echo% gA piping little note sings down to you from above. n %echo% @gA piping little note sings down to you from above.@n
break break
case 15 case 15
%echo% The tweeting of a newly born bird calling to its mother echoes around the forest. %echo% The tweeting of a newly born bird calling to its mother echoes around the forest.
@@ -277,16 +277,16 @@ switch %forest_sounds%
%echo% The sound of ruffling and the snapping of small twigs reaches your ears. %echo% The sound of ruffling and the snapping of small twigs reaches your ears.
break break
case 18 case 18
%echo% gA rapid chattering drifts down from the giant trees to the northeast. n %echo% @gA rapid chattering drifts down from the giant trees to the northeast.@n
break break
case 19 case 19
%echo% With inequable grace, a snowy white owl ghosts in on silent wings. %echo% With inequable grace, a snowy white owl ghosts in on silent wings.
break break
case 20 case 20
%echo% A dblack Dbat n flutters across the forest, high above. %echo% A @dblack @Dbat@n flutters across the forest, high above.
break break
case 21 case 21
%echo% gA relaxed nattering can be heard in the top of a tree to the south. n %echo% @gA relaxed nattering can be heard in the top of a tree to the south.@n
break break
case 22 case 22
%echo% A hedgehog slowly wanders inbetween some trees and out of view. %echo% A hedgehog slowly wanders inbetween some trees and out of view.
@@ -295,10 +295,10 @@ switch %forest_sounds%
%echo% A faint wind breathes in from all directions, steeping the mists. %echo% A faint wind breathes in from all directions, steeping the mists.
break break
case 24 case 24
%echo% A rr ya bi gn cb mo rw n-colored butterfly floats across the clearing. %echo% A @rr@ya@bi@gn@cb@mo@rw@n-colored butterfly floats across the clearing.
break break
case 25 case 25
%echo% A strange Yglowing wluminescence n drifts off to the north, fading into the damp fog. %echo% A strange @Yglowing @wluminescence@n drifts off to the north, fading into the damp fog.
break break
default default
break break
@@ -473,7 +473,7 @@ if %cmd% == go
set p_dir %arg% set p_dir %arg%
extract px 1 %playerco% extract px 1 %playerco%
extract py 2 %playerco% extract py 2 %playerco%
set [%py%][%px%] g\* n set [%py%][%px%] @g\*@n
switch %p_dir% switch %p_dir%
case right case right
if %px%!=10 if %px%!=10
@@ -522,7 +522,7 @@ if %cmd% == go
eval holech %%[%py%][%px%]%% eval holech %%[%py%][%px%]%%
if %holech%/=@@ if %holech%/=@@
if !(%chase%>0) if !(%chase%>0)
set alert MYou fall into a bottomless pit! n set alert @MYou fall into a bottomless pit!@n
unset points unset points
set nextlev 0 set nextlev 0
global nextlev global nextlev
@@ -543,14 +543,14 @@ if %cmd% == go
global points global points
eval exo (%nextlev%*950) eval exo (%nextlev%*950)
nop %actor.exp(%exo%)% nop %actor.exp(%exo%)%
set [%py%][%px%] c. n set [%py%][%px%] @c.@n
global [%py%][%px%] global [%py%][%px%]
eval prize_count (%prize_count%)+1 eval prize_count (%prize_count%)+1
set winner [%prize_count%] set winner [%prize_count%]
if %prize_count%>=%numofprizes% if %prize_count%>=%numofprizes%
eval nextlev (%nextlev%)+1 eval nextlev (%nextlev%)+1
global nextlev global nextlev
set winner YYou Win!!! n Moving to level %nextlev%. set winner @YYou Win!!!@n Moving to level %nextlev%.
set px 10 set px 10
set py 10 set py 10
set ax 1 set ax 1
@@ -577,22 +577,22 @@ if %cmd% == go
eval spec_prize [%random.10%][%random.10%] eval spec_prize [%random.10%][%random.10%]
global spec_prize global spec_prize
else else
set %spec_prize% yY n set %spec_prize% @yY@n
eval spec_prize eval spec_prize
global spec_prize global spec_prize
end end
end end
if %sizem% if %sizem%
set [%py%][%px%] GO n set [%py%][%px%] @GO@n
unset sizem unset sizem
else else
set [%py%][%px%] Go n set [%py%][%px%] @Go@n
set sizem 1 set sizem 1
global sizem global sizem
end end
extract ax 1 %animal% extract ax 1 %animal%
extract ay 2 %animal% extract ay 2 %animal%
set [%ay%][%ax%] r\* n set [%ay%][%ax%] @r\*@n
if !%dir_chosen% if !%dir_chosen%
set dir_chosen 1 set dir_chosen 1
if %px%>%ax% if %px%>%ax%
@@ -665,7 +665,7 @@ if %cmd% == go
set animal %ax% %ay% set animal %ax% %ay%
global animal global animal
end end
eval [%ay%][%ax%] Ra n eval [%ay%][%ax%] @Ra@n
eval ch_3 %%[%py%][%px%]%% eval ch_3 %%[%py%][%px%]%%
set ch_3 %ch_3% set ch_3 %ch_3%
if %ch_3.contains(a)% if %ch_3.contains(a)%
@@ -685,7 +685,7 @@ if %cmd% == go
set py 10 set py 10
%force% %actor% createnewgame %force% %actor% createnewgame
else else
set alert You have been eaten by the Ranimal n. set alert You have been eaten by the @Ranimal@n.
set points 0 set points 0
global points global points
set nextlev 0 set nextlev 0
@@ -731,26 +731,26 @@ if %cmd% == go
if %cht%>0 if %cht%>0
set chy You can FLY and chase the animal %cht% more times. set chy You can FLY and chase the animal %cht% more times.
end end
set snd %send% %actor% n set snd %send% %actor% @n
%force% %actor% cls %force% %actor% cls
%snd% ) \\ / ( %snd% ) \\ / (
%snd% /\|\\ )\\_/( /\|\\ %snd% /\|\\ )\\_/( /\|\\
%snd% \* / \| \\ (/\\\|/\\) / \| \\ \* %snd% \* / \| \\ (/\\\|/\\) / \| \\ \*
%snd% \|\`._____________/__\|__o____\\\`\|'/___o__\|__\\______.'\| %snd% \|\`._____________/__\|__o____\\\`\|'/___o__\|__\\______.'\|
%snd% \| '\^\` \| \\\|/ '\^\` \| %snd% \| '\^\` \| \\\|/ '\^\` \|
%snd% \| \| V level: %levlev% \| Dir: C %arg% n %snd% \| \| V level: %levlev% \| Dir: @C %arg%@n
%snd% \| %printrow10% \| M@@ n = Bottomless Pit \| Points: Y%points% n %snd% \| %printrow10% \| @M@@@n = Bottomless Pit \| Points: @Y%points%@n
%snd% \| %printrow9% \| yY n = Power Up \| Exp: C%exx% n %snd% \| %printrow9% \| @yY@n = Power Up \| Exp: @C%exx%@n
%snd% \| %printrow8% \| Wp n = Prize \| AMU: %dedu% %snd% \| %printrow8% \| @Wp@n = Prize \| AMU: %dedu%
%snd% \| %printrow7% \| Go n = You \| %snd% \| %printrow7% \| @Go@n = You \|
%snd% \| %printrow6% \| Ra n = Animal \| %snd% \| %printrow6% \| @Ra@n = Animal \|
%snd% \| %printrow5% \| cTo Move Type: n \| %snd% \| %printrow5% \| @cTo Move Type:@n \|
%snd% \| %printrow4% \| Cgo <up\|down\|left\|right> n\| %snd% \| %printrow4% \| @Cgo <up\|down\|left\|right>@n\|
%snd% \| %printrow3% \| \| %snd% \| %printrow3% \| \|
%snd% \| %printrow2% \| BCost of AMU exp per MV n \| %snd% \| %printrow2% \| @BCost of AMU exp per MV@n \|
%snd% \| %printrow1% \| BIf you have exp. n \| %snd% \| %printrow1% \| @BIf you have exp.@n \|
%snd% \| \| \| %snd% \| \| \|
%snd% \| \| NEEDED: R%numop% n HAVE: G%przc% n \| %snd% \| \| NEEDED: @R%numop%@n HAVE: @G%przc%@n \|
%snd% \| .______________________\|______________________. \| %snd% \| .______________________\|______________________. \|
%snd% \|' l /\\ / \\\\ \\ /\\ l \`\| %snd% \|' l /\\ / \\\\ \\ /\\ l \`\|
%snd% \* l / V )) V \\ l \* %snd% \* l / V )) V \\ l \*
@@ -807,8 +807,8 @@ eval animal 1 1
global animal global animal
eval playerco 10 10 eval playerco 10 10
global playerco global playerco
set [1][1] ra n set [1][1] @ra@n
set [10][10] Go n set [10][10] @Go@n
global [1][1] global [1][1]
global [10][10] global [10][10]
eval numofprizes 0 eval numofprizes 0
@@ -823,25 +823,25 @@ while (%ww%>1)
eval n %ww% eval n %ww%
eval row %random.10% eval row %random.10%
eval r_col (%random.3%-1) eval r_col (%random.3%-1)
set [%n%][1] c. n set [%n%][1] @c.@n
global [%n%][1] global [%n%][1]
set [%n%][2] c. n set [%n%][2] @c.@n
global [%n%][2] global [%n%][2]
set [%n%][3] c. n set [%n%][3] @c.@n
global [%n%][3] global [%n%][3]
set [%n%][4] c. n set [%n%][4] @c.@n
global [%n%][4] global [%n%][4]
set [%n%][5] c. n set [%n%][5] @c.@n
global [%n%][5] global [%n%][5]
set [%n%][6] c. n set [%n%][6] @c.@n
global [%n%][6] global [%n%][6]
set [%n%][7] c. n set [%n%][7] @c.@n
global [%n%][7] global [%n%][7]
set [%n%][8] c. n set [%n%][8] @c.@n
global [%n%][8] global [%n%][8]
set [%n%][9] c. n set [%n%][9] @c.@n
global [%n%][9] global [%n%][9]
set [%n%][10] c. n set [%n%][10] @c.@n
global [%n%][10] global [%n%][10]
if (%r_col%) if (%r_col%)
while (%r_col%<3) while (%r_col%<3)
@@ -850,7 +850,7 @@ while (%ww%>1)
if !(%posis%/=[%n%][%jj%]) if !(%posis%/=[%n%][%jj%])
eval numofprizes %numofprizes%+1 eval numofprizes %numofprizes%+1
global numofprizes global numofprizes
eval [%n%][%jj%] Wp n eval [%n%][%jj%] @Wp@n
global [%n%][%jj%] global [%n%][%jj%]
set posis %posis% [%n%][%jj%] set posis %posis% [%n%][%jj%]
end end
@@ -866,13 +866,13 @@ if (%r_ttt%>0)
eval j9 %random.10% eval j9 %random.10%
eval cer %%[%j9%][%j8%]%% eval cer %%[%j9%][%j8%]%%
if !(%cer%/=p) if !(%cer%/=p)
eval [%j9%][%j8%] M\@@ n eval [%j9%][%j8%] @M\@@@n
global [%j9%][%j8%] global [%j9%][%j8%]
end end
done done
end end
if !(%[10][10]%/=p) if !(%[10][10]%/=p)
set [10][10] c. n set [10][10] @c.@n
global [10][10] global [10][10]
end end
~ ~
@@ -894,7 +894,7 @@ while %self.varexists(%j%)%
done done
eval j %j%+1 eval j %j%+1
done done
%echo% yO===============SCORE======BOARD=====================O n %echo% @yO===============SCORE======BOARD=====================O@n
wait 1 wait 1
%echo% O=#==NAME============\|=Level=\|=Points==\|=EXP=========O %echo% O=#==NAME============\|=Level=\|=Points==\|=EXP=========O
set i 1 set i 1
@@ -932,7 +932,7 @@ while %self.varexists(%j%)%
if %d%<9 if %d%<9
set d 0%j% set d 0%j%
end end
%echo% \| g%d% n: w%nam% n %sp%\| c%ll% n \| y%points% n \| W%exp% n %echo% \|@g%d%@n: @w%nam%@n %sp%\| @c%ll%@n \| @y%points%@n \| @W%exp%@n
eval j %j%+1 eval j %j%+1
done done
%echo% O=#==================================================O %echo% O=#==================================================O
@@ -1114,9 +1114,9 @@ end
autolook for (rm 1269) Elaseth's Oubliette~ autolook for (rm 1269) Elaseth's Oubliette~
2 g 100 2 g 100
~ ~
%echo% n %echo% @n
%echo% n %echo% @n
%echo% DWelcome to hell. Next time heed the gods, they don't play games. n %echo% @DWelcome to hell. Next time heed the gods, they don't play games.@n
~ ~
#1269 #1269
harp~ harp~
@@ -1513,7 +1513,7 @@ remote spech %world_global.id%
~ ~
set fire %random.900% set fire %random.900%
wait %fire% sec wait %fire% sec
%echo% bThe fire crackles softly in the fireplace. n %echo% @bThe fire crackles softly in the fireplace.@n
~ ~
#1289 #1289
(1209) Taylors Random Office Noises~ (1209) Taylors Random Office Noises~
@@ -1522,19 +1522,19 @@ wait %fire% sec
set office_noises %random.5% set office_noises %random.5%
switch %office_noises% switch %office_noises%
case 1 case 1
%echo% bLoud footsteps can be heard coming from the hall outside. n %echo% @bLoud footsteps can be heard coming from the hall outside.@n
break break
case 2 case 2
%echo% bThe sound of thunder echoes in from outside. n %echo% @bThe sound of thunder echoes in from outside.@n
break break
case 3 case 3
%echo% bA large book falls off the desk, hitting the floor with a loud thud. n %echo% @bA large book falls off the desk, hitting the floor with a loud thud.@n
break break
case 4 case 4
%echo% bTalking can be heard coming from outside the door. n %echo% @bTalking can be heard coming from outside the door.@n
break break
case 5 case 5
%echo% bThe sound of chirping birds flows in though the window. n %echo% @bThe sound of chirping birds flows in though the window.@n
break break
default default
break break

View File

@@ -22,7 +22,7 @@ Give Suggestions - 1302~
0 g 100 0 g 100
~ ~
wait 2 sec wait 2 sec
say The best advice for new builders is under RHELP SUGGESTIONS n. say The best advice for new builders is under @RHELP SUGGESTIONS@n.
~ ~
#1302 #1302
Finish Redit Hallway - 1304~ Finish Redit Hallway - 1304~
@@ -33,9 +33,9 @@ say Good Job. That's the first form of OLC (on-line-creation) everyone learns.
wait 2 sec wait 2 sec
say Now I would suggest that you practice what you have learned. say Now I would suggest that you practice what you have learned.
wait 2 sec wait 2 sec
say Check your title under RWHO n. A vnum should be listed there, if not mudmail Rumble for one. say Check your title under @RWHO@n. A vnum should be listed there, if not mudmail Rumble for one.
wait 2 sec wait 2 sec
say Just type RGOTO VNUM n and type redit to modify your room. say Just type @RGOTO VNUM@n and type redit to modify your room.
wait 2 sec wait 2 sec
say Once you think you have it complete go ahead and move on to the next hallway. say Once you think you have it complete go ahead and move on to the next hallway.
wait 3 sec wait 3 sec
@@ -45,7 +45,7 @@ beam %actor.name%
CAPITAL LETTERS (1301)~ CAPITAL LETTERS (1301)~
0 c 0 0 c 0
CAPITAL~ CAPITAL~
%send% %actor% RSocrates tells you, 'Good job, that is correct. Be on the lookout for more of those.' n %send% %actor% @RSocrates tells you, 'Good job, that is correct. Be on the lookout for more of those.'@n
~ ~
#1304 #1304
Sanct check on enter~ Sanct check on enter~
@@ -161,10 +161,10 @@ Eat, look, read, candy~
if look /= %cmd.mudcommand% && heart /= %arg% && %arg% || read /= %cmd.mudcommand% && heart /= %arg% && %arg% || read /= %cmd.mudcommand% && candy /= %arg% && %arg% || look /= %cmd.mudcommand% && candy /= %arg% && %arg% if look /= %cmd.mudcommand% && heart /= %arg% && %arg% || read /= %cmd.mudcommand% && heart /= %arg% && %arg% || read /= %cmd.mudcommand% && candy /= %arg% && %arg% || look /= %cmd.mudcommand% && candy /= %arg% && %arg%
* *
eval color %random.3% eval color %random.3%
set col[1] \ W set col[1] \@W
set col[2] \ R set col[2] \@R
set col[3] \ M set col[3] \@M
* n *@n
eval colors %%col[%color%]%% eval colors %%col[%color%]%%
* *
eval heart %random.15% eval heart %random.15%
@@ -186,7 +186,7 @@ set love[15] Cutie Pie
eval candy %%love[%heart%]%% eval candy %%love[%heart%]%%
* *
%send% %actor% Written on the candy is: %send% %actor% Written on the candy is:
%send% %actor% %colors% %candy% \ n %send% %actor% %colors% %candy% \@n
* *
elseif eat /= %cmd.mudcommand% && heart /= %arg% && %arg% || eat /= %cmd.mudcommand% && candy /= %arg% && %arg% elseif eat /= %cmd.mudcommand% && heart /= %arg% && %arg% || eat /= %cmd.mudcommand% && candy /= %arg% && %arg%
* *

View File

@@ -763,7 +763,7 @@ attach 1926 %self.id%
quaff~ quaff~
if %cmd.mudcommand% == quaff if %cmd.mudcommand% == quaff
if %arg% == red if %arg% == red
%echoaround% %actor% %actor.name%'s muscles begin to bulge enormously as %actor.heshe% quaffs a Rred vial n. %echoaround% %actor% %actor.name%'s muscles begin to bulge enormously as %actor.heshe% quaffs a @Rred vial@n.
%send% %actor% You feel your muscles beginning to bulge enormously, your whole body becoming stronger and more hardy. %send% %actor% You feel your muscles beginning to bulge enormously, your whole body becoming stronger and more hardy.
dg_affect %actor% str 5 24 dg_affect %actor% str 5 24
dg_affect %actor% maxhit 100 24 dg_affect %actor% maxhit 100 24
@@ -780,7 +780,7 @@ end
quaff~ quaff~
if %cmd.mudcommand% == quaff if %cmd.mudcommand% == quaff
if %arg% == blue if %arg% == blue
%echoaround% %actor% %actor.name%'s magical aura begins to glow brightly as %actor.heshe% quaffs a Bblue vial n. %echoaround% %actor% %actor.name%'s magical aura begins to glow brightly as %actor.heshe% quaffs a @Bblue vial@n.
%send% %actor% Your magical aura begins to glow brightly. %send% %actor% Your magical aura begins to glow brightly.
dg_affect %actor% int 5 24 dg_affect %actor% int 5 24
dg_affect %actor% maxmana 100 24 dg_affect %actor% maxmana 100 24
@@ -797,7 +797,7 @@ end
quaff~ quaff~
if %cmd.mudcommand% == quaff if %cmd.mudcommand% == quaff
if %arg% == green if %arg% == green
%echoaround% %actor% %actor.name%'s movements become unnaturally fast as %actor.heshe% quaffs a Ggreen vial n. %echoaround% %actor% %actor.name%'s movements become unnaturally fast as %actor.heshe% quaffs a @Ggreen vial@n.
%send% %actor% You feel yourself becoming unnaturally agile and stealthy. %send% %actor% You feel yourself becoming unnaturally agile and stealthy.
dg_affect %actor% dex 5 24 dg_affect %actor% dex 5 24
dg_affect %actor% maxmove 100 24 dg_affect %actor% maxmove 100 24
@@ -1028,7 +1028,7 @@ rdelete zn19_all %actor.id%
quaff~ quaff~
if %cmd.mudcommand% == quaff if %cmd.mudcommand% == quaff
if %arg% == black if %arg% == black
%echoaround% %actor% %actor.name% seems to stagger weakly as %actor.heshe% quaffs a Dblack vial. n %echoaround% %actor% %actor.name% seems to stagger weakly as %actor.heshe% quaffs a @Dblack vial.@n
%send% %actor% You suddenly feel quite weak and unwell. %send% %actor% You suddenly feel quite weak and unwell.
dg_affect %actor% maxmana -50 24 dg_affect %actor% maxmana -50 24
dg_affect %actor% maxmove -50 24 dg_affect %actor% maxmove -50 24
@@ -1254,7 +1254,7 @@ end
0 f 100 0 f 100
~ ~
eval where %self.room% eval where %self.room%
%zoneecho% %where.vnum% BWith a last mighty breath Selvetarm cries out: It is impossible! The followers of Lloth cannot be vanquished! n %zoneecho% %where.vnum% @BWith a last mighty breath Selvetarm cries out: It is impossible! The followers of Lloth cannot be vanquished!@n
%force% %actor% xxtrigxx %force% %actor% xxtrigxx
~ ~
#1976 #1976
@@ -1427,7 +1427,7 @@ if fireworks /= %arg%
set sou[7] a shower of sparks set sou[7] a shower of sparks
set sound %%sou[%sx%]%% set sound %%sou[%sx%]%%
eval sound %sound% eval sound %sound%
%echo% With %sound%, a %colour% F I R E W O R K n explodes into light. n %echo% With %sound%, a %colour% F I R E W O R K@n explodes into light.@n
%purge% self %purge% self
else else
%send% %actor% Light what? %send% %actor% Light what?

View File

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

View File

@@ -14,8 +14,8 @@ eval room %self.room.vnum% + 1
switch %speech.car% switch %speech.car%
case shuffle case shuffle
if %self.varexists(Cards_Dealt)% if %self.varexists(Cards_Dealt)%
%echo% n The voice is in your mind again. %echo% @n The voice is in your mind again.
%echo% c 'I'm sorry, the cards seem to be already laid out.' n %echo% @c 'I'm sorry, the cards seem to be already laid out.'@n
halt halt
else else
set deck 78 set deck 78
@@ -24,9 +24,9 @@ switch %speech.car%
global layout global layout
set var %zone%01 set var %zone%01
emote shuffles the cards. emote shuffles the cards.
%echo% n %self.name% seems to speak directly to your mind. %echo% @n %self.name% seems to speak directly to your mind.
%echo% c 'Keep shuffling until you feel the deck understands your question. n %echo% @c 'Keep shuffling until you feel the deck understands your question.@n
%echo% c When you're ready, say DEAL.' n %echo% @c When you're ready, say DEAL.'@n
set Deck_Shuffled 1 set Deck_Shuffled 1
global Deck_Shuffled global Deck_Shuffled
while %var% < %zone%79 while %var% < %zone%79
@@ -39,25 +39,25 @@ switch %speech.car%
end end
case deal case deal
if !%self.varexists(Deck_Shuffled)% if !%self.varexists(Deck_Shuffled)%
%echo% n The voice is in your mind again. %echo% @n The voice is in your mind again.
%echo% c 'The cards don't seem to understand your question yet. Have you n %echo% @c 'The cards don't seem to understand your question yet. Have you @n
%echo% c SHUFFLEd?' n %echo% @c SHUFFLEd?'@n
halt halt
elseif %self.varexists(Cards_Dealt)% elseif %self.varexists(Cards_Dealt)%
%echo% n The voice is in your mind again. n %echo% @n The voice is in your mind again.@n
%echo% c 'I'm sorry, the cards seem to be already laid out.' n %echo% @c 'I'm sorry, the cards seem to be already laid out.'@n
halt halt
else else
emote starts to lay out the cards. emote starts to lay out the cards.
%echo% n The voice seems to surround you now. %echo% @n The voice seems to surround you now.
%echo% c 'When you're ready, please go up to start your reading. Once you n %echo% @c 'When you're ready, please go up to start your reading. Once you@n
%echo% c start, you won't be able to come back. Of course, you can always n %echo% @c start, you won't be able to come back. Of course, you can always@n
%echo% c come back for another reading. n %echo% @c come back for another reading.@n
wait 2 sec wait 2 sec
%echo% c At each room, LOOK CARD to see the meaning. Reverse means n %echo% @c At each room, LOOK CARD to see the meaning. Reverse means@n
%echo% c that the card laid out upsidedown which changes the meaning. n %echo% @c that the card laid out upsidedown which changes the meaning.@n
%echo% c Don't worry about it. The card will show the reversed meaning. n %echo% @c Don't worry about it. The card will show the reversed meaning.@n
%echo% c The room name will explain what the placement of the card means.' n %echo% @c The room name will explain what the placement of the card means.'@n
wait 1 sec wait 1 sec
%door% %self.room.vnum% up flags a %door% %self.room.vnum% up flags a
emote opens the door to the stairway. emote opens the door to the stairway.
@@ -250,26 +250,26 @@ Dealer Greets~
0 h 100 0 h 100
~ ~
wait 2 sec wait 2 sec
%echo% n The voice of %self.name% seems to fill your head. %echo% @n The voice of %self.name% seems to fill your head.
%echo% c 'Ahh, you have something on your mind? Let us see what the n %echo% @c 'Ahh, you have something on your mind? Let us see what the@n
%echo% c cards have to say. Unfortunately, you cannot hold or shuffle n %echo% @c cards have to say. Unfortunately, you cannot hold or shuffle@n
%echo% c my cards, but concentrate on your question and say shuffle. n %echo% @c my cards, but concentrate on your question and say shuffle.@n
%echo% c When you feel that the cards know your question, say deal and n %echo% @c When you feel that the cards know your question, say deal and@n
%echo% c I shall lay out the cards for you to examine. n %echo% @c I shall lay out the cards for you to examine.@n
wait 3 sec wait 3 sec
%echo% c Usually I would interpret the cards for you, but that is n %echo% @c Usually I would interpret the cards for you, but that is@n
%echo% c forbidden me in this space and time. All I am allowed is to n %echo% @c forbidden me in this space and time. All I am allowed is to@n
%echo% c show you the cards and you must decide their meanings in your n %echo% @c show you the cards and you must decide their meanings in your@n
%echo% c own mind. Move from card to card. Each space and each card n %echo% @c own mind. Move from card to card. Each space and each card@n
%echo% c will explain itself to you. 'LOOK CARD' in each room to see n %echo% @c will explain itself to you. 'LOOK CARD' in each room to see@n
%echo% c the explanation. These are very simplified meanings so they n %echo% @c the explanation. These are very simplified meanings so they@n
%echo% c are very general. n %echo% @c are very general.@n
wait 3 sec wait 3 sec
%echo% c Remember, this is just a game and should not be taken n %echo% @c Remember, this is just a game and should not be taken@n
%echo% c seriously any more than you would run your life by newspaper n %echo% @c seriously any more than you would run your life by newspaper@n
%echo% c horoscopes or slips of paper from fortune-cookies. n %echo% @c horoscopes or slips of paper from fortune-cookies.@n
wait 2 sec wait 2 sec
%echo% c When you're ready, start by saying SHUFFLE.' n %echo% @c When you're ready, start by saying SHUFFLE.'@n
~ ~
#21106 #21106
Receptionist juggles appointments - M21104~ Receptionist juggles appointments - M21104~
@@ -513,9 +513,9 @@ if %cmd.mudcommand% == quit || %cmd.mudcommand% == afk
elseif %self.vnum% == %zone%01 || %self.vnum% == %zone%02 || %self.vnum% == %zone%03 elseif %self.vnum% == %zone%01 || %self.vnum% == %zone%02 || %self.vnum% == %zone%03
set office %self.room.vnum% set office %self.room.vnum%
eval endroom %office% + 10 eval endroom %office% + 10
%echo% n %self.name%'s voice sounds reproachfully in your head. %echo% @n %self.name%'s voice sounds reproachfully in your head.
%echo% c 'You don't seem to have time for this right now. n %echo% @c 'You don't seem to have time for this right now.@n
%echo% c Please come back when you have more time.' n %echo% @c Please come back when you have more time.'@n
wait 1 sec wait 1 sec
%echo% %self.name% waves her hand and you find yourself outside. %echo% %self.name% waves her hand and you find yourself outside.
wait 1 sec wait 1 sec
@@ -543,21 +543,21 @@ elseif %cmd% == return || %cmd% == recall || %cmd% == teleport || %cmd.mudcomman
mgoto %zone%99 mgoto %zone%99
%purge% quill %purge% quill
mgoto %zone%02 mgoto %zone%02
%send% %actor% n %send% %actor% @n
emote puts down the appointment book. emote puts down the appointment book.
%send% %actor% n %send% %actor% @n
return 0 return 0
halt halt
elseif %self.vnum% == %zone%01 || %self.vnum% == %zone%02 || %self.vnum% == %zone%03 elseif %self.vnum% == %zone%01 || %self.vnum% == %zone%02 || %self.vnum% == %zone%03
set office %self.room.vnum% set office %self.room.vnum%
eval endroom %office% + 10 eval endroom %office% + 10
%echo% n %self.name%'s voice sounds reproachfully in your head. %echo% @n %self.name%'s voice sounds reproachfully in your head.
%echo% c 'You don't seem to have time for this right now. n %echo% @c 'You don't seem to have time for this right now.@n
%echo% c Please come back when you have more time.' n %echo% @c Please come back when you have more time.'@n
%send% %actor% n %send% %actor% @n
%teleport% %actor% %zone%01 %teleport% %actor% %zone%01
return 0 return 0
%send% %actor% n %send% %actor% @n
mgoto %endroom% mgoto %endroom%
down down
mgoto %office% mgoto %office%

View File

@@ -69,7 +69,7 @@ end
(2704) Mob hums randomly~ (2704) Mob hums randomly~
0 b 25 0 b 25
~ ~
%echo% CA tiny wish n hums quietly as it gives off a fresh breeze of air. %echo% @CA tiny wish@n hums quietly as it gives off a fresh breeze of air.
~ ~
#2704 #2704
(2700) Mobs load and wear shackle~ (2700) Mobs load and wear shackle~
@@ -133,7 +133,7 @@ end
wait 1 s wait 1 s
emote creaks as it turns to look at you. emote creaks as it turns to look at you.
wait 2 s wait 2 s
emote uses Ca suspended orb of glowing water n, filling the room with a wave of light. emote uses @Ca suspended orb of glowing water@n, filling the room with a wave of light.
wait 2 s wait 2 s
say Ah, it does not touch you... and here I thought you were the Sorceress in disguise. say Ah, it does not touch you... and here I thought you were the Sorceress in disguise.
wait 1 s wait 1 s
@@ -365,7 +365,7 @@ end
(2729) Wall of fire prevents fleeing/leaving~ (2729) Wall of fire prevents fleeing/leaving~
2 q 100 2 q 100
~ ~
%send% %actor% RThe wall of fire burns you as you attempt unsuccessfully to pass through it. n %send% %actor% @RThe wall of fire burns you as you attempt unsuccessfully to pass through it.@n
%damage% %actor% 10 %damage% %actor% 10
return 0 return 0
~ ~
@@ -375,11 +375,11 @@ return 0
~ ~
eval here %self.room% eval here %self.room%
attach 2719 %here.id% attach 2719 %here.id%
%echo% RThe sorceress raises her arms, creating a massive wall of flame around you. n %echo% @RThe sorceress raises her arms, creating a massive wall of flame around you.@n
wait 5 s wait 5 s
use staff use staff
wait 8 s wait 8 s
%echo% RThe flames around you flicker and die, leaving a circle of ash. n %echo% @RThe flames around you flicker and die, leaving a circle of ash.@n
detach all %here.id% detach all %here.id%
wait 3 s wait 3 s
~ ~
@@ -479,7 +479,7 @@ end
(2714) child quest on death~ (2714) child quest on death~
0 f 100 0 f 100
~ ~
%echo% BA partially-petrified memlin gasps with his dying breath: My daughter... find her... in the Sandy... Tunn... n %echo% @BA partially-petrified memlin gasps with his dying breath: My daughter... find her... in the Sandy... Tunn...@n
~ ~
#2725 #2725
test for Tink~ test for Tink~
@@ -530,19 +530,19 @@ if %self.carried_by%
eval actor %self.carried_by% eval actor %self.carried_by%
if %actor.fighting% if %actor.fighting%
eval victim %actor.fighting% eval victim %actor.fighting%
%echoaround% %actor% R%actor.name%'s doll suddenly opens its eyes and causes %victim.name% to shudder in pain. n %echoaround% %actor% @R%actor.name%'s doll suddenly opens its eyes and causes %victim.name% to shudder in pain.@n
%send% %actor% RYour doll suddenly opens its eyes and causes %victim.name% to shudder in pain. n %send% %actor% @RYour doll suddenly opens its eyes and causes %victim.name% to shudder in pain.@n
%damage% %victim% 100 %damage% %victim% 100
if (%actor.varexists(zn27_twice)%) if (%actor.varexists(zn27_twice)%)
rdelete Zn27_twice %actor.id% rdelete Zn27_twice %actor.id%
wait 3 s wait 3 s
%send% %actor% RYour doll turns its head to look at you. n %send% %actor% @RYour doll turns its head to look at you.@n
wait 1 s wait 1 s
%send% %actor% RYour doll says 'Thrice I have repaid my debt.' n %send% %actor% @RYour doll says 'Thrice I have repaid my debt.'@n
wait 1 s wait 1 s
%send% %actor% RYour doll says 'And still I await my freedom.' n %send% %actor% @RYour doll says 'And still I await my freedom.'@n
wait 1 s wait 1 s
%send% %actor% RThe doll suddenly transforms into a little girl and runs away.' n %send% %actor% @RThe doll suddenly transforms into a little girl and runs away.'@n
rdelete Zn27_offereddoll %actor.id% rdelete Zn27_offereddoll %actor.id%
%purge% %self% %purge% %self%
elseif (%actor.varexists(zn27_once)%) elseif (%actor.varexists(zn27_once)%)
@@ -583,7 +583,7 @@ end
0 f 100 0 f 100
~ ~
%load% obj 2724 %load% obj 2724
%echo% yAs the wrm collapses in death, one of its spines breaks off. n %echo% @yAs the wrm collapses in death, one of its spines breaks off.@n
~ ~
#2732 #2732
(2726) shard changes colour~ (2726) shard changes colour~
@@ -591,32 +591,32 @@ end
~ ~
wait 1 s wait 1 s
if (%actor.class% == Cleric) if (%actor.class% == Cleric)
%echoaround% %actor% BThe shard suddenly glows blue in %actor.name%'s hand. n %echoaround% %actor% @BThe shard suddenly glows blue in %actor.name%'s hand.@n
%send% %actor% BThe shard suddenly glows blue in your hand, causing you to drop it. n %send% %actor% @BThe shard suddenly glows blue in your hand, causing you to drop it.@n
wait 2 s wait 2 s
%load% obj 2727 %load% obj 2727
%echo% BThe shard whispers: Healer... heal thyself. n %echo% @BThe shard whispers: Healer... heal thyself.@n
%purge% %self% %purge% %self%
elseif (%actor.class% == Magic User) elseif (%actor.class% == Magic User)
%echoaround% %actor% MThe shard suddenly glows purple in %actor.name%'s hand. n %echoaround% %actor% @MThe shard suddenly glows purple in %actor.name%'s hand.@n
%send% %actor% MThe shard suddenly glows purple in your hand, causing you to drop it. n %send% %actor% @MThe shard suddenly glows purple in your hand, causing you to drop it.@n
wait 2 s wait 2 s
%load% obj 2730 %load% obj 2730
%echo% MThe shard whispers: Seeker... seek thyself. n %echo% @MThe shard whispers: Seeker... seek thyself.@n
%purge% %self% %purge% %self%
elseif (%actor.class% == Thief) elseif (%actor.class% == Thief)
%echoaround% %actor% GThe shard suddenly glows green in %actor.name%'s hand. n %echoaround% %actor% @GThe shard suddenly glows green in %actor.name%'s hand.@n
%send% %actor% GThe shard suddenly glows green in your hand, causing you to drop it. n %send% %actor% @GThe shard suddenly glows green in your hand, causing you to drop it.@n
wait 2 s wait 2 s
%load% obj 2729 %load% obj 2729
%echo% GThe shard whispers: Deceiver... know thyself. n %echo% @GThe shard whispers: Deceiver... know thyself.@n
%purge% %self% %purge% %self%
elseif (%actor.class% == Warrior) elseif (%actor.class% == Warrior)
%echoaround% %actor% RThe shard suddenly glows red in %actor.name%'s hand. n %echoaround% %actor% @RThe shard suddenly glows red in %actor.name%'s hand.@n
%send% %actor% RThe shard suddenly glows red in your hand, causing you to drop it. n %send% %actor% @RThe shard suddenly glows red in your hand, causing you to drop it.@n
wait 2 s wait 2 s
%load% obj 2728 %load% obj 2728
%echo% RThe shard whispers: Conqueror... conquer thyself. n %echo% @RThe shard whispers: Conqueror... conquer thyself.@n
%purge% %self% %purge% %self%
end end
~ ~
@@ -664,7 +664,7 @@ eval person %self.people%
if (%person% > 0) if (%person% > 0)
%teleport% %actor% 2700 %teleport% %actor% 2700
%force% %actor% look %force% %actor% look
%send% %actor% RIf you weren't immortal you'd have just splatted. n %send% %actor% @RIf you weren't immortal you'd have just splatted.@n
end end
~ ~
#2736 #2736
@@ -731,13 +731,13 @@ end
1 j 100 1 j 100
~ ~
if (%actor.class% == Magic User) if (%actor.class% == Magic User)
%send% %actor% MThe shard whispers: I am not for you, Seeker. n %send% %actor% @MThe shard whispers: I am not for you, Seeker.@n
return 0 return 0
elseif (%actor.class% == Thief) elseif (%actor.class% == Thief)
%send% %actor% GThe shard whispers: I am not for you, Deceiver. n %send% %actor% @GThe shard whispers: I am not for you, Deceiver.@n
return 0 return 0
elseif (%actor.class% == Warrior) elseif (%actor.class% == Warrior)
%send% %actor% RThe shard whispers: I am not for you, Conqueror. n %send% %actor% @RThe shard whispers: I am not for you, Conqueror.@n
return 0 return 0
end end
~ ~
@@ -746,13 +746,13 @@ end
1 j 100 1 j 100
~ ~
if (%actor.class% == Magic User) if (%actor.class% == Magic User)
%send% %actor% MThe shard whispers: I am not for you, Seeker. n %send% %actor% @MThe shard whispers: I am not for you, Seeker.@n
return 0 return 0
elseif (%actor.class% == Cleric) elseif (%actor.class% == Cleric)
%send% %actor% BThe shard whispers: I am not for you, Healer. n %send% %actor% @BThe shard whispers: I am not for you, Healer.@n
return 0 return 0
elseif (%actor.class% == Thief) elseif (%actor.class% == Thief)
%send% %actor% GThe shard whispers: I am not for you, Deceiver. n %send% %actor% @GThe shard whispers: I am not for you, Deceiver.@n
return 0 return 0
end end
~ ~
@@ -761,13 +761,13 @@ end
1 j 100 1 j 100
~ ~
if (%actor.class% == Magic User) if (%actor.class% == Magic User)
%send% %actor% MThe shard whispers: I am not for you, Seeker. n %send% %actor% @MThe shard whispers: I am not for you, Seeker.@n
return 0 return 0
elseif (%actor.class% == Cleric) elseif (%actor.class% == Cleric)
%send% %actor% BThe shard whispers: I am not for you, Healer. n %send% %actor% @BThe shard whispers: I am not for you, Healer.@n
return 0 return 0
elseif (%actor.class% == Warrior) elseif (%actor.class% == Warrior)
%send% %actor% RThe shard whispers: I am not for you, Conqueror. n %send% %actor% @RThe shard whispers: I am not for you, Conqueror.@n
return 0 return 0
end end
~ ~
@@ -776,13 +776,13 @@ end
1 j 100 1 j 100
~ ~
if (%actor.class% == Cleric) if (%actor.class% == Cleric)
%send% %actor% BThe shard whispers: I am not for you, Healer. n %send% %actor% @BThe shard whispers: I am not for you, Healer.@n
return 0 return 0
elseif (%actor.class% == Thief) elseif (%actor.class% == Thief)
%send% %actor% GThe shard whispers: I am not for you, Deceiver. n %send% %actor% @GThe shard whispers: I am not for you, Deceiver.@n
return 0 return 0
elseif (%actor.class% == Warrior) elseif (%actor.class% == Warrior)
%send% %actor% RThe shard whispers: I am not for you, Conqueror. n %send% %actor% @RThe shard whispers: I am not for you, Conqueror.@n
return 0 return 0
end end
~ ~
@@ -792,7 +792,7 @@ end
~ ~
if !(%actor.varexists(wrm)%) if !(%actor.varexists(wrm)%)
wait 1 s wait 1 s
%echo% A Rfire wrm n enters the room, squealing as the ice suddenly singes its skin. %echo% A @Rfire wrm@n enters the room, squealing as the ice suddenly singes its skin.
%load% mob 2709 %load% mob 2709
%damage% wrm 1000 %damage% wrm 1000
set wrm 1 set wrm 1
@@ -1488,17 +1488,17 @@ end
1 c 1 1 c 1
use~ use~
if %arg% == ring if %arg% == ring
%send% %actor% C You attempt to draw on the power of %self.shortdesc%. n %send% %actor% @C You attempt to draw on the power of %self.shortdesc%. @n
%echoaround% %actor% C %actor.name% attempts to draw on the power of %self.shortdesc%. n %echoaround% %actor% @C %actor.name% attempts to draw on the power of %self.shortdesc%. @n
wait 1 s wait 1 s
if %self.timer% == 0 if %self.timer% == 0
eval give %actor.maxmana% * 2 eval give %actor.maxmana% * 2
dg_affect %actor% maxmana %give% 10 dg_affect %actor% maxmana %give% 10
%send% %actor% C You glow with energy as %self.shortdesc% infuses you with magical potential. n %send% %actor% @C You glow with energy as %self.shortdesc% infuses you with magical potential. @n
%echoaround% %actor% C %actor.name% glows with energy as %self.shortdesc% infuses %actor.himher% with magical potential. n %echoaround% %actor% @C %actor.name% glows with energy as %self.shortdesc% infuses %actor.himher% with magical potential. @n
otimer 20 otimer 20
else else
%echo% c Alas, the power of %self.shortdesc% has not yet recovered. n %echo% @c Alas, the power of %self.shortdesc% has not yet recovered. @n
end end
end end
return 0 return 0
@@ -1515,8 +1515,8 @@ otimer 1
1 f 100 1 f 100
~ ~
eval actor %self.worn_by% eval actor %self.worn_by%
%send% %actor% C Your icy mana ring glows faintly blue, renewed with magical force. n n n n %send% %actor% @C Your icy mana ring glows faintly blue, renewed with magical force. @n @n @n @n
%echoaround% %actor% C %actor.name%'s icy mana ring glows faintly blue, renewed with magical force. n %echoaround% %actor% @C %actor.name%'s icy mana ring glows faintly blue, renewed with magical force. @n
~ ~
#2784 #2784
test corpse purge (use with 2785)~ test corpse purge (use with 2785)~
@@ -1640,9 +1640,9 @@ end
(2729) sorceress stops orb~ (2729) sorceress stops orb~
0 c 100 0 c 100
xxorbxx~ xxorbxx~
%echo% RA fire elemental shrieks in terror at the sudden blast, but the Sorceress quickly raises a magical wall of fire. n %echo% @RA fire elemental shrieks in terror at the sudden blast, but the Sorceress quickly raises a magical wall of fire.@n
wait 2 s wait 2 s
%echo% RThe fire absorbs the blue light from the orb. n %echo% @RThe fire absorbs the blue light from the orb.@n
wait 1 s wait 1 s
emote snarls: Where did you get that?! emote snarls: Where did you get that?!
~ ~
@@ -1650,14 +1650,14 @@ emote snarls: Where did you get that?!
(2779) orb destroys staff~ (2779) orb destroys staff~
1 c 100 1 c 100
xxorbxx~ xxorbxx~
%echo% CA fire elemental shrieks and sizzles as a blue wave of light hits it. n %echo% @CA fire elemental shrieks and sizzles as a blue wave of light hits it.@n
wait 2 s wait 2 s
%echo% The death cry of the Sorceress can be heard as her form materializes and slumps to the ground, dissolving into smoke. %echo% The death cry of the Sorceress can be heard as her form materializes and slumps to the ground, dissolving into smoke.
%load% obj 2773 %load% obj 2773
%load% obj 2776 %load% obj 2776
%load% obj 2772 %load% obj 2772
wait 2 s wait 2 s
%echo% CA fire elemental finally withers, shrivelling into a tiny black skeleton. n %echo% @CA fire elemental finally withers, shrivelling into a tiny black skeleton.@n
%purge% %self% %purge% %self%
~ ~
#2797 #2797

View File

@@ -151,9 +151,9 @@ if %cmd% == push
%door% %Elevat% %elevdoor% purge %door% %Elevat% %elevdoor% purge
%door% %Elevat% %elevdoor% room %Elevat% %door% %Elevat% %elevdoor% room %Elevat%
%door% %Elevat% %elevdoor% flags abc %door% %Elevat% %elevdoor% flags abc
%at% %Elevat% %echo% The elevator g*l u r c h e s* n %at% %Elevat% %echo% The elevator @g*l u r c h e s*@n
%at% %Elevat% %echo% n G*l u r c h e s* n %at% %Elevat% %echo% @n @G*l u r c h e s*@n
%at% %Elevat% %echo% n g*l u r c h e s* n %dir%wards. %at% %Elevat% %echo% @n @g*l u r c h e s*@n %dir%wards.
end end
while %length% while %length%
if %dir% == up if %dir% == up
@@ -173,24 +173,24 @@ if %cmd% == push
set ordinal %Curfl%th set ordinal %Curfl%th
end end
wait 15 wait 15
%at% %Elevat% %echo% g *DING!* n %at% %Elevat% %echo% @g *DING!*@n
%at% %Elevat% %echo% You have reached the %ordinal% floor. %at% %Elevat% %echo% You have reached the %ordinal% floor.
* It's easier to use the following line if you have over 20 floors (instead of the 21th floor) * It's easier to use the following line if you have over 20 floors (instead of the 21th floor)
* %at% %Elevat% %echo% You have reached floor %Curfl%. * %at% %Elevat% %echo% You have reached floor %Curfl%.
wait 5 wait 5
eval length %length% - 1 eval length %length% - 1
if %CurFl% > %maxfl% if %CurFl% > %maxfl%
%echo% r Something seems to be wrong with the elevator. n %echo%@r Something seems to be wrong with the elevator.@n
%echo% r Please try again and if there's still a problem, n %echo%@r Please try again and if there's still a problem,@n
%echo% r please report this to admin. n %echo%@r please report this to admin.@n
set length 0 set length 0
end end
done done
if %origlen% > 0 if %origlen% > 0
wait 2 wait 2
%at% %Elevat% %echo% nThe elevator y*s h u d d e r s* n %at% %Elevat% %echo% @nThe elevator @y*s h u d d e r s*@n
%at% %Elevat% %echo% n Y*s h u d d e r s* n %at% %Elevat% %echo% @n @Y*s h u d d e r s*@n
%at% %Elevat% %echo% n y*s h u d d e r s* n to a halt. %at% %Elevat% %echo% @n @y*s h u d d e r s*@n to a halt.
end end
wait 2 wait 2
set echofl 0 set echofl 0
@@ -202,7 +202,7 @@ if %cmd% == push
eval echofl %echofl% + 1 eval echofl %echofl% + 1
done done
wait 1 wait 1
%at% %targfl% %echo% g *DING!* n %at% %targfl% %echo% @g *DING!*@n
wait 3 wait 3
%door% %Tarex% %roomdoor% room %Elevat% %door% %Tarex% %roomdoor% room %Elevat%
%door% %Tarex% %roomdoor% flags a %door% %Tarex% %roomdoor% flags a

View File

@@ -4,10 +4,10 @@ Zone 83 Enter~
Enter~ Enter~
if !%arg% && !%command% if !%arg% && !%command%
wait 2s wait 2s
%echo% g[ Welcome to Zone 83, by Meyekul. Type ' oEnter Zone n g' to begin. ] n %echo% @g[ Welcome to Zone 83, by Meyekul. Type '@oEnter Zone@n@g' to begin. ]@n
elseif %cmd.mudcommand% == Enter && zone /= %arg% elseif %cmd.mudcommand% == Enter && zone /= %arg%
wait 1s wait 1s
%echo% g[ Now Entering Zone 83... ] n %echo% @g[ Now Entering Zone 83... ]@n
wait 1s wait 1s
%teleport% %actor% 8301 %teleport% %actor% 8301
%force% %actor% look %force% %actor% look
@@ -39,13 +39,13 @@ Self-Healing on half HP~
eval repair %random.3% eval repair %random.3%
switch %repair% switch %repair%
case 1 case 1
%echo% cPirates scramble to repair their damaged ship. n %echo% @cPirates scramble to repair their damaged ship.@n
break break
case 2 case 2
%echo% cPirates carry buckets of water to extinguish fires on the ship. n %echo% @cPirates carry buckets of water to extinguish fires on the ship.@n
break break
case 3 case 3
%echo% cPirates rush to seal leaks in the hull of their ship. n %echo% @cPirates rush to seal leaks in the hull of their ship.@n
break break
done done
%damage% %self% -1000 %damage% %self% -1000
@@ -130,14 +130,14 @@ switch %song%
emote sings, 'They breathe!' emote sings, 'They breathe!'
wait 10s wait 10s
done done
n @n
n @n
n @n
y**************************************************************** @y****************************************************************
y* cThese songs were written (as far as I know..) by y* @y* @cThese songs were written (as far as I know..) by @y*
y* c oTim Schafer n c, Lead Designer of " oThe Curse of Monkey Island n c" y* @y* @c@oTim Schafer@n@c, Lead Designer of "@oThe Curse of Monkey Island@n@c" @y*
y* cI take no responsibility if he got the ideas elsewhere. :) y* @y* @cI take no responsibility if he got the ideas elsewhere. :) @y*
y**************************************************************** n @y****************************************************************@n
~ ~
#8307 #8307
Cabin Boy (8307) Mops~ Cabin Boy (8307) Mops~
@@ -417,16 +417,16 @@ jump~
%echoaround% %actor% %actor.name% climbs to the edge and jumps off. %echoaround% %actor% %actor.name% climbs to the edge and jumps off.
%teleport% %actor% 8376 %teleport% %actor% 8376
wait 1s wait 1s
%send% %actor% oDown.. n %send% %actor% @oDown..@n
wait 1s wait 1s
%send% %actor% oDown... n %send% %actor% @oDown...@n
wait 1s wait 1s
%send% %actor% oDown you go... n %send% %actor% @oDown you go...@n
wait 1s wait 1s
eval halfhitp ((%actor.hitp% / 2) + 10) eval halfhitp ((%actor.hitp% / 2) + 10)
%send% %actor% You slam oHARD n into the deck! %send% %actor% You slam @oHARD@n into the deck!
%send% %actor% You take r%halfhitp% n points of damage. %send% %actor% You take @r%halfhitp%@n points of damage.
%echoaround% %actor% %actor.name% slams oHARD n into the deck! %echoaround% %actor% %actor.name% slams @oHARD@n into the deck!
%damage% %actor% %halfhitp% %damage% %actor% %halfhitp%
else else
%send% %actor% Jump where? %send% %actor% Jump where?
@@ -563,41 +563,41 @@ Chinchirorin Dice (8397)~
eval die2 %random.6% eval die2 %random.6%
eval die3 %random.6% eval die3 %random.6%
eval roll %die1%%die2%%die3% eval roll %die1%%die2%%die3%
%send% %actor% The dice land on o g%die1% n, o c%die2% n, o r%die3% n. %send% %actor% The dice land on @o@g%die1%@n, @o@c%die2%@n, @o@r%die3%@n.
oechoaround %actor% %actor.name% rolls a o g%die1% n, o c%die2% n, o r%die3% n. oechoaround %actor% %actor.name% rolls a @o@g%die1%@n, @o@c%die2%@n, @o@r%die3%@n.
*** Check For 3 of a Kind *** *** Check For 3 of a Kind ***
if (%roll% == 111) if (%roll% == 111)
oechoaround %actor% It's a o g1-1-1 n! %actor.name% pays triple the bet! oechoaround %actor% It's a @o@g1-1-1@n! %actor.name% pays triple the bet!
%send% %actor% It's a o g1-1-1 n! You pay triple the bet! %send% %actor% It's a @o@g1-1-1@n! You pay triple the bet!
halt halt
elseif ((%die1% == %die2%) && (%die2% == %die3%)) elseif ((%die1% == %die2%) && (%die2% == %die3%))
oechoaround %actor% o g%die1% c%die2% r%die3% n Three of a kind! %actor.name% wins triple the bet! oechoaround %actor% @o@g%die1%@c%die2%@r%die3%@n Three of a kind! %actor.name% wins triple the bet!
%send% %actor% o g%die1% c%die2% r%die3% n Three of a kind! You win triple the bet! %send% %actor% @o@g%die1%@c%die2%@r%die3%@n Three of a kind! You win triple the bet!
halt halt
*** Check for Storms *** *** Check for Storms ***
elseif (%roll% == 123 || %roll% == 132 || %roll% == 213 || %roll% == 321 || %roll% == 312) elseif (%roll% == 123 || %roll% == 132 || %roll% == 213 || %roll% == 321 || %roll% == 312)
oechoaround %actor% It's a storm! o g1-2-3 n! %actor.name% pays double the bet! oechoaround %actor% It's a storm! @o@g1-2-3@n! %actor.name% pays double the bet!
%send% %actor% It's a storm! o g1-2-3 n! You pay double the bet! %send% %actor% It's a storm! @o@g1-2-3@n! You pay double the bet!
halt halt
elseif (%roll% == 456 || %roll% == 465 || %roll% == 546 || %roll% == 654 || %roll% == 645) elseif (%roll% == 456 || %roll% == 465 || %roll% == 546 || %roll% == 654 || %roll% == 645)
oechoaround %actor% It's a storm! o g4-5-6 n! %actor.name% wins double the bet! oechoaround %actor% It's a storm! @o@g4-5-6@n! %actor.name% wins double the bet!
%send% %actor% It's a storm! o g4-5-6 n! You win double the bet! %send% %actor% It's a storm! @o@g4-5-6@n! You win double the bet!
halt halt
*** Otherwise, Compute the Score *** *** Otherwise, Compute the Score ***
elseif (%die1%==%die2%) elseif (%die1%==%die2%)
oechoaround %actor% %actor.name% scores a o g%die3% n. oechoaround %actor% %actor.name% scores a @o@g%die3%@n.
%send% %actor% You score a o g%die3% n. %send% %actor% You score a @o@g%die3%@n.
halt halt
elseif (%die1%==%die3%) elseif (%die1%==%die3%)
oechoaround %actor% %actor.name% scores a o g%die2% n. oechoaround %actor% %actor.name% scores a @o@g%die2%@n.
%send% %actor% You score a o g%die2% n. %send% %actor% You score a @o@g%die2%@n.
halt halt
elseif (%die2%==%die3%) elseif (%die2%==%die3%)
oechoaround %actor% %actor.name% scores a o g%die1% n. oechoaround %actor% %actor.name% scores a @o@g%die1%@n.
%send% %actor% You score a o g%die1% n. %send% %actor% You score a @o@g%die1%@n.
halt halt
else else
oecho o gNo score! n oecho @o@gNo score!@n
end end
*** Please Do not Edit This Section *** *** Please Do not Edit This Section ***
* Written by Meyekul (meyekul@@hotmail.com) for Anywhere But Home (anywhere.wolfpaw.net:5555). * Written by Meyekul (meyekul@@hotmail.com) for Anywhere But Home (anywhere.wolfpaw.net:5555).

View File

@@ -1247,7 +1247,7 @@ from the fireplace. @n
104 24 0 0 0 0 104 24 0 0 0 0
E E
main chamber room taylors tays~ main chamber room taylors tays~
WA small lamp sits in the center of the room letting off a small amount of @WA small lamp sits in the center of the room letting off a small amount of
light. A beautiful white shag carpet is covering the whole floor besides in a light. A beautiful white shag carpet is covering the whole floor besides in a
small spot where there is white marble with small flecks of black in them. small spot where there is white marble with small flecks of black in them.
Directly on the wall behind the marble is a large fireplace the sinks deep into Directly on the wall behind the marble is a large fireplace the sinks deep into
@@ -1258,7 +1258,7 @@ fireplaces frame is made of small marble bricks, all are black, making the
fireplace standout from the rest of the room. A window lies on the wall fireplace standout from the rest of the room. A window lies on the wall
opposite the fireplace, letting in a little light through the linen curtains. opposite the fireplace, letting in a little light through the linen curtains.
A large squishy looking armchair sits in the middle of the room only a few feet A large squishy looking armchair sits in the middle of the room only a few feet
from the firplace. n from the firplace. @n
~ ~
S S
$~ $~

View File

@@ -697,8 +697,8 @@ D2
E E
path flowers~ path flowers~
The white tile path is clean swept and lined with gorgeous exotic flowers, The white tile path is clean swept and lined with gorgeous exotic flowers,
including some rred n, some yyellow n, and some ggreen n and a small amount including some @rred@n, some @yyellow@n, and some @ggreen@n and a small amount
of bblue n ones. of @bblue@n ones.
~ ~
S S
T 11716 T 11716

View File

@@ -634,7 +634,7 @@ subtle light at the bottom of the stairs.
0 0 11810 0 0 11810
E E
sign~ sign~
BMUM AND DAD'S ROOM n @BMUM AND DAD'S ROOM@n
~ ~
E E
nightlights~ nightlights~
@@ -2391,10 +2391,10 @@ Once you have counted them all, type look next
118 24 0 0 0 0 118 24 0 0 0 0
E E
two 2~ two 2~
y RF yINISHED RF yILES ARE THE RE- @y@RF@yINISHED @RF@yILES ARE THE RE-
SULT O RF y YEARS O RF y SCIENTI RF y- SULT O@RF@y YEARS O@RF@y SCIENTI@RF@y-
IC STUDY COMBINED WITH THE IC STUDY COMBINED WITH THE
EXPERIENCE O RF y YEARS... n EXPERIENCE O@RF@y YEARS...@n
~ ~
E E
next~ next~

View File

@@ -1367,7 +1367,7 @@ been dragged there.
E E
north cliff~ north cliff~
Marks leading to the north cliff suggests that something has been dragged Marks leading to the north cliff suggests that something has been dragged
there. Perhaps Rsearch ning for something will uncover a treasure box? there. Perhaps @Rsearch@ning for something will uncover a treasure box?
~ ~
S S
T 20121 T 20121

View File

@@ -66,11 +66,11 @@ flowerbeds.
~ ~
E E
sign brass bright~ sign brass bright~
w @w
w Sibyl, Esmerelda and Jaelle @w Sibyl, Esmerelda and Jaelle
w @w
w Tarot Readings @w Tarot Readings
n @n
~ ~
S S
#21102 #21102

View File

@@ -435,7 +435,7 @@ in @Ggreen @gmold@y. Unrecognizable chunks of food are also drifting past.@n
~ ~
220 8 0 0 0 6 220 8 0 0 0 6
D2 D2
DA big cutting board lies to the south. n @DA big cutting board lies to the south. @n
~ ~
~ ~
0 0 22014 0 0 22014

View File

@@ -1531,7 +1531,7 @@ gave them to Builder_5, smiled, and said,
these files into a version more suitable for a public release. This these files into a version more suitable for a public release. This
is what you have now. is what you have now.
Both of us hope you enjoy this area, over a year in the making... Both of us hope you enjoy this area, over a year in the making...
@Amanda Eterniale @Builder_5 Amanda Eterniale Builder_5
~ ~
292 8 0 0 0 1 292 8 0 0 0 1
S S

View File

@@ -489,10 +489,10 @@ E
sign warning~ sign warning~
The sign says: The sign says:
Welcome to the Student Ghetto! Welcome to the Student Ghetto!
n @n
Fine $103.50 for carrying open alcohol in the streets. Fine $103.50 for carrying open alcohol in the streets.
Fine $ 53.75 for excessively loud noises. Fine $ 53.75 for excessively loud noises.
n @n
ENTER AT YOUR OWN RISK! ENTER AT YOUR OWN RISK!
~ ~
E E
@@ -1214,7 +1214,7 @@ plaque plaques~
E E
sign~ sign~
The sign says: The sign says:
n @n
Gym -> North Gym -> North
Arena -> East Arena -> East
Locker Rooms -> West Locker Rooms -> West

View File

@@ -18,73 +18,73 @@ E
map~ map~
Map Map
c 01 02 03 n @c 01 02 03@n
| | | | | |
| | | | | |
| | | | | |
c15 n----- wH n----- wH n----- wH n---- c04 n @c15@n-----@wH@n-----@wH@n-----@wH@n----@c04@n
| | | | | |
| | | | | |
| | | | | |
c13 n----- wH n- c14 yE c06 n- wH n---- c05 n @c13@n-----@wH@n-@c14 @yE @c06@n-@wH@n----@c05@n
| | | |
| c10 n | | @c10@n |
| | | | | |
c12 n----- wH n----- wH n----- wH n---- c07 n @c12@n-----@wH@n-----@wH@n-----@wH@n----@c07@n
| | | | | |
| | | | | |
| | | | | |
c 11 09 08 n @c 11 09 08@n
yElevator n @yElevator@n
wHalls n @wHalls@n
cApartments n @cApartments@n
~ ~
E E
Plan~ Plan~
Plan Plan
r98 n- y99 n- r00 n @r98@n-@y99@n-@r00@n
| |
r97 @r97
c 37 38 39 n . c 52 53 54 n @c 37 38 39 @n .@c 52 53 54 @n
| | | . | | | | | | . | | |
| | | . | | | | | | . | | |
| | | . | | | | | | . | | |
c51 n---- w05 n---- w06 n---- w07 n---- c40 n. c66---- w13---- w14---- w15---- c55 n @c51@n----@w05@n----@w06@n----@w07@n----@c40 @n. @c66----@w13----@w14----@w15----@c55@n
| | | . | | | | | | . | | |
| | | . | | | | | | . | | |
| | | . | | | | | | . | | |
c49 n---- w08 n- c50 y01 c42 n- w09 n---- c41 n. c64 n---- w16 n- c65 y02 c57 n- w17 n---- c56 n @c49@n----@w08@n-@c50 @y01 @c42@n-@w09@n----@c41 @n. @c64@n----@w16@n-@c65 @y02 @c57@n-@w17@n----@c56@n
| | . | | | | . | |
| c46 n | . | c61 n | | @c46@n | . | @c61@n |
| | | . | | | | | | . | | |
c48 n---- w10 n---- w11 n---- w12 n---- c43 n. c63 n---- w18 n---- w19 n---- w20 n---- c58 n @c48@n----@w10@n----@w11@n----@w12@n----@c43 @n. @c63@n----@w18@n----@w19@n----@w20@n----@c58@n
| | | . | | | | | | . | | |
| | | . | | | | | | . | | |
| | | . | | | | | | . | | |
c 47 45 44 n. c 62 60 59 n @c 47 45 44 @n.@c 62 60 59 @n
......................................................... .........................................................
c 67 68 69 n. c 82 83 84 n @c 67 68 69 @n.@c 82 83 84 @n
| | | . | | | | | | . | | |
| | | . | | | | | | . | | |
| | | . | | | | | | . | | |
c81 n---- w21 n---- w22 n---- w23 n---- c70 n. c96 n---- w29 n---- w30 n---- w31 n---- c85 n @c81@n----@w21@n----@w22@n----@w23@n----@c70 @n. @c96@n----@w29@n----@w30@n----@w31@n----@c85@n
| | | . | | | | | | . | | |
| | | . | | | | | | . | | |
| | | . | | | | | | . | | |
c79 n---- w24 n- c80 y03 c72 n- w25 n---- c71 n. c94 n---- w32 n- c95 y04 c87 n- w33 n---- c86 n @c79@n----@w24@n-@c80 @y03 @c72@n-@w25@n----@c71 @n. @c94@n----@w32@n-@c95 @y04 @c87@n-@w33@n----@c86@n
| | . | | | | . | |
| c76 n | . | c91 n | | @c76@n | . | @c91@n |
| | | . | | | | | | . | | |
c78 n---- w26 n---- w27 n---- w28 n---- c73 n. c93 n---- w34 n---- w35 n---- w36 n---- c88 n @c78@n----@w26@n----@w27@n----@w28@n----@c73 @n. @c93@n----@w34@n----@w35@n----@w36@n----@c88@n
| | | . | | | | | | . | | |
| | | . | | | | | | . | | |
| | | . | | | | | | . | | |
c 77 75 74 n. c 92 90 89 n @c 77 75 74 @n.@c 92 90 89 @n
yElevator: 01-04 n @yElevator: 01-04@n
wHalls: 05-36 n @wHalls: 05-36@n
cApartments: 37-96 n @cApartments: 37-96@n
~ ~
S S
#65301 #65301

View File

@@ -21,29 +21,29 @@ D3
0 0 65397 0 0 65397
E E
map plan~ map plan~
c21 23 25 27 29 31 33 35 37 39 n @c21 23 25 27 29 31 33 35 37 39@n
n| | | | | | | | | | @n| | | | | | | | | |
g20 22 24 26 28 30 32 34 36 38 n @g20 22 24 26 28 30 32 34 36 38@n
n| | | | | | | | | | @n| | | | | | | | | |
y00 n- y01 n- y02 n- y03 n- y04 n- y05 n- y06 n- y07 n- y08 n- y09 n @y00@n-@y01@n-@y02@n-@y03@n-@y04@n-@y05@n-@y06@n-@y07@n-@y08@n-@y09@n
n | | @n | |
c61 n- g60 n- y92 n- g62 n- c63 c77 n- g76 n- y96 n- g78 n- c79 n @c61@n-@g60@n-@y92@n-@g62@n-@c63 @c77@n-@g76@n-@y96@n-@g78@n-@c79@n
n | | @n | |
c65 n- g64 n- y93 n- g66 n- c67 c81 n- g80 n- y97 n- g82 n- c83 n @c65@n-@g64@n-@y93@n-@g66@n-@c67 @c81@n-@g80@n-@y97@n-@g82@n-@c83@n
n | | @n | |
c69 n- g68 n- y94 n- g70 n- c71 c85 n- g84 n- y98 n- g86 n- c87 n @c69@n-@g68@n-@y94@n-@g70@n-@c71 @c85@n-@g84@n-@y98@n-@g86@n-@c87@n
n | | @n | |
c73 n- g72 n- y95 n- g74 n- c75 c89 n- g88 n- y99 n- g90 n- c91 n @c73@n-@g72@n-@y95@n-@g74@n-@c75 @c89@n-@g88@n-@y99@n-@g90@n-@c91@n
n | | @n | |
y10 n- y11 n- y12 n- y13 n- y14 n- y15 n- y16 n- y17 n- y18 n- y19 n @y10@n-@y11@n-@y12@n-@y13@n-@y14@n-@y15@n-@y16@n-@y17@n-@y18@n-@y19@n
n| | | | | | | | | | @n| | | | | | | | | |
g40 42 44 46 48 50 52 54 56 58 n @g40 42 44 46 48 50 52 54 56 58@n
n| | | | | | | | | | @n| | | | | | | | | |
c41 43 45 47 49 51 53 55 57 59 n @c41 43 45 47 49 51 53 55 57 59@n
yRoads @yRoads
gAtria @gAtria
cHouses @cHouses
~ ~
S S
#65401 #65401

View File

@@ -10,7 +10,7 @@ M 0 8303 5 8313 (a moray eel)
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 8302 20 8345 (a large fish)
M 0 8397 1 8397 (Tai Ho) M 0 8397 1 8397 (Tai Ho)
E 1 8397 99 17 ( yA set of o gChinchirorin n ydice n) E 1 8397 99 17 (@yA set of @o@gChinchirorin@n @ydice@n)
D 0 8397 0 1 (On a Fishing Boat) D 0 8397 0 1 (On a Fishing Boat)
D 0 8393 5 2 (The Mid-Deck) D 0 8393 5 2 (The Mid-Deck)
M 0 8309 1 8393 (a drunken pirate) M 0 8309 1 8393 (a drunken pirate)