Updated World and files for 3.56 release. --Rumble
This commit is contained in:
File diff suppressed because it is too large
Load Diff
@@ -2,6 +2,7 @@
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Obj Command 100 - portal to Midgaard~
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1 c 7
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en~
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* By Rumble of The Builder Academy tbamud.com 9091
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if %cmd.mudcommand% == enter && %arg% /= portal
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%send% %actor% You enter the portal.
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%echoaround% %actor% %actor.name% bravely enters the portal.
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@@ -484,6 +485,7 @@ end
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Room Command 365 - Jump~
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2 c 100
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jump~
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* By Rumble of The Builder Academy tbamud.com 9091
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wait 1 sec
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%send% %actor% You jump from the window ledge to certain death.
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%echoaround% %actor% %actor.name% decides to test fate and takes a dive out the window.
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@@ -492,16 +494,19 @@ wait 1 sec
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%echoaround% %actor% %actor.name% falls from above screaming %actor.hisher% lungs out. %actor.heshe% hits the ground with a loud thump.
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%force% %actor% look
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%send% %actor% You strike the ground hard but somehow manage to survive the impact.
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%damage% %actor% 1
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* Damage the player all of their hitpoints. They will recover.
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set stunned %actor.hitp%
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%damage% %actor% %stunned%
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~
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#132
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dg_cast by level~
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0 k 100
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0 k 10
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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switch %actor.level%
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case 1
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case 2
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case 3
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case 2
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case 3
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dg_cast 'magic missile' %actor%
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break
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case 5
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@@ -514,8 +519,6 @@ switch %actor.level%
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dg_cast 'shocking grasp' %actor%
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break
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case 8
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dg_cast 'sleep' %actor%
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break
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case 9
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dg_cast 'lightning bolt' %actor%
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break
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@@ -543,14 +546,15 @@ switch %actor.level%
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else
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dg_cast 'dispel evil' %actor%
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end
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break
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break
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case 17
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dg_cast 'call lightning' %actor%
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break
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case 18
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case 19
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case 19
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dg_cast 'harm' %actor%
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break
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* Level 20 and above gets fireball!
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default
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dg_cast 'fireball' %actor%
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break
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@@ -560,6 +564,8 @@ done
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Warrior Guildguard - 127~
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0 q 100
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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* Replaces the guildguard special procedure.
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* Check the direction the player must go to enter the guild.
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if %direction% == up
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* Stop them if they are not the appropriate class.
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@@ -950,29 +956,29 @@ emote %speech%
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Angel Receives Treats - 207~
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0 j 100
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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* A simple receive trig if you give the dog food she will eat it. If you give
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* her dog treats she will follow you. Everything else she drops.
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if %object.type% == FOOD
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wait 1 sec
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emote swallows %object.shortdesc% without even chewing.
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%purge% %object%
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wait 1 sec
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emote looks up at %actor.name%, hoping for some more.
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if %object.vnum% == 164
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wait 1 sec
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* By Rumble of The Builder Academy tbamud.com 9091
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* A simple receive trig if you give the dog food she will eat it. If you give
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* her dog treats she will follow you. Everything else she drops.
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if %object.type% == FOOD
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wait 1 sec
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emote swallows %object.shortdesc% without even chewing.
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wait 1 sec
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emote looks up at %actor.name%, hoping for some more.
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if %object.vnum% == 164
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wait 1 sec
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mfollow %actor%
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end
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else
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wait 1 s
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set obj_name %object.name%
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drop %obj_name%
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end
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end
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%purge% %object%
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else
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wait 1 s
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drop %object.name.car%
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end
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~
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#153
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Angel Follows Masters Commands - 207~
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0 d 1
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*~
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* By Rumble of The Builder Academy tbamud.com 9091
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if %self.master% == %actor%
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wait 1 sec
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switch %speech.car%
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@@ -1064,6 +1070,7 @@ end
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Angel plays with chicken - 207~
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0 b 100
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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if %self.has_item(172)%
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growl chicken
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squeeze chicken
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@@ -1499,14 +1506,15 @@ done
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Prison Commissar M31~
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0 b 3
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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* Prison Commissar - M31 - T173
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eval max %random.4%
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set txt1 you Americans were nothing like the French, we could count on them to be reasonable.
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set txt2 you Americans think you are so smart. We have figured out your fourth signal. Four beats or waves or taps or whatever you come up with means "wait."
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set txt3 War has blighted this planet in all but 268 of the past 4000 years.
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set txt4 We may not have freedom, but after 4000 years we have order, and we will settle for that.
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set speech %%txt0%%%
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eval speech %speech%
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eval max %random.5%
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set text[1] you Americans were nothing like the French, we could count on them to be reasonable.
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set text[2] you Americans think you are so smart. We have figured out your fourth signal. Four beats or waves or taps or whatever you come up with means "wait."
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set text[3] War has blighted this planet in all but 268 of the past 4000 years.
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set text[4] We may not have freedom, but after 4000 years we have order, and we will settle for that.
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set text[5] I do not get paid enough for such a despicable job. I don't suppose you would give me a little something in exchange for my help?
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eval speech %%text[%max%]%%
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say %speech%
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~
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#174
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@@ -1774,7 +1782,8 @@ Epictetus M29~
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* Epictetus - M29 - T181 By Rumble
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eval max %random.26%
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set txt[1] the judge will do some things to you which are thought to be terrifying, but how can he stop you from taking the punishment he threatened?
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set txt[2] what are the benefits of a stoic life? It is an ancient and honorable package of advice on how to stay out of the clutches of those who are trying to get you on the hook, trying to give you a feeling of obligation, trying to get moral leverage.set txt[3] There can be no such thing as being the "victim" of another. You can only be a "victim" of yourself.
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set txt[2] what are the benefits of a stoic life? It is an ancient and honorable package of advice on how to stay out of the clutches of those who are trying to get you on the hook, trying to give you a feeling of obligation, trying to get moral leverage.
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set txt[3] There can be no such thing as being the "victim" of another. You can only be a "victim" of yourself.
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set txt[4] Show me a man who though sick is happy, who though in danger is happy, who though in prison is happy, and I'll show you a Stoic.
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set txt[5] remember you are an actor in a drama of such sort as the Author chooses - if short, then in a short one. If long, then in a long one. If it be his pleasure that you should enact a poor man, or a cripple, or a ruler, see that you act it well.
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set txt[6] Things that are not within our own power, not without our Will, can by no means be either good or evil.
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@@ -1785,7 +1794,8 @@ set txt[10] Fear was not something that came out of the shadows of the night and
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set txt[11] For it is within you, that both your destruction and deliverance lie.
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set txt[12] Tranquility, fearlessness, and freedom. You can have these only if you are honest and take responsibility for your own actions. You've got to get it straight! You are in charge of you.
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set txt[13] nobody can harm you without your permission. There can be no such thing as a victim, you can only be a victim of yourself.
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set txt[14] Where, then, does the great evil and the great good lie in man? In the attitude of his will, and if that element stands firm and neither his self respect, nor his faithfulness, nor his intelligence be destroyed, then the man is also preserved.set txt[15] When a man who has set his will neither on dying nor upon living at any cost, comes into the presence of the tyrant, what is there to prevent him from being without fear? Nothing.
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set txt[14] Where, then, does the great evil and the great good lie in man? In the attitude of his will, and if that element stands firm and neither his self respect, nor his faithfulness, nor his intelligence be destroyed, then the man is also preserved.
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set txt[15] When a man who has set his will neither on dying nor upon living at any cost, comes into the presence of the tyrant, what is there to prevent him from being without fear? Nothing.
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set txt[16] it is better that man not deserve anything he does not control. Otherwise, he will go after what is not his, and this is the start of crime, wars, you name it.
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set txt[17] every man bears the exclusive responsibility for his own good and evil. This makes it impossible for one person to do the wrong and make another, the innocent, suffer.
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set txt[18] No one comes to his fall because of another's deed. No one is evil without loss or damage. No man can do wrong with impunity.
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@@ -1794,7 +1804,8 @@ set txt[20] A man's master is he who is able to confer or remove what that man s
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set txt[21] You must acquire a constancy of character that will make it impossible for another to do you wrong.
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set txt[22] Who is the invincible man? He who cannot be dismayed by any happening beyond his control.
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set txt[23] To have your heart set on something you do not control is to invite slavery, for he who does control it, knowing of your hunger for it, can make you perform like a monkey on a string.
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set txt[24] Men are disturbed not by things, but by the view that they take of them. Do not be concerned with things which are beyond your power. Demand not that events should happen as you wish, but wish them to happen as they do happen and you will get set txt[25] Lameness is an impediment to the body but not to the will.
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set txt[24] Men are disturbed not by things, but by the view that they take of them. Do not be concerned with things which are beyond your power. Demand not that events should happen as you wish, but wish them to happen as they do happen and you will get on well.
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set txt[25] Lameness is an impediment to the body but not to the will.
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set txt[26] We have devised a series of operating signals. The third means "repeat," just make three taps, waves, or whatever you can do.
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set speech %%txt[%max%]%%
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eval speech %speech%
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@@ -1986,7 +1997,7 @@ set txt[23] Dostoyevsky was a wise man, "You see, gentlemen, reason is an excell
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set txt[24] I once read from Nichmachean Ethics: "There are some instances in which such actions elicit forgiveness rather than praise, for example, when a man acts improperly under a strain greater than human nature can bear, and which no one could endure. Yet there are, perhaps, also acts which no man can possibly be compelled to do, but rather than do them he should accept the most terrible sufferings and death."
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set txt[25] Wittgenstein is know for, "If it comes easy, it ain't worth a damn."
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set txt[26] Fr. Marius recalls someone remarking, "the important thing is not what they've made of you, but what you made of what they've made of you."
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set txt[27] It was only when I lay there on the rotting prison straw that I sensed within myself the first stirrings of good. Gradually it was disclosed to me that the line separating good and evil passes not between states nor between classes nor between political parties, but right through every human heart, through all human hearts. And that is why I turn back to the years of my improsonment and say, "Bless you, prison, for having been a part of my life."
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set txt[27] It was only when I lay there on the rotting prison straw that I sensed within myself the first stirrings of good. Gradually it was disclosed to me that the line separating good and evil passes not between states nor between classes nor between political parties, but right through every human heart, through all human hearts. And that is why I turn back to the years of my imprisonment and say, "Bless you, prison, for having been a part of my life."
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set txt[28] my rules are: BACK US: Don't Bow in public, stay off the Air, admit no Crimes, never Kiss them goodbye, Unity over Self. Never negotiate for yourself but only for us all. Not less than significant pain should cause you to submit.
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set txt[29] The lecture-room of the philosopher is a hospital, students ought not to walk out of it in pleasure, but in pain.
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set txt[30] I knew I could contain material - so long as they didn't know I knew it.
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@@ -18,7 +18,7 @@ Near Death Trap - 10650~
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~
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* Near Death Trap stuns actor
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wait 1 sec
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eval stunned %actor.hitp%
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set stunned %actor.hitp%
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%damage% %actor% %stunned%
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wait 5 sec
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%send% %actor% The Gods pity you enough to allow you to survive.
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@@ -20,7 +20,7 @@ Near Death Trap Sink Hole - 10773~
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~
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* Near Death Trap stuns actor
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wait 3 sec
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eval stunned %actor.hitp%
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set stunned %actor.hitp%
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%damage% %actor% %stunned%
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wait 5 sec
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%send% %actor% The Gods pity you enough to allow you to survive.
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@@ -66,7 +66,7 @@ if %actor.is_pc%
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end
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~
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#1202
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Justice sword~
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Object Wear or Wield Example~
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1 j 100
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~
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* test trigger
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@@ -139,26 +139,76 @@ if %cmd.mudcommand% == enter && portal /= %arg%
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end
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~
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#1205
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(1207) Heiach's Faeries~
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0 e 0
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entered~
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if %actor.name% == Heiach
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wait 1 sec
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say welcome back Heiach!
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wait 1 sec
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giggle
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elseif %actor.name% == Elorien
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wait 1 sec
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say Oh my, it's Elorien! Welcome mistress!
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bow elorien
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else
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wait 1 sec
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say Hey! Who are you?!
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wait 5
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%send% %actor% You are enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light!
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%echoaround% %actor% %actor.name% is enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light and disappears.
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%teleport% %actor% 3001
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end
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Object Affects Example~
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1 n 100
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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if %self.affects(BLIND)%
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%echo% This object is affected with blind.
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end
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if %self.affects(INVIS)%
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%echo% This object is affected with invisibility.
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end
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if %self.affects(DET-ALIGN)%
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%echo% This object is affected with detect alignment.
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end
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if %self.affects(DET-INVIS)%
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%echo% This object is affected with detect invisibility.
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end
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if %self.affects(DET-MAGIC)%
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%echo% This object is affected with detect magic.
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end
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if %self.affects(SENSE-LIFE)%
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%echo% This object is affected with sense life.
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end
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if %self.affects(WATWALK)%
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%echo% This object is affected with water walk.
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end
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if %self.affects(SANCT)%
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%echo% This object is affected with sanctuary.
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end
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if %self.affects(GROUP)%
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%echo% This object is affected with group.
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end
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if %self.affects(CURSE)%
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%echo% This object is affected with curse.
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end
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if %self.affects(INFRA)%
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%echo% This object is affected with infravision.
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end
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if %self.affects(POISON)%
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%echo% This object is affected with poison.
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end
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if %self.affects(PROT-EVIL)%
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%echo% This object is affected with protection from evil.
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end
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if %self.affects(PROT-GOOD)%
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%echo% This object is affected with protection from good.
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end
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if %self.affects(SLEEP)%
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%echo% This object is affected with sleep.
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end
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if %self.affects(NO_TRACK)%
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%echo% This object is affected with no track.
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end
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if %self.affects(FLYING)%
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%echo% This object is affected with flying.
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end
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if %self.affects(SCUBA)%
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%echo% This object is affected with scuba.
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end
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if %self.affects(SNEAK)%
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%echo% This object is affected with sneak.
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end
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if %self.affects(HIDE)%
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%echo% This object is affected with hide.
|
||||
end
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if %self.affects(UNUSED)%
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%echo% This object is affected with unused.
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||||
end
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||||
if %self.affects(INFRA)%
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%echo% This object is affected with charm.
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||||
end
|
||||
~
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#1206
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(1207) Capturing~
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@@ -288,15 +338,95 @@ if %cmd.mudcommand% == sit && chair /= %arg%
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end
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~
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#1210
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Remove From Room~
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||||
2 g 100
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||||
Actor Pref Checking~
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||||
2 q 100
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||||
~
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||||
if %actor.level% == 31
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||||
%echo% GET OUT!
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||||
%teleport% %actor% 0
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||||
else
|
||||
%echo% Welcome %actor.name%, please enjoy.
|
||||
%force% %actor% look
|
||||
if %actor.pref(BRIEF)%
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||||
%send% %actor% You have BRIEF on.
|
||||
end
|
||||
if %actor.pref(COMPACT)%
|
||||
%send% %actor% You have COMPACT on.
|
||||
end
|
||||
if %actor.pref(NO_SHOUT)%
|
||||
%send% %actor% You have NO_SHOUT on.
|
||||
end
|
||||
if %actor.pref(NO_TELL)%
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||||
%send% %actor% You have NO_TELL on.
|
||||
end
|
||||
if %actor.pref(D_HP)%
|
||||
%send% %actor% You have D_HP on.
|
||||
end
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||||
if %actor.pref(D_MANA)%
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||||
%send% %actor% You have D_MANA on.
|
||||
end
|
||||
if %actor.pref(D_MOVE)%
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||||
%send% %actor% You have D_MOVE on.
|
||||
end
|
||||
if %actor.pref(AUTOEX)%
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||||
%send% %actor% You have AUTOEX on.
|
||||
end
|
||||
if %actor.pref(NO_HASS)%
|
||||
%send% %actor% You have NO_HASS on.
|
||||
end
|
||||
if %actor.pref(QUEST)%
|
||||
%send% %actor% You have QUEST on.
|
||||
end
|
||||
if %actor.pref(SUMN)%
|
||||
%send% %actor% You have SUMN on.
|
||||
end
|
||||
if %actor.pref(NO_REP)%
|
||||
%send% %actor% You have NO_REP on.
|
||||
end
|
||||
if %actor.pref(LIGHT)%
|
||||
%send% %actor% You have LIGHT on.
|
||||
end
|
||||
if %actor.pref(C1)%
|
||||
%send% %actor% You have C1 on.
|
||||
end
|
||||
if %actor.pref(NO_WIZ)%
|
||||
%send% %actor% You have NO_WIZ on.
|
||||
end
|
||||
if %actor.pref(L1)%
|
||||
%send% %actor% You have L1 on.
|
||||
end
|
||||
if %actor.pref(L2)%
|
||||
%send% %actor% You have L2 on.
|
||||
end
|
||||
if %actor.pref(NO_AUC)%
|
||||
%send% %actor% You have NO_AUC on.
|
||||
end
|
||||
if %actor.pref(NO_GOS)%
|
||||
%send% %actor% You have NO_GOS on.
|
||||
end
|
||||
if %actor.pref(RMFLG)%
|
||||
%send% %actor% You have RMFLG on.
|
||||
end
|
||||
if %actor.pref(D_AUTO)%
|
||||
%send% %actor% You have D_AUTO on.
|
||||
end
|
||||
if %actor.pref(CLS)%
|
||||
%send% %actor% You have CLS on.
|
||||
end
|
||||
if %actor.pref(BLDWLK)%
|
||||
%send% %actor% You have BLDWLK on.
|
||||
end
|
||||
if %actor.pref(AFK)%
|
||||
%send% %actor% You have AFK on.
|
||||
end
|
||||
if %actor.pref(AUTOLOOT)%
|
||||
%send% %actor% You have AUTOLOOT on.
|
||||
end
|
||||
if %actor.pref(AUTOGOLD)%
|
||||
%send% %actor% You have AUTOGOLD on.
|
||||
end
|
||||
if %actor.pref(AUTOSPLIT)%
|
||||
%send% %actor% You have AUTOSPLIT on.
|
||||
end
|
||||
if %actor.pref(AUTOSAC)%
|
||||
%send% %actor% You have AUTOSAC on.
|
||||
end
|
||||
if %actor.pref(AUTOASSIST)%
|
||||
%send% %actor% You have AUTOASSIST on.
|
||||
end
|
||||
~
|
||||
#1211
|
||||
@@ -316,7 +446,10 @@ Animal Chase Board Game - O1212~
|
||||
go~
|
||||
* By Mordecai
|
||||
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
|
||||
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg%==stay)
|
||||
* By Mordecai
|
||||
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
|
||||
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg
|
||||
%==stay)
|
||||
return 0
|
||||
if %cmd%!=gos
|
||||
%send% %actor% Type: go < up | down | left | right >
|
||||
@@ -844,17 +977,10 @@ wait 1
|
||||
return 0
|
||||
~
|
||||
#1217
|
||||
Argument Testing Trigger~
|
||||
2 c 100
|
||||
target~
|
||||
%echo% %actor.name% is targetting %arg% IS_PC: %arg.is_pc%
|
||||
if %arg.is_pc% == 1
|
||||
%echo% It is a player.
|
||||
elseif %arg.is_pc% == 0
|
||||
%echo% It is a mob.
|
||||
else
|
||||
%echo It is an object.
|
||||
end
|
||||
FREE~
|
||||
0 f 50
|
||||
~
|
||||
* No Script
|
||||
~
|
||||
#1218
|
||||
Multiple Command Example Trig~
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Lions - 12017~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 1 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The lions grow bored once you stop struggling and leave you to die.
|
||||
|
||||
@@ -94,10 +94,11 @@ end
|
||||
Trial Vnum Assigner - 1332~
|
||||
1 c 2
|
||||
tbalim~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Trial vnum assigner. For STAFF only! Make sure player has nohassle off.
|
||||
* Make sure name matches a player, purge mobs or use 0.name if you have
|
||||
* troubles. Socrates should have given them an assigner.
|
||||
* Usage: tbalim <player> <vnum | purge>
|
||||
* troubles. They are given an assigner in the mortal start room.
|
||||
* Usage: tbalim player vnum | purge
|
||||
if !%actor.is_pc% || %actor.level% < 32
|
||||
%send% %actor% Only human staff can use this limiter.
|
||||
else
|
||||
@@ -114,7 +115,7 @@ else
|
||||
%send% %actor% %arg.car%'s trial vnum set to %arg.cdr%.
|
||||
end
|
||||
else
|
||||
%send% %actor% Make sure they have nohassle off. Don't use it on mobs. Use 0.<name>!
|
||||
%send% %actor% Make sure they have nohassle off. Don't use it on mobs. Use 0.name!
|
||||
return 0
|
||||
end
|
||||
end
|
||||
@@ -1809,8 +1810,10 @@ end
|
||||
Trial Vnum Assigner - 1332~
|
||||
1 c 2
|
||||
*~
|
||||
* Player must have nohassle off! To junk assigner use tbalim purge <player>.
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Player must have nohassle off! To junk assigner use tbalim purge player.
|
||||
if %actor.varexists(TBA_trial_vnum)% && %actor.level% == 31
|
||||
* We set completed trial vnums to -#. So if negative abort.
|
||||
if %actor.TBA_trial_vnum% < 0
|
||||
return 0
|
||||
end
|
||||
@@ -1826,10 +1829,12 @@ if %actor.varexists(TBA_trial_vnum)% && %actor.level% == 31
|
||||
%send% %actor% GOTO %actor.TBA_trial_vnum% to purge your room.
|
||||
elseif %cmd.mudcommand% == nohassle || (%cmd.mudcommand% == toggle && nohassle /= %arg.car%)
|
||||
%send% %actor% You cannot enable nohassle until you finish your trial vnum.
|
||||
elseif %cmd.mudcommand% == sedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == buildwalk || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete
|
||||
%send% %actor% Sedit, Trigedit, Buildwalk, Dig, Rclone, Attach, Detach, and Vdelete are not required for your trial vnum.
|
||||
elseif %cmd.mudcommand% == buildwalk || (%cmd.mudcommand% == toggle && buildwalk /= %arg.car%)
|
||||
%send% %actor% You cannot enable buildwalk until you finish your trial vnum.
|
||||
elseif %cmd.mudcommand% == sedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete
|
||||
%send% %actor% Sedit, Trigedit, Dig, Rclone, Attach, Detach, and Vdelete are not required for your trial vnum.
|
||||
elseif %cmd.mudcommand% == zpurge
|
||||
%send% %actor% Zpurge is not required for your trial vnum.
|
||||
%send% %actor% Zpurge is not required for your trial vnum. Use 'purge' or 'purge item.'
|
||||
else
|
||||
return 0
|
||||
end
|
||||
@@ -1841,7 +1846,8 @@ end
|
||||
!DROP Assigner - 1332~
|
||||
1 his 100
|
||||
~
|
||||
if %actor.level% == 31
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
if %actor.level% < 32
|
||||
%send% %actor% You can't get rid of %self.shortdesc%.
|
||||
return 0
|
||||
end
|
||||
@@ -2685,7 +2691,7 @@ Detach 1388 %self.id%
|
||||
%echo% detached
|
||||
~
|
||||
#1389
|
||||
Obj Command Assemble~
|
||||
FREE~
|
||||
1 c 7
|
||||
join~
|
||||
eval currentroom %self.room%
|
||||
|
||||
@@ -1284,7 +1284,7 @@ test while~
|
||||
~
|
||||
%at% 1900 %load% obj 1901
|
||||
%send% %actor% You are not worthy!!
|
||||
eval stunned %actor.hitp% - 1
|
||||
set stunned %actor.hitp% - 1
|
||||
%damage% %actor% %stunned%
|
||||
eval num %random.99% + 1900
|
||||
%teleport% %actor.name% %num%
|
||||
@@ -1510,4 +1510,10 @@ rdelete zn118_thinwrite %actor.id%
|
||||
set zn118_thindone 1
|
||||
remote zn118_thindone %actor.id%
|
||||
~
|
||||
#1996
|
||||
test~
|
||||
2 c 100
|
||||
test~
|
||||
* No Script
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -179,6 +179,20 @@ else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#208
|
||||
Yoda Using Extract to Warp Speech~
|
||||
0 d 1
|
||||
*~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
wait 2 sec
|
||||
extract word1 1 %speech%
|
||||
extract word2 2 %speech%
|
||||
extract word3 3 %speech%
|
||||
extract word4 4 %speech%
|
||||
extract word5 5 %speech%
|
||||
extract word6 6 %speech%
|
||||
say %word6% %word5% %word4% %word3% %word2% %word1%?
|
||||
~
|
||||
#212
|
||||
Phoenix Rising - 219~
|
||||
1 c 4
|
||||
|
||||
@@ -518,7 +518,7 @@ Near Death Trap Fall - 12684~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 5 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Fall - 24391~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 5 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods pity your puny existence and allow you to live.
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap - 24411, 13, 41, 48, 51-54~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Fall - 24825~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
|
||||
@@ -7,7 +7,7 @@ wait 10 sec
|
||||
%send% %actor% You begin to lose consciousness from lack of oxygen.
|
||||
wait 2 sec
|
||||
%send% %actor% You try to breathe in the putrid water and gag.
|
||||
eval stunned %actor.hitp% + 2
|
||||
set stunned %actor.hitp% + 2
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% The current lessens and you float to the surface.
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Acid - 25042~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
|
||||
@@ -90,7 +90,7 @@ Near Death Trap - 26744~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Iron Maiden - 26801~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -166,44 +166,44 @@ end
|
||||
(2718) Slip in Room after delay~
|
||||
2 g 100
|
||||
~
|
||||
wait 5 s
|
||||
if %actor.is_pc%
|
||||
eval room %actor.room%
|
||||
if %room.vnum% == 2718
|
||||
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
|
||||
%damage% %actor% 10
|
||||
if %actor.is_pc%
|
||||
wait 5 s
|
||||
eval room %actor.room%
|
||||
if %room.vnum% == 2718
|
||||
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
|
||||
%damage% %actor% 10
|
||||
wait 5 s
|
||||
if %actor.is_pc%
|
||||
eval room %actor.room%
|
||||
if %room.vnum% == 2718
|
||||
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
|
||||
%damage% %actor% 10
|
||||
wait 5 s
|
||||
if %actor.is_pc%
|
||||
eval room %actor.room%
|
||||
if (%room.vnum% == 2718)
|
||||
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
|
||||
%damage% %actor% 10
|
||||
wait 5 s
|
||||
eval room %actor.room%
|
||||
if (%room.vnum% == 2718)
|
||||
%send% %actor% You slip even harder, landing flat on your back and skidding down the tunnel. That really HURT!
|
||||
%damage% %actor% 70
|
||||
%force% %actor% n
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
wait 5 sec
|
||||
eval room %actor.room%
|
||||
if %room.vnum% == 2718
|
||||
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
|
||||
%damage% %actor% 10
|
||||
if %actor.is_pc%
|
||||
wait 5 s
|
||||
eval room %actor.room%
|
||||
if %room.vnum% == 2718
|
||||
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
|
||||
%damage% %actor% 10
|
||||
wait 5 s
|
||||
if %actor.is_pc%
|
||||
eval room %actor.room%
|
||||
if %room.vnum% == 2718
|
||||
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
|
||||
%damage% %actor% 10
|
||||
wait 5 s
|
||||
if %actor.is_pc%
|
||||
eval room %actor.room%
|
||||
if (%room.vnum% == 2718)
|
||||
%send% %actor% Oops! You slip and hurt yourself... perhaps lingering here is not a good idea.
|
||||
%damage% %actor% 10
|
||||
wait 5 s
|
||||
eval room %actor.room%
|
||||
if (%room.vnum% == 2718)
|
||||
%send% %actor% You slip even harder, landing flat on your back and skidding down the tunnel. That really HURT!
|
||||
%damage% %actor% 70
|
||||
%force% %actor% n
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#2712
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Spikes - 28499~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap - 29132~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -46,7 +46,7 @@ Near Death Trigger - 29267~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap - 29954~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -454,7 +454,7 @@ if napalm /= %cmd%
|
||||
%send% %actor% You throw the napalm at %arg.name%, it strikes %arg.himher% and shatters, exploding into a ball of fire consuming %arg.himher% completely.
|
||||
%echoaround% %actor% %actor.name% throws the napalm at %arg.name%. It shatters and explodes into a ball of fire consuming %arg.himher%.
|
||||
%asound% A large explosion is heard close by.
|
||||
eval stunned %arg.hitp%
|
||||
set stunned %arg.hitp%
|
||||
%damage% %arg% %stunned%
|
||||
wait 5 sec
|
||||
%echoaround% %arg% %arg.name% collapses to the ground as the flames die down. %arg.heshe% seems to still be alive, but barely.
|
||||
|
||||
@@ -163,7 +163,7 @@ Death Trap~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
%send% %actor% You are on the brink of life and death.
|
||||
%send% %actor% The Gods must favor you this day.
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap - 30305~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 1 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -4,7 +4,7 @@ Death Trap Pit - 3372~
|
||||
~
|
||||
* Near Death Trap stuns actor, then poison will almost kill them.
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
dg_affect %actor% poison on 1
|
||||
~
|
||||
|
||||
@@ -80,7 +80,7 @@ Near Death Trap on the Rocks - 3975~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 6 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% You lay among the jagged rocks.
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Rickety Rope Bridge - 5062~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 4 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% You somehow survive the fall and lay among the rocks.
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Sacrificial Pit - 5143~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 4 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% The spiders bring you to the brink of death.
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Fall - 5249~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 2 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% You somehow survive the fall.
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Fall - 5307~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 2 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% You somehow survive the fall.
|
||||
|
||||
@@ -62,7 +62,7 @@ Near Death Trap Fall - 5707~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 2 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% You continue to fall... and fall... and fall.
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Spiders - 6131~
|
||||
~
|
||||
* Near Death Trap stuns actor, then poison will almost kill them.
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
dg_affect %actor% poison on 1
|
||||
|
||||
@@ -11,7 +11,7 @@ wait 2 sec
|
||||
%echoaround% %actor% Mahatma plunges a black dagger into %actor.name%'s back and takes all of %actor.hisher% equipment.
|
||||
* Damage the actor to 0 hitpoints so they lay there stunned, unable to move.
|
||||
* They will recover.
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
* steal all their inventory.
|
||||
set i %actor.inventory%
|
||||
|
||||
@@ -7,7 +7,7 @@ wait 5 sec
|
||||
%send% %actor% %self.name% cackles at your stupidity for entering %self.hisher% domain.
|
||||
wait 2 sec
|
||||
%send% %actor% %self.name% makes a slight gesture with %self.hisher% right hand.
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Mid-Air - 7114, 7190~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 1 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% Watch your step next time.
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Fall- 7920~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 1 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% Watch your step next time.
|
||||
|
||||
@@ -252,7 +252,7 @@ Near Death Trap Davy Jones' Locker - 8386~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 1 sec
|
||||
eval stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods pity you enough to allow you to survive.
|
||||
|
||||
@@ -1,139 +1,139 @@
|
||||
#9600
|
||||
Windblow - 1, 4-8, 10-22~
|
||||
2 ab 23
|
||||
~
|
||||
%echo% A light breeze picks up, causing the leaves to rustle quietly.
|
||||
wait 200
|
||||
%echo% Nearby, a bird chirps its greetings to the world.
|
||||
wait 200
|
||||
%echo% A rabbit hops across the path, pursued by a wily red fox.
|
||||
~
|
||||
#9603
|
||||
Wizard - 9603~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
emote sighs deeply.
|
||||
say I suppose...that you're...here to seek the....treasure also?
|
||||
wait 1 s
|
||||
%echo% The wizard's face brightens considerably.
|
||||
say Or...Are you here to shop? I have a nice variety of potions...
|
||||
end
|
||||
~
|
||||
#9604
|
||||
Wizard tell - 9603~
|
||||
0 d 1
|
||||
treasure~
|
||||
say Fool! But...it is...your...death!
|
||||
emote hums a word of arcane power, and your vision blurs momentarily.
|
||||
%teleport% all 9633
|
||||
close door
|
||||
~
|
||||
#9609
|
||||
Swamp Eat - 9609~
|
||||
2 g 30
|
||||
~
|
||||
wait 1
|
||||
%echo% A rabbit emerges from the underbrush, chased by a fox.
|
||||
wait 1 s
|
||||
%echo% When the rabbit reaches the swampy mess, he slows to a stop, and starts sinking.
|
||||
wait 1 s
|
||||
%echo% The fox waits for a moment at the edge of the pit, then disappears back into the forest.
|
||||
~
|
||||
#9623
|
||||
Walking Squelch - 9623~
|
||||
2 g 100
|
||||
~
|
||||
wait 10
|
||||
%echo% *squelch, squelch, squelch* Grrrrrrr...
|
||||
~
|
||||
#9647
|
||||
Knight Death - 9647~
|
||||
0 f 100
|
||||
~
|
||||
%load% obj 9666
|
||||
drop head
|
||||
~
|
||||
#9648
|
||||
Fish Key - 9653~
|
||||
2 d 1
|
||||
fish~
|
||||
%echo% A childish voice booms, "Well done! Here's the key..."
|
||||
%load% obj 9652
|
||||
~
|
||||
#9649
|
||||
Choose Brain Riddle - 9653~
|
||||
2 d 1
|
||||
brain brains~
|
||||
%echo% A childish voice booms, "Riddle me this, riddle me that...
|
||||
%echo% Alive without breath
|
||||
%echo% Cold as death
|
||||
%echo% Never thirsty, ever drinking
|
||||
%echo% All in mail, never clinking."
|
||||
~
|
||||
#9650
|
||||
Key Load - 9651~
|
||||
0 n 100
|
||||
~
|
||||
%load% obj 9652
|
||||
~
|
||||
#9651
|
||||
Choose Brawn - 9653~
|
||||
2 d 1
|
||||
Brawn~
|
||||
%echo% A voice booms, "So, you have chosen brawn! Good luck, for my minions aren't easily bested!"
|
||||
%load% mob 9651
|
||||
wait 1
|
||||
%echo% A gremlin appears.
|
||||
~
|
||||
#9652
|
||||
King Challenge - 9653~
|
||||
2 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 1 s
|
||||
%echo% A voice booms, "Welcome traveller! You have come far to seek my Sword.
|
||||
%echo% I admire your perseverance.
|
||||
%echo% However, you must prove yourself one more time.
|
||||
%echo% You have proven your brawn, now show me your wit!
|
||||
%echo% Unless you are all brawn, in that case you may fight again.
|
||||
%echo% So, which shall it be? Brains or brawn?"
|
||||
end
|
||||
~
|
||||
#9654
|
||||
King Quest - 9654~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 1 s
|
||||
say Welcome, I have waited long for one to claim my sword.
|
||||
say But, although you've proven yourself many times before, I must ask you to complete one more test.
|
||||
%load% obj 9646
|
||||
give key %actor.name%
|
||||
wait 2 sec
|
||||
say Use this key to get into a holding room downstairs. They're directly across from the stairways.
|
||||
say Bring me back proof of your victory there and I shall give you my sword.
|
||||
wait 1 s
|
||||
say Now go!
|
||||
end
|
||||
~
|
||||
#9666
|
||||
Head Give - 9654~
|
||||
0 j 100
|
||||
~
|
||||
if %object.vnum% != 9666
|
||||
say What is this? I don't want this filth!
|
||||
else
|
||||
wait 1 s
|
||||
say Good work. Here's my sword.
|
||||
%load% obj 9602
|
||||
give sword %actor.name%
|
||||
say Goodbye...My work is done.
|
||||
emote begins aging rapidly, and is soon nothing but a pile of ash.
|
||||
%purge% head
|
||||
%purge% king
|
||||
%echo% You find yourself at the entrance of Domiae.
|
||||
%teleport% all 9619
|
||||
end
|
||||
~
|
||||
$~
|
||||
#9600
|
||||
Windblow - 1, 4-8, 10-22~
|
||||
2 b 23
|
||||
~
|
||||
%echo% A light breeze picks up, causing the leaves to rustle quietly.
|
||||
wait 200
|
||||
%echo% Nearby, a bird chirps its greetings to the world.
|
||||
wait 200
|
||||
%echo% A rabbit hops across the path, pursued by a wily red fox.
|
||||
~
|
||||
#9603
|
||||
Wizard - 9603~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
emote sighs deeply.
|
||||
say I suppose...that you're...here to seek the....treasure also?
|
||||
wait 1 s
|
||||
%echo% The wizard's face brightens considerably.
|
||||
say Or...Are you here to shop? I have a nice variety of potions...
|
||||
end
|
||||
~
|
||||
#9604
|
||||
Wizard tell - 9603~
|
||||
0 d 1
|
||||
treasure~
|
||||
say Fool! But...it is...your...death!
|
||||
emote hums a word of arcane power, and your vision blurs momentarily.
|
||||
%teleport% all 9633
|
||||
close door
|
||||
~
|
||||
#9609
|
||||
Swamp Eat - 9609~
|
||||
2 g 30
|
||||
~
|
||||
wait 1
|
||||
%echo% A rabbit emerges from the underbrush, chased by a fox.
|
||||
wait 1 s
|
||||
%echo% When the rabbit reaches the swampy mess, he slows to a stop, and starts sinking.
|
||||
wait 1 s
|
||||
%echo% The fox waits for a moment at the edge of the pit, then disappears back into the forest.
|
||||
~
|
||||
#9623
|
||||
Walking Squelch - 9623~
|
||||
2 g 100
|
||||
~
|
||||
wait 10
|
||||
%echo% *squelch, squelch, squelch* Grrrrrrr...
|
||||
~
|
||||
#9647
|
||||
Knight Death - 9647~
|
||||
0 f 100
|
||||
~
|
||||
%load% obj 9666
|
||||
drop head
|
||||
~
|
||||
#9648
|
||||
Fish Key - 9653~
|
||||
2 d 1
|
||||
fish~
|
||||
%echo% A childish voice booms, "Well done! Here's the key..."
|
||||
%load% obj 9652
|
||||
~
|
||||
#9649
|
||||
Choose Brain Riddle - 9653~
|
||||
2 d 1
|
||||
brain brains~
|
||||
%echo% A childish voice booms, "Riddle me this, riddle me that...
|
||||
%echo% Alive without breath
|
||||
%echo% Cold as death
|
||||
%echo% Never thirsty, ever drinking
|
||||
%echo% All in mail, never clinking."
|
||||
~
|
||||
#9650
|
||||
Key Load - 9651~
|
||||
0 n 100
|
||||
~
|
||||
%load% obj 9652
|
||||
~
|
||||
#9651
|
||||
Choose Brawn - 9653~
|
||||
2 d 1
|
||||
Brawn~
|
||||
%echo% A voice booms, "So, you have chosen brawn! Good luck, for my minions aren't easily bested!"
|
||||
%load% mob 9651
|
||||
wait 1
|
||||
%echo% A gremlin appears.
|
||||
~
|
||||
#9652
|
||||
King Challenge - 9653~
|
||||
2 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 1 s
|
||||
%echo% A voice booms, "Welcome traveller! You have come far to seek my Sword.
|
||||
%echo% I admire your perseverance.
|
||||
%echo% However, you must prove yourself one more time.
|
||||
%echo% You have proven your brawn, now show me your wit!
|
||||
%echo% Unless you are all brawn, in that case you may fight again.
|
||||
%echo% So, which shall it be? Brains or brawn?"
|
||||
end
|
||||
~
|
||||
#9654
|
||||
King Quest - 9654~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 1 s
|
||||
say Welcome, I have waited long for one to claim my sword.
|
||||
say But, although you've proven yourself many times before, I must ask you to complete one more test.
|
||||
%load% obj 9646
|
||||
give key %actor.name%
|
||||
wait 2 sec
|
||||
say Use this key to get into a holding room downstairs. They're directly across from the stairways.
|
||||
say Bring me back proof of your victory there and I shall give you my sword.
|
||||
wait 1 s
|
||||
say Now go!
|
||||
end
|
||||
~
|
||||
#9666
|
||||
Head Give - 9654~
|
||||
0 j 100
|
||||
~
|
||||
if %object.vnum% != 9666
|
||||
say What is this? I don't want this filth!
|
||||
else
|
||||
wait 1 s
|
||||
say Good work. Here's my sword.
|
||||
%load% obj 9602
|
||||
give sword %actor.name%
|
||||
say Goodbye...My work is done.
|
||||
emote begins aging rapidly, and is soon nothing but a pile of ash.
|
||||
%purge% head
|
||||
%purge% king
|
||||
%echo% You find yourself at the entrance of Domiae.
|
||||
%teleport% all 9619
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
Reference in New Issue
Block a user