diff --git a/ChangeLog b/ChangeLog index f4e33d4..e0cf4b3 100644 --- a/ChangeLog +++ b/ChangeLog @@ -2,9 +2,29 @@ tbaMUD is currently being developed by The Builder Academy. If you need any help or find any bugs please stop by: builderacademy.net 9091 tbaMUD 3.51 +- Removed the extra space when you have no title (thanks Rhade). +- Added "Top of File" to the do_file command (thanks Rhade). +- Removed socials from wizhelp. +- Changed zlist with no arg to list zones. +- Wiznet can now be seen while in OLC, again (thanks Fizban). +- Removed MOBprograms. +- Added ALL_PERMISSIONS so anyone with OLC can have access to the entire World. + Included set olc all. (thanks Rhade). +- Fixed color bleeding from listing consecutive mobs (yellow) and objs(green) + in room or vice versa (thanks Rhade). +- Removed trg/index double entries (thanks Fizban). +- Cleaned up search_help and do_helpcheck. Now using player level instead of + the entire char structure (thanks Rhade). +- Fixed do_sstat_room so stat can display more than just the room you are + standing in (thanks Rhade). +- Fixed crash if you try to boot the game without a shop (thanks Rhade). +- Added online mail notification, "You have mail." as soon as mudmail is sent + (thanks JamDog) and when coming back from afk (thanks Rhade). +- Removed strip_string function; strip_cr does the same thing (thanks Rhade). +- Released tbaMUD3.51rc. - Limited trigedit numeric arg to 0-100. -- Removed the magic numbers for setting DRUNK, HUNGER, THIRST. Renamed FULL to - HUNGER. +- Removed the magic numbers for setting DRUNK, HUNGER, THIRST. +- Renamed FULL to HUNGER. - Changed page to level 1. - Snooping log message is now only visible by higher imms. - Moved nohassle, holylight, showvnums, color, compact, syslog, poofin, @@ -57,7 +77,7 @@ tbaMUD 3.51 - Spellchecked stock.hlp. - Updated fixes from 3.1 CVS snapshot. - Fixed permissions on numerous files. -- Renamed shit, no really in zmalloc.c unsigned char * shit; +- Renamed shit. No really; in zmalloc.c unsigned char * shit; - Spellchecked help.hlp. - Updated /doc/README.Cygwin. - Updated /doc/syserr.txt (much more to do though, along with all /doc, diff --git a/lib/misc/socials.new b/lib/misc/socials.new index 484cd52..f935ae6 100644 --- a/lib/misc/socials.new +++ b/lib/misc/socials.new @@ -2128,6 +2128,21 @@ $n looks at your $t and contemplates grabbing it. You look at $p and contemplates grabbing it. $n looks at $p and contemplates grabbing it. +~facepalm facepalm 0 8 8 0 +You plant your face in the palm of your hand with disbelief. +$n plants $s face into the palm of $s hand, full of disbelief. +You plant your face in the palm of your hand, mumbling something about $N's ways. +$n plants $s face into the palm of $s hand, mumbling something about $N's ways. +$n plants $s face into the palm of $s hand, mumbling something about your ways. +They're not around, bub. +You plant your face in the palm of your hand, not quite sure where you went wrong. +$n plants $s face into the palm of $s hand at $s own mistake. +# +# +# +You plant your face in the palm of your hand, cursing the day $p was ever conceived. +$n plants $s face into the palm of $s hand, cursing the day $p was ever conceived. + ~fade fade 0 5 0 0 You disappear into the void. $n slowly fades out of existence. @@ -2897,8 +2912,8 @@ $n loads object 15400 and dons it. You raise your hand - me me me! $n raises $s hand - me me me! You raise your hand, trying to get $N's attention? -$n raises his hand in response to $N. -$n raises his hand in response to you. +$n raises $s hand in response to $N. +$n raises $s hand in response to you. If you raise your hand in an empty room, does anyone see? You raise your hand... at least thats one of you. $n raises $s hand to $mself... that makes one. @@ -5377,9 +5392,9 @@ $n wiggles $s fingers, holds $s hands near $s holsters, and sizes you up. That there person ain't here. You can't have a shootout with yourself, pardner. $n seems to think about having a shoot out with $mself. $e decides against it. -You look at $N's $t and get ready to draw. -$n looks at your $t and gets ready to draw $s guns. -$n looks at $N's $t and gets ready to draw $s guns. +You look at $N's $t and get ready to draw. +$n looks at $N's $t and gets ready to draw $s guns. +$n looks at your $t and gets ready to draw $s guns. You look over $p and get ready to draw. $n looks over $p and gets ready to draw $s guns. @@ -6158,7 +6173,7 @@ Who do you want to tell to suckit-up? You tell yourself to suckit-up. $n gets $mself a can of suckit-up. You give $S $t a can of suckit-up. -You give $S $t a can of suckit-up. +$n gives $N's $t a can of suckit-up. $n gives your $t a can of suckit-up. You give $p a can of suckit-up. $n gives $p a can of suckit-up. @@ -6637,9 +6652,9 @@ $n pulls out a pocket dragon and toasts you. You are no more! Ow... POOF! Maybe your victim disintegrated... Then again, maybe it was just a figment of your imagination. You toast yourself. You are no more! Ow... $n toasts $mself. $n is no more. $n is ashes, ashes and only ashes, and the ashes blow away in the wind. Buhbye $n. -You pull out a pocket dragon and squeeze it at your $t. $t is no more. $t is ashes, ashes and only ashes, and the ashes blow away in the wind. Buhbye $t. -$n pulls out a pocket dragon and squeezes it at $N's $t. $N's $t is no more. $N's $t is ashes, ashes and only ashes, and the ashes blow away in the wind. Buhbye $N's $t. -$n pulls out a pocket dragon and squeezes it at your $t. Your $t is no more. Your $t is ashes, ashes and only ashes, and the ashes blow away in the wind. Buhbye $t. +# +# +# You pull out a pocket dragon and squeeze it at $p. $p bursts in flame. $p is toast. Poor $p. $n pulls out a pocket dragon and squeezes it at $p. $p bursts in flame. $p is toast. Poor $p. @@ -6667,9 +6682,9 @@ For some reason, $n has just touched you. You can't touch that person, they don't exist. You touch yourself, eww! $n does something a little discusting. -You curiously touch $S $i. -$n curiously touches $N's $i. -$n curiously touches your $i. +You curiously touch $S $t. +$n curiously touches $N's $t. +$n curiously touches your $t. You curiously touch $p. $n curiously touches $p. diff --git a/lib/text/help/help.hlp b/lib/text/help/help.hlp index 8faa893..2c6f907 100644 --- a/lib/text/help/help.hlp +++ b/lib/text/help/help.hlp @@ -2750,24 +2750,19 @@ See also: BAN #31 WIZNET ; WIZTALK WIZTELL WIZCHAT WIZLINE -The immortal communication channel. It is visible while in OLC. -This channel should only be used for building related communications. If you -wish to chat and gossip please feel free to use the gossip channel. The gossip -channel can be turned off through the NOGOS toggle and may be if the spam -becomes too much for you to handle. It is not recommended that you go NOWIZ. +The immortal communication channel which is the only channel visible in OLC. -Usage: wiznet [ '@@' | '+' | '-' | '#' ] [] +Usage: wiznet [ # ] [ | * | @@ ] Examples: ->; - just sends text ->; @@ - shows all gods that are on and visible to you - - also shows if the gods who are visible to you are writing +>wiznet - just sends text. +>; - ; is short for wiznet. +>; @@ - shows all gods that are on and visible to you. + - also shows if the gods who are visible to you are writing. >;# - sends text to everyone and above. - ;#32 only level 32 and above will see this. -This code was provided by Gnort. - See also: NOWIZ #31 ZRESETS RESETS ZONE-RESETS ZONERESETS POPS REPOPS SPAWN RE-POPS ZONEREBOOTS REFRESH ZONE-LOADS ZEDIT_RESET ZONE_RESET LOAD-ZONE LOADZONE LOAD_ZONE @@ -3329,18 +3324,18 @@ mhunt The mobile will begin to hunt for victim, and engage in combat upon finding them. Only Mobiles may use this command. Hunting mobs will walk through NOMOB -rooms. +rooms. %kill% may be used for mobs attacking mobs. Examples: @RTSTAT 19596, 19595@n See also: TRIGEDIT-MOB-BRIBE #31 -%KILL% WKILL OKILL MKILL +MKILL WKILL OKILL %KILL% mkill - mkill causes the mob to hit the victim. It is the same as kill, except mkill -works for low level mobs attacking PCs, where kill might not. + Mkill will force the mob to attack the victim. It is the same as kill, +except mkill works for low level mobs attacking PCs, where kill might not. Examples: @RTSTAT 23613@n #31 @@ -7728,9 +7723,8 @@ ALIAS-EXAMPLES alias poofin set self poofin $* alias poofout set self poofout $* alias poofs score -alias syslog toggle syslog $* -alias color toggle color $* alias cheat return +alias mail at postmaster mail $* See also: ALIASES #31 @@ -10956,7 +10950,8 @@ AFK Usage : afk Lets other players know you will be away from the keyboard. The (AFK) flag will -be displayed in who after your name and title. +be displayed in your prompt and under who after your name and title. When you +come back from AFK you will be notified if you have mail waiting. See also: TOGGLE, WHO #0 diff --git a/lib/text/news b/lib/text/news index f1b8b9b..45751b6 100644 --- a/lib/text/news +++ b/lib/text/news @@ -2,11 +2,18 @@ THE tbaMUD HERALD "We addict players for their own enjoyment." - January, 2007 + February, 2007 NEW COMMANDS AND NEW MUD BEHAVIOR: --------------------------------- +** Over 100 new socials, check them out and feel free to suggest new ones. + +** You will now be notified when you have new mail. + +** New toggles: autoloot, autogold, autosplit, autosac, and autoassist. + +** Improved toggle command allowing more options. ** You can now use the history command to see the last 100 communications from all the channels. It clears upon viewing or log off. diff --git a/lib/world/trg/1.trg b/lib/world/trg/1.trg index ad12df6..eaccd4c 100644 --- a/lib/world/trg/1.trg +++ b/lib/world/trg/1.trg @@ -2030,7 +2030,7 @@ if %actor.is_pc% say Be sure to do everything the room descriptions tell you to do. You should read and comprehend everything contained within these walls. set TBA_greeting 1 remote TBA_greeting %actor.id% - if !%actor.has_item(1233)% + if !%actor.has_item(1332)% %load% obj 1332 %actor% inv end end @@ -2042,7 +2042,7 @@ Rumble's Stayalive bracelet - 88~ ~ eval actor %self.worn_by% if %actor% - %echo% @n + %send% %actor% @n end ~ #196 @@ -2093,7 +2093,7 @@ if %actor.is_pc% && %actor.level% == 1 say Please fill out the application at: geocities.com/buildersacademy/ set TBA_mortal_greeting 1 remote TBA_mortal_greeting %actor.id% - if !%actor.has_item(1233)% + if !%actor.has_item(1332)% %load% obj 1332 %actor% inv end end diff --git a/lib/world/wld/3.wld b/lib/world/wld/3.wld index 09a9450..07dea72 100644 --- a/lib/world/wld/3.wld +++ b/lib/world/wld/3.wld @@ -995,10 +995,10 @@ S #347 The Tower of the Magi~ Everything is made from black stone, which at first glance appears to be -marble, but upon closer examination you can't see any grain within it. Looking -into the stone you seem to lose yourself. Peering further and further into the -blackness, you cannot tell whether it is a trick of the eye or some strange -magic at work here. To the east is the center of the Magis' Quarters. +marble, but upon closer examination has no grain within it. Looking into the +wood causes one to lose themselves as they peer further and further into the +blackness. It is impossible to tell if this is caused by magic or just a simple +trick of the eye. To the east is the center of the Magis' Quarters. ~ 3 0 1 D0 @@ -1020,10 +1020,9 @@ D3 S #348 The Magis Quarter~ - You stand within the heart of the Magi's Quarter. To the east you may enter -the Magi's Mansion where the Master Magi can be found when they are not -guarding the Orb. To the west the pure black Tower of the Magi houses the -sacred Orb that protects the city. + This is the heart of the Magis' Quarters. The Magis' Mansion where they can +be found when they are not guarding the orb is to the east. The pure black +Tower of the Magi which houses the sacred orb that protects the city. ~ 3 0 1 D0 @@ -1046,9 +1045,9 @@ S #349 The Magi Mansion~ The walls are adorned in fancy draperies and expensive tapestries of every -style and design imagineable. The Magi believe in a life of service to their +style and design imaginable. The Magi believe in a life of service to their discipline, but they also believe that they should be able to live in comfort. -This building is one of the most elaborate within the entire city. +This building is one of the most elaborate within the entire city. ~ 3 d 1 D0 @@ -1068,7 +1067,7 @@ S A Study~ Three low hanging lanterns positioned over the rooms large tables illuminate the book-lined walls. There are several chairs at each table so as to allow -those who wish to studey the fine art of magic to rest comfortably. Several +those who wish to study the fine art of magic to rest comfortably. Several books lay open upon the tables. Occasional trickles of smoke waft in from under the doorway to the east. ~ @@ -1362,14 +1361,14 @@ starless sky tear savagely at your fragile body. ~ 3 dj 0 E -sky winds~ - Cold winds plunge ceaselessly at you from the dark, cloudless sky. -~ -E floor~ The stone floor is the same shade of grey as the sky and is completely plain and unscratched. It is probably too hard for anything to leave as much as a scratch on it. ~ +E +sky winds~ + Cold winds plunge ceaselessly at you from the dark, cloudless sky. +~ S $~ diff --git a/lib/world/wld/315.wld b/lib/world/wld/315.wld index 5789bb3..caa5c3a 100644 --- a/lib/world/wld/315.wld +++ b/lib/world/wld/315.wld @@ -1,1539 +1,1539 @@ -#31500 -Western Bridge~ - This bridge spans for quite some distance over the length of space between -the land and the plateau which McGintey Cove rests upon. To the south the -bridge leads the way into the city, to the north is a toll booth which sits on -the side of McGintey Road. -~ -315 p 0 -D0 -~ -~ -0 0 25826 -D2 -~ -~ -0 -1 31501 -E -credits info~ -Kaan -Zone 315 is linked to the following zones: -258 Light Forest at 31500 (north) ---> 25828 -316 McGintey Guild Area at 31510 (west ) ---> 31600 -317 Wharf at 31515 (east ) ---> 31700 -316 McGintey Guild Area at 31565 (west ) ---> 31666 -317 Wharf at 31570 (east ) ---> 31732 -318 Dock Area at 31571 (south) ---> 31801 -318 Dock Area at 31573 (south) ---> 31804 -Links: 02n to McGintey Road -~ -S -#31501 -Western Bridge~ - The bridge ends here, heading south into the main part of the city. Looking -down, you see that the bridge you stand upon must have been a huge undertaking, -the anchors which hold the bridge to the cliff face are by themselves bigger -than you. You may enter into the city or head north back over the bridge into -the wilderness. -~ -315 p 0 -D0 -~ -~ -0 -1 31500 -D2 -~ -~ -0 -1 31505 -S -#31502 -Eastern Bridge~ - The bridge heads south toward the city entrance or leads the way north to -McGintey Road. -~ -315 p 0 -D0 -~ -~ -0 0 25828 -D2 -~ -~ -0 -1 31503 -S -#31503 -Eastern Bridge~ - The bridge runs straight south into the city, or north twoard McGintey Road. - -~ -315 p 0 -D0 -~ -~ -0 -1 31502 -D2 -~ -~ -0 -1 31508 -S -#31504 -Cliffside Inn~ - This inn looks to be one of the main rest spots for travellers who stay in -McGintey Cove over night. The place is not all that flashy, but it always has a -warm fire at night, plenty of ale, and the beds upstairs are always very -comfortable. -~ -315 dp 0 -D1 -~ -~ -0 -1 31505 -D4 -~ -~ -0 -1 31522 -S -#31505 -West Main~ - The street heads south into the main part of the city or north onto the -bridge which allows access to the outside world. East of you is a small, tidy -building with a sign out front proclaiming 'INFORMATION'. To the west is very -nice looking inn, the Cliffside. -~ -315 p 0 -D0 -~ -~ -0 -1 31501 -D1 -~ -~ -0 -1 31506 -D2 -~ -~ -0 -1 31511 -D3 -~ -~ -0 -1 31504 -S -#31506 -Information~ - This small one room building is split in half by a long counter running north -to south, from wall to wall. On your side of the counter at the north end is a -large rack full of maps and brochures which tell in great hype and detail all -the wonders of McGintey Cove. The exit to West Main lies just west of you. -~ -315 dep 0 -D3 -~ -~ -0 -1 31505 -S -#31507 -Samuel Faarza's~ - This exclusively drunken brawling tavern looks to be a popular hangout for -wayward travellers who need to shake the road dirt off their boots and take out -any frustrations they may have felt in their travels on each other. Samuel, the -owner and operator, an ex-gladiator from the pits, never seems to mind any -fights in his business. It is even rumored that he sometimes starts them -himself! -~ -315 dep 0 -D1 -~ -~ -0 -1 31508 -S -#31508 -East Main~ - The road leads south into the main section of McGintey Cove. Shops line the -way, both sides of the road, with the ocassional side street branching off. To -your west is a very loud and rustic looking tavern called Samuel Faarza's, and -to your east is the post office. -~ -315 p 0 -D0 -~ -~ -0 -1 31503 -D1 -~ -~ -0 -1 31509 -D2 -~ -~ -0 -1 31514 -D3 -~ -~ -0 -1 31507 -S -#31509 -Post Office~ - This small room is all you may enter into, although you know it is a much -larger building from what you saw outside. You may either send mail to any -player here or receive any mail you have been sent. -~ -315 dep 0 -D3 -~ -~ -0 -1 31508 -S -#31510 -North St.~ - The road heads west into the guild areas, or east into the main section of -McGintey Cove. To your north is the southern wall of the Cliffside Inn, south -is the wall of an unknown shop who's entrance must be on some other side. -~ -315 p 0 -D1 -~ -~ -0 0 31511 -D3 -~ -~ -0 0 31600 -S -#31511 -West Main and North St~ - The roads intersect here, heading in all four cardinal directions. To the -north the street heads toward the western bridge, one of the exits out of town. -South, the street runs toward the bazaar. North street runs west into the guild -area or east deeper into the main section of town. -~ -315 p 0 -D0 -~ -~ -0 -1 31505 -D1 -~ -~ -0 -1 31512 -D2 -~ -~ -0 -1 31517 -D3 -~ -~ -0 -1 31510 -S -#31512 -North St.~ - The street heads east and west from here, leading into the main sections of -town. Shops line the south side of the street, their entrances facing out in -another direction, because from this side all you see is their brick wall. To -the north is the Town Meeting Hall, a gloriously large place - built for a large -town. -~ -315 p 0 -D0 -~ -~ -0 0 31579 -D1 -~ -~ -0 -1 31513 -D3 -~ -~ -0 -1 31511 -S -#31513 -North St.~ - The street runs east and west from here. To the east is the intersection of -North and E. Main. West the street runs past the Town Meeting Hall, north of -you is the entrance to the Teleport Shop. -~ -315 p 0 -D0 -~ -~ -0 0 31574 -D1 -~ -~ -0 -1 31514 -D3 -~ -~ -0 -1 31512 -S -#31514 -Intersection~ - You stand at the meetings of E. Main and North St. The roads lead in every -direction. North leads to the Eastern Bridge out of town, while south leads -deeper into town toward the bazaar. Heading east on North St. Takes you up -hill into the Wharf, the high-class, prestigious section of McGintey Cove. -~ -315 p 0 -D0 -~ -~ -0 -1 31508 -D1 -~ -~ -0 -1 31515 -D2 -~ -~ -0 -1 31520 -D3 -~ -~ -0 -1 31513 -S -#31515 -North St.~ - The street heads east at an upward slant into the Wharf, a section of town -known for it's high prices and high class people. To the west the street runs -into an intersection of two of the main roads of the city. -~ -315 p 0 -D1 -~ -~ -0 0 31700 -D3 -~ -~ -0 -1 31514 -S -#31516 -Libation Station~ - It looks as if maybe a mad scientist lives here, from the way all the -counters and shelves are filled with vials and beakers, all full of different -colored fluids, some of which bubble, some of which fizz, some which steam. If -you need potions, it looks like you probably came to the right place. -~ -315 dp 0 -D1 -~ -~ -0 -1 31517 -S -#31517 -West Main~ - The street heads north toward the city gates and south toward the bazaar -which is the center of the city. East of you is the Jewelry shop and west is -the local potion shop, the Libation Station. -~ -315 p 0 -D0 -~ -~ -0 -1 31511 -D1 -~ -~ -0 -1 31518 -D2 -~ -~ -0 -1 31525 -D3 -~ -~ -0 -1 31516 -S -#31518 -Jewelry Store~ - There are no items on display here, it looks as if maybe the clientele of -this town might be a bit too rough. Possibly you should ask if you would like -to take a look at what the shopkeeper has to offer. -~ -315 dp 0 -D3 -~ -~ -0 -1 31517 -S -#31519 -McGintey Bank and Depository~ - One must wonder why and how most banks come to receive such opulence. True, -there is a lot of money which passes through a bank's hands, but most of that -money does not belong to the bank. Wise investments and purchases do yield a -profit over time, however all banks seem to have way more than enough money for -themselves. This bank is no exception. -~ -315 dp 0 -D1 -~ -~ -0 -1 31520 -S -#31520 -East Main~ - The street heads south toward the bazaar or north toward the city gates and -the Eastern Bridge. The city bank is just west of here, and the armory is east. - -~ -315 p 0 -D0 -~ -~ -0 -1 31514 -D1 -~ -~ -0 -1 31521 -D2 -~ -~ -0 -1 31528 -D3 -~ -~ -0 -1 31519 -S -#31521 -McGintey City Armory~ - Suits, vests, helms, and leg-wear litter this room, all in various states of -repair or disrepair. It doesn't look as if the armor here is of the absolute -finest quality, however it does cover most of your major organs. -~ -315 dp 0 -D3 -~ -~ -0 -1 31520 -S -#31522 -Top of the Stairs~ - A desk has been set here for the purpose of allowing your receptionist to -find you a room which is vacant so that you may rest in comfort. -~ -315 dp 0 -D5 -~ -~ -0 -1 31504 -S -#31523 -The Pet Shop~ - A burst of noise and smell greets you as you enter this room. The sound of -dogs braking, cats meowing and birds chirping is enough to drive you crazy and -you just got here. How in the world does anyone stand all the racket long -enough to actually work here? -~ -315 dp 0 -D1 -~ -~ -0 -1 31525 -S -#31524 -PETSHOP STOREROOM~ - Mortals should never come here! -~ -315 k 0 -S -#31525 -West Main~ - Directly south of you is the bazaar, a huge, sprawling affair which dominates -most of the city's center. Vendors from all over the land come to buy, sell, -and trade exotic goods of every kind. The street also runs north toward the -city gates. East of you is the weapon shop, and to the west is the pet shop. -~ -315 p 0 -D0 -~ -~ -0 -1 31517 -D1 -~ -~ -0 -1 31526 -D2 -~ -~ -0 -1 31531 -D3 -~ -~ -0 -1 31523 -S -#31526 -The Weapon Shop~ - This is probably the worst place in town to buy weapons of any sort unless -you don't care about your fighting skills or you are a mage (since they can't -fight like real men, anyway). The proprieter of the shop is a sniveling worm of -a kid who's rich father bought him the shop only in an attempt to keep the kid -occupied away from home. Hence, the poor quality of weapon sold here, and the -high prices, which are that way because of the low volume. -~ -315 dp 0 -D3 -~ -~ -0 -1 31525 -S -#31527 -Traveller's Pitstop~ - This store sells all manner of goods which a traveller may need to keep him -or her travelling in style, or at least in a semblance of style. From lanterns -to carrying cases, this store has it all. -~ -315 dp 0 -D1 -~ -~ -0 -1 31528 -S -#31528 -East Main~ - The street heads north toward the city gates or south into the bazaar, the -merchant's fair which runs all day and all night every day. To the east is the -local branch of law enforcement, and to the west is the town general store. -~ -315 p 0 -D0 -~ -~ -0 -1 31520 -D1 -~ -~ -0 -1 31529 -D2 -~ -~ -0 -1 31534 -D3 -~ -~ -0 -1 31527 -S -#31529 -Marshal Station~ - There are a few desks scattered throughout the room, most of which are empty -at this time. There are only a few officers on duty here, looks as if most of -the officers spend their time patrolling the city rather than wasting it here in -the office. -~ -315 dp 0 -D3 -~ -~ -0 -1 31528 -S -#31530 -Bazaar~ - This huge stone court, roughly a mile square, is used to host the bazaar, an -all day, all night affair full of noise and hubbub, all from the loud haggling -of the merchants who offer their goods and any potential customers who walk by. -~ -315 p 0 -D1 -~ -~ -0 -1 31531 -D2 -~ -~ -0 -1 31536 -S -#31531 -The Bazaar~ - This is huge! This wide splotch of stone in the middle of the city offers a -spot for some of the strangest and most exotic goods to be sold by vendors who -have travelled far and wide to claim their treasures. North is the entrance -onto West Main, the bazaar leads off in every direction. -~ -315 p 0 -D0 -~ -~ -0 -1 31525 -D1 -~ -~ -0 -1 31532 -D2 -~ -~ -0 -1 31537 -D3 -~ -~ -0 -1 31530 -S -#31532 -The Bazaar~ - Men and woman from every race and class brush shoulders here, some selling -goods, some shopping for the hard-to-find goods that can only be found in places -such as this. -~ -315 p 0 -D1 -~ -~ -0 -1 31533 -D2 -~ -~ -0 -1 31538 -D3 -~ -~ -0 -1 31531 -S -#31533 -The Bazaar~ - The bazaar heads off into the east, west and south. To the north, it butts -up against a shop's wall. -~ -315 p 0 -D1 -~ -~ -0 -1 31534 -D2 -~ -~ -0 -1 31539 -D3 -~ -~ -0 -1 31532 -S -#31534 -The Bazaar~ - This bazaar is known far and wide as the largest and most popular attraction -in McGintey Cove, a real tourist attraction. Vendors come from all over the -world to sell their goods here, hoping to find an open spot on the stone to set -up shop. You may leave the bazaar to the north onto East Main, or head off into -the bazaar in any other direction. -~ -315 p 0 -D0 -~ -~ -0 -1 31528 -D1 -~ -~ -0 -1 31535 -D2 -~ -~ -0 -1 31540 -D3 -~ -~ -0 -1 31533 -S -#31535 -The Bazaar~ - You stand at the northeast corner of the bazaar. You may head south or west -into the bazaar or browse the goods offered at this locale. -~ -315 p 0 -D2 -~ -~ -0 -1 31541 -D3 -~ -~ -0 -1 31534 -S -#31536 -The Bazaar~ - The bazaar's noise and smells surround you, washing around you in an endless -blur. -~ -315 p 0 -D0 -~ -~ -0 -1 31530 -D1 -~ -~ -0 -1 31537 -D2 -~ -~ -0 -1 31542 -S -#31537 -The Bazaar~ - It is easy see how one could spend a whole day in this one section of the -city, browsing and shopping for goods which are offered by these fine men and -woman from all corners of the land. -~ -315 p 0 -D0 -~ -~ -0 -1 31531 -D1 -~ -~ -0 0 31538 -D2 -~ -~ -0 -1 31543 -D3 -~ -~ -0 -1 31536 -S -#31538 -The Bazaar~ - The bazaar surrounds you in every direction, vendors call out to you from all -sides. -~ -315 p 0 -D0 -~ -~ -0 -1 31532 -D1 -~ -~ -0 -1 31539 -D2 -~ -~ -0 -1 31575 -D3 -~ -~ -0 -1 31537 -S -#31539 -The Bazaar~ - You may head in any direction from here into more of the bazaar, or browse -the good this fine merchant sells. -~ -315 p 0 -D0 -~ -~ -0 -1 31533 -D1 -~ -~ -0 -1 31540 -D2 -~ -~ -0 -1 31576 -D3 -~ -~ -0 -1 31538 -S -#31540 -The Bazaar~ - Bright colors, men and women calling their salespitches over the din, this -place is enough to give the most stalwart man a headache. -~ -315 0 0 -D0 -~ -~ -0 -1 31534 -D1 -~ -~ -0 -1 31541 -D2 -~ -~ -0 -1 31546 -D3 -~ -~ -0 0 31539 -S -#31541 -The Bazaar~ - You stand at far eastern side of the bazaar. You may go south, north or west -into more of the bazaar. -~ -315 p 0 -D0 -~ -~ -0 -1 31535 -D2 -~ -~ -0 -1 31547 -D3 -~ -~ -0 -1 31540 -S -#31542 -The Bazaar~ - You stand at the western side of the bazaar. You may head east, north or -south into the bazaar from here. -~ -315 p 0 -D0 -~ -~ -0 -1 31536 -D1 -~ -~ -0 -1 31543 -D2 -~ -~ -0 -1 31548 -S -#31543 -The Bazaar~ - The bazaar surrounds you on all sides. You may head in any direction into -this crazy managerie of goods. -~ -315 p 0 -D0 -~ -~ -0 -1 31537 -D1 -~ -~ -0 0 31544 -D2 -~ -~ -0 -1 31549 -D3 -~ -~ -0 -1 31542 -S -#31544 -The Bazaar~ - Every size and shape of being is here, shopping in harmony. Looks like maybe -shopping is the universal language. You may head in any direction from your -current position. -~ -315 p 0 -D0 -~ -~ -0 -1 31577 -D1 -~ -~ -0 -1 31545 -D2 -~ -~ -0 -1 31550 -D3 -~ -~ -0 -1 31543 -S -#31545 -The Bazaar~ - All around are men and women trying their damndest to get you to buy their -products. This is quite an exciting place. -~ -315 p 0 -D0 -~ -~ -0 -1 31578 -D1 -~ -~ -0 -1 31546 -D2 -~ -~ -0 -1 31551 -D3 -~ -~ -0 -1 31544 -S -#31546 -The Bazaar~ - The bazaar, surrounding you from every side, seems to close in on you. The -people, the noise, smell, the colors all shifting, blazing, burning before you. -All the people, they seem to be staring at you, they seem to be laughing. Your -arms! Your arms seem to be growing, they begin to drag on the ground and your -jaw - for the love of Pete! You jaw has elongated to the point that it is -resting on your chest even though your head is held high. Now the whole bazaar -is laughing, laughing, laughing... Just kidding. A bit of crowd claustrophobia -there. -~ -315 p 0 -D0 -~ -~ -0 -1 31540 -D1 -~ -~ -0 -1 31547 -D2 -~ -~ -0 -1 31552 -D3 -~ -~ -0 0 31545 -S -#31547 -The Bazaar~ - The bazaar heads south, north and east from here. -~ -315 p 0 -D0 -~ -~ -0 -1 31541 -D2 -~ -~ -0 -1 31553 -D3 -~ -~ -0 -1 31546 -S -#31548 -The Bazaar~ - You stand at the far southwest edge of the bazaar. A large, tall building's -wall is just south of you, and the city wall is west of you. You may head into -the bazaar to the north and east. -~ -315 p 0 -D0 -~ -~ -0 -1 31542 -D1 -~ -~ -0 -1 31549 -S -#31549 -The Bazaar~ - The bazaar, probably one of the many reasons people visit McGintey Cove, -heads off to the north, east and west. You may exit the bazaar to the south -onto West Main. -~ -315 p 0 -D0 -~ -~ -0 -1 31543 -D1 -~ -~ -0 -1 31550 -D2 -~ -~ -0 -1 31555 -D3 -~ -~ -0 -1 31548 -S -#31550 -The Bazaar~ - You stand at the southern end of the bazaar. A building wall is to your -south, the bazaar stretches out to the north, east and west. -~ -315 p 0 -D0 -~ -~ -0 -1 31544 -D1 -~ -~ -0 -1 31577 -D3 -~ -~ -0 -1 31549 -S -#31551 -The Bazaar~ - You are at the south end of the bazaar. You may head in any direction but -south, which is the north wall of a business facing Main St. -~ -315 p 0 -D0 -~ -~ -0 -1 31545 -D1 -~ -~ -0 -1 31552 -D3 -~ -~ -0 -1 31550 -S -#31552 -The Bazaar~ - The bazaar, home to more than twenty five different marchants from all -corners of Dibrova is a twenty four hour, seven day a week managerie of sights -and sounds, most of which coming from the colorful people who push their goods -here. You may exit onto East Main to the south or head out into the bazaar in -any other direction. -~ -315 p 0 -D0 -~ -~ -0 -1 31546 -D1 -~ -~ -0 -1 31553 -D2 -~ -~ -0 -1 31558 -D3 -~ -~ -0 -1 31551 -S -#31553 -The Bazaar~ - Your stand at the far southeastern corner of the bazaar. Looking north and -west, it seems that the bazaar must go on forever. -~ -315 p 0 -D0 -~ -~ -0 -1 31547 -D3 -~ -~ -0 -1 31552 -S -#31554 -Harbor Cove Apartments~ - This small reception area is the leasing office for this complex. Any player -who wishes to rent a home here will need to fill out an application for lease -and leave a deposit of one hundred fifty gold coins. Type LEASE to fill out an -application. -~ -315 p 0 -D1 -~ -~ -0 -1 31555 -S -#31555 -West Main~ - The road heads north into the bazaar, a huge open court full of vendors from -every part of the world, plying their goods. To the south the road continues -with shops on either side. East of you is the Green Leaf, a local dining -facility. -~ -315 p 0 -D0 -~ -~ -0 -1 31549 -D1 -~ -~ -0 -1 31556 -D2 -~ -~ -0 -1 31560 -S -#31556 -The Green Leaf~ - This large, clean restaurant offers a variety of foods, most of them the -common fare most people from this area would be used to. Looks as if the -tourist trade does not touch this homey little place, and for that reason most -locals like it here best. -~ -315 dp 0 -D3 -~ -~ -0 -1 31555 -S -#31557 -The Parchment Place~ - This run-down, hole in the wall, flea bag dive is home to a failing business -which is failing only because of it's lack of variety and it's competition -located in the guild area. The scrolls offered are of fine quality and work -with almost every use, but the scrolls offered are not popularly needed. -~ -315 dp 0 -D1 -~ -~ -0 -1 31558 -S -#31558 -East Main~ - The road heads north into the bazaar or south into the main section of town. -To the west is a very ill-kept business with a faded and peeling sign hanging -crooked over the door proclaiming it the Parchment Place. The way is impassable -to the east, a steep hill runs up for quite some distance to the Wharf, the high -class section of town. -~ -315 dp 0 -D0 -~ -~ -0 -1 31552 -D2 -~ -~ -0 -1 31563 -D3 -~ -~ -0 -1 31557 -S -#31559 -Fatima's Footwear~ - Fatima seems to run a orderly, neat store. All the shoes are kept clean and -shined, all placed strategically on shelves so as to give the customer the best -angle on them. -~ -315 dp 0 -D1 -~ -~ -0 -1 31560 -S -#31560 -West Main~ - The road heads north and south from here. In the distance to the north the -road leads into the bazaar and south the road heads into an intersection with -South St. East of you is the jeweler and west is Fatima's Footwear. -~ -315 dp 0 -D0 -~ -~ -0 -1 31555 -D1 -~ -~ -0 -1 31561 -D2 -~ -~ -0 -1 31566 -D3 -~ -~ -0 -1 31559 -S -#31561 -The Jeweler~ - Many exotic jewels lay in glass displays on velvet cushions of contrasting -color. The colors are dazzling to the eye, and the temptation to rob this poor -schmuck is almost overpowering. -~ -315 dp 0 -D3 -~ -~ -0 -1 31560 -S -#31562 -Hospital~ - This small one room whitewashed building houses just enough equipment to heal -any standard health issues. -~ -315 dp 0 -D2 -~ -~ -0 -1 31568 -S -#31563 -East Main~ - The road runs north toward the bazaar or south past an intersection with -South St toward the Docks. -~ -315 p 0 -D0 -~ -~ -0 -1 31558 -D1 -~ -~ -0 -1 31564 -D2 -~ -~ -0 -1 31569 -S -#31564 -The Watering Hole~ - Barrels are stacked neatly along the north wall, canteens hang from straps -along the south wall, and behind the counter are flasks and cups of varying -shapes and colors. Some kind of large machine, most probably used to distill -sea water into drinking water sits back behind the counter. -~ -315 dp 0 -D3 -~ -~ -0 -1 31563 -S -#31565 -South Street~ - The street heads west into the guild area or east into the main business -sections of McGintey Cove. -~ -315 dp 0 -D1 -~ -~ -0 -1 31566 -D3 -~ -~ -0 0 31666 -S -#31566 -West Main and South St~ - The streets head off in all directions. To the eastand north, the street -goes further into the business sections of McGintey Cove. South of here begins -the area of town known as the Docks, where all the sea vessels are built and -most sailors stay when in port. To the west the street heads into the Guild -area. -~ -315 dp 0 -D0 -~ -~ -0 -1 31560 -D1 -~ -~ -0 -1 31567 -D2 -~ -~ -0 -1 31571 -D3 -~ -~ -0 -1 31565 -S -#31567 -South Street~ - The street heads east and west from here. To the south is a small shop which -sells all manner of hand wear. The street here seems a bit dirtier, less kept -up than the streets at the north end of town near the gates, almost dingy. -~ -315 dp 0 -D1 -~ -~ -0 -1 31568 -D2 -~ -~ -0 -1 31572 -D3 -~ -~ -0 -1 31566 -S -#31568 -South St~ - The road, seeming a bit dark and gloomy at this end of town, heads east and -west from here. To the north is a small hospital. -~ -315 p 0 -D0 -~ -~ -0 -1 31562 -D1 -~ -~ -0 -1 31569 -D3 -~ -~ -0 -1 31567 -S -#31569 -East Main and South St~ - The two main streets intersect here, heading off im every direction. South -lies the Dock area, east heads uphill into the high class area of town, the -Wharf, and north and west lead deeper into the main business district. -~ -315 p 0 -D0 -~ -~ -0 -1 31563 -D1 -~ -~ -0 -1 31570 -D2 -~ -~ -0 -1 31573 -D3 -~ -~ -0 -1 31568 -S -#31570 -South St~ - You have begun your ascent into the upper reaches of the high status section -of McGintey Cove, known as the Wharf. A warning to all who come this way. No -thievery is allowed here, no crimes are allowed to be committed, and all prices -are very high. -~ -315 p 0 -D1 -~ -~ -0 0 31732 -D3 -~ -~ -0 -1 31569 -S -#31571 -West Main~ - The street is definately a bit less kept up than the streets to the north. -The road leads generally downhill, sometimes down steps toward to the sea shore -where sailors roam about, looking for food stuffs or women, as is their wont. -~ -315 p 0 -D0 -~ -~ -0 -1 31566 -D2 -~ -~ -0 0 31801 -S -#31572 -Gloveworks~ - Racks are scattered throughout the room, all with various sizes and shapes of -gloves hanging from them. In cabinets and on shelves are many types of -gauntlets and glaives which would be too heavy to hang from a hook on the racks. -It smells of frehly oiled metal and leather in here, a delightful combination -for any seasoned adventurer such as yourself. -~ -315 p 0 -D0 -~ -~ -0 -1 31567 -S -#31573 -East Main~ - The road heads downhill into a much more scented section of town, the Docks. -It smells of sea weed, raw fish and dirty bodied men of the sea. The roads are -covered in dirt and grime and the farther south you get, the worse the roads -get. Hard to believe that some of more high class people actually come through -here. -~ -315 p 0 -D0 -~ -~ -0 -1 31569 -D2 -~ -~ -0 0 31804 -S -#31574 -McGintey Teleporters~ - This establishment runs in direct competition with the Boat Station, being -that this is a seaport town and all. The prices offered here are substantially -less than those found in most other towns, and the choices of travel are much -less limited than the other, smaller inland towns. -~ -315 p 0 -D2 -~ -~ -0 0 31513 -S -#31575 -McGintey Center Square~ - This area has been set aside for patrons of the bazaar and the common -citizens to have a place for a peaceful rest away from all the noise and hustle -of the city. Pity that so many of the less fortunate make it their permanent -place of residence. Ah well, it's still a fine place to relax. -~ -315 cep 0 -D0 -~ -~ -0 0 31538 -D1 -~ -~ -0 0 31576 -D2 -~ -~ -0 0 31577 -S -#31576 -McGintey Center Square~ - This area has been set aside for patrons of the bazaar and the common -citizens to have a place for a peaceful rest away from all the noise and hustle -of the city. Pity that so many of the less fortunate make it their permanent -place of residence. Ah well, it's still a fine place to relax. -~ -315 cep 0 -D0 -~ -~ -0 0 31539 -D2 -~ -~ -0 0 31578 -D3 -~ -~ -0 0 31575 -S -#31577 -McGintey Center Square~ - This area has been set aside for patrons of the bazaar and the common -citizens to have a place for a peaceful rest away from all the noise and hustle -of the city. Pity that so many of the less fortunate make it their permanent -place of residence. Ah well, it's still a fine place to relax. -~ -315 cep 0 -D0 -~ -~ -0 0 31575 -D1 -~ -~ -0 0 31578 -D2 -~ -~ -0 0 31544 -S -#31578 -McGintey Center Square~ - This area has been set aside for patrons of the bazaar and the common -citizens to have a place for a peaceful rest away from all the noise and hustle -of the city. Pity that so many of the less fortunate make it their permanent -place of residence. Ah well, it's still a fine place to relax. -~ -315 cep 0 -D0 -~ -~ -0 0 31576 -D2 -~ -~ -0 0 31545 -D3 -~ -~ -0 0 31577 -S -#31579 -Town Meeting Hall~ - This Hall has been used for many years as the center for the development of -McGintey Cove and its laws, plus as the shouting house for the people of the -town. Monthly meetings are still held by either the town mayor or the immortal -sponsor for this town. The upper reaches of this fine place hold the various -board rooms for McGintey Cove. -~ -315 dep 0 -D2 -~ -~ -0 0 31512 -D4 -~ -~ -0 0 31580 -S -#31580 -Reading Room~ - This is the place where players may post messages to other players, or to the -Gods or just post whatever might be on their mind in general. This is not a -board to be used to post flames, if a message is considered to be a flame it -will be removed immediately. -~ -315 cdep 0 -D1 -~ -~ -0 0 31582 -D3 -~ -~ -0 0 31581 -D5 -~ -~ -0 0 31579 -S -#31581 -Quest Room~ - This is where most quests will begin, unless a different room from another -hometown is chosen instead. The board here is intended to be used by players to -talk about quests, request quests, or suggest new quests. Feel free to post any -suggestions you may have. -~ -315 cdep 0 -D1 -~ -~ -0 0 31580 -S -#31582 -Suggestion Room~ - This is where players can post their wants, needs and desires in terms of -additions to Dibrova. We encourage all players to give input regarding any and -all aspects of the game, we want to make this a game for everyone, so don't be -shy! -~ -315 cdep 0 -D3 -~ -~ -0 0 31580 -S -$~ +#31500 +Western Bridge~ + This bridge spans for quite some distance over the length of space between +the land and the plateau which McGintey Cove rests upon. To the south the +bridge leads the way into the city, to the north is a toll booth which sits on +the side of McGintey Road. +~ +315 p 0 +D0 +~ +~ +0 0 25826 +D2 +~ +~ +0 -1 31501 +E +credits info~ +Kaan +Zone 315 is linked to the following zones: +258 Light Forest at 31500 (north) ---> 25828 +316 McGintey Guild Area at 31510 (west ) ---> 31600 +317 Wharf at 31515 (east ) ---> 31700 +316 McGintey Guild Area at 31565 (west ) ---> 31666 +317 Wharf at 31570 (east ) ---> 31732 +318 Dock Area at 31571 (south) ---> 31801 +318 Dock Area at 31573 (south) ---> 31804 +Links: 02n to McGintey Road +~ +S +#31501 +Western Bridge~ + The bridge ends here, heading south into the main part of the city. Looking +down, you see that the bridge you stand upon must have been a huge undertaking, +the anchors which hold the bridge to the cliff face are by themselves bigger +than you. You may enter into the city or head north back over the bridge into +the wilderness. +~ +315 p 0 +D0 +~ +~ +0 -1 31500 +D2 +~ +~ +0 -1 31505 +S +#31502 +Eastern Bridge~ + The bridge heads south toward the city entrance or leads the way north to +McGintey Road. +~ +315 p 0 +D0 +~ +~ +0 0 25828 +D2 +~ +~ +0 -1 31503 +S +#31503 +Eastern Bridge~ + The bridge runs straight south into the city, or north twoard McGintey Road. + +~ +315 p 0 +D0 +~ +~ +0 -1 31502 +D2 +~ +~ +0 -1 31508 +S +#31504 +Cliffside Inn~ + This inn looks to be one of the main rest spots for travellers who stay in +McGintey Cove over night. The place is not all that flashy, but it always has a +warm fire at night, plenty of ale, and the beds upstairs are always very +comfortable. +~ +315 dp 0 +D1 +~ +~ +0 -1 31505 +D4 +~ +~ +0 -1 31522 +S +#31505 +West Main~ + The street heads south into the main part of the city or north onto the +bridge which allows access to the outside world. East of you is a small, tidy +building with a sign out front proclaiming 'INFORMATION'. To the west is very +nice looking inn, the Cliffside. +~ +315 p 0 +D0 +~ +~ +0 -1 31501 +D1 +~ +~ +0 -1 31506 +D2 +~ +~ +0 -1 31511 +D3 +~ +~ +0 -1 31504 +S +#31506 +Information~ + This small one room building is split in half by a long counter running north +to south, from wall to wall. On your side of the counter at the north end is a +large rack full of maps and brochures which tell in great hype and detail all +the wonders of McGintey Cove. The exit to West Main lies just west of you. +~ +315 dep 0 +D3 +~ +~ +0 -1 31505 +S +#31507 +Samuel Faarza's~ + This exclusively drunken brawling tavern looks to be a popular hangout for +wayward travellers who need to shake the road dirt off their boots and take out +any frustrations they may have felt in their travels on each other. Samuel, the +owner and operator, an ex-gladiator from the pits, never seems to mind any +fights in his business. It is even rumored that he sometimes starts them +himself! +~ +315 dep 0 +D1 +~ +~ +0 -1 31508 +S +#31508 +East Main~ + The road leads south into the main section of McGintey Cove. Shops line the +way, both sides of the road, with the ocassional side street branching off. To +your west is a very loud and rustic looking tavern called Samuel Faarza's, and +to your east is the post office. +~ +315 p 0 +D0 +~ +~ +0 -1 31503 +D1 +~ +~ +0 -1 31509 +D2 +~ +~ +0 -1 31514 +D3 +~ +~ +0 -1 31507 +S +#31509 +Post Office~ + This small room is all you may enter into, although you know it is a much +larger building from what you saw outside. You may either send mail to any +player here or receive any mail you have been sent. +~ +315 dep 0 +D3 +~ +undefined~ +0 -1 31508 +S +#31510 +North St.~ + The road heads west into the guild areas, or east into the main section of +McGintey Cove. To your north is the southern wall of the Cliffside Inn, south +is the wall of an unknown shop who's entrance must be on some other side. +~ +315 p 0 +D1 +~ +~ +0 0 31511 +D3 +~ +~ +0 0 31600 +S +#31511 +West Main and North St~ + The roads intersect here, heading in all four cardinal directions. To the +north the street heads toward the western bridge, one of the exits out of town. +South, the street runs toward the bazaar. North street runs west into the guild +area or east deeper into the main section of town. +~ +315 p 0 +D0 +~ +~ +0 -1 31505 +D1 +~ +~ +0 -1 31512 +D2 +~ +~ +0 -1 31517 +D3 +~ +~ +0 -1 31510 +S +#31512 +North St.~ + The street heads east and west from here, leading into the main sections of +town. Shops line the south side of the street, their entrances facing out in +another direction, because from this side all you see is their brick wall. To +the north is the Town Meeting Hall, a gloriously large place - built for a large +town. +~ +315 p 0 +D0 +~ +~ +0 0 31579 +D1 +~ +~ +0 -1 31513 +D3 +~ +~ +0 -1 31511 +S +#31513 +North St.~ + The street runs east and west from here. To the east is the intersection of +North and E. Main. West the street runs past the Town Meeting Hall, north of +you is the entrance to the Teleport Shop. +~ +315 p 0 +D0 +~ +~ +0 0 31574 +D1 +~ +~ +0 -1 31514 +D3 +~ +~ +0 -1 31512 +S +#31514 +Intersection~ + You stand at the meetings of E. Main and North St. The roads lead in every +direction. North leads to the Eastern Bridge out of town, while south leads +deeper into town toward the bazaar. Heading east on North St. Takes you up +hill into the Wharf, the high-class, prestigious section of McGintey Cove. +~ +315 p 0 +D0 +~ +~ +0 -1 31508 +D1 +~ +~ +0 -1 31515 +D2 +~ +~ +0 -1 31520 +D3 +~ +~ +0 -1 31513 +S +#31515 +North St.~ + The street heads east at an upward slant into the Wharf, a section of town +known for it's high prices and high class people. To the west the street runs +into an intersection of two of the main roads of the city. +~ +315 p 0 +D1 +~ +~ +0 0 31700 +D3 +~ +~ +0 -1 31514 +S +#31516 +Libation Station~ + It looks as if maybe a mad scientist lives here, from the way all the +counters and shelves are filled with vials and beakers, all full of different +colored fluids, some of which bubble, some of which fizz, some which steam. If +you need potions, it looks like you probably came to the right place. +~ +315 dp 0 +D1 +~ +~ +0 -1 31517 +S +#31517 +West Main~ + The street heads north toward the city gates and south toward the bazaar +which is the center of the city. East of you is the Jewelry shop and west is +the local potion shop, the Libation Station. +~ +315 p 0 +D0 +~ +~ +0 -1 31511 +D1 +~ +~ +0 -1 31518 +D2 +~ +~ +0 -1 31525 +D3 +~ +~ +0 -1 31516 +S +#31518 +Jewelry Store~ + There are no items on display here, it looks as if maybe the clientele of +this town might be a bit too rough. Possibly you should ask if you would like +to take a look at what the shopkeeper has to offer. +~ +315 dp 0 +D3 +~ +~ +0 -1 31517 +S +#31519 +McGintey Bank and Depository~ + One must wonder why and how most banks come to receive such opulence. True, +there is a lot of money which passes through a bank's hands, but most of that +money does not belong to the bank. Wise investments and purchases do yield a +profit over time, however all banks seem to have way more than enough money for +themselves. This bank is no exception. +~ +315 dp 0 +D1 +~ +~ +0 -1 31520 +S +#31520 +East Main~ + The street heads south toward the bazaar or north toward the city gates and +the Eastern Bridge. The city bank is just west of here, and the armory is east. + +~ +315 p 0 +D0 +~ +~ +0 -1 31514 +D1 +~ +~ +0 -1 31521 +D2 +~ +~ +0 -1 31528 +D3 +~ +~ +0 -1 31519 +S +#31521 +McGintey City Armory~ + Suits, vests, helms, and leg-wear litter this room, all in various states of +repair or disrepair. It doesn't look as if the armor here is of the absolute +finest quality, however it does cover most of your major organs. +~ +315 dp 0 +D3 +~ +~ +0 -1 31520 +S +#31522 +Top of the Stairs~ + A desk has been set here for the purpose of allowing your receptionist to +find you a room which is vacant so that you may rest in comfort. +~ +315 dp 0 +D5 +~ +~ +0 -1 31504 +S +#31523 +The Pet Shop~ + A burst of noise and smell greets you as you enter this room. The sound of +dogs braking, cats meowing and birds chirping is enough to drive you crazy and +you just got here. How in the world does anyone stand all the racket long +enough to actually work here? +~ +315 dp 0 +D1 +~ +~ +0 -1 31525 +S +#31524 +PETSHOP STOREROOM~ + Mortals should never come here! +~ +315 k 0 +S +#31525 +West Main~ + Directly south of you is the bazaar, a huge, sprawling affair which dominates +most of the city's center. Vendors from all over the land come to buy, sell, +and trade exotic goods of every kind. The street also runs north toward the +city gates. East of you is the weapon shop, and to the west is the pet shop. +~ +315 p 0 +D0 +~ +~ +0 -1 31517 +D1 +~ +~ +0 -1 31526 +D2 +~ +~ +0 -1 31531 +D3 +~ +~ +0 -1 31523 +S +#31526 +The Weapon Shop~ + This is probably the worst place in town to buy weapons of any sort unless +you don't care about your fighting skills or you are a mage (since they can't +fight like real men, anyway). The proprieter of the shop is a sniveling worm of +a kid who's rich father bought him the shop only in an attempt to keep the kid +occupied away from home. Hence, the poor quality of weapon sold here, and the +high prices, which are that way because of the low volume. +~ +315 dp 0 +D3 +~ +~ +0 -1 31525 +S +#31527 +Traveller's Pitstop~ + This store sells all manner of goods which a traveller may need to keep him +or her travelling in style, or at least in a semblance of style. From lanterns +to carrying cases, this store has it all. +~ +315 dp 0 +D1 +~ +~ +0 -1 31528 +S +#31528 +East Main~ + The street heads north toward the city gates or south into the bazaar, the +merchant's fair which runs all day and all night every day. To the east is the +local branch of law enforcement, and to the west is the town general store. +~ +315 p 0 +D0 +~ +~ +0 -1 31520 +D1 +~ +~ +0 -1 31529 +D2 +~ +~ +0 -1 31534 +D3 +~ +~ +0 -1 31527 +S +#31529 +Marshal Station~ + There are a few desks scattered throughout the room, most of which are empty +at this time. There are only a few officers on duty here, looks as if most of +the officers spend their time patrolling the city rather than wasting it here in +the office. +~ +315 dp 0 +D3 +~ +~ +0 -1 31528 +S +#31530 +Bazaar~ + This huge stone court, roughly a mile square, is used to host the bazaar, an +all day, all night affair full of noise and hubbub, all from the loud haggling +of the merchants who offer their goods and any potential customers who walk by. +~ +315 p 0 +D1 +~ +~ +0 -1 31531 +D2 +~ +~ +0 -1 31536 +S +#31531 +The Bazaar~ + This is huge! This wide splotch of stone in the middle of the city offers a +spot for some of the strangest and most exotic goods to be sold by vendors who +have travelled far and wide to claim their treasures. North is the entrance +onto West Main, the bazaar leads off in every direction. +~ +315 p 0 +D0 +~ +~ +0 -1 31525 +D1 +~ +~ +0 -1 31532 +D2 +~ +~ +0 -1 31537 +D3 +~ +~ +0 -1 31530 +S +#31532 +The Bazaar~ + Men and woman from every race and class brush shoulders here, some selling +goods, some shopping for the hard-to-find goods that can only be found in places +such as this. +~ +315 p 0 +D1 +~ +~ +0 -1 31533 +D2 +~ +~ +0 -1 31538 +D3 +~ +~ +0 -1 31531 +S +#31533 +The Bazaar~ + The bazaar heads off into the east, west and south. To the north, it butts +up against a shop's wall. +~ +315 p 0 +D1 +~ +~ +0 -1 31534 +D2 +~ +~ +0 -1 31539 +D3 +~ +~ +0 -1 31532 +S +#31534 +The Bazaar~ + This bazaar is known far and wide as the largest and most popular attraction +in McGintey Cove, a real tourist attraction. Vendors come from all over the +world to sell their goods here, hoping to find an open spot on the stone to set +up shop. You may leave the bazaar to the north onto East Main, or head off into +the bazaar in any other direction. +~ +315 p 0 +D0 +~ +~ +0 -1 31528 +D1 +~ +~ +0 -1 31535 +D2 +~ +~ +0 -1 31540 +D3 +~ +~ +0 -1 31533 +S +#31535 +The Bazaar~ + You stand at the northeast corner of the bazaar. You may head south or west +into the bazaar or browse the goods offered at this locale. +~ +315 p 0 +D2 +~ +~ +0 -1 31541 +D3 +~ +~ +0 -1 31534 +S +#31536 +The Bazaar~ + The bazaar's noise and smells surround you, washing around you in an endless +blur. +~ +315 p 0 +D0 +~ +~ +0 -1 31530 +D1 +~ +~ +0 -1 31537 +D2 +~ +~ +0 -1 31542 +S +#31537 +The Bazaar~ + It is easy see how one could spend a whole day in this one section of the +city, browsing and shopping for goods which are offered by these fine men and +woman from all corners of the land. +~ +315 p 0 +D0 +~ +~ +0 -1 31531 +D1 +~ +~ +0 0 31538 +D2 +~ +~ +0 -1 31543 +D3 +~ +~ +0 -1 31536 +S +#31538 +The Bazaar~ + The bazaar surrounds you in every direction, vendors call out to you from all +sides. +~ +315 p 0 +D0 +~ +~ +0 -1 31532 +D1 +~ +~ +0 -1 31539 +D2 +~ +~ +0 -1 31575 +D3 +~ +~ +0 -1 31537 +S +#31539 +The Bazaar~ + You may head in any direction from here into more of the bazaar, or browse +the good this fine merchant sells. +~ +315 p 0 +D0 +~ +~ +0 -1 31533 +D1 +~ +~ +0 -1 31540 +D2 +~ +~ +0 -1 31576 +D3 +~ +~ +0 -1 31538 +S +#31540 +The Bazaar~ + Bright colors, men and women calling their salespitches over the din, this +place is enough to give the most stalwart man a headache. +~ +315 0 0 +D0 +~ +~ +0 -1 31534 +D1 +~ +~ +0 -1 31541 +D2 +~ +~ +0 -1 31546 +D3 +~ +~ +0 0 31539 +S +#31541 +The Bazaar~ + You stand at far eastern side of the bazaar. You may go south, north or west +into more of the bazaar. +~ +315 p 0 +D0 +~ +~ +0 -1 31535 +D2 +~ +~ +0 -1 31547 +D3 +~ +~ +0 -1 31540 +S +#31542 +The Bazaar~ + You stand at the western side of the bazaar. You may head east, north or +south into the bazaar from here. +~ +315 p 0 +D0 +~ +~ +0 -1 31536 +D1 +~ +~ +0 -1 31543 +D2 +~ +~ +0 -1 31548 +S +#31543 +The Bazaar~ + The bazaar surrounds you on all sides. You may head in any direction into +this crazy managerie of goods. +~ +315 p 0 +D0 +~ +~ +0 -1 31537 +D1 +~ +~ +0 0 31544 +D2 +~ +~ +0 -1 31549 +D3 +~ +~ +0 -1 31542 +S +#31544 +The Bazaar~ + Every size and shape of being is here, shopping in harmony. Looks like maybe +shopping is the universal language. You may head in any direction from your +current position. +~ +315 p 0 +D0 +~ +~ +0 -1 31577 +D1 +~ +~ +0 -1 31545 +D2 +~ +~ +0 -1 31550 +D3 +~ +~ +0 -1 31543 +S +#31545 +The Bazaar~ + All around are men and women trying their damndest to get you to buy their +products. This is quite an exciting place. +~ +315 p 0 +D0 +~ +~ +0 -1 31578 +D1 +~ +~ +0 -1 31546 +D2 +~ +~ +0 -1 31551 +D3 +~ +~ +0 -1 31544 +S +#31546 +The Bazaar~ + The bazaar, surrounding you from every side, seems to close in on you. The +people, the noise, smell, the colors all shifting, blazing, burning before you. +All the people, they seem to be staring at you, they seem to be laughing. Your +arms! Your arms seem to be growing, they begin to drag on the ground and your +jaw - for the love of Pete! You jaw has elongated to the point that it is +resting on your chest even though your head is held high. Now the whole bazaar +is laughing, laughing, laughing... Just kidding. A bit of crowd claustrophobia +there. +~ +315 p 0 +D0 +~ +~ +0 -1 31540 +D1 +~ +~ +0 -1 31547 +D2 +~ +~ +0 -1 31552 +D3 +~ +~ +0 0 31545 +S +#31547 +The Bazaar~ + The bazaar heads south, north and east from here. +~ +315 p 0 +D0 +~ +~ +0 -1 31541 +D2 +~ +~ +0 -1 31553 +D3 +~ +~ +0 -1 31546 +S +#31548 +The Bazaar~ + You stand at the far southwest edge of the bazaar. A large, tall building's +wall is just south of you, and the city wall is west of you. You may head into +the bazaar to the north and east. +~ +315 p 0 +D0 +~ +~ +0 -1 31542 +D1 +~ +~ +0 -1 31549 +S +#31549 +The Bazaar~ + The bazaar, probably one of the many reasons people visit McGintey Cove, +heads off to the north, east and west. You may exit the bazaar to the south +onto West Main. +~ +315 p 0 +D0 +~ +~ +0 -1 31543 +D1 +~ +~ +0 -1 31550 +D2 +~ +~ +0 -1 31555 +D3 +~ +~ +0 -1 31548 +S +#31550 +The Bazaar~ + You stand at the southern end of the bazaar. A building wall is to your +south, the bazaar stretches out to the north, east and west. +~ +315 p 0 +D0 +~ +~ +0 -1 31544 +D1 +~ +~ +0 -1 31577 +D3 +~ +~ +0 -1 31549 +S +#31551 +The Bazaar~ + You are at the south end of the bazaar. You may head in any direction but +south, which is the north wall of a business facing Main St. +~ +315 p 0 +D0 +~ +~ +0 -1 31545 +D1 +~ +~ +0 -1 31552 +D3 +~ +~ +0 -1 31550 +S +#31552 +The Bazaar~ + The bazaar, home to more than twenty five different marchants from all +corners of Dibrova is a twenty four hour, seven day a week managerie of sights +and sounds, most of which coming from the colorful people who push their goods +here. You may exit onto East Main to the south or head out into the bazaar in +any other direction. +~ +315 p 0 +D0 +~ +~ +0 -1 31546 +D1 +~ +~ +0 -1 31553 +D2 +~ +~ +0 -1 31558 +D3 +~ +~ +0 -1 31551 +S +#31553 +The Bazaar~ + Your stand at the far southeastern corner of the bazaar. Looking north and +west, it seems that the bazaar must go on forever. +~ +315 p 0 +D0 +~ +~ +0 -1 31547 +D3 +~ +~ +0 -1 31552 +S +#31554 +Harbor Cove Apartments~ + This small reception area is the leasing office for this complex. Any player +who wishes to rent a home here will need to fill out an application for lease +and leave a deposit of one hundred fifty gold coins. Type LEASE to fill out an +application. +~ +315 p 0 +D1 +~ +~ +0 -1 31555 +S +#31555 +West Main~ + The road heads north into the bazaar, a huge open court full of vendors from +every part of the world, plying their goods. To the south the road continues +with shops on either side. East of you is the Green Leaf, a local dining +facility. +~ +315 p 0 +D0 +~ +~ +0 -1 31549 +D1 +~ +~ +0 -1 31556 +D2 +~ +~ +0 -1 31560 +S +#31556 +The Green Leaf~ + This large, clean restaurant offers a variety of foods, most of them the +common fare most people from this area would be used to. Looks as if the +tourist trade does not touch this homey little place, and for that reason most +locals like it here best. +~ +315 dp 0 +D3 +~ +~ +0 -1 31555 +S +#31557 +The Parchment Place~ + This run-down, hole in the wall, flea bag dive is home to a failing business +which is failing only because of it's lack of variety and it's competition +located in the guild area. The scrolls offered are of fine quality and work +with almost every use, but the scrolls offered are not popularly needed. +~ +315 dp 0 +D1 +~ +~ +0 -1 31558 +S +#31558 +East Main~ + The road heads north into the bazaar or south into the main section of town. +To the west is a very ill-kept business with a faded and peeling sign hanging +crooked over the door proclaiming it the Parchment Place. The way is impassable +to the east, a steep hill runs up for quite some distance to the Wharf, the high +class section of town. +~ +315 dp 0 +D0 +~ +~ +0 -1 31552 +D2 +~ +~ +0 -1 31563 +D3 +~ +~ +0 -1 31557 +S +#31559 +Fatima's Footwear~ + Fatima seems to run a orderly, neat store. All the shoes are kept clean and +shined, all placed strategically on shelves so as to give the customer the best +angle on them. +~ +315 dp 0 +D1 +~ +~ +0 -1 31560 +S +#31560 +West Main~ + The road heads north and south from here. In the distance to the north the +road leads into the bazaar and south the road heads into an intersection with +South St. East of you is the jeweler and west is Fatima's Footwear. +~ +315 dp 0 +D0 +~ +~ +0 -1 31555 +D1 +~ +~ +0 -1 31561 +D2 +~ +~ +0 -1 31566 +D3 +~ +~ +0 -1 31559 +S +#31561 +The Jeweler~ + Many exotic jewels lay in glass displays on velvet cushions of contrasting +color. The colors are dazzling to the eye, and the temptation to rob this poor +schmuck is almost overpowering. +~ +315 dp 0 +D3 +~ +~ +0 -1 31560 +S +#31562 +Hospital~ + This small one room whitewashed building houses just enough equipment to heal +any standard health issues. +~ +315 dp 0 +D2 +~ +~ +0 -1 31568 +S +#31563 +East Main~ + The road runs north toward the bazaar or south past an intersection with +South St toward the Docks. +~ +315 p 0 +D0 +~ +~ +0 -1 31558 +D1 +~ +~ +0 -1 31564 +D2 +~ +~ +0 -1 31569 +S +#31564 +The Watering Hole~ + Barrels are stacked neatly along the north wall, canteens hang from straps +along the south wall, and behind the counter are flasks and cups of varying +shapes and colors. Some kind of large machine, most probably used to distill +sea water into drinking water sits back behind the counter. +~ +315 dp 0 +D3 +~ +~ +0 -1 31563 +S +#31565 +South Street~ + The street heads west into the guild area or east into the main business +sections of McGintey Cove. +~ +315 dp 0 +D1 +~ +~ +0 -1 31566 +D3 +~ +~ +0 0 31666 +S +#31566 +West Main and South St~ + The streets head off in all directions. To the eastand north, the street +goes further into the business sections of McGintey Cove. South of here begins +the area of town known as the Docks, where all the sea vessels are built and +most sailors stay when in port. To the west the street heads into the Guild +area. +~ +315 dp 0 +D0 +~ +~ +0 -1 31560 +D1 +~ +~ +0 -1 31567 +D2 +~ +~ +0 -1 31571 +D3 +~ +~ +0 -1 31565 +S +#31567 +South Street~ + The street heads east and west from here. To the south is a small shop which +sells all manner of hand wear. The street here seems a bit dirtier, less kept +up than the streets at the north end of town near the gates, almost dingy. +~ +315 dp 0 +D1 +~ +~ +0 -1 31568 +D2 +~ +~ +0 -1 31572 +D3 +~ +~ +0 -1 31566 +S +#31568 +South St~ + The road, seeming a bit dark and gloomy at this end of town, heads east and +west from here. To the north is a small hospital. +~ +315 p 0 +D0 +~ +~ +0 -1 31562 +D1 +~ +~ +0 -1 31569 +D3 +~ +~ +0 -1 31567 +S +#31569 +East Main and South St~ + The two main streets intersect here, heading off im every direction. South +lies the Dock area, east heads uphill into the high class area of town, the +Wharf, and north and west lead deeper into the main business district. +~ +315 p 0 +D0 +~ +~ +0 -1 31563 +D1 +~ +~ +0 -1 31570 +D2 +~ +~ +0 -1 31573 +D3 +~ +~ +0 -1 31568 +S +#31570 +South St~ + You have begun your ascent into the upper reaches of the high status section +of McGintey Cove, known as the Wharf. A warning to all who come this way. No +thievery is allowed here, no crimes are allowed to be committed, and all prices +are very high. +~ +315 p 0 +D1 +~ +~ +0 0 31732 +D3 +~ +~ +0 -1 31569 +S +#31571 +West Main~ + The street is definately a bit less kept up than the streets to the north. +The road leads generally downhill, sometimes down steps toward to the sea shore +where sailors roam about, looking for food stuffs or women, as is their wont. +~ +315 p 0 +D0 +~ +~ +0 -1 31566 +D2 +~ +~ +0 0 31801 +S +#31572 +Gloveworks~ + Racks are scattered throughout the room, all with various sizes and shapes of +gloves hanging from them. In cabinets and on shelves are many types of +gauntlets and glaives which would be too heavy to hang from a hook on the racks. +It smells of frehly oiled metal and leather in here, a delightful combination +for any seasoned adventurer such as yourself. +~ +315 p 0 +D0 +~ +~ +0 -1 31567 +S +#31573 +East Main~ + The road heads downhill into a much more scented section of town, the Docks. +It smells of sea weed, raw fish and dirty bodied men of the sea. The roads are +covered in dirt and grime and the farther south you get, the worse the roads +get. Hard to believe that some of more high class people actually come through +here. +~ +315 p 0 +D0 +~ +~ +0 -1 31569 +D2 +~ +~ +0 0 31804 +S +#31574 +McGintey Teleporters~ + This establishment runs in direct competition with the Boat Station, being +that this is a seaport town and all. The prices offered here are substantially +less than those found in most other towns, and the choices of travel are much +less limited than the other, smaller inland towns. +~ +315 p 0 +D2 +~ +~ +0 0 31513 +S +#31575 +McGintey Center Square~ + This area has been set aside for patrons of the bazaar and the common +citizens to have a place for a peaceful rest away from all the noise and hustle +of the city. Pity that so many of the less fortunate make it their permanent +place of residence. Ah well, it's still a fine place to relax. +~ +315 cep 0 +D0 +~ +~ +0 0 31538 +D1 +~ +~ +0 0 31576 +D2 +~ +~ +0 0 31577 +S +#31576 +McGintey Center Square~ + This area has been set aside for patrons of the bazaar and the common +citizens to have a place for a peaceful rest away from all the noise and hustle +of the city. Pity that so many of the less fortunate make it their permanent +place of residence. Ah well, it's still a fine place to relax. +~ +315 cep 0 +D0 +~ +~ +0 0 31539 +D2 +~ +~ +0 0 31578 +D3 +~ +~ +0 0 31575 +S +#31577 +McGintey Center Square~ + This area has been set aside for patrons of the bazaar and the common +citizens to have a place for a peaceful rest away from all the noise and hustle +of the city. Pity that so many of the less fortunate make it their permanent +place of residence. Ah well, it's still a fine place to relax. +~ +315 cep 0 +D0 +~ +~ +0 0 31575 +D1 +~ +~ +0 0 31578 +D2 +~ +~ +0 0 31544 +S +#31578 +McGintey Center Square~ + This area has been set aside for patrons of the bazaar and the common +citizens to have a place for a peaceful rest away from all the noise and hustle +of the city. Pity that so many of the less fortunate make it their permanent +place of residence. Ah well, it's still a fine place to relax. +~ +315 cep 0 +D0 +~ +~ +0 0 31576 +D2 +~ +~ +0 0 31545 +D3 +~ +~ +0 0 31577 +S +#31579 +Town Meeting Hall~ + This Hall has been used for many years as the center for the development of +McGintey Cove and its laws, plus as the shouting house for the people of the +town. Monthly meetings are still held by either the town mayor or the immortal +sponsor for this town. The upper reaches of this fine place hold the various +board rooms for McGintey Cove. +~ +315 dep 0 +D2 +~ +~ +0 0 31512 +D4 +~ +~ +0 0 31580 +S +#31580 +Reading Room~ + This is the place where players may post messages to other players, or to the +Gods or just post whatever might be on their mind in general. This is not a +board to be used to post flames, if a message is considered to be a flame it +will be removed immediately. +~ +315 cdep 0 +D1 +~ +~ +0 0 31582 +D3 +~ +~ +0 0 31581 +D5 +~ +~ +0 0 31579 +S +#31581 +Quest Room~ + This is where most quests will begin, unless a different room from another +hometown is chosen instead. The board here is intended to be used by players to +talk about quests, request quests, or suggest new quests. Feel free to post any +suggestions you may have. +~ +315 cdep 0 +D1 +~ +~ +0 0 31580 +S +#31582 +Suggestion Room~ + This is where players can post their wants, needs and desires in terms of +additions to Dibrova. We encourage all players to give input regarding any and +all aspects of the game, we want to make this a game for everyone, so don't be +shy! +~ +315 cdep 0 +D3 +~ +~ +0 0 31580 +S +$~ diff --git a/src/act.informative.c b/src/act.informative.c index 75570ee..ccc81fa 100644 --- a/src/act.informative.c +++ b/src/act.informative.c @@ -2095,6 +2095,9 @@ ACMD(do_commands) if (!wizhelp && socials != (complete_cmd_info[i].command_pointer == do_action || complete_cmd_info[i].command_pointer == do_insult)) continue; + if (wizhelp && complete_cmd_info[i].command_pointer == do_action) + continue; + send_to_char(ch, "%-11s%s", complete_cmd_info[i].command, no++ % 7 == 0 ? "\r\n" : ""); } diff --git a/src/act.other.c b/src/act.other.c index fa6c721..d145d7a 100644 --- a/src/act.other.c +++ b/src/act.other.c @@ -344,7 +344,7 @@ ACMD(do_title) send_to_char(ch, "Sorry, titles can't be longer than %d characters.\r\n", MAX_TITLE_LENGTH); else { set_title(ch, argument); - send_to_char(ch, "Okay, you're now %s %s.\r\n", GET_NAME(ch), GET_TITLE(ch)); + send_to_char(ch, "Okay, you're now %s%s%s.\r\n", GET_NAME(ch), *GET_TITLE(ch) ? " " : "", GET_TITLE(ch)); } } @@ -1010,6 +1010,8 @@ ACMD(do_file) len = snprintf(buf, sizeof(buf), "Last %d lines of %s:\r\n", req_lines, fields[l].file); + if (req_lines == num_lines) + len += snprintf(buf + len, sizeof(buf) - len, "Top of file.\r\n"); get_line(req_file,line); while (!feof(req_file)) { cur_line++; diff --git a/src/act.wizard.c b/src/act.wizard.c index 0da597c..880629b 100644 --- a/src/act.wizard.c +++ b/src/act.wizard.c @@ -2221,12 +2221,12 @@ ACMD(do_wiznet) } for (d = descriptor_list; d; d = d->next) { - if ((STATE(d) == CON_PLAYING) && (GET_LEVEL(d->character) >= level) && + if (IS_PLAYING(d) && (GET_LEVEL(d->character) >= level) && (!PRF_FLAGGED(d->character, PRF_NOWIZ)) && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { send_to_char(d->character, "%s", CCCYN(d->character, C_NRM)); - send_to_char(d->character, "%s", buf1); - new_hist_messg(d, buf1); + send_to_char(d->character, "%s", buf1); + new_hist_messg(d, buf1); send_to_char(d->character, "%s", CCNRM(d->character, C_NRM)); } } diff --git a/src/comm.c b/src/comm.c index 282ac73..9bcd6da 100644 --- a/src/comm.c +++ b/src/comm.c @@ -2744,7 +2744,7 @@ void act(const char *str, int hide_invisible, struct char_data *ch, /* this is a hack as well - DG_NO_TRIG is 256 -- Welcor */ /* If the bit is set, unset dg_act_check, thus the ! below */ - if ((dg_act_check = !IS_SET(type, DG_NO_TRIG))) + if (!(dg_act_check = !IS_SET(type, DG_NO_TRIG))) REMOVE_BIT(type, DG_NO_TRIG); /* And this too.. */