Updated World and files for 3.56 release. --Rumble

This commit is contained in:
Rumble
2008-04-13 15:55:11 +00:00
parent ebc985f010
commit 40b1677066
81 changed files with 18819 additions and 17702 deletions

File diff suppressed because it is too large Load Diff

View File

@@ -2,6 +2,7 @@
Obj Command 100 - portal to Midgaard~
1 c 7
en~
* By Rumble of The Builder Academy tbamud.com 9091
if %cmd.mudcommand% == enter && %arg% /= portal
%send% %actor% You enter the portal.
%echoaround% %actor% %actor.name% bravely enters the portal.
@@ -484,6 +485,7 @@ end
Room Command 365 - Jump~
2 c 100
jump~
* By Rumble of The Builder Academy tbamud.com 9091
wait 1 sec
%send% %actor% You jump from the window ledge to certain death.
%echoaround% %actor% %actor.name% decides to test fate and takes a dive out the window.
@@ -492,16 +494,19 @@ wait 1 sec
%echoaround% %actor% %actor.name% falls from above screaming %actor.hisher% lungs out. %actor.heshe% hits the ground with a loud thump.
%force% %actor% look
%send% %actor% You strike the ground hard but somehow manage to survive the impact.
%damage% %actor% 1
* Damage the player all of their hitpoints. They will recover.
set stunned %actor.hitp%
%damage% %actor% %stunned%
~
#132
dg_cast by level~
0 k 100
0 k 10
~
* By Rumble of The Builder Academy tbamud.com 9091
switch %actor.level%
case 1
case 2
case 3
case 2
case 3
dg_cast 'magic missile' %actor%
break
case 5
@@ -514,8 +519,6 @@ switch %actor.level%
dg_cast 'shocking grasp' %actor%
break
case 8
dg_cast 'sleep' %actor%
break
case 9
dg_cast 'lightning bolt' %actor%
break
@@ -543,14 +546,15 @@ switch %actor.level%
else
dg_cast 'dispel evil' %actor%
end
break
break
case 17
dg_cast 'call lightning' %actor%
break
case 18
case 19
case 19
dg_cast 'harm' %actor%
break
* Level 20 and above gets fireball!
default
dg_cast 'fireball' %actor%
break
@@ -560,6 +564,8 @@ done
Warrior Guildguard - 127~
0 q 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* Replaces the guildguard special procedure.
* Check the direction the player must go to enter the guild.
if %direction% == up
* Stop them if they are not the appropriate class.
@@ -950,29 +956,29 @@ emote %speech%
Angel Receives Treats - 207~
0 j 100
~
* By Rumble of The Builder Academy tbamud.com 9091
* A simple receive trig if you give the dog food she will eat it. If you give
* her dog treats she will follow you. Everything else she drops.
if %object.type% == FOOD
wait 1 sec
emote swallows %object.shortdesc% without even chewing.
%purge% %object%
wait 1 sec
emote looks up at %actor.name%, hoping for some more.
if %object.vnum% == 164
wait 1 sec
* By Rumble of The Builder Academy tbamud.com 9091
* A simple receive trig if you give the dog food she will eat it. If you give
* her dog treats she will follow you. Everything else she drops.
if %object.type% == FOOD
wait 1 sec
emote swallows %object.shortdesc% without even chewing.
wait 1 sec
emote looks up at %actor.name%, hoping for some more.
if %object.vnum% == 164
wait 1 sec
mfollow %actor%
end
else
wait 1 s
set obj_name %object.name%
drop %obj_name%
end
end
%purge% %object%
else
wait 1 s
drop %object.name.car%
end
~
#153
Angel Follows Masters Commands - 207~
0 d 1
*~
* By Rumble of The Builder Academy tbamud.com 9091
if %self.master% == %actor%
wait 1 sec
switch %speech.car%
@@ -1064,6 +1070,7 @@ end
Angel plays with chicken - 207~
0 b 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %self.has_item(172)%
growl chicken
squeeze chicken
@@ -1499,14 +1506,15 @@ done
Prison Commissar M31~
0 b 3
~
* By Rumble of The Builder Academy tbamud.com 9091
* Prison Commissar - M31 - T173
eval max %random.4%
set txt1 you Americans were nothing like the French, we could count on them to be reasonable.
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."
set txt3 War has blighted this planet in all but 268 of the past 4000 years.
set txt4 We may not have freedom, but after 4000 years we have order, and we will settle for that.
set speech %%txt0%%%
eval speech %speech%
eval max %random.5%
set text[1] you Americans were nothing like the French, we could count on them to be reasonable.
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."
set text[3] War has blighted this planet in all but 268 of the past 4000 years.
set text[4] We may not have freedom, but after 4000 years we have order, and we will settle for that.
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?
eval speech %%text[%max%]%%
say %speech%
~
#174
@@ -1774,7 +1782,8 @@ Epictetus M29~
* Epictetus - M29 - T181 By Rumble
eval max %random.26%
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?
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.
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.
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.
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.
set txt[6] Things that are not within our own power, not without our Will, can by no means be either good or evil.
@@ -1785,7 +1794,8 @@ set txt[10] Fear was not something that came out of the shadows of the night and
set txt[11] For it is within you, that both your destruction and deliverance lie.
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.
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.
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.
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.
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.
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.
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.
@@ -1794,7 +1804,8 @@ set txt[20] A man's master is he who is able to confer or remove what that man s
set txt[21] You must acquire a constancy of character that will make it impossible for another to do you wrong.
set txt[22] Who is the invincible man? He who cannot be dismayed by any happening beyond his control.
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.
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.
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.
set txt[25] Lameness is an impediment to the body but not to the will.
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.
set speech %%txt[%max%]%%
eval speech %speech%
@@ -1986,7 +1997,7 @@ set txt[23] Dostoyevsky was a wise man, "You see, gentlemen, reason is an excell
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."
set txt[25] Wittgenstein is know for, "If it comes easy, it ain't worth a damn."
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."
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."
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."
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.
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.
set txt[30] I knew I could contain material - so long as they didn't know I knew it.

View File

@@ -18,7 +18,7 @@ Near Death Trap - 10650~
~
* 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.

View File

@@ -20,7 +20,7 @@ Near Death Trap Sink Hole - 10773~
~
* Near Death Trap stuns actor
wait 3 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.

View File

@@ -66,7 +66,7 @@ if %actor.is_pc%
end
~
#1202
Justice sword~
Object Wear or Wield Example~
1 j 100
~
* test trigger
@@ -139,26 +139,76 @@ if %cmd.mudcommand% == enter && portal /= %arg%
end
~
#1205
(1207) Heiach's Faeries~
0 e 0
entered~
if %actor.name% == Heiach
wait 1 sec
say welcome back Heiach!
wait 1 sec
giggle
elseif %actor.name% == Elorien
wait 1 sec
say Oh my, it's Elorien! Welcome mistress!
bow elorien
else
wait 1 sec
say Hey! Who are you?!
wait 5
%send% %actor% You are enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light!
%echoaround% %actor% %actor.name% is enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light and disappears.
%teleport% %actor% 3001
end
Object Affects Example~
1 n 100
~
* By Rumble of The Builder Academy tbamud.com 9091
if %self.affects(BLIND)%
%echo% This object is affected with blind.
end
if %self.affects(INVIS)%
%echo% This object is affected with invisibility.
end
if %self.affects(DET-ALIGN)%
%echo% This object is affected with detect alignment.
end
if %self.affects(DET-INVIS)%
%echo% This object is affected with detect invisibility.
end
if %self.affects(DET-MAGIC)%
%echo% This object is affected with detect magic.
end
if %self.affects(SENSE-LIFE)%
%echo% This object is affected with sense life.
end
if %self.affects(WATWALK)%
%echo% This object is affected with water walk.
end
if %self.affects(SANCT)%
%echo% This object is affected with sanctuary.
end
if %self.affects(GROUP)%
%echo% This object is affected with group.
end
if %self.affects(CURSE)%
%echo% This object is affected with curse.
end
if %self.affects(INFRA)%
%echo% This object is affected with infravision.
end
if %self.affects(POISON)%
%echo% This object is affected with poison.
end
if %self.affects(PROT-EVIL)%
%echo% This object is affected with protection from evil.
end
if %self.affects(PROT-GOOD)%
%echo% This object is affected with protection from good.
end
if %self.affects(SLEEP)%
%echo% This object is affected with sleep.
end
if %self.affects(NO_TRACK)%
%echo% This object is affected with no track.
end
if %self.affects(FLYING)%
%echo% This object is affected with flying.
end
if %self.affects(SCUBA)%
%echo% This object is affected with scuba.
end
if %self.affects(SNEAK)%
%echo% This object is affected with sneak.
end
if %self.affects(HIDE)%
%echo% This object is affected with hide.
end
if %self.affects(UNUSED)%
%echo% This object is affected with unused.
end
if %self.affects(INFRA)%
%echo% This object is affected with charm.
end
~
#1206
(1207) Capturing~
@@ -288,15 +338,95 @@ if %cmd.mudcommand% == sit && chair /= %arg%
end
~
#1210
Remove From Room~
2 g 100
Actor Pref Checking~
2 q 100
~
if %actor.level% == 31
%echo% GET OUT!
%teleport% %actor% 0
else
%echo% Welcome %actor.name%, please enjoy.
%force% %actor% look
if %actor.pref(BRIEF)%
%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)%
%send% %actor% You have NO_TELL on.
end
if %actor.pref(D_HP)%
%send% %actor% You have D_HP on.
end
if %actor.pref(D_MANA)%
%send% %actor% You have D_MANA on.
end
if %actor.pref(D_MOVE)%
%send% %actor% You have D_MOVE on.
end
if %actor.pref(AUTOEX)%
%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~

View File

@@ -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.

View File

@@ -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%

View File

@@ -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
~
$~

View File

@@ -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

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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%
~
$~

View File

@@ -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

View File

@@ -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%
~
$~

View File

@@ -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%
~
$~

View File

@@ -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%
~
$~

View File

@@ -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%
~
$~

View File

@@ -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.

View File

@@ -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.

View File

@@ -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%
~
$~

View File

@@ -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
~

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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

View File

@@ -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%

View File

@@ -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%
~
$~

View File

@@ -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.

View File

@@ -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.

View File

@@ -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.

View File

@@ -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
~
$~