Setting up 3.5.0 as trunk
This commit is contained in:
2759
lib/world/trg/0.trg
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2759
lib/world/trg/0.trg
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File diff suppressed because it is too large
Load Diff
2099
lib/world/trg/1.trg
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2099
lib/world/trg/1.trg
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File diff suppressed because it is too large
Load Diff
1
lib/world/trg/100.trg
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1
lib/world/trg/100.trg
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@@ -0,0 +1 @@
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||||
$~
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||||
1
lib/world/trg/101.trg
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1
lib/world/trg/101.trg
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@@ -0,0 +1 @@
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$~
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340
lib/world/trg/103.trg
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340
lib/world/trg/103.trg
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@@ -0,0 +1,340 @@
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#10302
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||||
Room Command - Teleporter to Earth - 10302~
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1 c 100
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enter~
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if %cmd.mudcommand% == enter && teleporter /= %arg% && %arg%
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%send% %actor% You step into the teleporter.
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%echoaround% %actor% %actor.name% steps into the teleporter and vanishes.
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%teleport% %actor% 10304
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%force% %actor% look
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%echoaround% %actor% %actor.name% appears in a flash of light.
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%force% %actor% xx
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else
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%send% %actor% enter what?
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end
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~
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#10303
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||||
Obj Command - Teleport to Namek - 10303~
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2 c 100
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enter~
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if %cmd.mudcommand% == enter && teleporter /= %arg% && %arg%
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%send% %actor% You step into the teleporter.
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%echoaround% %actor% %actor.name% steps into the teleporter and vanishes.
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%teleport% %actor% 10305
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%force% %actor% look
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%echoaround% %actor% %actor.name% appear in a flash of light.
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%force% %actor% xx
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else
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%send% %actor% enter what?
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end
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~
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#10304
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Kami's Welcome - 10304~
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0 ci 100
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xx~
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wait 1 sec
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say Hello, welcome to my lookout.
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wait 2 sec
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say I am Kami, and this is Mr. Popo.
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~
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#10305
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Welcome To Namek - 10305~
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0 c 100
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xx~
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wait 1 sec
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say Welcome to planet Namek, please feel free to look around.
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wait 2 sec
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say I am Nameks Priest, I hope you have a good time on our planet, if you have
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time you should visit the Elder.
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~
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#10306
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Nimbus Cloud - 10304~
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2 c 100
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board~
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if board /= %cmd% && cloud /= %arg% && %arg%
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%send% %actor% You jump onto the cloud and take a seat.
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%echoaround% %actor% %actor.name% jumps up onto nimbus.
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%echoaround% %actor% The nimbus cloud takes off down the tower.
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%teleport% %actor% 10306
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%echoaround% %actor% The cloud lands and %actor.name% steps off.
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%echoaround% %actor% The cloud flies off to the top of the tower.
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%force% %actor% look
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%send% %actor% You jump off the nimbus cloud.
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else
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%send% %actor% board what?
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||||
end
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~
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#10307
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Kill Wolf - 10307~
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0 f 100
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~
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%echoaround% %actor% @RThe wolf lets out an ear splitting howl as it dies.@n
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%send% %actor% @RThe wolf lets out an ear splitting howl has it dies.@n
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%send% %actor% @rBlood from the wolf splatters over your armor.@n
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%load% mob 10307
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~
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#10308
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Transport - 10306~
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1 c 1
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goto~
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%echoaround% %actor% %actor.name% smiles and a bright flame emits from
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%actor.hisher% neckless and engulfs %actor.himher%, and in a instant you are
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blinded by a flash from the fire.
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%send% %actor% You smile as a flame emits from your neckless and it engulfs
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you, you
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%send% %actor% dissappear in a flash of light.
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wait 3 sec
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%echoaround% %actor% The light clears, but it takes a bit for your eyes to
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adjust, when they do you notice %actor.name% is gone.
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%teleport% %actor% %arg%
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%send% %actor% When the flames subside, you notice you are somewhere else.
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%echoaround% %actor% In a large flash of light you are blinded, and when the
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light subsides, and your eyes readjust, %actor.name% is in the room with you.
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wait 2 sec
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%force% %actor% look
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||||
~
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#10309
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||||
Test~
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||||
0 c 100
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||||
greet~
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||||
if %mudcommand.cmd% greet && woman /= %arg%
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wait 1 sec
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say Hello.
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wait 2 sec
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say Will you help me open this gate?
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||||
end
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||||
~
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#10310
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||||
Tell~
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||||
1 c 2
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tell~
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%send% %arg% @G%arg%@n
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~
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#10314
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Matildas Welcome - 10316~
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0 g 100
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~
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if %direction% == north
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wait 1 sec
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say Hello, my name is Matilda.
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wait 2 sec
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say Master Vegeta is in his atire.
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wait 1 sec
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say And there is a fighter here to help you train.
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~
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#10315
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Newbie Fighter Sacrifice - 10318~
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2 c 100
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sac~
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if sacrifice /= %cmd% && fighter /= %arg%
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%send% %actor% You sacrifice the corpse of A Newbie Fighter.
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%echoaround% %actor% Dabura gives %actor.name% one zeni for his sacrifice.
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%send% %actor% Dabura gives you one zeni for your sacrifice.
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%purge% %self%
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else
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%send% %actor% Sacrifice what?
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||||
end
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||||
~
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#10316
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Sac Vegeta - 10319~
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0 c 100
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sac~
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if sacrifice /= %cmd% && vegeta /= %arg%
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%send% %actor% You sacrifice the corpse of vegeta.
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%echoaround% %actor% Dabura gives %actor.name% one zeni for his sacrifice.
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%send% %actor% Dabura gives you one zeni for your sacrifice.
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%purge% %self%
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else
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%send% %actor% Sacrifice what?
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||||
end
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~
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#10318
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Reload Fighter - 10318~
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0 f 100
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||||
~
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* reload mob for next fighter
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%load% mob 10318
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%load% obj 10318
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%teleport% %self% 0
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||||
~
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#10319
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Reload Vegeta - 10319~
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0 f 100
|
||||
~
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||||
say How can this be! I am the Ultimate Saiyan!
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||||
%load% obj 10319
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||||
%teleport% %self% 0
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||||
wait 360 sec
|
||||
%load% mob 10319
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||||
~
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||||
#10320
|
||||
Obj Command - Teleport to CoU - 10320~
|
||||
1 c 100
|
||||
enter~
|
||||
if %cmd.mudcommand% == enter && teleporter /= %arg% && %arg%
|
||||
%send% %actor% You step into the teleporter.
|
||||
%echoaround% %actor% %actor.name% steps into the teleporter and vanishes.
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||||
%teleport% %actor% 10301
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||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% appears in a flash of light.
|
||||
else
|
||||
%send% %actor% enter what?
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||||
end
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||||
~
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||||
#10321
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||||
Waves - 10321~
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||||
2 b 100
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||||
~
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||||
wait 180 sec
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||||
%echo% @cA gentle wave washes up onto the shore.@n
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||||
~
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||||
#10322
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||||
Fish jumping - 10322~
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||||
2 b 100
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||||
~
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||||
wait 180 sec
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||||
%echo% Beautiful fish jump upstream splashing you gently.
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||||
~
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||||
#10323
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||||
Computer Flash - 10323~
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||||
2 b 100
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||||
~
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||||
wait 180 sec
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||||
%echo% @WThe computer screen flashes filling the room with light.@n
|
||||
~
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||||
#10329
|
||||
Roshis Magazine Snicker - 10329~
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||||
0 b 100
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||||
~
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||||
wait 120 sec
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||||
%echo% @bMaster Roshi snickers and turns the page not even looking at you.@n
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||||
~
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||||
#10330
|
||||
Master Roshis Kamehameha Wave - 10329 ~
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||||
1 c 7
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||||
kame~
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||||
if %cmd==kamehameha && %arg%==wave && %actor.fighting%
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||||
%damage% %actor.fighting% 99999
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%echoaround% %actor% @G%actor.name% clasps %actor.hisher% hands at his side
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and begins to yell "KaMeHaMeHa!!!!"@n
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||||
%send% %actor% @GYou clasps his hands at your side and begin to yell
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"KaMeHaMeHa!!!!"@n
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%echoaround% %actor% @G%actor.name% then thrusts %actor.hisher% hands foward
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sending a blue ball of ki straight at %actor.hisher% enemy.@n
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||||
%send% %actor% @GYou then thrusts your hands foward sending a blue ball of
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||||
ki straight at your enemy.@n
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||||
end
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||||
~
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||||
#10331
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||||
give headband - 10329~
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||||
0 g 100
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||||
~
|
||||
if %actor.is_pc%
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||||
if %direction% == south
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||||
wait 2 sec
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||||
say So, you wish to have my kamehame wave do you?
|
||||
end
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||||
end
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||||
~
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||||
#10332
|
||||
Agree - 10332~
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||||
0 d 100
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||||
yes~
|
||||
wait 1 sec
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||||
say Alright, here you go.
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||||
give headband %actor.name%
|
||||
wait 1 sec
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||||
say To use it just type kamehameha wave in battle.
|
||||
~
|
||||
#10339
|
||||
Truncks - 10339~
|
||||
0 b 100
|
||||
~
|
||||
wait 180 sec
|
||||
%echo% @cTruncks growls at the game he is playing.
|
||||
~
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||||
#10345
|
||||
Bulma Hums - 10345~
|
||||
0 b 100
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||||
~
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||||
wait 180 sec
|
||||
%echo% @cBulma hums to herself smiling happily.
|
||||
~
|
||||
#10355
|
||||
The wind on the mountain - 10355~
|
||||
2 b 100
|
||||
~
|
||||
wait 60 sec
|
||||
%echo% @bThe wind blows from all around as you fly.@n
|
||||
~
|
||||
#10362
|
||||
Open Door - 10362~
|
||||
2 c 100
|
||||
touch~
|
||||
if %arg% == dragon
|
||||
%echo% The statue suddenly comes to life and looks at the person whom
|
||||
awakend it, its eyes glow red as it puts out one arm to open the gate.
|
||||
%door% 10362 west flags a
|
||||
%door% 10362 west key 10363
|
||||
%door% 10362 west name Gate
|
||||
%door% 10362 west room 10305
|
||||
wait 60 sec
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||||
%door% 10362 west flags abc
|
||||
%echo% The Gate closes.
|
||||
else
|
||||
%send% %actor% Touch What ?
|
||||
end
|
||||
~
|
||||
#10363
|
||||
Unlock Gate~
|
||||
0 c 100
|
||||
touch~
|
||||
if %arg% == dragon
|
||||
%echo% The statue suddenly comes to life and looks at the person whom
|
||||
awakend it, its eyes glow red as it puts out one arm to open the gate.
|
||||
%force% %self% unlock door west
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||||
wait 30 sec
|
||||
%force% %self% lock door west
|
||||
%send %actor% The doors slam shut beind you.
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||||
end
|
||||
~
|
||||
#10364
|
||||
Unlock Gate - 10305~
|
||||
2 c 100
|
||||
touch~
|
||||
if %arg% == dragon
|
||||
%echo% The statue suddenly comes to life and looks at the person whom
|
||||
awakend it, its eyes glow red as it puts out one arm to open the gate.
|
||||
%door% 10305 east flags a
|
||||
%door% 10305 east key 10362
|
||||
%door% 10305 east name Gate
|
||||
%door% 10305 east room 10362
|
||||
wait 60 sec
|
||||
%door% 10305 east flags abc
|
||||
%echo% The gate slowly begins to shut, and takes serveral seconds to do so.
|
||||
else
|
||||
%send% %actor% Touch What ?
|
||||
end
|
||||
~
|
||||
#10376
|
||||
Pulsating orb -- 10376~
|
||||
2 b 100
|
||||
~
|
||||
wait 180 sec
|
||||
%echo% @WThe orb in the center of the room pulsates letting off more light.@n
|
||||
~
|
||||
#10389
|
||||
Obj Command -- Teleport CoU - 10389~
|
||||
1 c 100
|
||||
enter~
|
||||
if %cmd.mudcommand% == enter && teleporter /= %arg%
|
||||
%send% %actor% You step into the teleporter.
|
||||
%echoaround% %actor% %actor.name% steps into the teleporter and vanishes.
|
||||
%teleport% %actor% 10301
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% appears in a flash of light.
|
||||
else
|
||||
%send% %actor% Enter What ?
|
||||
end
|
||||
~
|
||||
$~
|
||||
266
lib/world/trg/104.trg
Normal file
266
lib/world/trg/104.trg
Normal file
@@ -0,0 +1,266 @@
|
||||
#10400
|
||||
Get Beer from the Keg - 10400~
|
||||
1 c 100
|
||||
pour~
|
||||
if %cmd.mudcommand% == pour && beer /= %arg%
|
||||
%echoaround% %actor% %actor.name% pours himself a glass of beer.
|
||||
%load% obj 10401
|
||||
%send% %actor% You fill up a glass full of beer.
|
||||
end
|
||||
~
|
||||
#10401
|
||||
Birds in the trees - 10401~
|
||||
2 b 100
|
||||
~
|
||||
wait 180 sec
|
||||
%echo% The sound of birds echos through the forest, canaries and robins fly around in the area.
|
||||
~
|
||||
#10402
|
||||
Little Children - 10402~
|
||||
2 b 100
|
||||
~
|
||||
wait 30 sec
|
||||
%echo% The sound of children laughing fills your head.
|
||||
wait 25 sec
|
||||
%echo% A small child tugs at your pants and disappears in a small puff of smoke.
|
||||
wait 45 sec
|
||||
%echo% Small handprints appear all over the trees, but quickly disappear.
|
||||
~
|
||||
#10403
|
||||
Squirrels in the trees - 10403~
|
||||
2 b 100
|
||||
~
|
||||
wait 24 sec
|
||||
%echo% Squirrels run around in the trees, scratching the bark.
|
||||
~
|
||||
#10404
|
||||
Deer Sounds - 10404~
|
||||
2 b 50
|
||||
~
|
||||
%echo% The leaves rustle around you as something brushes up against them.
|
||||
wait 420 sec
|
||||
%echo% A Deer dashes across the path, but quickly disappears into the woods on the other side.
|
||||
~
|
||||
#10406
|
||||
Welcome - (10400, 10401, 10402, & 10409)~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 1 sec
|
||||
say Hello, welcome to my shop.
|
||||
wait 1 sec
|
||||
say How can I be of service?
|
||||
end
|
||||
~
|
||||
#10407
|
||||
Welcome Zone 104 - 10413~
|
||||
0 d 100
|
||||
hello Jewel~
|
||||
wait 2 sec
|
||||
say Hello, and welcome the the land of Orchan.
|
||||
wait 2 sec
|
||||
say Please feel free to look around %actor.name%.
|
||||
~
|
||||
#10408
|
||||
Journal Take Trigger~
|
||||
1 c 2
|
||||
write~
|
||||
if %actor.id% == 4891
|
||||
%send% %actor% %actor.name% welcome back home.
|
||||
%force% %actor% write journal
|
||||
else
|
||||
%send% %actor% You do not have permission to write in this journal.
|
||||
end
|
||||
~
|
||||
#10409
|
||||
Sleep chair~
|
||||
1 c 100
|
||||
sl~
|
||||
if %actor.id% == 4891
|
||||
%echoaround% %actor% %actor.name% falls asleep in the comfort of the chair.
|
||||
%send% %actor% You drift into a calm slumber.
|
||||
%force% %actor% sleep
|
||||
else
|
||||
%force %actor% sleep
|
||||
end
|
||||
~
|
||||
#10410
|
||||
test trig~
|
||||
1 c 2
|
||||
drop~
|
||||
if %room.vnum% == 1209
|
||||
if %cmd.mudcommand% == drop && infra /= %arg%
|
||||
%echoaround% %actor% %actor.name% drops the infra on the ground.
|
||||
%echaround% %actor% The infra just disappears.
|
||||
%load% obj 8818
|
||||
%purge% %self%
|
||||
else
|
||||
if %cmd.mudcommand% == drop && infra /= %arg%
|
||||
%force% %actor% drop infra
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#10411
|
||||
Quest for Armor~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if %direction% == north
|
||||
if %actor.inventory(10429)%
|
||||
say Do you have the item?
|
||||
else
|
||||
if %actor.is_pc%
|
||||
if %direction% == north
|
||||
say Hello there young one.
|
||||
wait 2 sec
|
||||
say I am the village elder, the oldest and wisest of them all.
|
||||
wait 4 sec
|
||||
say %actor.name%, if you bring me back the item from the center of the maze, I will reward you with great riches and power.
|
||||
wait 4 sec
|
||||
say Will you accept my quest? Will you go to the center of the maze and retrieve the sacred item?
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#10412
|
||||
Accept Quest~
|
||||
0 d 100
|
||||
yes~
|
||||
say So you do wish to venture to the center of the maze!
|
||||
wait 2 sec
|
||||
say You will find the maze to the east of this town.
|
||||
wait 2 sec
|
||||
say May the Gods of Miz'real be with you.
|
||||
wait 1 sec
|
||||
%echo% %self.name% waves his hands around and chants some strange language.
|
||||
wait 3 sec
|
||||
%echoaround% %actor% %actor.name% is engulfed in a bright light, and disappears.
|
||||
%send% %actor% You are engulfed within a bright light, and when the light fades, you notice you are not where you were.
|
||||
%teleport% %actor% 10413
|
||||
%force% %actor% look
|
||||
~
|
||||
#10413
|
||||
Finding the Armor~
|
||||
1 g 100
|
||||
~
|
||||
%echoaround% %actor% As %actor.name% picks up the armor, the room is filled with a mystical @Wwhite@n light.
|
||||
%send% %actor% You pick up the armor and you are engulfed in a @Wwhite@n light.
|
||||
%teleport% %actor% 10413
|
||||
%echoaround% %actor% As the light fades, you notice %actor.name% is no longer there.
|
||||
%echoaround% %actor% Nor is the armor.
|
||||
wait 2 sec
|
||||
%send% %actor% The light fades away and you notice you are no longer in the maze.
|
||||
%force% %actor% look
|
||||
~
|
||||
#10414
|
||||
bringing armor back~
|
||||
0 j 100
|
||||
~
|
||||
if %object.vnum% == 10429
|
||||
%force% %actor% give armor elder
|
||||
wait 2 s
|
||||
say Hmmm, this looks like the armor.
|
||||
wait 2 s
|
||||
say You may have this.
|
||||
wait 2 s
|
||||
%send% %actor% You watch as %self.name% rummages through a bag on his side and pulls out some coins.
|
||||
wait 2 s
|
||||
%send% %actor% %self.name% hands you the coins, you feel a slight surge of energy.
|
||||
%echoaround% %actor% %self.name% rummages through a bag and pulls out a couple coins.
|
||||
wait 2 s
|
||||
%echoaround% %actor% %self.name% hands the coins to %actor.name% , a small light emits from the coins.
|
||||
nop %actor.gold(150)%
|
||||
nop %actor.exp(400)%
|
||||
%send% %actor% You receive 150 gold coins and 400 experience.
|
||||
return 0
|
||||
else
|
||||
wait 2 s
|
||||
say What is this? I don't want this.
|
||||
wait 1 s
|
||||
say Come back when you have the real thing!
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#10416
|
||||
WeatherMan~
|
||||
0 d 0
|
||||
whats the weather~
|
||||
eval here %self.room%
|
||||
eval today %here.weather%
|
||||
say The weather eh? Give me a little.
|
||||
%echo The Weatherman looks up into the sky and pulls a notepad out of his pocket.
|
||||
wait 1 sec
|
||||
%echo% The Weatherman begins to jot down something on his notepad.
|
||||
wait 1 sec
|
||||
%echo% The Weatherman sctatches his head then looks a %actor.name%
|
||||
if %today% == rainy
|
||||
%echo% The Weatherman places a raincoat on, then pulls out an umbrella.
|
||||
say It's pouring out today.
|
||||
elseif %today% == sunny
|
||||
%echo% The Weatherman puts on some sunglasses and places some sunscreen on his nose.
|
||||
say I just might go to the beach today.
|
||||
elseif %today% == lightning
|
||||
%echo% The Weatherman watches the flashing lights in the sky smiling.
|
||||
say Pretty ain't it?
|
||||
elseif %today% == cloudy
|
||||
%echo% The Weatherman takes cover under a tree.
|
||||
say Looks like it might rain today, thoase clouds are rather dark.
|
||||
else
|
||||
say I cannot tell you the weather while Im indoors.
|
||||
end
|
||||
~
|
||||
#10417
|
||||
Peek Tool~
|
||||
1 c 1
|
||||
glance~
|
||||
eval room0 %self.room%
|
||||
eval homeroom %room0.vnum%
|
||||
if %arg% == north || if %arg% == south || if %arg% == east || if %arg% == west || if %arg% == up || if %arg% == down
|
||||
eval room1 %self.room%
|
||||
eval otherroom %%room1.%arg%(vnum)%%
|
||||
if %otherroom%
|
||||
%teleport% %actor% %otherroom%
|
||||
%force% %actor% l
|
||||
%teleport% %actor% %homeroom%
|
||||
else
|
||||
%send% %actor% There is not a room in that direction.
|
||||
end
|
||||
else
|
||||
%send% %actor% What direction do you wish to glance?
|
||||
end
|
||||
~
|
||||
#10418
|
||||
Run Trigger~
|
||||
0 g 100
|
||||
~
|
||||
* No Script
|
||||
~
|
||||
#10419
|
||||
Knock out Gas - 10457~
|
||||
2 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
%echo% Gasses begin to fill the room, and the stench becomes unbearable.
|
||||
wait 2s
|
||||
%send% %actor% You begin to feel your self lose sight of the room.
|
||||
%echoaround% %actor% %actor.name%'s eyes shut and %actor.heshe% slumps over.
|
||||
%actor.pos(Sleeping)%
|
||||
wait 3s
|
||||
%echoaround% %actor% Strange words can be heard comeing from somewhere, and %actor.name%'s body floats into the air and vanishes.
|
||||
wait 1s
|
||||
%teleport% %actor% 10424
|
||||
%lag% %actor.name% 200
|
||||
end
|
||||
~
|
||||
#10499
|
||||
Test Trig~
|
||||
2 q 100
|
||||
~
|
||||
if %direction% == west
|
||||
%door% 100 west flags abc
|
||||
end
|
||||
~
|
||||
$~
|
||||
26
lib/world/trg/106.trg
Normal file
26
lib/world/trg/106.trg
Normal file
@@ -0,0 +1,26 @@
|
||||
#10600
|
||||
Armourer - 10634~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if %actor.sex% == male
|
||||
say Good day to ya sir, my friend to the east has my wares for sale, we have a partnership.
|
||||
chuckle
|
||||
elseif %actor.sex% == female
|
||||
say Good day to ya maam, my friend to the east has my wares for sale, we have a partnership.
|
||||
smirk
|
||||
end
|
||||
end
|
||||
~
|
||||
#10601
|
||||
Near Death Trap - 10650~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 1 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods pity you enough to allow you to survive.
|
||||
~
|
||||
$~
|
||||
28
lib/world/trg/107.trg
Normal file
28
lib/world/trg/107.trg
Normal file
@@ -0,0 +1,28 @@
|
||||
#10700
|
||||
Vault Throw - 10737~
|
||||
2 c 100
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && vault /= %arg%
|
||||
%send% %actor% As you attempt to enter the vault an unseen spirit throws you from the room.
|
||||
%send% %actor% You are damaged by the fall.
|
||||
%echoaround% %actor% %actor.name% tries to enter the vault and is instead thrown out of the room, by some unseen force.
|
||||
%teleport% %actor% 10719
|
||||
%damage% %actor% 20
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% is thrown into the room.
|
||||
else
|
||||
%send% %actor% Enter what?!
|
||||
end
|
||||
~
|
||||
#10701
|
||||
Near Death Trap Sink Hole - 10773~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods pity you enough to allow you to survive.
|
||||
~
|
||||
$~
|
||||
10
lib/world/trg/115.trg
Normal file
10
lib/world/trg/115.trg
Normal file
@@ -0,0 +1,10 @@
|
||||
#11523
|
||||
Man Trigger~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 5
|
||||
Say "Run, Run, Fast, Fast, Get Out Of Here !! "
|
||||
end
|
||||
~
|
||||
$~
|
||||
613
lib/world/trg/117.trg
Normal file
613
lib/world/trg/117.trg
Normal file
@@ -0,0 +1,613 @@
|
||||
#11700
|
||||
Kill Zulthan - 11704~
|
||||
0 c 100
|
||||
*~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if (%cmd.mudcommand% == bash || %cmd.mudcommand% == backstab || %cmd.mudcommand% == kill || %cmd.mudcommand% == hit || %cmd.mudcommand% == kick || %cmd.mudcommand% == shoot) && (zulthan /= %arg% || waiter /= %arg%)
|
||||
say Well, that was certainly a rude attempt of yours!
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11701
|
||||
Get ring - 11701~
|
||||
2 c 100
|
||||
g~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %cmd.mudcommand% == get && ring /= %arg%
|
||||
%send% %actor% You dig in the dirt and pick up the ring.
|
||||
%echoaround% %actor.name% %actor.name% gets a ring from the dirt.
|
||||
%load% obj 11700 %actor% inv
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11702
|
||||
Steal cello - 11703~
|
||||
2 c 100
|
||||
steal~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %cmd.mudcommand% == steal && cello /= %arg%
|
||||
%send% %actor% You steal the cello from the cello player who exclaims 'Hey!'
|
||||
%echoaround% %actor.name% %actor.name% immaturely nabs the cello from the cello player's hands during the middle of a performance.
|
||||
%load% obj 11708 %actor% inv
|
||||
end
|
||||
~
|
||||
#11703
|
||||
Holden Greet - 11700~
|
||||
0 g 100
|
||||
~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %actor.is_pc%
|
||||
say It is nice to see you today, %actor.name%
|
||||
if %actor.has_item(something)%
|
||||
say Hmmm, what is this? This looks like Blood from the trees! This must be Lacela's doing, and now I finally have proof! Thank you, %actor.name%!
|
||||
%echo% %self.name% drags Lacela out of her shop and throws her out of town for such a terrible act! Holden takes the key that Lacela has from her!
|
||||
%load% obj 11718
|
||||
say I don't need this, here, you have it.
|
||||
give cellar %actor.name%
|
||||
%at% 11706 %purge% lacela
|
||||
%purge% %actor.inventory(11719)%
|
||||
end
|
||||
if !%actor.has_item(something)%
|
||||
end
|
||||
end
|
||||
~
|
||||
#11704
|
||||
Stradler Greet - 11701~
|
||||
0 g 100
|
||||
~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %actor.is_pc%
|
||||
say It is great to see that you are well today, %actor.name%
|
||||
end
|
||||
~
|
||||
#11705
|
||||
Use cello - 11708~
|
||||
1 c 2
|
||||
use~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %cmd.mudcommand% == use && cello /= %arg%
|
||||
%echoaround% %actor% %actor.name% plays The Journey in C minor on %actor.hisher% cello.
|
||||
%send% %actor% You beautifully play The Journey in C Minor with your cello.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11706
|
||||
LacelaKillProof - 11705~
|
||||
0 c 100
|
||||
*~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if (%cmd.mudcommand% == bash || %cmd.mudcommand% == backstab || %cmd.mudcommand% == kill || %cmd.mudcommand% == hit || %cmd.mudcommand% == kick || %cmd.mudcommand% == shoot) && (cassandra /= %arg% || lacela /= %arg%)
|
||||
say Heyyyyyyy!!!! Whattad I ever doo ta yooo??!! *Hic*
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11707
|
||||
Can't attack Derresor - 11707~
|
||||
0 c 100
|
||||
*~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if (%cmd.mudcommand% == bash || %cmd.mudcommand% == backstab || %cmd.mudcommand% == kill || %cmd.mudcommand% == hit || %cmd.mudcommand% == kick || %cmd.mudcommand% == shoot) && (derresor /= %arg% || salesman /= %arg% || maosund /= %arg%)
|
||||
say Sorry %actor.name%, maybe at some other point.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11708
|
||||
Large Boots - 11722~
|
||||
1 j 100
|
||||
~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
return 0
|
||||
if %actor.eq(legs)%
|
||||
%send% %actor% %self.shortdesc% cover your entire legs. You must remove %actor.eq(legs).shortdesc% to wear them.
|
||||
else
|
||||
%send% %actor% You wear %self.shortdesc% around your legs.
|
||||
%send% %actor% You wear %self.shortdesc% around your feet.
|
||||
%load% obj 11722 %actor% legs
|
||||
%load% obj 11722 %actor% feet
|
||||
%purge% %self%
|
||||
end
|
||||
~
|
||||
#11709
|
||||
Large Boots - 11722~
|
||||
1 l 100
|
||||
~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
%purge% %actor.eq(legs)%
|
||||
~
|
||||
#11710
|
||||
Stump - 11753~
|
||||
2 c 100
|
||||
sit~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %cmd.mudcommand% == sit && stump /= %arg%
|
||||
%echo% You sit down on the stump and suddenly the forest in front of you opens!
|
||||
%echoaround% %actor% %actor.name% sits down on a stump and the forest that blocked the path suddenly opens up!
|
||||
%door% 11753 south flags a
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11711
|
||||
touch display - 11751~
|
||||
2 c 100
|
||||
touch~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %arg% == display
|
||||
%send% %actor% You browse around the forbidden display and lift up the large sword. A clicking noise is made from the stand it is on, and suddenly, a huge crashing sound comes from the far west!
|
||||
%echoaround% %actor.name% %actor.name% lifts the sword on the display and a gigantic crashing sound comes from the west!
|
||||
%at% 11704 %door% 11704 down flags a
|
||||
%at% 11758 %load% obj 11737
|
||||
%send% %actor% Salesman Derresor Maosund punches you in the face with anger for touching the display!!
|
||||
%damage% %actor% 150
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11712
|
||||
Bow - 11727~
|
||||
1 c 1
|
||||
shoot~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %actor.fighting% && !%arg%
|
||||
set arg %actor.fighting%
|
||||
end
|
||||
if !%arg%
|
||||
%send% %actor% Shoot Who?
|
||||
halt
|
||||
else
|
||||
%force% %arg% kill %actor.name%
|
||||
end
|
||||
if (%arg.room% != %actor.room%) || (%arg.id% == %actor.id%)
|
||||
%send% %actor% Shoot: Invalid Target!
|
||||
halt
|
||||
end
|
||||
eval i %actor.inventory%
|
||||
while (%i%)
|
||||
set next %i.next_in_list%
|
||||
if %i.vnum%==11729
|
||||
set quiver 1
|
||||
break
|
||||
end
|
||||
set i %next%
|
||||
done
|
||||
if %quiver%
|
||||
%force% %actor% take arrow quiver
|
||||
end
|
||||
if %actor.inventory(11728)%
|
||||
%damage% %arg% 10
|
||||
%send% %actor% You fire your arrow at your opponent.
|
||||
%purge% %actor.inventory(11728)%
|
||||
switch %random.4%
|
||||
case 1
|
||||
%echo% The arrow breaks!
|
||||
return 0
|
||||
break
|
||||
case 2
|
||||
load obj 11728
|
||||
break
|
||||
case 3
|
||||
load obj 11728
|
||||
break
|
||||
default
|
||||
load obj 11728
|
||||
break
|
||||
done
|
||||
else
|
||||
%send% %actor% You need to have arrows or a quiver.
|
||||
return 0
|
||||
end
|
||||
if %actor.inventory(11730)%
|
||||
%damage% %arg% 30
|
||||
%send% %actor% @WThe arrow makes a bright flash of light as it strikes your opponent!@n
|
||||
%purge% %actor.inventory(11730)%
|
||||
switch %random.4%
|
||||
case 1
|
||||
%echo% The arrow breaks!
|
||||
return 0
|
||||
break
|
||||
case 2
|
||||
%load% obj 11730
|
||||
break
|
||||
case 3
|
||||
%load% obj 11730
|
||||
break
|
||||
default
|
||||
%load% object 11730
|
||||
break
|
||||
done
|
||||
else
|
||||
%send% %actor% You fire your arrow at %arg.shortdesc%.
|
||||
end
|
||||
~
|
||||
#11713
|
||||
Touch Nest - 11755~
|
||||
2 c 100
|
||||
touch~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %arg% == nest
|
||||
%send% %actor% You reach out for the squirrel's nest and touch it, but it falls toward the patch of sand and abruptly falls right through!
|
||||
%echoaround% %actor.name% %actor.name% tries to reach out and touch the nest, like the 2-year-old %actor.heshe% is. %actor.heshe% drops the nest clumsily but the nest abruptly falls through the strange patch of sand!
|
||||
%door% 11755 down flags a
|
||||
else
|
||||
%send% %actor% Touch what?
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11714
|
||||
Chieftan Attacks You - 11709~
|
||||
0 g 100
|
||||
~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
wait 2 s
|
||||
say Hey! What are you doing in here!?!? Get out or you'll pay with your life!
|
||||
wait 2 s
|
||||
say I warned you!!
|
||||
kill %actor.name%
|
||||
~
|
||||
#11715
|
||||
Sit Stump - 11722~
|
||||
2 c 100
|
||||
sit~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %cmd.mudcommand% == sit && %arg% /= stump
|
||||
%echo% You sit down on the large stump and take a rest.
|
||||
%echoaround% %actor.name% %actor.name% sits down on a stump and takes a quick rest.
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11716
|
||||
pick flowers - 11735~
|
||||
2 c 100
|
||||
pick~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %arg% == flowers
|
||||
%send% %actor% You kneel beside the path, pick the flowers, and arrange them in a nice bouquet.
|
||||
%echoaround% %actor.name% %actor.name% picks the exotic flowers beside the path and makes a bouquet from them.
|
||||
%load% obj 11735 %actor% inv
|
||||
else
|
||||
%send% %actor% Pick what??
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11717
|
||||
Search fireplace- 11725~
|
||||
2 c 100
|
||||
search~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %arg% == fireplace
|
||||
%send% %actor% You search around the fireplace, and bump into the loose tile. Suddenly, the fire goes out, and the wall behind it opens up!
|
||||
%echoaround% %actor.name% %actor.name% searches the fireplace, and before you know it, the wall to the north opens like a door!
|
||||
%door% 11725 north flags a
|
||||
else
|
||||
%send% %actor% Search what?
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11718
|
||||
Wake Lesalie - 11706~
|
||||
0 c 100
|
||||
wake~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %cmd.mudcommand% == wake && arg /= government || official || lesalie
|
||||
%echo% %self.name% stands up.
|
||||
wait 1s
|
||||
%echo% %self.name% says "Oh... Where am I...? Lacela! Her blood! I must stop her!"
|
||||
%echo% %self.name% tries to get up with what little strength he has, but falls back down moaning.
|
||||
wait 1s
|
||||
%send% %actor% You calm him down and inform him that you took care of Lacela's scheme.
|
||||
%echoaround% %actor% %actor.name% calms Lesalie and informs him of what has happened.
|
||||
wait 1s
|
||||
%echo% %self.name% sighs with relief.
|
||||
%echo% %self.name% says "Thank you very much, now, if you excuse me, I must slowly make my way up to my room."
|
||||
%echo% %self.name% smiles at %actor.name%.
|
||||
wait 1s
|
||||
%echo% %self.name% says "By the way, my letter is S... I know what you're trying to do."
|
||||
%echo% %self.name% wobbles up the stairs and makes way to his room.
|
||||
%teleport% lesalie 11709
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11719
|
||||
Verno Guard North - 11718~
|
||||
0 q 100
|
||||
~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %direction% == up
|
||||
%send% %actor% %self.name% steps in front of you, raising an eyebrow.
|
||||
%echoaround% %actor% %actor.name% tries to leave north, only to be foiled by the bodyguard standing right in front of %actor.himher%.
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11720
|
||||
Password - 11718~
|
||||
0 d 0
|
||||
barbatsis~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
%send% %actor% %self.name% stands aside and lets you pass.
|
||||
%send% %actor% You make your way up the marvelous ivory staircase!
|
||||
%teleport% %actor% 11719
|
||||
~
|
||||
#11721
|
||||
say 'hello' -11717~
|
||||
0 d 1
|
||||
hello~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
%send% %actor% %self.name% looks up at you startled.
|
||||
wait 1s
|
||||
%send% %actor% %self.name% says: Please help me! The council is becoming more corrupt by the minute and our beautiful community will be ruined!
|
||||
wait 2s
|
||||
%send% %actor% You nod.
|
||||
wait 2s
|
||||
%send% %actor% %self.name% says: Thank you! Now, all you have to do is convince the Empress that the council is being corrupt! The only ways to get to her are either to kill her bodyguard, and believe me, youre not ready for that.
|
||||
wait 2s
|
||||
%send% %actor% %self.name% says: Or you can find the password to get into the Empresss Chamber. Every Official has one letter of the nine letter password memorized. You must track down the hidden officials and get the letter from them.
|
||||
wait 2s
|
||||
%send% %actor% %self.name% says: I know that the letters of the people still here are recorded on something that all of the councilors have in their office Try searching whatever that may be.
|
||||
wait 2s
|
||||
%send% %actor% %self.name% says: The letters will also be out of order. You must find the document that says: what the word is once you get all the letters. Im sure the missing Officials will give you a subtle hint when you find them.
|
||||
%send% %actor% %self.name% says: Then, speak the password in front of Verno, the guard, and you know how to take it from there! Good luck! By the way, my letter is A.
|
||||
~
|
||||
#11722
|
||||
Search papers - 11718~
|
||||
2 c 100
|
||||
search~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %arg% == papers
|
||||
%send% %actor% You search the papers and find one marked B.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11723
|
||||
Search Papers 11717 + more :P~
|
||||
2 c 100
|
||||
search~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %arg% == papers
|
||||
%send% %actor% You search the papers but find none with a letter!
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11724
|
||||
Seach Papers - 11713~
|
||||
2 c 100
|
||||
search~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %arg% == papers
|
||||
%send% %actor% You search the papers and find one marked T.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11725
|
||||
Search Papers - 11710~
|
||||
2 c 100
|
||||
search~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %arg% == papers
|
||||
%send% %actor% You search the papers and find one marked S.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11726
|
||||
Search Papers - 11708~
|
||||
2 c 100
|
||||
search~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %arg% == papers
|
||||
%send% %actor% You search the papers and find one marked I.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11727
|
||||
Give Ring - 11723~
|
||||
0 j 100
|
||||
~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
If %object.vnum% == 11700
|
||||
%purge% %object%
|
||||
say Oh, thank you, now I can finally go back!
|
||||
%echo% %self.name% Runs out of the tower screaming with joy!
|
||||
%echo% Suddenly, the pew moves over to the lleft, revealing a hole!
|
||||
wait 2s
|
||||
%echo% The Government Official Johanes steps out from under the pew!
|
||||
%echo% Johanes says: Ah, thank you. I would have never gotten out from under there if that stupid man had stayed. Oh, I know what youre trying to do, I can tell. My letter is B.
|
||||
%echo% Joohanes says: Oh, and I know that the password is somewhere near thewarmest place in the city.
|
||||
%echo% Johanes leaves the tower without telling you where he is going!
|
||||
%purge% %self%
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11728
|
||||
Comfort Man 11703(cheater trigger :P)~
|
||||
2 c 100
|
||||
comfort~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %cmd.mudcommand% == comfort && man =/ %arg%
|
||||
%send% %sctor% The man says: Oh dear, can you healp me? I've lost a ring, my wedding ring! Please, find it for me!
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11729
|
||||
Wake Visconti - 11710~
|
||||
0 c 100
|
||||
wake~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %cmd.mudcommand% == wake && arg /= government || official || visconti
|
||||
%echo% %self.name% sits up.
|
||||
wait 1s
|
||||
%echo% %self.name% says "Thank you for saving me I must admit I didnt think I would have made it out alive.
|
||||
%echo% %self.name% stands up.
|
||||
wait 1s
|
||||
%echo% %self.name% says "I am in your debt. All I can reward you with is that my letter is R. Plus, I only know that the password order is located far away from the Empress."
|
||||
%echo% %self.name% smiles at %actor.name%.
|
||||
wait 1s
|
||||
%echo% %self.name% escapes and heads towards his office.
|
||||
%teleport% visconti 11717
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#11730
|
||||
Greeting - 11712~
|
||||
0 g 100
|
||||
~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %actor.is_pc%
|
||||
say Oh, yay, yay, yay! Thank you! Thank you! My letter is A, Yay! Cozy chairs! Yay!!!
|
||||
%echo% %self.name% runs out the hole and up to her office.
|
||||
%teleport% %self% 11712
|
||||
end
|
||||
~
|
||||
#11731
|
||||
Quest Finale - 11719~
|
||||
0 g 100
|
||||
~
|
||||
* This trigger has been exported 'as is'. This means that vnums
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 117 on The Builder Academy, so you
|
||||
* should be looking for 117xx, where xx is 00-99.
|
||||
if %actor.is_pc%
|
||||
say hello.
|
||||
wait 1s
|
||||
say have you something to say to me?
|
||||
wait 2s
|
||||
%send% %actor% You tell Empress Leraillia what the council has been doing, and you want it to stop.
|
||||
wait 1s
|
||||
say I see
|
||||
wait 1s
|
||||
say well, since you went to the trouble to find my council, I will give you this reward.
|
||||
%send% %actor% %self.name% gives you a small stone.
|
||||
%load% obj 11730 %actor% inv
|
||||
say Regrettably, your request must be denied.
|
||||
Wait 1s
|
||||
%echo% Suddenly, the doors slam shut behing you!
|
||||
%door% 11720 south flags d
|
||||
wait 1s
|
||||
%echo% %self.name% presses a button on her desk, and suddenly, screams of agony come from the council chambers!
|
||||
%at% 11716 %purge%
|
||||
%at% 11717 %purge%
|
||||
%at% 11712 %purge%
|
||||
%at% 11709 %purge%
|
||||
wait 2s
|
||||
say It seems to me That my council has failed to serve me right
|
||||
Wait 1s
|
||||
Say This city is now mine. Those who oppose me will be vanquished!
|
||||
Wait 2s
|
||||
%echo% %self.name% pulls out a gigantic claw that she kept hidden before.
|
||||
Wait 2s
|
||||
Say You will be the first. Good bye, %actor.name%!
|
||||
%echo% %self.name% lunges at you, aiming to slice you in two!
|
||||
Wait 1s
|
||||
%echo% suddenly, the door opens, and a bright flash of light consumes the entire room, blinding both you and %self.name%!
|
||||
Wait 3s
|
||||
%send% %actor% You wake up at the entrance to Los Torres, and everything seems normal for some reason. What the heck happened??
|
||||
%send% %actor% @g+@n@bQUEST COMPLETE@n@g+@n
|
||||
%teleport% %actor% 11701
|
||||
end
|
||||
~
|
||||
$~
|
||||
3070
lib/world/trg/118.trg
Normal file
3070
lib/world/trg/118.trg
Normal file
File diff suppressed because it is too large
Load Diff
988
lib/world/trg/12.trg
Normal file
988
lib/world/trg/12.trg
Normal file
@@ -0,0 +1,988 @@
|
||||
#1200
|
||||
General trigger keeper. Only for use in room 0.~
|
||||
2 a 100
|
||||
~
|
||||
* No Script
|
||||
~
|
||||
#1201
|
||||
No recall~
|
||||
1 c 100
|
||||
recall~
|
||||
*This trigger prevents people from recalling.
|
||||
%send% %actor% Divine forces prevent you from doing that.
|
||||
~
|
||||
#1202
|
||||
Justice sword~
|
||||
1 j 100
|
||||
~
|
||||
* test trigger
|
||||
%echo% actor : %actor%
|
||||
wait 10
|
||||
if %actor.level% < 34
|
||||
%send% %actor% The sword whispers: I will not serve you!
|
||||
wait 2
|
||||
%echoaround% %actor% The sword exclaims: 'I will not serve those without honour.'
|
||||
%damage% %actor% 100
|
||||
%purge% self
|
||||
else
|
||||
%send% %actor% The sword whispers: I was made to serve, great one!
|
||||
wait 2
|
||||
%echoaround% %actor% The sword exclaims: 'I will serve you honourable one..'
|
||||
end
|
||||
~
|
||||
#1203
|
||||
Health-Gain~
|
||||
2 c 100
|
||||
chant~
|
||||
if incantation /= %arg%
|
||||
%send% %actor% Your eyes glow white and you start to chant some incantations.
|
||||
%damage% %actor% -500
|
||||
end
|
||||
~
|
||||
#1204
|
||||
Portal-Main Chamber~
|
||||
1 c 100
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && portal /= %arg%
|
||||
wait 1
|
||||
%send% %actor% A whirl of white light falls into your eyes, you fall into a huge water fall.
|
||||
%echoaround% %actor% A whirl of white light falls into %actor.name% eyes, and %actor.heshe% falls into a huge water fall that appears under %actor.hisher% feet.
|
||||
%teleport% %actor% 3001
|
||||
wait 1
|
||||
%force% %actor% look
|
||||
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
|
||||
~
|
||||
#1206
|
||||
(1207) Capturing~
|
||||
2 c 0
|
||||
*~
|
||||
if %actor.name% !=Heiach
|
||||
%echoaround% %actor% %cmd% %arg% (%actor.name%)
|
||||
return 0
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1207
|
||||
(1207) Heiach's Random Forest Sound Script~
|
||||
2 b 2
|
||||
~
|
||||
eval forest_sounds %random.25%
|
||||
switch %forest_sounds%
|
||||
case 1
|
||||
%echo% @gThe gently chirping of crickets peacefully resonate across the forest.@n
|
||||
break
|
||||
case 2
|
||||
%echo% A haze of @yfir@Wefl@yies@n dart inbetween some ancient cedars.
|
||||
break
|
||||
case 3
|
||||
%echo% @DA thick fog drifts in, dampening the moss.@n
|
||||
break
|
||||
case 4
|
||||
%echo% @DThe area is surrounded by a visually impeneratable mist.@n
|
||||
break
|
||||
case 5
|
||||
%echo% @DThe grey haze starts to glow a dim silvery shade as the moonlight strikes it.@n
|
||||
break
|
||||
case 6
|
||||
%echo% @DThe damp fallen clouds swirl slightly in an eddying wind.@n
|
||||
break
|
||||
case 7
|
||||
%echo% @DThe thick brume shifts and ebbs away slightly.@n
|
||||
break
|
||||
case 8
|
||||
%echo% A hushed whispering sound seems to emanate from the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n.
|
||||
break
|
||||
case 9
|
||||
%echo% The largest @rt@wo@ra@wd@rs@wt@ro@wo@rl@n yawns openly and mumbles something to one of its friends.
|
||||
break
|
||||
case 10
|
||||
%echo% Like a diminutive choir, the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n let loose a high-pitched song of peace.
|
||||
break
|
||||
case 11
|
||||
%echo% From the east, tiny voices talk amongst themselves in their own plant-like language.
|
||||
break
|
||||
case 12
|
||||
%echo% The patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n sway synchronisingly in the silver moonlight.
|
||||
break
|
||||
case 13
|
||||
%echo% The peaceful chirping of bird-song floats down from above.
|
||||
break
|
||||
case 14
|
||||
%echo% @gA piping little note sings down to you from above.@n
|
||||
break
|
||||
case 15
|
||||
%echo% The tweeting of a newly born bird calling to its mother echoes around the forest.
|
||||
break
|
||||
case 16
|
||||
%echo% The trill bird call of love emanates from the branches above.
|
||||
break
|
||||
case 17
|
||||
%echo% The sound of ruffling and the snapping of small twigs reaches your ears.
|
||||
break
|
||||
case 18
|
||||
%echo% @gA rapid chattering drifts down from the giant trees to the northeast.@n
|
||||
break
|
||||
case 19
|
||||
%echo% With inequable grace, a snowy white owl ghosts in on silent wings.
|
||||
break
|
||||
case 20
|
||||
%echo% A @dblack @Dbat@n flutters across the forest, high above.
|
||||
break
|
||||
case 21
|
||||
%echo% @gA relaxed nattering can be heard in the top of a tree to the south.@n
|
||||
break
|
||||
case 22
|
||||
%echo% A hedgehog slowly wanders inbetween some trees and out of view.
|
||||
break
|
||||
case 23
|
||||
%echo% A faint wind breathes in from all directions, steeping the mists.
|
||||
break
|
||||
case 24
|
||||
%echo% A @rr@ya@bi@gn@cb@mo@rw@n-colored butterfly floats across the clearing.
|
||||
break
|
||||
case 25
|
||||
%echo% A strange @Yglowing @wluminescence@n drifts off to the north, fading into the damp fog.
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
~
|
||||
#1208
|
||||
Welcor test trigger~
|
||||
2 d 100
|
||||
*~
|
||||
%echo% self.var is %self.var%.
|
||||
wait 10 s
|
||||
%echo% actor.eq(hold) is %actor.eq(hold)%
|
||||
%echo% testvar is %testvar%
|
||||
eval testvar %actor.eq(hold)%
|
||||
%echo% testvar is %testvar%
|
||||
%echo% testvar.id is %testvar.id% (%testvar.name%)
|
||||
%echo% test is %.id% (%.name%)
|
||||
%echo% sends the text $$2 to the room.
|
||||
~
|
||||
#1209
|
||||
(1209) Taylors Chair Script~
|
||||
1 c 100
|
||||
si~
|
||||
if %cmd.mudcommand% == sit && chair /= %arg%
|
||||
if (%actor.id% == 4891)
|
||||
%echoaround% %actor% %actor.name% rest himself in the armchair.
|
||||
%send% %actor% You rest yourself comfortably in the armchair.
|
||||
%force% %actor% sit
|
||||
else
|
||||
if %cmd.mudcommand% == sit && chair /= %arg%
|
||||
%echoaround% %actor% %actor.name% tries to sit in the chair but a macial force prevents him.
|
||||
%send% %actor% You try to sit in the chair but a magical force prevents you.
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#1210
|
||||
Remove From Room~
|
||||
2 g 100
|
||||
~
|
||||
if %actor.level% == 31
|
||||
%echo% GET OUT!
|
||||
%teleport% %actor% 0
|
||||
else
|
||||
%echo% Welcome %actor.name%, please enjoy.
|
||||
%force% %actor% look
|
||||
end
|
||||
~
|
||||
#1211
|
||||
FREE~
|
||||
1 b 3
|
||||
~
|
||||
* No Script
|
||||
~
|
||||
#1212
|
||||
Constant Raining~
|
||||
2 b 1
|
||||
~
|
||||
if %WeatherManivo% == bad
|
||||
%echo% The rain calms down to a subtle shower.
|
||||
set WeatherManivo good
|
||||
else
|
||||
%echo% The rain turns stronger and starts pouring bucketfulls at a time.
|
||||
set WeatherManivo bad
|
||||
end
|
||||
~
|
||||
#1213
|
||||
new trigger~
|
||||
2 h 100
|
||||
~
|
||||
set testvar This is a Test!! :)
|
||||
%echo% %testvar%
|
||||
remote testvar %actor.id%
|
||||
~
|
||||
#1214
|
||||
Room random echo to test spec-var's~
|
||||
2 bg 100
|
||||
~
|
||||
%echo% This trigger commandlist is not complete!
|
||||
%echo% ^% ^* test
|
||||
~
|
||||
#1217
|
||||
new trigger~
|
||||
1 c 1
|
||||
use~
|
||||
eval objectname %arg.car%
|
||||
if %objectname% != feather
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
|
||||
eval targetname %arg.cdr%
|
||||
if !(%targetname%)
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
|
||||
switch %self.vnum%
|
||||
case 12502
|
||||
set new_vnum 12520
|
||||
set fire 1
|
||||
break
|
||||
case 12520
|
||||
set new_vnum 12521
|
||||
set fire 1
|
||||
break
|
||||
case 12521
|
||||
set new_vnum 12522
|
||||
set fire 1
|
||||
break
|
||||
case 12522
|
||||
set new_vnum 12522
|
||||
set fire 0
|
||||
break
|
||||
done
|
||||
|
||||
otransform %new_vnum%
|
||||
|
||||
if %fire%
|
||||
dg_cast 'portal' %targetname%
|
||||
%echo% A portal springs to life in front of you.
|
||||
else
|
||||
%send% %actor% The feather seems powerless.
|
||||
end
|
||||
~
|
||||
#1220
|
||||
book keeping~
|
||||
2 c 100
|
||||
heh~
|
||||
if %actor.name% == Rhunter
|
||||
wait 1
|
||||
%echoaround% Jennie smiles and says, 'Hello hubby, how is it going?'
|
||||
wait 1
|
||||
%echoaround% Jennie kisses %actor% lovingly.
|
||||
end
|
||||
~
|
||||
#1233
|
||||
Rumble's Test Trigger~
|
||||
2 q 100
|
||||
~
|
||||
if %direction% == east
|
||||
%send% %actor% The door slides open, you enter, and it quickly slides shut behind you.
|
||||
wait 1
|
||||
%echoaround% %actor% The door slides open, %actor.name% walks in, and the door slides shut.
|
||||
wait 1
|
||||
elseif %direction% == west
|
||||
wait 1
|
||||
%send% %actor% The door slides open, you leave, and it quickly slides shut behind you.
|
||||
%echoaround% %actor% The door slides open, %actor.name% walks out, and the door slides shut.
|
||||
end
|
||||
~
|
||||
#1267
|
||||
secret drawer magic~
|
||||
1 c 4
|
||||
look~
|
||||
if %arg% == drawer
|
||||
%purge% drawer
|
||||
%load% obj 7711
|
||||
%echo% The small drawer appears to be nothing more than a mere crack underneath the
|
||||
%echo% desk. The only thing that gives it away is the small keyhole that winks at you
|
||||
%echo% upon closer inspection.
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1268
|
||||
autolook for (rm 1269) Elaseth's Oubliette~
|
||||
2 g 100
|
||||
~
|
||||
%echo% @n
|
||||
%echo% @n
|
||||
%echo% @DWelcome to hell. Next time heed the gods, they don't play games.@n
|
||||
~
|
||||
#1269
|
||||
harp~
|
||||
0 d 100
|
||||
play~
|
||||
%echo% Hello Mister Sam. Tu joues comme un fou!
|
||||
~
|
||||
#1270
|
||||
switch~
|
||||
1 j 100
|
||||
~
|
||||
wait 5
|
||||
if (%actor.name% != windwillow)
|
||||
osend %actor% The switch says, 'Geez.'
|
||||
opurge self
|
||||
%damage% %actor% 2020
|
||||
else
|
||||
osend %actor% The switch says, 'Fine... fine.'
|
||||
end
|
||||
~
|
||||
#1282
|
||||
test~
|
||||
0 g 100
|
||||
~
|
||||
%echo% %self.name% squints at ~%actor.name% asdf'
|
||||
~
|
||||
#1283
|
||||
deal deck~
|
||||
1 c 7
|
||||
deal~
|
||||
switch %random.4%
|
||||
case 1
|
||||
eval col
|
||||
eval suit Diamond
|
||||
break
|
||||
case 2
|
||||
eval col
|
||||
eval suit Heart
|
||||
break
|
||||
case 3
|
||||
eval col
|
||||
eval suit Club
|
||||
break
|
||||
case 4
|
||||
eval col
|
||||
eval suit Spade
|
||||
break
|
||||
default
|
||||
eval suit JOKER!
|
||||
break
|
||||
done
|
||||
%echo% suit generated = %suit%
|
||||
*
|
||||
eval r %random.13%
|
||||
if %r% == 1
|
||||
eval rank Ace
|
||||
elseif %r% == 11
|
||||
eval rank Jack
|
||||
elseif %r% == 12
|
||||
eval rank Queen
|
||||
elseif %r% == 13
|
||||
eval rank King
|
||||
else
|
||||
eval rank %r%
|
||||
end
|
||||
%echo% ranks generated = %rank%
|
||||
%echo% should check if card %rank%%suit% exists now.
|
||||
%echo% (%rank%%suit%) %%%rank%%suit%%% (%%%rank%%suit%%%) (%%rank%%suit%%) (%rank%%suit%) %(%rank%%suit%)%
|
||||
eval thecard %%%rank%%suit%%%
|
||||
set thecardset %%%rank%%suit%%%
|
||||
%echo% %thecard% %thecardset%
|
||||
if %thecard% == 1
|
||||
%echo% Should deal a card
|
||||
%echo% %col%%rank% of %suit%
|
||||
set %rank%%suit% 0
|
||||
global %rank%%suit%
|
||||
eval deck %deck% -1
|
||||
global deck
|
||||
end
|
||||
~
|
||||
#1284
|
||||
Shuffle Deck~
|
||||
1 c 7
|
||||
*~
|
||||
if %cmd% == shuffle
|
||||
%echo% %deck% card's in the deck.
|
||||
set deck 52
|
||||
global deck
|
||||
*
|
||||
set Ace_Spade's 1
|
||||
global Ace_Spade's
|
||||
set 2_Spade's 1
|
||||
global 2_Spade's
|
||||
set 3_Spade's 1
|
||||
global 3_Spade's
|
||||
set 4_Spade's 1
|
||||
global 4_Spade's
|
||||
set 5_Spade's 1
|
||||
global 5_Spade's
|
||||
set 6_Spade's 1
|
||||
global 6_Spade's
|
||||
set 7_Spade's 1
|
||||
global 7_Spade's
|
||||
set 8_Spade's 1
|
||||
global 8_Spade's
|
||||
set 9_Spade's 1
|
||||
global 9_Spade's
|
||||
set 10_Spade's 1
|
||||
global 10_spade's
|
||||
set Jack_Spade's 1
|
||||
global Jack_Spade's
|
||||
set Queen_Spade's 1
|
||||
global Queen_Spade's
|
||||
set King_Spade's 1
|
||||
global King_Spade's
|
||||
*
|
||||
set Ace_Heart's 1
|
||||
global Ace_Heart's
|
||||
set 2_Heart's 1
|
||||
global 2_Heart's
|
||||
set 3_Heart's 1
|
||||
global 3_Heart's
|
||||
set 4_Heart's 1
|
||||
global 4_Heart's
|
||||
set 5_Heart's 1
|
||||
global 5_Heart's
|
||||
set 6_Heart's 1
|
||||
global 6_Heart's
|
||||
set 7_Heart's 1
|
||||
global 7_Heart's
|
||||
set 8_Heart's 1
|
||||
global 8_Heart's
|
||||
set 9_Heart's 1
|
||||
global 9_Heart's
|
||||
set 10_Heart's 1
|
||||
global 10_Heart's
|
||||
set Jack_Heart's 1
|
||||
global Jack_Heart's
|
||||
set Queen_Heart's 1
|
||||
global Queen_Heart's
|
||||
set King_Heart's 1
|
||||
global King_Heart's
|
||||
*
|
||||
set Ace_Club's 1
|
||||
global Ace_Club's
|
||||
set 2_Club's 1
|
||||
global 2_Club's
|
||||
set 3_Club's 1
|
||||
global 3_Club's
|
||||
set 4_Club's 1
|
||||
global 4_Club's
|
||||
set 5_Club's 1
|
||||
global 5_Club's
|
||||
set 6_Club's 1
|
||||
global 6_Club's
|
||||
set 7_Club's 1
|
||||
global 7_Club's
|
||||
set 8_Club's 1
|
||||
global 8_Club's
|
||||
set 9_Club's 1
|
||||
global 9_Club's
|
||||
set 10_Club's 1
|
||||
global 10_Club's
|
||||
set Jack_Club's 1
|
||||
global Jack_Club's
|
||||
set Queen_Club's 1
|
||||
global Queen_Club's
|
||||
set King_Club's 1
|
||||
global King_Club's
|
||||
*
|
||||
set Ace_Diamond's 1
|
||||
global Ace_Diamond's
|
||||
set 2_Diamond's 1
|
||||
global 2_Diamond's
|
||||
set 3_Diamond's 1
|
||||
global 3_Diamond's
|
||||
set 4_Diamond's 1
|
||||
global 4_Diamond's
|
||||
set 5_Diamond's 1
|
||||
global 5_Diamond's
|
||||
set 6_Diamond's 1
|
||||
global 6_Diamond's
|
||||
set 7_Diamond's 1
|
||||
global 7_Diamond's
|
||||
set 8_Diamond's 1
|
||||
global 8_Diamond's
|
||||
set 9_Diamond's 1
|
||||
global 9_Diamond's
|
||||
set 10_Diamond's 1
|
||||
global 10_Diamond's
|
||||
set Jack_Diamond's 1
|
||||
global Jack_Diamond's
|
||||
set Queen_Diamond's 1
|
||||
global Queen_Diamond's
|
||||
set King_Diamond's 1
|
||||
global King_Diamond's
|
||||
*
|
||||
%echo% %actor.name% shuffles %actor.hisher% deck.
|
||||
%echo% %deck% cards in the deck.
|
||||
*
|
||||
elseif %cmd% == deal
|
||||
* while (%deck%)
|
||||
%echo% while begins.
|
||||
switch %random.4%
|
||||
case 1
|
||||
eval col
|
||||
eval suit Diamond's
|
||||
break
|
||||
case 2
|
||||
eval col
|
||||
eval suit Heart's
|
||||
break
|
||||
case 3
|
||||
eval col
|
||||
eval suit Club's
|
||||
break
|
||||
case 4
|
||||
eval col
|
||||
eval suit Spade's
|
||||
break
|
||||
default
|
||||
eval suit JOKER!
|
||||
break
|
||||
done
|
||||
%echo% suit generated = %suit%
|
||||
*
|
||||
eval r %random.13%
|
||||
if %r% == 1
|
||||
eval rank Ace
|
||||
elseif %r% == 11
|
||||
eval rank Jack
|
||||
elseif %r% == 12
|
||||
eval rank Queen
|
||||
elseif %r% == 13
|
||||
eval rank King
|
||||
else
|
||||
eval rank %r%
|
||||
end
|
||||
%echo% ranks generated = %rank%
|
||||
%echo% should check if card %rank%%suit% exists now.
|
||||
eval thecard %%%rank%_%suit%%%
|
||||
%echo% %thecard%
|
||||
if %thecard% == 1
|
||||
%echo% Should deal a card
|
||||
%echo% %col%%rank% of %suit%
|
||||
set %rank%_%suit% 0
|
||||
global %rank%_%suit%
|
||||
eval deck %deck% -1
|
||||
global deck
|
||||
end
|
||||
* %echo% %col%%rank% of %suit%
|
||||
* set %rank%_%suit% 0
|
||||
* global %rank%_%suit%
|
||||
* eval deck %deck% -1
|
||||
* global deck
|
||||
*done
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1285
|
||||
Damage trigger~
|
||||
2 g 100
|
||||
~
|
||||
eval num_hitp %actor.hitp%/2
|
||||
%echo% half hitp = %num_hitp%
|
||||
eval rx %%random.%num_hitp%%%
|
||||
%echo% rx %rx%
|
||||
%damage% %actor% %rx%
|
||||
~
|
||||
#1286
|
||||
Sleep chair~
|
||||
1 c 100
|
||||
sl~
|
||||
if (%actor.id% == 4891)
|
||||
%echoaround% %actor% %actor.name% falls asleep in the comfort of the chair.
|
||||
%send% %actor% You drift into a calm slumber.
|
||||
%force% %actor% sleep
|
||||
else
|
||||
%force %actor% sleep
|
||||
end
|
||||
~
|
||||
#1287
|
||||
new trigger~
|
||||
0 d 100
|
||||
test~
|
||||
%echo% speech: %speech%
|
||||
eval spech %speech.car%
|
||||
%echo% spech: %spech% (%speech.car%)
|
||||
%echo% spech.room.vnum %spech.room.vnum%
|
||||
%echo% spech.vnum %spech.vnum%
|
||||
remote spech %world_global.id%
|
||||
%echo% spech on world: %world_global.spech%
|
||||
~
|
||||
#1288
|
||||
(1209) Taylors fire trig~
|
||||
2 b 100
|
||||
~
|
||||
eval fire %random.900%
|
||||
wait %fire% sec
|
||||
%echo% @bThe fire crackles softly in the fireplace.@n
|
||||
~
|
||||
#1289
|
||||
(1209) Taylors Random Office Noises~
|
||||
2 b 2
|
||||
~
|
||||
eval office_noises %random.10%
|
||||
switch %office_noises%
|
||||
case 1
|
||||
%echo% @bLoud footsteps can be heard comeing from the hall outside.@n
|
||||
break
|
||||
case 2
|
||||
%echo% @bThe sound of thunder echos in from outside.@n
|
||||
break
|
||||
case 3
|
||||
%echo% @bA large book falls off the desk, hitting the floor with a loud thud.@n
|
||||
break
|
||||
case 4
|
||||
%echo% @bTalking can be heard coming from outside the door.@n
|
||||
break
|
||||
case 5
|
||||
%echo% @bThe sound of chirping birds flows in though the window.@n
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
~
|
||||
#1290
|
||||
actor.eq(*) test~
|
||||
0 g 100
|
||||
~
|
||||
if !%actor.eq(*)%
|
||||
Say you are wearing nothing!
|
||||
else
|
||||
say you are wearing something.
|
||||
end
|
||||
~
|
||||
#1291
|
||||
test trigger (booleans)~
|
||||
0 j 100
|
||||
~
|
||||
say you're %actor.name%!
|
||||
say your vnum is %actor.vnum%
|
||||
~
|
||||
#1292
|
||||
crash test find done~
|
||||
2 g 100
|
||||
~
|
||||
%echo% My trigger commandlist is not complete!
|
||||
while %people%
|
||||
%echo% while fired without a done.
|
||||
while
|
||||
~
|
||||
#1293
|
||||
crash test dummy~
|
||||
0 m 100
|
||||
~
|
||||
switch %random.3%
|
||||
case 1
|
||||
mecho You wind up your arm and narrowly miss the target!
|
||||
wait 10
|
||||
mforce arogantes say Ha ha ha, you couldn't hit the broad side of a barn with a magnifying glass!
|
||||
break
|
||||
case 2
|
||||
mecho You wind up your arm and miss the target entirely, almost hitting Arogantes in the process!
|
||||
wait 10
|
||||
mforce arogantes say Why you little good for nothing son of a rat! Watch where you aim that thing with your stubby little arms!
|
||||
break
|
||||
case 3
|
||||
mecho You wind your arm up and NAIL the target, Dunking Arogantes into the freezing waters
|
||||
wait 5
|
||||
mforce arogantes shout AAAAHHHHHGGGGG *GURGLE*
|
||||
wait 5
|
||||
mecho Gloria helps Arogantes out of the water and sets him back on the lever.
|
||||
wait 5
|
||||
mecho Arogantes does a little shiver then continues his ranting
|
||||
break
|
||||
default
|
||||
mecho This trigger is not working properly, please contact an immortal
|
||||
break
|
||||
done
|
||||
~
|
||||
#1294
|
||||
test trigger~
|
||||
0 d 100
|
||||
heh~
|
||||
if %actor.inventory(14911)%
|
||||
switch %random.12%
|
||||
case 1
|
||||
%send% %actor% The dice fell out of your hand, and dispelled the magic.
|
||||
%echoaround% %actor% %actor.name% accidently dropps the dice, and the magic is dispelled.
|
||||
break
|
||||
case 2
|
||||
%echoaround% %actor% %actor.name% rolled snake-eyes. There is a blinding flash of light, and %actor.name% falls over dead.
|
||||
%send% %actor% You rolled snake-eyes. There is a blinding flash of light...
|
||||
%damage% %actor% 9999
|
||||
break
|
||||
case 3
|
||||
%echoaround% %actor% %actor.name% rolled a 3. The magic on the dice is dispelled.
|
||||
%send% %actor% You rolled a 3. The magic on the dice is dispelled.
|
||||
break
|
||||
case 4
|
||||
%echoaround% %actor% %actor.name% rolled a 4. The magic on the dice is dispelled.
|
||||
%send% %actor% You rolled a 4. The magic on the dice is dispelled.
|
||||
break
|
||||
case 5
|
||||
%echoaround% %actor% %actor.name% rolled a 5. The magic on the dice is dispelled.
|
||||
%send% %actor% You rolled a 5. The magic on the dice is dispelled.
|
||||
break
|
||||
case 6
|
||||
%echoaround% %actor% %actor.name% rolled a 6. The magic on the dice is dispelled.
|
||||
%send% %actor% You rolled a 6. The magic on the dice is dispelled.
|
||||
break
|
||||
case 7
|
||||
%echoaround% %actor% %actor.name% rolled a 7. The magic on the dice is dispelled.
|
||||
%send% %actor% You rolled a 7. The magic on the dice is dispelled.
|
||||
break
|
||||
case 8
|
||||
%echoaround% %actor% %actor.name% rolled a 8. The magic on the dice is dispelled.
|
||||
%send% %actor% You rolled a 8. The magic on the dice is dispelled.
|
||||
break
|
||||
case 9
|
||||
%echoaround% %actor% %actor.name% rolled a 9. The magic on the dice is dispelled.
|
||||
%send% %actor% You rolled a 9. The magic on the dice is dispelled.
|
||||
break
|
||||
case 10
|
||||
%echoaround% %actor% %actor.name% rolled a 10. The magic on the dice is dispelled.
|
||||
%send% %actor% You rolled a 10. The magic on the dice is dispelled.
|
||||
break
|
||||
case 11
|
||||
%echoaround% %actor% %actor.name% rolled a 11. The magic on the dice is dispelled.
|
||||
%send% %actor% You rolled a 11. The magic on the dice is dispelled.
|
||||
break
|
||||
case 12
|
||||
%echoaround% %actor% %actor.name% rolled a 12. The dice begin to go glow, and rattle chaotically...
|
||||
%send% %actor% You rolled a 12. The dice begin to go glow, and rattle chaotically...
|
||||
set room_var %actor.room%
|
||||
set target_char %room_var.people%
|
||||
while %target_char%
|
||||
set tmp_target %target_char.next_in_room%
|
||||
%damage% %target_char% 9999
|
||||
set target_char %tmp_target%
|
||||
done
|
||||
break
|
||||
done
|
||||
end
|
||||
~
|
||||
#1295
|
||||
Demo object - chained ifs~
|
||||
0 j 100
|
||||
~
|
||||
if (%actor.varexists(test1)%)
|
||||
if (%actor.varexists(test2)%)
|
||||
if (%actor.varexists(test3)%)
|
||||
say I have everything now
|
||||
halt
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
~
|
||||
#1296
|
||||
Random eq example~
|
||||
0 n 100
|
||||
~
|
||||
switch %random.5%
|
||||
case 1
|
||||
%load% obj 3010
|
||||
wield dagger
|
||||
break
|
||||
case 2
|
||||
%load% obj 3011
|
||||
wield sword
|
||||
break
|
||||
case 3
|
||||
%load% obj 3012
|
||||
wield club
|
||||
break
|
||||
case 4
|
||||
%load% obj 3013
|
||||
wield mace
|
||||
break
|
||||
case 5
|
||||
%load% obj 3014
|
||||
wield sword
|
||||
break
|
||||
default
|
||||
* this should be here, even if it's never reached
|
||||
break
|
||||
done
|
||||
~
|
||||
#1297
|
||||
find end test~
|
||||
1 c 1
|
||||
*~
|
||||
switch %cmd%
|
||||
case StartMusic
|
||||
if (%musicplaying%==1)
|
||||
%send% %actor% You are already playing music!
|
||||
halt
|
||||
else
|
||||
eval musicplaying 1
|
||||
global musicplaying
|
||||
osend %actor% You start playing guitar.
|
||||
oechoaround %actor% %actor.name% starts playing guitar.
|
||||
wait 2s
|
||||
eval flourish 3
|
||||
global flourish
|
||||
while (%musicplaying% == 1)
|
||||
switch %flourish%
|
||||
case 1
|
||||
eval flourish a wicked guitar solo.
|
||||
break
|
||||
case 2
|
||||
eval flourish a chorus riff.
|
||||
break
|
||||
default
|
||||
eval flourish a steady rhythm.
|
||||
break
|
||||
done
|
||||
%echoaround% %actor% %actor.name% performs %flourish%
|
||||
%send% %actor% You perform %flourish%
|
||||
eval flourish %random.5%
|
||||
global flourish
|
||||
wait 10s
|
||||
done
|
||||
halt
|
||||
break
|
||||
case StopMusic
|
||||
if (%musicplaying%==0)
|
||||
%send% %actor% You are not currently playing music.
|
||||
halt
|
||||
else
|
||||
unset musicplaying
|
||||
unset flourish
|
||||
%send% %actor% You stop playing music.
|
||||
%echoaround% %actor% %actor.name% stops playing music.
|
||||
%force% %actor% bow
|
||||
halt
|
||||
case PlaySolo
|
||||
eval flourish 1
|
||||
global flourish
|
||||
break
|
||||
case PlayChorus
|
||||
eval flourish 2
|
||||
global flourish
|
||||
break
|
||||
case PlayVerse
|
||||
eval flourish 3
|
||||
global flourish
|
||||
break
|
||||
default
|
||||
return 0
|
||||
break
|
||||
done
|
||||
~
|
||||
#1298
|
||||
Quest object loader~
|
||||
0 j 100
|
||||
~
|
||||
context %actor.id%
|
||||
say object vnum: %object.vnum%
|
||||
|
||||
set answer_yes say Yes, I want that object :)
|
||||
set answer_no say I already have that object !
|
||||
set answer_reward say There you go. Here's an object for you. Thanks!
|
||||
|
||||
if (%object.vnum% == 1301)
|
||||
if (%zone_12_object1%)
|
||||
%answer_no%
|
||||
return 0
|
||||
else
|
||||
%answer_yes%
|
||||
set zone_12_object1 1
|
||||
global zone_12_object1
|
||||
end
|
||||
elseif (%object.vnum% == 1302)
|
||||
if (%zone_12_object2%)
|
||||
%answer_no%
|
||||
return 0
|
||||
else
|
||||
%answer_yes%
|
||||
set zone_12_object2 1
|
||||
global zone_12_object2
|
||||
end
|
||||
elseif (%object.vnum% == 1303)
|
||||
if (%zone_12_object3%)
|
||||
%answer_no%
|
||||
return 0
|
||||
else
|
||||
%answer_yes%
|
||||
set zone_12_object3 1
|
||||
global zone_12_object3
|
||||
end
|
||||
elseif (%object.vnum% == 1304)
|
||||
if (%zone_12_object4%)
|
||||
%answer_no%
|
||||
return 0
|
||||
else
|
||||
%answer_yes%
|
||||
set zone_12_object4 1
|
||||
global zone_12_object4
|
||||
end
|
||||
else
|
||||
say I do not want that object!
|
||||
return 0
|
||||
end
|
||||
|
||||
if (%zone_12_object1% && %zone_12_object2% && %zone_12_object3% && %zone_12_object4%)
|
||||
%answer_reward%
|
||||
eval zone_12_reward_number %actor.zone_12_reward_number%+1
|
||||
|
||||
* cap this to a max of 12 rewards.
|
||||
if %zone_12_reward_number%>12
|
||||
set zone_12_reward_number 12
|
||||
end
|
||||
remote zone_12_reward_number %actor.id%
|
||||
|
||||
* make sure all objects from 3016 and upwards have 'reward' as an alias
|
||||
eval loadnum 3015+%zone_12_reward_number%
|
||||
%load% o %loadnum%
|
||||
give reward %actor.name%
|
||||
unset zone_12_object1
|
||||
unset zone_12_object2
|
||||
unset zone_12_object3
|
||||
unset zone_12_object4
|
||||
end
|
||||
test
|
||||
~
|
||||
#1299
|
||||
test trigger~
|
||||
1 n 100
|
||||
~
|
||||
eval person %self.room.people%
|
||||
set test 0
|
||||
while %person%
|
||||
if %person.vnum% == 60481
|
||||
set test 1
|
||||
end
|
||||
eval person %person.next_in_room%
|
||||
done
|
||||
if !%test%
|
||||
%load% mob 60481
|
||||
%load% obj 1201 beast wield
|
||||
end
|
||||
%load% obj 1201 %self%
|
||||
%load% obj 1201 %self%
|
||||
~
|
||||
$~
|
||||
100
lib/world/trg/120.trg
Normal file
100
lib/world/trg/120.trg
Normal file
@@ -0,0 +1,100 @@
|
||||
#12000
|
||||
Near Death Trap Lions - 12017~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 1 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The lions grow bored once you stop struggling and leave you to die.
|
||||
~
|
||||
#12001
|
||||
Magic User - 12009, 20, 25, 30-32~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
#12002
|
||||
Cityguard - 12018, 21~
|
||||
0 b 50
|
||||
~
|
||||
if !%self.fighting%
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_killer%
|
||||
emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.is_thief%
|
||||
emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.cha% < 6
|
||||
%send% %actor% %self.name% spits in your face.
|
||||
%echoaround% %actor% %self.name% spits in %actor.name%'s face.
|
||||
end
|
||||
if %actor.fighting%
|
||||
eval victim %actor.fighting%
|
||||
if %actor.align% < %victim.align% && %victim.align% >= 0
|
||||
emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'
|
||||
kill %actor.name%
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
60
lib/world/trg/125.trg
Normal file
60
lib/world/trg/125.trg
Normal file
@@ -0,0 +1,60 @@
|
||||
#12500
|
||||
Moki Feather Teleport~
|
||||
1 c 1
|
||||
use~
|
||||
eval objectname %arg.car%
|
||||
if %objectname% != feather
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
|
||||
eval targetname %arg.cdr%
|
||||
if !(%targetname%)
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
|
||||
switch %self.vnum%
|
||||
case 12502
|
||||
set new_vnum 12520
|
||||
set fire 1
|
||||
break
|
||||
case 12520
|
||||
set new_vnum 12521
|
||||
set fire 1
|
||||
break
|
||||
case 12521
|
||||
set new_vnum 12522
|
||||
set fire 1
|
||||
break
|
||||
case 12522
|
||||
set new_vnum 12522
|
||||
set fire 0
|
||||
break
|
||||
done
|
||||
|
||||
otransform %new_vnum%
|
||||
|
||||
if %fire%
|
||||
dg_cast 'portal' %targetname%
|
||||
%echo% A portal springs to life in front of you.
|
||||
else
|
||||
%send% %actor% The feather seems powerless.
|
||||
end
|
||||
~
|
||||
#12501
|
||||
Thief - 12504~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
3083
lib/world/trg/13.trg
Normal file
3083
lib/world/trg/13.trg
Normal file
File diff suppressed because it is too large
Load Diff
959
lib/world/trg/130.trg
Normal file
959
lib/world/trg/130.trg
Normal file
@@ -0,0 +1,959 @@
|
||||
#13000
|
||||
Maze Trigger~
|
||||
2 g 100
|
||||
~
|
||||
* Random
|
||||
* Mist Maze
|
||||
* Using random directions maze a "maze" useing loaded and purged exits
|
||||
* and load the mobs that will exist in this room
|
||||
*
|
||||
* first remove any exits that may already exist
|
||||
eval thisRoom %self.vnum%
|
||||
* if %self.people% == 0
|
||||
%door% %thisRoom% north purge
|
||||
%door% %thisRoom% south purge
|
||||
%door% %thisRoom% east purge
|
||||
%door% %thisRoom% west purge
|
||||
wait 1 sec
|
||||
set bottomRoom 13000
|
||||
set upperRoom 13078
|
||||
* bottomRoom is the lowest room number in the maze
|
||||
* upperRoom is the highest room number in the maze
|
||||
set numExits 0
|
||||
eval totalRooms %upperRoom% - %bottomRoom%
|
||||
* 1:4 chance for any direction to show up, but more than one may show
|
||||
while !%numExits%
|
||||
eval exitN %random.4%
|
||||
eval exitS %random.4%
|
||||
eval exitW %random.4%
|
||||
eval exitE %random.4%
|
||||
if %exitN% == 1
|
||||
eval temp %%random.%totalRooms%%%
|
||||
eval targetRoom %temp% + %bottomRoom%
|
||||
%door% %thisRoom% north room %targetRoom%
|
||||
eval numExits %numExits% + 1
|
||||
else
|
||||
return 0
|
||||
end
|
||||
if %exitS% == 1
|
||||
eval temp %%random.%totalRooms%%%
|
||||
eval targetRoom %temp% + %bottomRoom%
|
||||
%door% %thisRoom% south room %targetRoom%
|
||||
eval numExits %numExits% + 1
|
||||
else
|
||||
return 0
|
||||
end
|
||||
if %exitW% == 1
|
||||
eval temp %%random.%totalRooms%%%
|
||||
eval targetRoom %temp% + %bottomRoom%
|
||||
%door% %thisRoom% west room %targetRoom%
|
||||
eval numExits %numExits% + 1
|
||||
else
|
||||
return 0
|
||||
end
|
||||
if %exitE% == 1
|
||||
eval temp %%random.%totalRooms%%%
|
||||
eval targetRoom %temp% + %bottomRoom%
|
||||
%door% %thisRoom% east room %targetRoom%
|
||||
eval numExits %numExits% + 1
|
||||
else
|
||||
return 0
|
||||
end
|
||||
done
|
||||
%send% %actor% The mists swirl at your entrance revealing a new path.
|
||||
%echoaround% %actor% %actor.name% causes the mists to swirl revealing a path.
|
||||
*
|
||||
* Now load the mobs
|
||||
eval totalMob %random.3%
|
||||
eval totalMob %totalMob% -1
|
||||
set howMany 0
|
||||
while %howMany% < %totalMob%
|
||||
switch %random.4%
|
||||
case 1
|
||||
%load% mob 13000
|
||||
%force% feeling kill %actor.name%
|
||||
eval howMany %howMany% + 1
|
||||
break
|
||||
case 2
|
||||
%load% mob 13001
|
||||
%force% feeling kill %actor.name%
|
||||
eval howMany %howMany% + 1
|
||||
break
|
||||
case 3
|
||||
%load% mob 13002
|
||||
%force% feeling kill %actor.name%
|
||||
eval howMany %howMany% + 1
|
||||
break
|
||||
case 4
|
||||
%load% mob 13003
|
||||
%force% feeling kill %actor.name%
|
||||
eval howMany %howMany% + 1
|
||||
break
|
||||
default
|
||||
%echo% This trigger is broken, please report to an immortal.
|
||||
break
|
||||
done
|
||||
done
|
||||
*
|
||||
* Check to see if the players "hear" anything in the background
|
||||
eval doHear %random.5%
|
||||
if %doHear% < 3
|
||||
wait 20 sec
|
||||
switch %random.3%
|
||||
case 1
|
||||
%echo% Voices in the distance can be heard complaining about wasting arrows shooting in the distance, since they don't have a crown to peek ahead.
|
||||
break
|
||||
case 2
|
||||
%load% obj 13008
|
||||
%echo% A torn piece of paper floats in on a soft breeze.
|
||||
break
|
||||
case 3
|
||||
%echo% A voice from behind you cusses at a tombstone, then cusses when he pokes himself with an arrow.
|
||||
wait 2 sec
|
||||
%echo% An arrow flies past your face and strikes the ground nearby.
|
||||
%load% obj 13003
|
||||
break
|
||||
default
|
||||
%echo% This trigger is broken, please report to an immortal.
|
||||
break
|
||||
done
|
||||
end
|
||||
* end
|
||||
~
|
||||
#13001
|
||||
Mist Maze exit trigger~
|
||||
2 q 100
|
||||
~
|
||||
* Random
|
||||
* Swirling mists maze clean up trigger
|
||||
* Removes all the room exits when a player leaves the room
|
||||
wait 1 sec
|
||||
eval thisRoom %self.vnum%
|
||||
if !%self.people%
|
||||
%door% %thisRoom% north purge
|
||||
%door% %thisRoom% south purge
|
||||
%door% %thisRoom% east purge
|
||||
%door% %thisRoom% west purge
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#13002
|
||||
recall Staff~
|
||||
1 c 1
|
||||
staff~
|
||||
* Random
|
||||
* recall staff
|
||||
* set of trigs to allow users to recall infinitely, and be able
|
||||
* to return to where they where
|
||||
* Trigger Intended Assignment: Objects
|
||||
* Trigger Type: Command , Numeric Arg: 1, Arg list: staff
|
||||
*
|
||||
* this allows the user to return to a preset room
|
||||
eval actor %self.worn_by%
|
||||
* this allows the user to recall to 3001
|
||||
if %arg% == recall
|
||||
if %actor.eq(17)%
|
||||
%teleport% %actor% 3001
|
||||
%force% %actor% look
|
||||
else
|
||||
%send% %actor% You must hold the recall staff to use it.
|
||||
end
|
||||
*
|
||||
* this allows the user to set the return to room
|
||||
elseif %arg% == set
|
||||
if %actor.eq(17)%
|
||||
if !%actor.varexists(set_life_counter)%
|
||||
eval set_life_counter 1
|
||||
remote set_life_counter %actor.id%
|
||||
end
|
||||
if %actor.set_life_counter% < 14
|
||||
eval setReturn %self.room%
|
||||
eval setReturn %setReturn.vnum%
|
||||
eval return_room_staff %setReturn%
|
||||
eval set_life_counter %actor.set_life_counter% + 1
|
||||
set set_counter 0
|
||||
remote set_life_counter %actor.id%
|
||||
global return_room_staff
|
||||
global set_counter
|
||||
%send% %actor% You will now return to here.
|
||||
else
|
||||
%send% %actor% The recall staff cannot be set anymore.
|
||||
end
|
||||
else
|
||||
%send% %actor% You must hold the recall staff to use it.
|
||||
end
|
||||
*
|
||||
* this allows the user to return to the preset room
|
||||
elseif %arg% == return
|
||||
if %actor.eq(17)%
|
||||
%teleport% %actor% %return_room_staff%
|
||||
%force% %actor% look
|
||||
eval set_counter %set_counter% + 1
|
||||
global set_counter
|
||||
if %set_counter% > 2
|
||||
%send% %actor% The recall staff glows briefly then flickers back to normal.
|
||||
eval return_room_staff 3001
|
||||
eval set_counter 0
|
||||
global return_room_staff
|
||||
global set_counter
|
||||
end
|
||||
else
|
||||
%send% %actor% You must hold the recall staff to use it.
|
||||
end
|
||||
else
|
||||
%send% %actor% Huh?!? Who?!? What?!?
|
||||
end
|
||||
~
|
||||
#13003
|
||||
recall staff drop~
|
||||
1 hi 100
|
||||
~
|
||||
* Random
|
||||
* recall staff drop
|
||||
* keeps players from getting rid of the recall staff
|
||||
* Trigger Intended Assignment: Objects
|
||||
* Trigger Type: Drop Give , Numeric Arg: 100, Arg list: None
|
||||
%send% %actor% You cannot get rid of %self.shortdesc%.
|
||||
return 0
|
||||
~
|
||||
#13004
|
||||
Eagle Eye~
|
||||
1 c 1
|
||||
peek~
|
||||
* Random
|
||||
* Eagle eyes
|
||||
* allows players to see the next room
|
||||
eval room2 %self.room%
|
||||
eval thisRoom %room2.vnum%
|
||||
*
|
||||
if %arg% == north || %arg% == east || %arg% == south || %arg% == west || %arg% == up || %arg% == down || %arg% == northwest || %arg% == northeast || %arg% == southeast || %arg% == southwest
|
||||
eval dir %arg%
|
||||
eval room1 %self.room%
|
||||
eval thatRoom %%room1.%dir%(vnum)%%
|
||||
if %thatRoom%
|
||||
%teleport% %actor% %thatRoom%
|
||||
%force% %actor% l
|
||||
%teleport% %actor% %thisRoom%
|
||||
else
|
||||
%send% %actor% There is no exit that direction to peek at.
|
||||
end
|
||||
else
|
||||
%send% %actor% Where do you want to peek?
|
||||
end
|
||||
~
|
||||
#13005
|
||||
Bow and Arrow~
|
||||
1 c 1
|
||||
fire~
|
||||
* Detta and Random
|
||||
* bow and arrow
|
||||
* this trig is a hack of Detta's bow and arrow trig (from TBA)
|
||||
* Trigger Intended Assignment: Objects
|
||||
* Trigger Type: Command , Numeric Arg: 1, Arg list: fire
|
||||
*
|
||||
* Checks if there are any players/mobs in the room
|
||||
* to the direction specified.
|
||||
*
|
||||
eval target %arg.car%
|
||||
eval dir %arg.cdr%
|
||||
if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% == south || %dir.mudcommand% == west || %dir.mudcommand% == up || %dir.mudcommand% == down
|
||||
eval dir %dir.mudcommand%
|
||||
eval room1 %self.room%
|
||||
eval direction %%room1.%dir%(vnum)%%
|
||||
eval where %%room1.%dir%(room)%%
|
||||
* checks to see if there is a target
|
||||
if !%target%
|
||||
%send% %actor% Who are you trying to shoot?
|
||||
halt
|
||||
end
|
||||
* checks for the target to be in the room described
|
||||
set isHere 0
|
||||
eval tmpTarget %where.people%
|
||||
while %tmpTarget%
|
||||
if %target% == %tmpTarget.name%
|
||||
eval targetID %tmpTarget%
|
||||
set isHere 1
|
||||
end
|
||||
eval tmpTarget %tmpTarget.next_in_room%
|
||||
done
|
||||
if %isHere% == 0
|
||||
%send% %actor% That person isn't there for you to shoot!
|
||||
halt
|
||||
end
|
||||
* checks for peaceful room flags in target room and actor room
|
||||
* if %where.flag% == PEACEFUL
|
||||
* %send% %actor% You cannot fire in to a peaceful room.
|
||||
* halt
|
||||
* end
|
||||
* if %actor.room.flag% == PEACEFUL
|
||||
* %send% %actor% You cannot fire from a peaceful room.
|
||||
* halt
|
||||
* end
|
||||
*
|
||||
* Checks for the first item in inventory that is one of the
|
||||
* specified arrows and sets its vnum as the one to be used.
|
||||
*
|
||||
eval inv %actor.inventory%
|
||||
while (%inv%)
|
||||
if %inv.vnum% == 13003 || %inv.vnum% == 13004 || %inv.vnum% == 13005 || %inv.vnum% == 13006
|
||||
eval arrow %inv.vnum%
|
||||
eval weapon %inv%
|
||||
set inv 0
|
||||
else
|
||||
eval next %inv.next_in_list%
|
||||
set inv %next%
|
||||
end
|
||||
done
|
||||
*
|
||||
* Searchable array by Random, matches the chosen arrow
|
||||
* vnum with the damage stats and any affects to be used.
|
||||
*
|
||||
* vnum dam dice bonus spell
|
||||
set type[1] 13003 3 3 2 0
|
||||
set type[2] 13004 3 5 3 burning hands
|
||||
set type[3] 13005 6 2 4 chill touch
|
||||
set type[4] 13006 4 3 3 poison
|
||||
set type[5] none * must be the last item in the array
|
||||
set i 1
|
||||
while %vnum% != none
|
||||
set temp %%type[%i%]%%
|
||||
eval temp %temp%
|
||||
eval vnum %temp.car%
|
||||
if %vnum% == %arrow%
|
||||
eval temp %temp.cdr%
|
||||
eval dam %temp.car%
|
||||
eval temp %temp.cdr%
|
||||
eval dice %temp.car%
|
||||
eval temp %temp.cdr%
|
||||
eval bonus %temp.car%
|
||||
eval temp %temp.cdr%
|
||||
eval spell %temp.car%
|
||||
end
|
||||
eval i %i% +1
|
||||
done
|
||||
*
|
||||
* Just a calculation of the arrow damage
|
||||
*
|
||||
set finaldam 0
|
||||
set i 0
|
||||
while %i% != %dice%
|
||||
eval tempDam %%random.%dam%%
|
||||
eval finaldam %finaldam% + %tempDam%
|
||||
eval i %i% +1
|
||||
done
|
||||
eval finaldam %finaldam% + %bonus%
|
||||
*
|
||||
* If the actor has an arrow in inventory, and there are
|
||||
* people in the room specified, one of three random things
|
||||
* happens - Actor shoots but misses, Actor shoots and damages,
|
||||
* Actor shoots, damages, but loses the arrow.
|
||||
*
|
||||
if %arrow%
|
||||
if %target%
|
||||
* a hack of the formula used in the code to determine if something hits
|
||||
* based on dexterity...
|
||||
eval dex %actor.dex%
|
||||
eval odds %dex% * 4
|
||||
if %odds% > 99
|
||||
set odds 99
|
||||
end
|
||||
eval hitchance %random.100%
|
||||
if %target.vnum% == -1
|
||||
eval %odds% 0
|
||||
end
|
||||
if %odds% == 0
|
||||
%send% %actor% You cannot PK with this weapon.
|
||||
elseif %hitchance% == 1
|
||||
* critical failure, bow breaks and damages player
|
||||
%send% %actor% The string on your bow breaks snapping back and ripping in to your flesh and damaging the bow.
|
||||
%echoaround% %actor% The string on %actor.name%'s bow breaks.
|
||||
eval criticalDam %finaldam% * 2
|
||||
%damage% %actor% %criticalDam%
|
||||
if %spell%
|
||||
dg_cast '%spell%' %actor%
|
||||
end
|
||||
* %load% obj ###broken bow### %actor% inv
|
||||
%purge% %self%
|
||||
elseif %odds% >= %hitchance%
|
||||
switch %random.3%
|
||||
* case 1 mob is hit and hunts the player
|
||||
case 1
|
||||
%at% %direction% %damage% %target% %finaldam%
|
||||
%force% %target% mhunt %actor%
|
||||
if %spell%
|
||||
dg_cast '%spell%' %target%
|
||||
end
|
||||
%send% %actor% You shoot %target.name% with %weapon.shortdesc%.
|
||||
%echoaround% %actor% %actor.name% shoots someone with %weapon.shortdesc%.
|
||||
eval item_to_purge %%actor.inventory(%arrow%)%%
|
||||
%purge% %item_to_purge%
|
||||
%at% %direction% %load% obj %arrow% %targetID% inv
|
||||
break
|
||||
* case 2 mob is hit but has no reaction
|
||||
case 2
|
||||
%at% %direction% %damage% %target% %finaldam%
|
||||
if %spell%
|
||||
dg_cast '%spell%' %target%
|
||||
end
|
||||
%send% %actor% You shoot %target.name% with %weapon.shortdesc%.
|
||||
%echoaround% %actor% %actor.name% shoots someone with %weapon.shortdesc%.
|
||||
eval item_to_purge %%actor.inventory(%arrow%)%%
|
||||
%purge% %item_to_purge%
|
||||
break
|
||||
* case 3 mob is hit and flees the room
|
||||
case 3
|
||||
%at% %direction% %damage% %target% %finaldam%
|
||||
%force% %target% flee
|
||||
if %spell%
|
||||
dg_cast '%spell%' %target%
|
||||
end
|
||||
%send% %actor% You shoot %target.name% with %weapon.shortdesc%.
|
||||
%echoaround% %actor% %actor.name% shoots someone with %weapon.shortdesc%.
|
||||
eval item_to_purge %%actor.inventory(%arrow%)%%
|
||||
%purge% %item_to_purge%
|
||||
%at% %direction% %load% obj %arrow% %targetID% inv
|
||||
break
|
||||
default
|
||||
%echo% If you see this message, something is wrong. Please report it.
|
||||
break
|
||||
done
|
||||
elseif %odds% == %hitchance%
|
||||
%at% %direction% %damage% %target% %finaldam%
|
||||
%force% %target% mhunt %actor%
|
||||
if %spell%
|
||||
dg_cast '%spell%' %target%
|
||||
end
|
||||
%send% %actor% You shoot %target.name% with %weapon.shortdesc%.
|
||||
%echoaround% %actor% %actor.name% shoots someone with %weapon.shortdesc%.
|
||||
eval item_to_purge %%actor.inventory(%arrow%)%%
|
||||
%purge% %item_to_purge%
|
||||
%at% %direction% %load% obj %arrow%
|
||||
done
|
||||
else
|
||||
switch %random.2%
|
||||
* clean miss*
|
||||
%send% %actor% You try to shoot %target.name% with %weapon.shortdesc% but miss.
|
||||
%echoaround% %actor% %actor.name% tries to shoot someone but appears to have missed.
|
||||
eval item_to_purge %%actor.inventory(%arrow%)%%
|
||||
%purge% %item_to_purge%
|
||||
%at% %direction% %load% obj %arrow% %targetID% inv
|
||||
break
|
||||
case 2
|
||||
* pricked finger and miss*
|
||||
%send% %actor% You prick yourself with your arrow before firing it causing you to miss %target.name%.
|
||||
%echoaround% %actor% %actor.name% tries to shoot someone but appears to have missed.
|
||||
eval item_to_purge %%actor.inventory(%arrow%)%%
|
||||
if %spell%
|
||||
dg_cast '%spell%' %actor%
|
||||
end
|
||||
%damage% %actor% %random.3%
|
||||
%purge% %item_to_purge%
|
||||
%load% obj %arrow%
|
||||
break
|
||||
default
|
||||
%echo% If you see this message, something is wrong. Please report it.
|
||||
break
|
||||
done
|
||||
end
|
||||
else
|
||||
%send% %actor% Theres no one there.
|
||||
end
|
||||
else
|
||||
%send% %actor% You can't shoot without arrows.
|
||||
end
|
||||
else
|
||||
%send% %actor% You must specify a direction - north, east, west, south, up, or down.
|
||||
end
|
||||
~
|
||||
#13006
|
||||
recall staff junked~
|
||||
1 c 2
|
||||
ju~
|
||||
* Random
|
||||
* Recall staff junked
|
||||
* how to junk a recall staff
|
||||
* Trigger Type: Command , Numeric Arg: 2, Arg list: jun
|
||||
* Commands:
|
||||
*
|
||||
if %cmd.mudcommand% == junk && test /= %arg%
|
||||
set return_room_staff 3001
|
||||
set set_counter 0
|
||||
global return_room_staff
|
||||
global set_counter
|
||||
%echo% passed
|
||||
%purge% %self%
|
||||
else
|
||||
return 0
|
||||
%echo% failed
|
||||
end
|
||||
~
|
||||
#13007
|
||||
Graphical Tombstone~
|
||||
1 c 4
|
||||
l~
|
||||
* Random
|
||||
* Graphical tombstone
|
||||
* a tombstone where the epitaph and the name vary
|
||||
* Trigger Intended Assignment: Objects
|
||||
* Trigger Type: Command , Numeric Arg: 4, Arg list: l
|
||||
*
|
||||
if %arg% == tombstone || %arg% == tombston || %arg% == tombsto || %arg% == tombst || %arg% == tombs || %arg% == tomb || %arg% == tom || %arg% == to || %arg% == t
|
||||
* if %cmd.mudcommand% == look && %arg% /= tombstone
|
||||
set length[1] \@d\@0.\@n
|
||||
set length[2] \@d\@0..\@n
|
||||
set length[3] \@d\@0...\@n
|
||||
set length[4] \@d\@0....\@n
|
||||
set length[5] \@d\@0.....\@n
|
||||
set length[6] \@d\@0......\@n
|
||||
set length[7] \@d\@0.......\@n
|
||||
set length[8] \@d\@0........\@n
|
||||
*
|
||||
eval target %random.char%
|
||||
eval name %target.name%
|
||||
eval length %name.strlen%
|
||||
eval space 17 - %length%
|
||||
eval space %space% / 2
|
||||
set whiteSpace %%length[%space%]%%
|
||||
eval whiteSpace %whiteSpace%
|
||||
eval nameLine %whiteSpace%\@w%name%%whiteSpace%\@n
|
||||
if %nameLine.strlen% == 40
|
||||
eval spaceII %space% + 1
|
||||
set whiteSpaceII %%length[%spaceII%]%%
|
||||
eval whiteSpaceII %whiteSpaceII%
|
||||
eval nameLine %whiteSpace%\@w%name%%whiteSpaceII%\@n
|
||||
end
|
||||
*
|
||||
switch %random.2%
|
||||
case 1
|
||||
%send% %actor% \@w\@0 o o o\@n
|
||||
%send% %actor% \@w\@0 \\\|/\@n
|
||||
%send% %actor% \@w\@0 ooo\@n
|
||||
break
|
||||
case 2
|
||||
%send% %actor% \@w\@0 o@n
|
||||
%send% %actor% \@w\@0 _\| \|_@n
|
||||
%send% %actor% \@w\@0 \|_ + _\|@n
|
||||
%send% %actor% \@w\@0 \| \|@n
|
||||
%send% %actor% \@w\@0 \| \|@n
|
||||
break
|
||||
default
|
||||
%send% %actor% I am broken, please tell an Immortal
|
||||
break
|
||||
done
|
||||
%send% %actor% \@w\@0 .-'''''-.\@n
|
||||
%send% %actor% \@w\@0 .-' = oOo = '-.\@n
|
||||
%send% %actor% \@w\@0 .-' :::::_::::: '-.\@n
|
||||
%send% %actor% \@w\@0 ___/ ==:...:::-:::...:== \\___\@n
|
||||
%send% %actor% \@w\@0 /_____________________________\\\@n
|
||||
%send% %actor% \@w\@0 '-._________________________.-'\@n
|
||||
%send% %actor% \@w\@0 \\ .-------------------. /\@n
|
||||
%send% %actor% \@w\@0 \| \|\* \*\| \|\@n
|
||||
%send% %actor% \@w\@0 \| \|' Here Lies '\| \|\@n
|
||||
%send% %actor% \@w\@0 \|=\|'%nameLine%\@w\@0'\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
*
|
||||
* the following line is a template to be used to make new
|
||||
* cases for epitaphs
|
||||
* %echo% \@w\@0 \|=\|' '\|=\|\@n
|
||||
*
|
||||
switch %random.8%
|
||||
case 1
|
||||
* Only The Good Die Young (23)
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' Only The Good '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' Die Young '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
break
|
||||
case 2
|
||||
* A friendly young widow seeks comfort (36)
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' A Friendly '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' Young Widow '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' Seeks Comfort '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
break
|
||||
case 3
|
||||
* R.I.P. I told you this was dangerous (37)
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' I told you this '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' was dangerous '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
break
|
||||
case 4
|
||||
* Once I wasn't Then I was Now I ain't again (44)
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' Once I wasn't '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' Then I was '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|'Now I ain't again'\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
break
|
||||
case 5
|
||||
* Feces Occurs (12)
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' Feces Occurs '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
break
|
||||
case 6
|
||||
* This space for rent (19)
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' This space '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' for rent '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
break
|
||||
case 7
|
||||
* This way to the Egress (22)
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' This way to the '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' EGRESS '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' \<------\> '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
break
|
||||
case 8
|
||||
* I would turn back if I where you (32)
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|'I would turn back'\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' if I were you '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
break
|
||||
default
|
||||
%send% %actor% I am broken, please tell an Immortal
|
||||
break
|
||||
done
|
||||
*
|
||||
%send% %actor% \@w\@0 \|=\|\* \*\|=\|\@n
|
||||
%send% %actor% \@w\@0 \| '-------------------' \|\@n
|
||||
%send% %actor% \@w\@0 \|_______________________\|\@n
|
||||
*
|
||||
switch %random.3%
|
||||
case 1
|
||||
%send% %actor% \@w\@0 /_________________\@R@@@G}---\@w\@0___\\\@n
|
||||
break
|
||||
case 2
|
||||
%send% %actor% \@w\@0 /___\@G\\\|/\@w___\@G\\\|/\@w____\@G\\\|/\@w__\@G\\\|/\@w_\\\@n
|
||||
break
|
||||
case 3
|
||||
%send% %actor% \@w\@0 /_________________________\\\@n
|
||||
break
|
||||
default
|
||||
%send% %actor% I am broken, please tell an Immortal
|
||||
break
|
||||
done
|
||||
%send% %actor% \@n
|
||||
%echoaround% %actor% %actor.name% looks at an old tombstone.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#13008
|
||||
Mist mob death~
|
||||
0 f 100
|
||||
~
|
||||
* Random
|
||||
* Mist maze mob's death
|
||||
* Randomly loads objs on the mobs upon death
|
||||
*
|
||||
switch %random.5%
|
||||
case 1
|
||||
* load a portal
|
||||
%load% obj 13009
|
||||
drop mist
|
||||
break
|
||||
case 2
|
||||
* load the torn note
|
||||
%load% obj 13009
|
||||
drop note
|
||||
break
|
||||
case 3
|
||||
* load some arrows
|
||||
eval numArrows %random.5%
|
||||
set counter 0
|
||||
while %counter% < %numArrows%
|
||||
eval temp %random.4%
|
||||
eval arrowNum %temp% + 13002
|
||||
%load% obj %arrowNum%
|
||||
eval counter %counter% + 1
|
||||
done
|
||||
drop all.arrow
|
||||
break
|
||||
case 4
|
||||
* load nothing
|
||||
break
|
||||
case 5
|
||||
* load nothing
|
||||
break
|
||||
done
|
||||
%echo% The feeling fades away.
|
||||
return 0
|
||||
%teleport% %self% 13099
|
||||
~
|
||||
#13009
|
||||
Mist portal~
|
||||
1 c 7
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && %arg% /= mist
|
||||
%send% %actor% You step in to the swirling mist.
|
||||
%echoaround% %actor% %actor.name% steps in to the swirling mist.
|
||||
switch %random.5%
|
||||
case 1
|
||||
%teleport% %actor% 13096
|
||||
break
|
||||
case 2
|
||||
%teleport% %actor% 13092
|
||||
break
|
||||
case 3
|
||||
%teleport% %actor% 13088
|
||||
break
|
||||
case 4
|
||||
%teleport% %actor% 13084
|
||||
break
|
||||
case 5
|
||||
%teleport% %actor% 13080
|
||||
break
|
||||
done
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% steps out of the swirling mist.
|
||||
else
|
||||
%send% %actor% %cmd% Huh?!
|
||||
end
|
||||
~
|
||||
#13010
|
||||
Mist portal back in to maze~
|
||||
1 c 7
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && %arg% /= mist
|
||||
%send% %actor% You step in to the swirling mist.
|
||||
%echoaround% %actor% %actor.name% steps in to the swirling mist.
|
||||
%teleport% %actor% 13001
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% causes the mists to swirl and change.
|
||||
else
|
||||
%send% %actor% %cmd% Huh?!
|
||||
end
|
||||
~
|
||||
#13011
|
||||
mist maze - load mobs only~
|
||||
2 g 100
|
||||
~
|
||||
* Random
|
||||
* Mist Maze - load mobs with no exits
|
||||
* Load the mobs that will exist in this room
|
||||
*
|
||||
* Now load the mobs
|
||||
eval totalMob %random.3%
|
||||
eval totalMob %totalMob% -1
|
||||
set howMany 0
|
||||
while %howMany% < %totalMob%
|
||||
switch %random.4%
|
||||
case 1
|
||||
%load% mob 13000
|
||||
%force% feeling kill %actor.name%
|
||||
eval howMany %howMany% + 1
|
||||
break
|
||||
case 2
|
||||
%load% mob 13001
|
||||
%force% feeling kill %actor.name%
|
||||
eval howMany %howMany% + 1
|
||||
break
|
||||
case 3
|
||||
%load% mob 13002
|
||||
%force% feeling kill %actor.name%
|
||||
eval howMany %howMany% + 1
|
||||
break
|
||||
case 4
|
||||
%load% mob 13003
|
||||
%force% feeling kill %actor.name%
|
||||
eval howMany %howMany% + 1
|
||||
break
|
||||
default
|
||||
%echo% This trigger is broken, please report to an immortal.
|
||||
break
|
||||
done
|
||||
done
|
||||
~
|
||||
#13012
|
||||
mist and suicide spells~
|
||||
0 k 25
|
||||
~
|
||||
* Random
|
||||
* Mist's Special Attacks
|
||||
* allows the mist mob to have various special attacks
|
||||
*
|
||||
switch %random.7%
|
||||
case 1
|
||||
say Your time has come to an end!
|
||||
wait 3 sec
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 2
|
||||
%send% %actor% The mist slams to the ground sending a shockwave toward you.
|
||||
%echoaround% %actor% The mist slams to the ground sending a shockwave toward %actor.name%.
|
||||
wait 1 sec
|
||||
%force% %actor% remove all
|
||||
%force% %actor% drop all
|
||||
break
|
||||
case 3
|
||||
say Let's see how well you do if I pluck out your eyes!
|
||||
wait 1 sec
|
||||
dg_cast 'blind' %actor%
|
||||
break
|
||||
case 4
|
||||
say I said to 'shut up'!!
|
||||
wait 1 sec
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 5
|
||||
say Your time has come to an end!
|
||||
wait 3 sec
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 6
|
||||
say I said to 'shut up'!!
|
||||
wait 1 sec
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 7
|
||||
say Your time has come to an end!
|
||||
wait 3 sec
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
default
|
||||
%echo% You got lucky this time. I'm broken, please tell an immortal.
|
||||
break
|
||||
done
|
||||
~
|
||||
#13013
|
||||
Mist mob dies~
|
||||
0 f 100
|
||||
~
|
||||
* Random
|
||||
* Mist mob's death
|
||||
*
|
||||
*
|
||||
%load% obj 13010
|
||||
drop mist
|
||||
%teleport% %self% 13099
|
||||
~
|
||||
#13014
|
||||
loads a mob called mist to room~
|
||||
2 g 100
|
||||
~
|
||||
%load% mob 13004
|
||||
%force% mist kill %actor.name%
|
||||
wait 10 sec
|
||||
~
|
||||
#13015
|
||||
load a mob called mist and one called suicide to room~
|
||||
2 g 100
|
||||
~
|
||||
%load% mob 13004
|
||||
%force% mist kill %actor.name%
|
||||
%load% mob 13005
|
||||
%force% suicide kill %actor.name%
|
||||
wait 10 sec
|
||||
~
|
||||
#13016
|
||||
suicide mob death~
|
||||
0 f 100
|
||||
~
|
||||
switch %random.3%
|
||||
case 1
|
||||
%load% o 13001
|
||||
break
|
||||
case 2
|
||||
%load% o 13002
|
||||
break
|
||||
case 3
|
||||
%load% o 13007
|
||||
break
|
||||
default
|
||||
%echo% I'm broken, tell an immortal!!
|
||||
break
|
||||
done
|
||||
~
|
||||
#13017
|
||||
Falling Fruit~
|
||||
2 b 51
|
||||
~
|
||||
* Random
|
||||
* Falling fruity affects
|
||||
* Fruit of varius descriptions falls from the tree and as it strikes
|
||||
* players it cast's various affects on them
|
||||
eval numOne %random.8%
|
||||
eval numTwo %random.6%
|
||||
eval numThr %random.16%
|
||||
*
|
||||
set fruit[1] apple
|
||||
set fruit[2] banana
|
||||
set fruit[3] pear
|
||||
set fruit[4] orange
|
||||
set fruit[5] kiwi
|
||||
set fruit[6] starfruit
|
||||
set fruit[7] peach
|
||||
set fruit[8] strawberry
|
||||
set color[1] red
|
||||
set color[2] orange
|
||||
set color[3] yellow
|
||||
set color[4] green
|
||||
set color[5] blue
|
||||
set color[6] purple
|
||||
set spell[1] cure light
|
||||
set spell[2] heal
|
||||
set spell[3] poison
|
||||
set spell[4] blind
|
||||
set spell[5] curse
|
||||
set spell[6] cure blind
|
||||
set spell[7] armor
|
||||
set spell[8] bless
|
||||
set spell[9] cure light
|
||||
set spell[10] invisibility
|
||||
set spell[11] strength
|
||||
set spell[12] sense life
|
||||
set spell[13] bless
|
||||
set spell[14] sleep
|
||||
set spell[15] sanc
|
||||
set spell[16] chill touch
|
||||
*
|
||||
set type %%fruit[%numOne%]%%
|
||||
set desc %%color[%numTwo%]%%
|
||||
set affect %%spell[%numThr%]%%
|
||||
*
|
||||
eval type %type%
|
||||
eval desc %desc%
|
||||
eval affect %affect%
|
||||
eval target %random.char%
|
||||
*
|
||||
%send% %target% A %desc% %type% falls from the tree and hits you.
|
||||
%echoaround% %target% A %desc% %type% falls from the tree and hits %target.name%.
|
||||
dg_cast '%affect%' %target%
|
||||
wait 1 sec
|
||||
%echo% The %type% falls to the ground and vanishes.
|
||||
~
|
||||
#13018
|
||||
ray of light portal back to midgaard~
|
||||
1 c 7
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && %arg% /= light
|
||||
%send% %actor% You step in to the light.
|
||||
%echoaround% %actor% %actor.name% steps in to the light.
|
||||
%teleport% %actor% 3151
|
||||
%force% %actor% look
|
||||
else
|
||||
%send% %actor% %cmd% Huh?!
|
||||
end
|
||||
~
|
||||
#13099
|
||||
portal to enter the mist maze~
|
||||
1 c 7
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && %arg% /= mist
|
||||
%send% %actor% You step in to the swirling mist.
|
||||
%echoaround% %actor% %actor.name% steps in to the swirling mist.
|
||||
%teleport% %actor% 13001
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% causes the mists to swirl and change.
|
||||
else
|
||||
%send% %actor% %cmd% Huh?!
|
||||
end
|
||||
~
|
||||
$~
|
||||
803
lib/world/trg/14.trg
Normal file
803
lib/world/trg/14.trg
Normal file
@@ -0,0 +1,803 @@
|
||||
#1400
|
||||
free~
|
||||
0 g 100
|
||||
~
|
||||
* we don't want him to tell this to mobs.
|
||||
if %actor.is_pc%
|
||||
* only greet players coming from the south.
|
||||
if %direction% == south
|
||||
*wait 1 second, always give the player time before you start sending text.
|
||||
wait 1 sec
|
||||
say Can you help me, %actor.name%?
|
||||
wait 1 sec
|
||||
say An apprehensive ogre has something of mine.
|
||||
wait 1 sec
|
||||
say If you slay him I'll give you all the coins I can spare.
|
||||
wait 1 sec
|
||||
say Please, bring me the apprehension he has stolen.
|
||||
wait 2 sec
|
||||
emote looks to the east.
|
||||
end
|
||||
end
|
||||
~
|
||||
#1401
|
||||
free~
|
||||
0 f 100
|
||||
~
|
||||
say you got the best of me %actor.name%.
|
||||
* load some apprehension
|
||||
%load% obj 1300
|
||||
* reload the mob for the next questor
|
||||
%load% mob 1311
|
||||
~
|
||||
#1402
|
||||
free~
|
||||
0 j 100
|
||||
~
|
||||
* check if this was indeed the right object
|
||||
if %object.vnum% == 1300
|
||||
wait 1 sec
|
||||
say Thank you, %actor.name%
|
||||
%send% %actor% %self.name% gives you a gold piece.
|
||||
%echoaround% %actor% %actor.name% is rewarded for his valor.
|
||||
nop %actor.gold(1)%
|
||||
wait 5 sec
|
||||
%purge% %object%
|
||||
else
|
||||
* this wasn't the right object - don't accept it
|
||||
say I don't want that - bring me back my apprehension.
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1403
|
||||
free~
|
||||
0 n 100
|
||||
~
|
||||
wait 3 sec
|
||||
say I'm back. Did you really think you could kill me so easily?
|
||||
~
|
||||
#1404
|
||||
free~
|
||||
0 g 100
|
||||
~
|
||||
if %direction% == south
|
||||
wait 1 sec
|
||||
emote snaps to attention as you approach.
|
||||
wait 1 sec
|
||||
say Admittance to the city is 10 coins.
|
||||
end
|
||||
~
|
||||
#1405
|
||||
free~
|
||||
0 m 1
|
||||
~
|
||||
* This is a comment. Always use amplifying comment to explain your Triggers!
|
||||
* If actor gives 10 coins or more
|
||||
if %amount% >= 10
|
||||
* if actor gives more than 10 then give them change
|
||||
if %amount% > 10
|
||||
eval change %amount% - 10
|
||||
give %change% coin %actor.name%
|
||||
end
|
||||
* otherwise they must have given exactly 10 coins, open the gate.
|
||||
say thank you.
|
||||
wait 1 sec
|
||||
unlock gate
|
||||
wait 1 sec
|
||||
open gate
|
||||
wait 10 sec
|
||||
close gate
|
||||
wait 1 sec
|
||||
lock gate
|
||||
* else they gave too few! be nice and refund them
|
||||
else
|
||||
say only %amount% coins, I require 10.
|
||||
give %amount% coin %actor.name%
|
||||
end
|
||||
~
|
||||
#1406
|
||||
free~
|
||||
0 m 1
|
||||
~
|
||||
* No Script
|
||||
~
|
||||
#1407
|
||||
free~
|
||||
0 e 0
|
||||
The gate is opened from~
|
||||
wait 5 sec
|
||||
close gate
|
||||
wait 1 sec
|
||||
lock gate
|
||||
~
|
||||
#1408
|
||||
free~
|
||||
0 e 0
|
||||
leaves north.~
|
||||
wait 1 sec
|
||||
close gate
|
||||
wait 1 sec
|
||||
lock gate
|
||||
~
|
||||
#1409
|
||||
free~
|
||||
0 g 100
|
||||
~
|
||||
if %direction% == south
|
||||
if %actor.varexists(solved_example_quest_zone_0)%
|
||||
wait 1 sec
|
||||
say you have already completed this quest.
|
||||
halt
|
||||
else
|
||||
wait 1 sec
|
||||
say Hello, %actor.name%. Could you find me the magic eight ball?
|
||||
say Please say yes, %actor.name%.
|
||||
end
|
||||
end
|
||||
~
|
||||
#1410
|
||||
free~
|
||||
0 d 1
|
||||
yes~
|
||||
if %actor.varexists(solved_example_quest_zone_0)%
|
||||
halt
|
||||
else
|
||||
wait 1 sec
|
||||
say Perfect, %actor.name%. I'll make this easy. It is to the east.
|
||||
wait 3 sec
|
||||
say I'd go get it myself, but I'm lazy and you need the exercise.
|
||||
wait 1 sec
|
||||
end
|
||||
~
|
||||
#1411
|
||||
free~
|
||||
0 j 100
|
||||
~
|
||||
if %actor.varexists(solved_example_quest_zone_0)%
|
||||
say you already solved this quest, keep it.
|
||||
return 0
|
||||
end
|
||||
*
|
||||
wait 1 sec
|
||||
if (%object.vnum% == 47)
|
||||
dance
|
||||
wait 1 sec
|
||||
say Thank you, %actor.name%. Here is a few experience points and some gold.
|
||||
nop %actor.exp(50)%
|
||||
nop %actor.gold(50)%
|
||||
say Finally, now I can get some answers.
|
||||
wait 1 sec
|
||||
emote shakes the magic eight ball vigorously.
|
||||
wait 1 sec
|
||||
emote does not seem too pleased with his answer.
|
||||
set solved_example_quest_zone_0 1
|
||||
remote solved_example_quest_zone_0 %actor.id%
|
||||
%purge% %object%
|
||||
else
|
||||
say I don't want that!
|
||||
junk %object.name%
|
||||
end
|
||||
~
|
||||
#1412
|
||||
free~
|
||||
2 g 100
|
||||
~
|
||||
wait 2 sec
|
||||
%echoaround% %actor.name% A magic eight ball drops from the sky striking %actor.name% on the head.
|
||||
%send% %actor% A magic eight ball drops from the sky striking you on the head.
|
||||
%load% obj 47
|
||||
%damage% %actor% %random.5%
|
||||
~
|
||||
#1413
|
||||
Obj Command Restorative Comfy Bed Sleep - 1401~
|
||||
1 c 4
|
||||
sl~
|
||||
* does not work for level 32 and above.
|
||||
if %cmd.mudcommand% == sleep && bed /= %arg%
|
||||
%force% %actor% sleep
|
||||
set laying_in_comfy_bed_14 1
|
||||
remote laying_in_comfy_bed_14 %actor.id%
|
||||
%send% %actor% The bed is extremely comfortable.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1414
|
||||
Obj Random Restorative Comfy Bed - 1401~
|
||||
1 b 100
|
||||
~
|
||||
if %random.char%
|
||||
set actor %random.char%
|
||||
if %actor.varexists(laying_in_comfy_bed_14)%
|
||||
%damage% %actor% -10
|
||||
%echoaround% %actor% %actor.name% seems refreshed from sleeping in the comfy bed.
|
||||
%send% %actor% You dream peacefully and seem magically refreshed.
|
||||
end
|
||||
end
|
||||
~
|
||||
#1415
|
||||
Obj Command Restorative Comfy Bed Wake - 1401~
|
||||
1 c 4
|
||||
wa~
|
||||
* does not work for level 32 and above.
|
||||
if %cmd.mudcommand% == wake && %actor.varexists(laying_in_comfy_bed_14)%
|
||||
%force% %actor% wake
|
||||
rdelete laying_in_comfy_bed_14 %actor.id%
|
||||
%send% %actor% You sit on the edge of the bed feeling much better.
|
||||
%echoaround% %actor% %actor.name% sits up on the edge of the bed looking refreshed.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1416
|
||||
free~
|
||||
0 q 100
|
||||
~
|
||||
* Check to see if the person is not carrying the magic eight ball
|
||||
if !%actor.has_item(47)%
|
||||
* They are not carrying it. So stop them and give them one.
|
||||
* Return 0 ignores their command to go west. They stay in the room.
|
||||
return 0
|
||||
wait 1 sec
|
||||
say You forgot your magic eight ball. Take this one.
|
||||
* Loads the object to the actors inventory.
|
||||
%load% obj 47 %actor%
|
||||
%send% %actor% %self.name% gives you the magic eight ball.
|
||||
end
|
||||
~
|
||||
#1417
|
||||
Attach Example~
|
||||
2 b 100
|
||||
~
|
||||
%echo% This trigger commandlist is not complete!
|
||||
%at% 1233 %echo% %self.vnum% %self.id%
|
||||
%echo% %self.vnum% %self.id%
|
||||
~
|
||||
#1418
|
||||
Command Draw~
|
||||
1 c 100
|
||||
draw~
|
||||
* this trigger is meant for a card table or something similiar
|
||||
set CARDOBJ 700
|
||||
eval inroom %self.room%
|
||||
* find what room the object is in.
|
||||
eval obj %inroom.contents%
|
||||
* find the first object in the room
|
||||
while %obj%
|
||||
* while an object is in the room
|
||||
if %obj.vnum% == %CARDOBJ%
|
||||
set CARDISHERE 1
|
||||
* if the object is here, remember!
|
||||
end
|
||||
if %CARDISHERE%
|
||||
%send% %actor% There is already a face up Adventure card here!
|
||||
halt
|
||||
* if its here stop the trig and let the player know
|
||||
else
|
||||
%send% %actor% You reach into the Adventure deck and select the top card...
|
||||
%echoaround% %actor% %actor.name% reaches into the Adventure deck and selects the top card...
|
||||
%load% obj %CARDOBJ%
|
||||
* if it isn't here load one
|
||||
end
|
||||
set next_obj %obj.next_in_list%
|
||||
* find the next object for the while to loop
|
||||
set obj %next_obj%
|
||||
done
|
||||
~
|
||||
#1450
|
||||
Room Global Random Example~
|
||||
2 ab 100
|
||||
~
|
||||
* Fires whether a player is in the room or not.
|
||||
%echo% The trigger fires now!
|
||||
~
|
||||
#1451
|
||||
Room Random Example~
|
||||
2 b 100
|
||||
~
|
||||
* Fires only when a player is in the room.
|
||||
%echo% The trigger fires now!
|
||||
* Example by Snowlock
|
||||
* %echo% The pungent fumes burn your lungs!
|
||||
* set target_char %self.people%
|
||||
* while %target_char%
|
||||
* set tmp_target %target_char.next_in_room%
|
||||
* %damage% %target_char% 3
|
||||
* set target_char %tmp_target%
|
||||
* done
|
||||
~
|
||||
#1452
|
||||
Room Command Example~
|
||||
2 c 100
|
||||
l~
|
||||
* does not work for level 32 and above.
|
||||
if %cmd.mudcommand% == look && test /= %arg%
|
||||
%echo% The trigger works!
|
||||
%force% %actor% applaud
|
||||
else
|
||||
%send% %actor% Look at what?
|
||||
end
|
||||
* Portal example with arguments: enter
|
||||
* if portal /= %arg%
|
||||
* %send %actor% You enter the portal.
|
||||
* %echoaround %actor.name% %actor.name% bravely steps into the portal.
|
||||
* %teleport% %actor% 3001
|
||||
* %force% %actor% look
|
||||
* %echoaround% %actor% %actor.name% steps through a portal.
|
||||
* else
|
||||
* %send% %actor% Enter what?!
|
||||
* end
|
||||
~
|
||||
#1453
|
||||
Room Speech Example~
|
||||
2 d 100
|
||||
test~
|
||||
%echo% The trigger fires now!
|
||||
~
|
||||
#1454
|
||||
Room Zone Reset Example~
|
||||
2 f 100
|
||||
~
|
||||
%echo% The trigger fires now!
|
||||
~
|
||||
#1455
|
||||
Room Enter Example~
|
||||
2 g 100
|
||||
~
|
||||
%echo% The trigger fires now!
|
||||
~
|
||||
#1456
|
||||
Room Drop Example~
|
||||
2 h 100
|
||||
~
|
||||
%echo% %actor.name% tries to drop object type: %object.type%
|
||||
if %object.type% == TRA
|
||||
%echo% No Littering!
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1457
|
||||
Room Cast Example~
|
||||
2 p 100
|
||||
~
|
||||
%echo% %actor.name% tried to cast spellnumber: %spell%: %spellname% on %vict.name% %obj.name%.
|
||||
return 0
|
||||
~
|
||||
#1458
|
||||
Room Leave Example~
|
||||
2 q 100
|
||||
~
|
||||
%echo% %actor.name% tries to leave to the %direction%.
|
||||
return 0
|
||||
~
|
||||
#1459
|
||||
Room Door Example~
|
||||
2 r 100
|
||||
~
|
||||
if %cmd% == open
|
||||
%echoaround% %actor% As %actor.name% tries to %cmd% the door to the %direction% a bucket of water dumps on his head.
|
||||
%send% %actor% Splash!!
|
||||
%send% %actor% A bucket of water drops on top of your head as you open the door.
|
||||
%damage% %actor% 10
|
||||
%echo% The door slams shut again.
|
||||
detach 1459 %self.id%
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1460
|
||||
Mob Global Random Example~
|
||||
0 ab 100
|
||||
~
|
||||
say The trigger fires now!
|
||||
~
|
||||
#1461
|
||||
Mob Random Example~
|
||||
0 b 100
|
||||
~
|
||||
* No Script
|
||||
* This I just threw in because it is a random trig and does not normally have an actor.
|
||||
set actor %random.char%
|
||||
*
|
||||
wait 1 sec
|
||||
say Hey! You don't belong here!
|
||||
emote mumbles, 'Now what was that spell...'
|
||||
wait 1 sec
|
||||
switch %random.3%
|
||||
case 1
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
case 2
|
||||
dg_cast 'magic missle' %actor%
|
||||
break
|
||||
default
|
||||
say That wasn't right...
|
||||
mecho A failed spell backfires on the mage!
|
||||
mdamage %self% 10
|
||||
break
|
||||
done
|
||||
~
|
||||
#1462
|
||||
Mob Command Example~
|
||||
0 c 100
|
||||
test~
|
||||
* does not work for level 32 and above.
|
||||
say The trigger fires now!
|
||||
say triggered by %actor.name%
|
||||
~
|
||||
#1463
|
||||
Mob Speech Example~
|
||||
0 d 0
|
||||
test~
|
||||
say speech: %speech%
|
||||
say car: %speech.car%
|
||||
say cdr: %speech.cdr%
|
||||
eval text %speech.car%
|
||||
say %text%
|
||||
~
|
||||
#1464
|
||||
Mob Action Example~
|
||||
0 e 0
|
||||
has entered the game.~
|
||||
eval inroom %self.room%
|
||||
%zoneecho% %inroom.vnum% %self.name% shouts, 'HELP!! Someone please rescue me!!'
|
||||
~
|
||||
#1465
|
||||
Mob Death Example~
|
||||
0 f 100
|
||||
~
|
||||
%echo% %self.name% curses %actor.name% before drawing %self.hisher% final breath.
|
||||
~
|
||||
#1466
|
||||
Mob Greet Example~
|
||||
0 g 100
|
||||
~
|
||||
* To make a trigger fire only on players use:
|
||||
if %actor.is_pc%
|
||||
say Hello, and welcome, %actor.name%
|
||||
end
|
||||
* Check what direction they came from.
|
||||
if %direction%
|
||||
say Hello, %actor.name%, how are things to the %direction%?
|
||||
else
|
||||
* If the character popped in (word of recall, etc) this will be hit
|
||||
say Where did YOU come from, %actor.name%?
|
||||
end
|
||||
~
|
||||
#1467
|
||||
Mob Greet-All Example~
|
||||
0 h 100
|
||||
~
|
||||
say Hello, and welcome, %actor.name%
|
||||
~
|
||||
#1468
|
||||
Mob Entry Example~
|
||||
0 i 100
|
||||
~
|
||||
* first find the room the mob is in and put the value in %inroom%
|
||||
eval inroom %self.room%
|
||||
* then check on the rooms vnum
|
||||
if (%inroom.vnum% == 1233)
|
||||
say I, %self.name%, declare this room Rumble's.
|
||||
end
|
||||
~
|
||||
#1469
|
||||
Mob Receive Example~
|
||||
0 j 100
|
||||
~
|
||||
if (%object.vnum% == 1300)
|
||||
%purge% %object%
|
||||
say thanks!
|
||||
nop %actor.gold(1)%
|
||||
else
|
||||
say I don't want that!
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1470
|
||||
Mob Fight Example~
|
||||
0 k 100
|
||||
~
|
||||
context %self.id%
|
||||
if (%already_fighting%)
|
||||
wait 10
|
||||
unset already_fighting
|
||||
else
|
||||
dg_cast 'magic missile' %actor.name%
|
||||
set already_fighting 1
|
||||
global already_fighting
|
||||
end
|
||||
~
|
||||
#1471
|
||||
Mob Hitprcnt Example~
|
||||
0 l 50
|
||||
~
|
||||
context %self.id%
|
||||
if (%have_shouted%)
|
||||
return 0
|
||||
halt
|
||||
else
|
||||
%echo% %self.name% shouts 'HELP! I'm under ATTACK! HELP!'
|
||||
set have_shouted 1
|
||||
global have_shouted
|
||||
end
|
||||
~
|
||||
#1472
|
||||
Mob Bribe Example~
|
||||
0 m 1
|
||||
~
|
||||
say thank you, step inside.
|
||||
wait 2 sec
|
||||
%echoaround% %actor% %self.name% pushes %actor.name% through a concealed door.
|
||||
%send% %actor% %self.name% helps you through a concealed door.
|
||||
%teleport% %actor% 1300
|
||||
~
|
||||
#1473
|
||||
Mob Load Example~
|
||||
0 n 100
|
||||
~
|
||||
switch %random.5%
|
||||
case 1
|
||||
%load% obj 3010
|
||||
wield dagger
|
||||
break
|
||||
case 2
|
||||
%load% obj 3011
|
||||
wield sword
|
||||
break
|
||||
case 3
|
||||
%load% obj 3012
|
||||
wield club
|
||||
break
|
||||
case 4
|
||||
%load% obj 3013
|
||||
wield mace
|
||||
break
|
||||
case 5
|
||||
%load% obj 3014
|
||||
wield sword
|
||||
break
|
||||
default
|
||||
* this should be here, even if it's never reached
|
||||
break
|
||||
done
|
||||
~
|
||||
#1474
|
||||
Mob Memory Example Part 1~
|
||||
0 g 100
|
||||
~
|
||||
* This must be set by another trigger first before the mem trigger can be used.
|
||||
mremember %actor.name%
|
||||
say I'll remember you now, %actor.name%
|
||||
~
|
||||
#1475
|
||||
Mob Memory Example Part 2~
|
||||
0 o 100
|
||||
~
|
||||
wait 4 s
|
||||
poke %actor.name%
|
||||
say i've seen you before, %actor.name%.
|
||||
mforget %actor.name%
|
||||
~
|
||||
#1476
|
||||
Mob Cast Example~
|
||||
0 p 100
|
||||
~
|
||||
if (%spellname%==magic missile)
|
||||
%echo% %self.name% is protected by a shield spell negating %actor.name%s Magic Missile.
|
||||
return 0
|
||||
else
|
||||
%echo% %self.name%s shield spell doesn't protect %self.himher% from %actor.name%s magic.
|
||||
return 1
|
||||
end
|
||||
~
|
||||
#1477
|
||||
Mob Leave Example~
|
||||
0 q 100
|
||||
~
|
||||
if (%actor.level% > 10)
|
||||
say You may not leave here, %actor.name%.
|
||||
%send% %actor.name% %self.name% prevents you from leaving the room.
|
||||
%echoaround% %actor.name% As %actor.name% tries to leave the room, %self.name% stops %actor.himher%.
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1478
|
||||
Mob Door Example~
|
||||
0 r 100
|
||||
~
|
||||
say %actor.name% do not try to %cmd% the door to the %direction% again. Or else!
|
||||
return 0
|
||||
~
|
||||
#1479
|
||||
Obj Global Random Example~
|
||||
1 ab 100
|
||||
~
|
||||
%echo% The trigger fires now!
|
||||
~
|
||||
#1480
|
||||
Obj Random Example~
|
||||
1 b 100
|
||||
~
|
||||
%echo% The trigger fires now!
|
||||
eval actor %self.worn_by%
|
||||
if !%actor%
|
||||
halt
|
||||
endif
|
||||
%send% %actor% Ichiban's blade thirsts for blood.
|
||||
~
|
||||
#1481
|
||||
Obj Command Example~
|
||||
1 c 7
|
||||
open~
|
||||
* Numeric Arg: 7 means obj can be worn, carried, or in room.
|
||||
* does not work for level 32 and above.
|
||||
if ("%arg%" == "closet")
|
||||
%load% mob 1307
|
||||
else
|
||||
%send% %actor% Open What?
|
||||
end
|
||||
~
|
||||
#1482
|
||||
Obj Timer Example~
|
||||
1 f 100
|
||||
~
|
||||
* %echo% The trigger fires now!
|
||||
* otimer 3
|
||||
%echo% The ice cream melts away.
|
||||
%purge% %self%
|
||||
~
|
||||
#1483
|
||||
Obj Get Example~
|
||||
1 g 100
|
||||
~
|
||||
if (%actor.level% < 31)
|
||||
%transform% 1398
|
||||
return 0
|
||||
else
|
||||
%echo% You hear, 'Please put me down, %actor.name%'
|
||||
end
|
||||
~
|
||||
#1484
|
||||
Obj Drop Example~
|
||||
1 h 100
|
||||
~
|
||||
if (%actor.level% < 31)
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1485
|
||||
Obj Give Example~
|
||||
1 0 100
|
||||
~
|
||||
if (%actor.level% < 31)
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1486
|
||||
Obj Wear Example~
|
||||
1 j 100
|
||||
~
|
||||
if (%actor.str% < 17)
|
||||
return 0
|
||||
end
|
||||
%send% %actor% send to actor.
|
||||
%echoaround% %actor% %actor.name% echoaround actor
|
||||
%damage% %actor% 100
|
||||
~
|
||||
#1487
|
||||
Obj Remove Example~
|
||||
1 l 90
|
||||
~
|
||||
return 0
|
||||
~
|
||||
#1488
|
||||
Obj Load Example~
|
||||
1 n 100
|
||||
~
|
||||
%echo% %self.name% appears out of nowhere.
|
||||
~
|
||||
#1489
|
||||
Obj Leave Example~
|
||||
1 q 100
|
||||
~
|
||||
%echo% My trigger commandlist is not complete!
|
||||
~
|
||||
#1490
|
||||
Nested If Example~
|
||||
0 q 100
|
||||
~
|
||||
* In this nested if example anyone leaving north will be checked for passage.
|
||||
if %direction% == NORTH
|
||||
* If it is a male over 18 let them pass.
|
||||
if %actor.sex% == MALE
|
||||
if %actor.age% > 18
|
||||
say Welcome.
|
||||
else
|
||||
say let me see your ID.
|
||||
return 0
|
||||
end
|
||||
* If a female over 18 or less than 18 but charisma above 16 let them pass.
|
||||
elseif %actor.sex% == FEMALE
|
||||
if %actor.age% > 18
|
||||
say welcome.
|
||||
else
|
||||
if %actor.cha% > 16
|
||||
say don't tell anyone I let you in.
|
||||
else
|
||||
say let me see your ID.
|
||||
return 0
|
||||
end
|
||||
end
|
||||
* Don't let nuetrals pass
|
||||
elseif %actor.sex% == NUETRAL
|
||||
say what the heck are you?
|
||||
return 0
|
||||
end
|
||||
end
|
||||
~
|
||||
#1491
|
||||
Room Global Example~
|
||||
2 d 100
|
||||
*~
|
||||
set global_example_actor %actor.name%
|
||||
global global_example_actor
|
||||
set global_example_speech %speech%
|
||||
global global_example_speech
|
||||
%echo% saving globals
|
||||
~
|
||||
#1492
|
||||
Room Global Example II~
|
||||
2 b 100
|
||||
~
|
||||
%echo% %global_example_actor% said: %global_example_speech%
|
||||
~
|
||||
#1493
|
||||
mob load test~
|
||||
0 c 100
|
||||
load~
|
||||
%load% mob 1300
|
||||
~
|
||||
#1498
|
||||
Object Command Parser~
|
||||
1 c 3
|
||||
*~
|
||||
*Ideally we need an object speech trig. This is the workaround.
|
||||
if %cmd% == say || %cmd% == gossip
|
||||
* evaluate the first word
|
||||
eval word %arg.car%
|
||||
* evaluate the rest of the string
|
||||
eval rest %arg.cdr%
|
||||
* while there is a first word keep going
|
||||
while %word%
|
||||
%echo% the first word is: %word%
|
||||
%echo% the remaining text is: %rest%
|
||||
eval word %rest.car%
|
||||
eval rest %rest.cdr%
|
||||
done
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1499
|
||||
new trigger~
|
||||
0 g 100
|
||||
~
|
||||
if %arg% == delete
|
||||
say Deleted all quest flags!
|
||||
rdelete found_treasure %actor.id%
|
||||
rdelete worthy_oceana %actor.id%
|
||||
rdelete receive_oceana %actor.id%
|
||||
rdelete aloha_welcome %actor.id%
|
||||
elseif %arg% == add
|
||||
say Added quest flags!
|
||||
set receive_oceana 1
|
||||
remote receive_oceana %actor.id%
|
||||
set found_treasure 1
|
||||
remote found_treasure %actor.id%
|
||||
set worthy_oceana 1
|
||||
remote worthy_oceana %actor.id%
|
||||
else
|
||||
say Invalid command! Please Add or delete?
|
||||
end
|
||||
~
|
||||
$~
|
||||
7
lib/world/trg/140.trg
Normal file
7
lib/world/trg/140.trg
Normal file
@@ -0,0 +1,7 @@
|
||||
#14000
|
||||
new trigger~
|
||||
0 g 100
|
||||
~
|
||||
%echo% This trigger commandlist is not complete!
|
||||
~
|
||||
$~
|
||||
10
lib/world/trg/15.trg
Normal file
10
lib/world/trg/15.trg
Normal file
@@ -0,0 +1,10 @@
|
||||
#1556
|
||||
Room Drop Example~
|
||||
2 h 100
|
||||
~
|
||||
if %object.type% == TRASH
|
||||
%echo% No Littering!
|
||||
return 0
|
||||
end
|
||||
~
|
||||
$~
|
||||
77
lib/world/trg/150.trg
Normal file
77
lib/world/trg/150.trg
Normal file
@@ -0,0 +1,77 @@
|
||||
#15000
|
||||
Thief - 15015~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
#15001
|
||||
Magic User - 15032~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
$~
|
||||
15
lib/world/trg/16.trg
Normal file
15
lib/world/trg/16.trg
Normal file
@@ -0,0 +1,15 @@
|
||||
#1600
|
||||
Unused portal~
|
||||
2 c 100
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && portal /= %arg%
|
||||
%send% %actor% You step through the mysterious portal.
|
||||
%echoaround% %actor% %actor.name% steps through the mysterious portal.
|
||||
%teleport% %actor% 3191
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% enters through the portal.
|
||||
else
|
||||
%send% %actor% %cmd% what?!
|
||||
end
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/169.trg
Normal file
1
lib/world/trg/169.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
29
lib/world/trg/17.trg
Normal file
29
lib/world/trg/17.trg
Normal file
@@ -0,0 +1,29 @@
|
||||
#1700
|
||||
Excalibur - two handed sword - 1702~
|
||||
1 j 100
|
||||
~
|
||||
if %actor.eq(hold)% && %actor.eq(light)%
|
||||
*
|
||||
** too long?, I had to eval light so it would be shorter and work.
|
||||
*%send% %actor% %self.shortdesc% is a two-handed weapon. You must remove %actor.eq(light).shortdesc% and %actor.eq(hold).shortdesc% to wield it.
|
||||
*
|
||||
eval light %actor.eq(light).shortdesc%
|
||||
%send% %actor% %self.shortdesc% is a two-handed weapon. You must remove %light% and %actor.eq(hold).shortdesc% to wield it.
|
||||
return 0
|
||||
elseif %actor.eq(hold)%
|
||||
%send% %actor% %self.shortdesc% is a two-handed weapon. You need to remove %actor.eq(hold).shortdesc%.
|
||||
return 0
|
||||
elseif %actor.eq(light)%
|
||||
%send% %actor% %self.shortdesc% is a two-handed weapon. You need to remove %actor.eq(light).shortdesc%.
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#1701
|
||||
Excalibur - two handed sword - 1702~
|
||||
1 c 1
|
||||
ho~
|
||||
if %cmd.mudcommand% == hold
|
||||
%echo% You will have to remove %self.shortdesc% to hold anything else.
|
||||
end
|
||||
~
|
||||
$~
|
||||
177
lib/world/trg/175.trg
Normal file
177
lib/world/trg/175.trg
Normal file
@@ -0,0 +1,177 @@
|
||||
#17500
|
||||
All-Exit Guardian~
|
||||
0 q 100
|
||||
none~
|
||||
if %actor.is_pc% && %actor.level% < 30
|
||||
say Pass here %actor.name% not. Mistress see %actor.name% not! Begone!
|
||||
return 0
|
||||
else
|
||||
say Mistress see %actor.name%. Pass here %actor.name% may.
|
||||
return 1
|
||||
end
|
||||
~
|
||||
#17501
|
||||
Guardian Elemental~
|
||||
0 q 100
|
||||
none~
|
||||
if %direction% == north
|
||||
if %actor.level%<30
|
||||
say You are not permitted to leave in that direction, %actor.name%. Trilless does not wish to see you.
|
||||
return 0
|
||||
else
|
||||
say You are permitted to enter, %actor.name%. Trilless will see you.
|
||||
return 1
|
||||
end
|
||||
end
|
||||
~
|
||||
#17502
|
||||
Riddle #1~
|
||||
2 d 0
|
||||
e~
|
||||
%door% 17519 down flags a
|
||||
%door% 17517 up flags a
|
||||
%echo% *CLICK*
|
||||
%echo% The porthole slides open!
|
||||
~
|
||||
#17503
|
||||
Riddle #1 Restore~
|
||||
2 g 100
|
||||
~
|
||||
%door% 17517 u flags bcd
|
||||
%door% 17519 d flags bcd
|
||||
wait 1 sec
|
||||
%echo% The porthole has closed!
|
||||
set %porthole_opened% 0
|
||||
~
|
||||
#17504
|
||||
Spectre Greeting~
|
||||
0 g 100
|
||||
~
|
||||
%echo% Shadimar says, 'Greetings, %actor.name%. I have a message for you.
|
||||
%echo%
|
||||
%echo% Carcophan protects himself with riddles. You must answer them to get from room to room.
|
||||
%echo%
|
||||
%echo% If you have trouble with the riddle, return to this room and say 'help'. I will leave a clue here for you.
|
||||
%echo%
|
||||
%echo% Farewell, %actor.name%. Until we meet again.'
|
||||
%echo%
|
||||
%echo% %self.name% vanishes in a puff of smoke!
|
||||
%echo%
|
||||
%purge% spectre
|
||||
~
|
||||
#17505
|
||||
Clue #1~
|
||||
2 d 0
|
||||
help~
|
||||
if %actor.vnum% != 17509
|
||||
%echo% You can hear Shadimar's voice echoing in the room:
|
||||
%echo% I know not the answer to Carcophan's riddles, but this advice I give you:
|
||||
%echo% Carcophan's riddles be minced and ground,
|
||||
%echo% But look to the letters, and your answer be found.'
|
||||
%echo% I hope this helps you on your way.'
|
||||
end
|
||||
~
|
||||
#17506
|
||||
No-exit room~
|
||||
2 q 100
|
||||
~
|
||||
%send% %actor% You feel no need to travel %direction%. The desert to the %direction% looks no different to where you are now.
|
||||
return 0
|
||||
~
|
||||
#17507
|
||||
Riddle #2~
|
||||
2 d 1
|
||||
night~
|
||||
%send% %actor% A red light glows around you for a moment, and you feel the world shift under your feet.
|
||||
%echoaround% %actor% A red light glows around %actor.name%, and after a moment %actor.himher% is gone.
|
||||
%teleport% %actor% 17520
|
||||
~
|
||||
#17508
|
||||
Riddle #3~
|
||||
2 d 1
|
||||
vowel vowels~
|
||||
%door% 17521 down flags a
|
||||
%door% 17520 up flags a
|
||||
%echo% *CLICK*
|
||||
%echo% The grate swings open!
|
||||
~
|
||||
#17509
|
||||
Riddle #3 Restore~
|
||||
2 g 100
|
||||
~
|
||||
%echoaround% %actor% %actor.name% enters the chimney, and the grate closes behind %actor.himher%.
|
||||
%door% 17520 up flags bcd
|
||||
%door% 17521 down flags bcd
|
||||
wait 1 sec
|
||||
%send% %actor% The grate has closed behind you!
|
||||
~
|
||||
#17510
|
||||
Riddle #4~
|
||||
2 d 1
|
||||
wind~
|
||||
%send% %actor% The wind dies down for a moment, and suddenly darkness pours out from the grate above and engulfs you completely.
|
||||
%echoaround% %actor% The wind dies down for a moment, and suddenly darkness pours out from the grate above and engulfs %actor.name% completely. Just as fast the darkness recedes, and %actor.heshe% is gone.
|
||||
%teleport% %actor% 17523
|
||||
~
|
||||
#17511
|
||||
Riddle #5~
|
||||
0 g 100
|
||||
~
|
||||
%echo% %self.name% cackles with glee.
|
||||
wait 1 sec
|
||||
%echo% %self.name% 'Answer me this riddle, fool, and an audience I shall grant you.'
|
||||
%echo% 'Cannot be seen,
|
||||
%echo% Cannot be felt,
|
||||
%echo% Cannot be heard,
|
||||
%echo% Cannot be smelt.'
|
||||
wait 1 sec
|
||||
%echo% %self.name% laughs with dark delight, before absorbing itself into nonexistence.
|
||||
%purge% Spectre
|
||||
~
|
||||
#17512
|
||||
Riddle #5 Solution~
|
||||
2 d 1
|
||||
dark darkness~
|
||||
%door% 17524 east flags a
|
||||
%door% 17522 west flags a
|
||||
%echo% *CLICK*
|
||||
%echo% A section of darkness to the west falls away!
|
||||
~
|
||||
#17513
|
||||
Carcophan's Flight~
|
||||
0 g 100
|
||||
~
|
||||
if %variable% != 1
|
||||
say Congratulations on finding me, but you'll take me not, mortal.
|
||||
east
|
||||
south
|
||||
set %variable% 1
|
||||
end
|
||||
~
|
||||
#17514
|
||||
Salamander's block~
|
||||
0 q 100
|
||||
~
|
||||
if %actor.vnum% == 17511
|
||||
return 1
|
||||
%echo% The Salamander bows respectfully before Carcophan, and allows him to pass unhindered.
|
||||
elseif %actor.level%<40
|
||||
%send% %actor% The Salamander growls at you menacingly, and blocks your path.
|
||||
%echoaround% %actor% The Salamander growls at %actor.name% menacingly, and blocks %actor.himher%!
|
||||
return 0
|
||||
else
|
||||
%send% %actor% The Salamander sneers at you, but allows you to pass on your way.
|
||||
return 1
|
||||
%echoaround% %actor% The Salamander sneers at %actor.name%, but allows %actor.himher% to pass.
|
||||
end
|
||||
~
|
||||
#17515
|
||||
Carcophan's Death~
|
||||
0 f 100
|
||||
~
|
||||
%door% 17522 east flags a
|
||||
%door% 17513 west flags a
|
||||
%echo% You feel Shadimar's presence in the room.
|
||||
%echo% 'Well done, %actor.name%,' Shadimar's voice echoes. 'Your way is now open.'
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/18.trg
Normal file
1
lib/world/trg/18.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/186.trg
Normal file
1
lib/world/trg/186.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
27
lib/world/trg/187.trg
Normal file
27
lib/world/trg/187.trg
Normal file
@@ -0,0 +1,27 @@
|
||||
#18700
|
||||
Matrissa~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if %direction% == north
|
||||
say Welcome, %actor.name% come enjoy yourself in our wonderful circus.
|
||||
else
|
||||
say Leaving so soon %actor.name%? Hope you enjoyed your visit.
|
||||
end
|
||||
end
|
||||
~
|
||||
#18701
|
||||
croc~
|
||||
0 g 50
|
||||
~
|
||||
if %actor.is_pc%
|
||||
say What do you think you are looking at punk?
|
||||
end
|
||||
~
|
||||
#18702
|
||||
Kablooey~
|
||||
0 g 100
|
||||
~
|
||||
say Hi there, %actor.name% pull my finger!
|
||||
~
|
||||
$~
|
||||
1237
lib/world/trg/19.trg
Normal file
1237
lib/world/trg/19.trg
Normal file
File diff suppressed because it is too large
Load Diff
48
lib/world/trg/2.trg
Normal file
48
lib/world/trg/2.trg
Normal file
@@ -0,0 +1,48 @@
|
||||
#200
|
||||
Chunky Philosopher - 206~
|
||||
0 b 5
|
||||
~
|
||||
eval max %random.10%
|
||||
set txt[1] I signed up for an exercise class and was told to wear loose-fitting clothing. Hell, if I HAD any loose-fitting clothing, I wouldn't have signed up for the damn class in the first place!
|
||||
set txt[2] When I was young and trim we used to go "skinny dipping," now... I just "chunky dunkin."
|
||||
set txt[3] Remember... the early bird still has to eat worms.
|
||||
set txt[4] The worst thing about accidents in the kitchen is having to eat them anyway.
|
||||
set txt[5] Never argue with an idiot; people watching the two of you squabbling may not be able to tell who's who.
|
||||
set txt[6] Wouldn't it be nice if whenever we messed up our life we could simply press 'Delete' and then 'copy/paste' to do the really great parts again?
|
||||
set txt[7] Real stress is when you wake up screaming and then you realize you haven't fallen asleep yet.
|
||||
set txt[8] my wife says I never listen to her. At least I think that's what she said.
|
||||
set txt[9] Just remember...if the world didn't suck, we'd all fall off.
|
||||
set txt[10] Lift your right foot off the ground and make clockwise circles. Now, while doing this, draw the number "6" in the air with your right hand and try to keep your foot moving clockwise.
|
||||
set txt[11] On any non-digital watch point the hour hand at the sun. The point between that and 12 will be due south. You can also judge sunlight remaining by counting the hand-widths the sun is above the horizon (4 fingers width).
|
||||
set speech %%txt[%max%]%%
|
||||
eval speech %speech%
|
||||
say %speech%
|
||||
~
|
||||
#201
|
||||
Fountain Teleport - 251~
|
||||
1 c 7
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && %arg% /= fountain
|
||||
%send% %actor% You step into the fountain getting yourself wet. Something grabs you and pulls you under.
|
||||
%echoaround% %actor% %actor.name% steps into the middle of the fountain getting %actor.himher%self wet.
|
||||
%echoaround% %actor% %actor.name% falls into the fountain and disappears.
|
||||
%teleport% %actor% 97
|
||||
nop %actor.pos(sleeping)%
|
||||
%at% 97 %echoaround% %actor% %actor.name% appears in the middle of the room laying on the floor unconscious.
|
||||
else
|
||||
%send% %actor% %cmd% what?!
|
||||
end
|
||||
~
|
||||
#202
|
||||
Free Trig~
|
||||
0 b 100
|
||||
~
|
||||
if %mhunt_target.room% == %self.room%
|
||||
mkill %mhunt_target%
|
||||
%echo% killing %mhunt_target.name%.
|
||||
else
|
||||
%echo% hunting %mhunt_target.name%
|
||||
mhunt %mhunt_target%
|
||||
end
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/20.trg
Normal file
1
lib/world/trg/20.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
7
lib/world/trg/200.trg
Normal file
7
lib/world/trg/200.trg
Normal file
@@ -0,0 +1,7 @@
|
||||
#20011
|
||||
Captain~
|
||||
0 g 100
|
||||
~
|
||||
say wow am i ever soaked. Im lucky to be alive I would say.
|
||||
~
|
||||
$~
|
||||
1178
lib/world/trg/201.trg
Normal file
1178
lib/world/trg/201.trg
Normal file
File diff suppressed because it is too large
Load Diff
46
lib/world/trg/22.trg
Normal file
46
lib/world/trg/22.trg
Normal file
@@ -0,0 +1,46 @@
|
||||
#2200
|
||||
Not Used~
|
||||
0 h 100
|
||||
~
|
||||
if (%direction% == east)
|
||||
wait 1
|
||||
emote snaps to attention as you approach.
|
||||
wait 1
|
||||
say admittance to Eldorado is 1000000 coins
|
||||
end
|
||||
~
|
||||
#2201
|
||||
Not Used~
|
||||
0 m 0
|
||||
~
|
||||
wait 1
|
||||
unlock gate
|
||||
open gate
|
||||
wait 20 s
|
||||
close gate
|
||||
lock gate
|
||||
~
|
||||
#2202
|
||||
fire damage~
|
||||
2 g 100
|
||||
~
|
||||
%send% %actor% The hot flame and smoke burns you.
|
||||
%echoaround% %actor% %actor.name% is burnt from the intense heat.
|
||||
%damage% %actor% 10
|
||||
~
|
||||
#2203
|
||||
moaning~
|
||||
2 g 25
|
||||
~
|
||||
if %actor.is_pc%
|
||||
%echo% The moaning and wailing of the undead unnerves you to the bone.
|
||||
end
|
||||
~
|
||||
#2204
|
||||
princess shout~
|
||||
0 b 1
|
||||
~
|
||||
eval inroom %self.room%
|
||||
%zoneecho% %inroom.vnum% %self.name% shouts, 'HELP!! Someone please rescue me!!'
|
||||
~
|
||||
$~
|
||||
68
lib/world/trg/220.trg
Normal file
68
lib/world/trg/220.trg
Normal file
@@ -0,0 +1,68 @@
|
||||
#22000
|
||||
The Spaghetti Greet - attached to mob 22006~
|
||||
0 g 100
|
||||
~
|
||||
if (%direction% == down)
|
||||
say Hey!
|
||||
say You pulled my noodle!
|
||||
kill %actor.name%
|
||||
else
|
||||
end
|
||||
~
|
||||
#22001
|
||||
The Snuffins Greet - attached to mob 22001~
|
||||
0 g 100
|
||||
~
|
||||
wait 3 sec
|
||||
say Oh, hello there. My name is Snuffins.
|
||||
say Take a look around, I have many maps to look at. I used to travel all the time...
|
||||
wait 2 sec
|
||||
sigh
|
||||
say That is, until I met Oreo. That horrible cat chases me everytime I try to leave this place!
|
||||
wait 2 sec
|
||||
say Can you help me? I'll give you my most prized possession if you do.
|
||||
wait 1 sec
|
||||
say Erm, 'dispose' of Oreo and bring me her collar!
|
||||
~
|
||||
#22002
|
||||
Snuffins Happy - attached to mob 22001~
|
||||
0 j 100
|
||||
~
|
||||
* check to see if its the collar
|
||||
if %object.vnum%==22001
|
||||
wait 1
|
||||
say Thank you very much, stranger!
|
||||
smile
|
||||
give cheese %actor.name%
|
||||
wait 5
|
||||
junk collar
|
||||
else
|
||||
* bastards. Don't mess with Snuffins.
|
||||
say This isn't Oreo's collar! Bring me her collar!
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#22003
|
||||
The Sandwich Greet - attached to mob 22007~
|
||||
0 g 100
|
||||
~
|
||||
wait 1 sec
|
||||
mumble
|
||||
say ...they tell stories of a fantastic monster...
|
||||
mumble
|
||||
wait 1 sec
|
||||
say ...but I wouldn't know...I can't even move...
|
||||
mumble
|
||||
wait 1 sec
|
||||
say ...they say he's somewhere really high and cold...but I wouldn't know...
|
||||
mumble
|
||||
~
|
||||
#22004
|
||||
The Heat Wave - attached to room 22022~
|
||||
2 g 100
|
||||
~
|
||||
%send% %actor% @DThe intense @Rheat @Dscalds your skin!@n
|
||||
%echoaround% %actor% @w%actor.name% is @rburnt @Dfrom the intense @Dheat.@n
|
||||
%damage% %actor% 3
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/232.trg
Normal file
1
lib/world/trg/232.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/233.trg
Normal file
1
lib/world/trg/233.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
36
lib/world/trg/234.trg
Normal file
36
lib/world/trg/234.trg
Normal file
@@ -0,0 +1,36 @@
|
||||
#23400
|
||||
Open Door - 23441~
|
||||
2 c 100
|
||||
push~
|
||||
if %arg% == button
|
||||
%send% %actor% You push the button, and reveal a secret door!
|
||||
%echoaround% %actor% As %actor.name% pushes a button, a secret door is revealed.
|
||||
%door% 23441 west flags a
|
||||
%door% 23441 west name door
|
||||
%door% 23441 west room 23471
|
||||
else
|
||||
%send% %actor% Push what ?!
|
||||
end
|
||||
~
|
||||
#23401
|
||||
Open Door - 23471~
|
||||
2 c 100
|
||||
push~
|
||||
if %arg% == button
|
||||
%send% %actor% You push the button, and reveal a secret door!
|
||||
%echoaround% %actor% As %actor.name% pushes a button, a secret door is revealed.
|
||||
%door% 23471 east room 23441
|
||||
else
|
||||
%send% %actor% Push what ?!
|
||||
end
|
||||
~
|
||||
#23402
|
||||
Close Door - 23471~
|
||||
2 g 100
|
||||
~
|
||||
wait 2 sec
|
||||
%door% 23471 east purge 0
|
||||
%door% 23441 west purge 0
|
||||
%echo% A wall slams down shut!
|
||||
~
|
||||
$~
|
||||
17
lib/world/trg/235.trg
Normal file
17
lib/world/trg/235.trg
Normal file
@@ -0,0 +1,17 @@
|
||||
#23500
|
||||
Knight - 23500~
|
||||
0 g 100
|
||||
~
|
||||
say Get out of here before I smash you!
|
||||
wait 2 sec
|
||||
say I think I smell my lunch.
|
||||
wait 1 sec
|
||||
emote stares at you hungrily.
|
||||
~
|
||||
#23503
|
||||
Teenager - 23503~
|
||||
0 g 100
|
||||
~
|
||||
say I can't find my brother, have you seen him?
|
||||
~
|
||||
$~
|
||||
518
lib/world/trg/236.trg
Normal file
518
lib/world/trg/236.trg
Normal file
@@ -0,0 +1,518 @@
|
||||
#23600
|
||||
Cleric Fight Spec - 23621~
|
||||
0 k 35
|
||||
~
|
||||
* select the spell
|
||||
eval spellnr %random.4%
|
||||
if %spellnr%==1
|
||||
dg_cast 'harm' %actor%
|
||||
elseif %spellnr%==2
|
||||
dg_cast 'curse' %actor%
|
||||
elseif %spellnr%==3
|
||||
dg_cast 'call lightning' %actor%
|
||||
else
|
||||
dg_cast 'blindness' %actor%
|
||||
end
|
||||
~
|
||||
#23601
|
||||
Healing Fountain - NOT ATTACHED~
|
||||
0 e 100
|
||||
drink~
|
||||
if %actor.hitp% * 3 < %actor.maxhitp%
|
||||
%damage% %actor% -4
|
||||
end
|
||||
~
|
||||
#23602
|
||||
Room Command Secret Door - 23667~
|
||||
2 c 100
|
||||
pull~
|
||||
if tapestries /= %arg%
|
||||
%send% %actor% You pull the tapestries down, and reveal a secret vault!
|
||||
%echoaround% %actor% As %actor.name% pulls the tapestries down a secret vault is revealed.
|
||||
%door% 23667 east flags abcd
|
||||
%door% 23667 east key 23634
|
||||
%door% 23667 east name vault
|
||||
%door% 23667 east room 23668
|
||||
else
|
||||
%send% %actor% Pull what ?!
|
||||
end
|
||||
~
|
||||
#23603
|
||||
Remove Secret Door - 23667~
|
||||
2 af 100
|
||||
~
|
||||
if %self.east%
|
||||
%door% 23667 east purge 0
|
||||
%echo% As if by magic all the tapestries rise to their previous positions.
|
||||
end
|
||||
~
|
||||
#23604
|
||||
Equip Hammer Dwarf - 23604~
|
||||
0 an 50
|
||||
~
|
||||
%load% obj 23637
|
||||
wield hammer
|
||||
~
|
||||
#23605
|
||||
Foreman Walkabout - 23628~
|
||||
0 ab 40
|
||||
~
|
||||
eval inroom %self.room%
|
||||
if %inroom.vnum% == 23653
|
||||
set foreman_leaving 1
|
||||
global foreman_leaving
|
||||
end
|
||||
|
||||
if %inroom.vnum% == 23664
|
||||
set foreman_leaving 0
|
||||
global foreman_leaving
|
||||
end
|
||||
|
||||
if %foreman_leaving%
|
||||
switch %inroom.vnum%
|
||||
* start room 23653
|
||||
case 23653
|
||||
open door
|
||||
wait 1
|
||||
east
|
||||
wait 1
|
||||
close door
|
||||
break
|
||||
case 23630
|
||||
case 23662
|
||||
case 23629
|
||||
case 23628
|
||||
case 23641
|
||||
case 23642
|
||||
case 23635
|
||||
case 23614
|
||||
case 23646
|
||||
east
|
||||
break
|
||||
case 23644
|
||||
case 23660
|
||||
case 23649
|
||||
case 23650
|
||||
case 23617
|
||||
case 23619
|
||||
case 23620
|
||||
case 23666
|
||||
case 23632
|
||||
case 23645
|
||||
case 23663
|
||||
west
|
||||
break
|
||||
case 23655
|
||||
* at the entrance to the court.
|
||||
open granite
|
||||
wait 4
|
||||
west
|
||||
wait 4
|
||||
close granite
|
||||
break
|
||||
case 23648
|
||||
open marble
|
||||
wait 4
|
||||
west
|
||||
wait 4
|
||||
close marble
|
||||
break
|
||||
case 23643
|
||||
case 23637
|
||||
case 23631
|
||||
case 23623
|
||||
case 23618
|
||||
case 23667
|
||||
case 23634
|
||||
case 23626
|
||||
north
|
||||
break
|
||||
case 23661
|
||||
case 23627
|
||||
case 23633
|
||||
case 23640
|
||||
case 23647
|
||||
case 23654
|
||||
case 23621
|
||||
case 23669
|
||||
case 23652
|
||||
south
|
||||
break
|
||||
default
|
||||
say I don't think I've ever been to this side of the city before...
|
||||
wait 6
|
||||
say I'd better go home.
|
||||
wait 6
|
||||
emote pulls a small scroll from a hidden pocket and quickly recites it.
|
||||
emote disappears in a puff of smoke.
|
||||
mgoto 23653
|
||||
break
|
||||
done
|
||||
else
|
||||
switch %inroom.vnum%
|
||||
case 23661
|
||||
case 23648
|
||||
case 23649
|
||||
case 23643
|
||||
case 23618
|
||||
case 23617
|
||||
case 23619
|
||||
case 23662
|
||||
case 23629
|
||||
case 23628
|
||||
case 23641
|
||||
case 23642
|
||||
case 23635
|
||||
case 23614
|
||||
case 23646
|
||||
east
|
||||
break
|
||||
case 23660
|
||||
* leaving the court
|
||||
open granite
|
||||
wait 4
|
||||
east
|
||||
wait 4
|
||||
close granite
|
||||
break
|
||||
case 23655
|
||||
open marble
|
||||
wait 4
|
||||
east
|
||||
wait 4
|
||||
close marble
|
||||
break
|
||||
case 23631
|
||||
case 23666
|
||||
case 23632
|
||||
case 23645
|
||||
west
|
||||
break
|
||||
case 23654
|
||||
* entering tool shed
|
||||
open door
|
||||
wait 1
|
||||
west
|
||||
wait 1
|
||||
close door
|
||||
break
|
||||
case 23663
|
||||
case 23620
|
||||
case 23627
|
||||
case 23633
|
||||
case 23640
|
||||
case 23647
|
||||
case 23667
|
||||
case 23634
|
||||
case 23626
|
||||
north
|
||||
break
|
||||
case 23650
|
||||
case 23644
|
||||
case 23637
|
||||
case 23630
|
||||
case 23623
|
||||
case 23621
|
||||
case 23669
|
||||
case 23652
|
||||
south
|
||||
break
|
||||
case 23664
|
||||
say I'm pleased to say that productivity is at the maximum...
|
||||
wait 3 s
|
||||
say I'll be on my way..
|
||||
wait 3 s
|
||||
east
|
||||
break
|
||||
default
|
||||
say I don't think I've ever been to this side of the city before...
|
||||
wait 6
|
||||
say I'd better go home.
|
||||
wait 6
|
||||
emote pulls a small scroll from a hidden pocket and quickly recites it.
|
||||
emote disappears in a puff of smoke.
|
||||
mgoto 23653
|
||||
break
|
||||
done
|
||||
end
|
||||
~
|
||||
#23606
|
||||
Mine Crane - 23674~
|
||||
2 c 100
|
||||
enter~
|
||||
* funtions
|
||||
set passup %echoaround% %actor% %actor.name% passes you in a basket, going up.
|
||||
set passdown %echoaround% %actor% %actor.name% passes you in a basket, going down.
|
||||
set look wforce %actor% look
|
||||
|
||||
* the crane itself
|
||||
if %arg% == basket
|
||||
if %self.vnum% == 23674
|
||||
%send% %actor% As you enter the basket, the crane starts moving.
|
||||
%echoaround% %actor% As %actor.name% enters the basket it starts moving upwards.
|
||||
wait 2 s
|
||||
%teleport% %actor% 23673
|
||||
%passup%
|
||||
%look%
|
||||
%send% %actor% You lean back and relax the ride, while you are lifted out of the mine.
|
||||
wait 2 s
|
||||
%teleport% %actor% 23672
|
||||
%passup%
|
||||
%look%
|
||||
wait 2 s
|
||||
%teleport% %actor% 23671
|
||||
%passup%
|
||||
%look%
|
||||
wait 2 s
|
||||
%teleport% %actor% 23670
|
||||
%passup%
|
||||
%look%
|
||||
wait 2 s
|
||||
%teleport% %actor% 23622
|
||||
%look%
|
||||
%echoaround% %actor% %actor.name% arrives from the hole in a large basket.
|
||||
wait 2 s
|
||||
%send% %actor% Having arrived at the top level, you quickly jump out of the basket.
|
||||
%echoaround% %actor% %actor.name% quickly jumps out of the basket.
|
||||
else if %self.vnum% == 23622
|
||||
%send% %actor% As you sit in the basket, it lowers slowly into the mine.
|
||||
%echoaround% %actor% As %actor.name% enters the basket, it lowers slowly into the mine.
|
||||
wait 2 s
|
||||
%teleport% %actor% 23670
|
||||
%passdown%
|
||||
%look%
|
||||
%send% %actor% You lean back and relax the ride, while you are slowly descending the mine.
|
||||
wait 2 s
|
||||
%teleport% %actor% 23671
|
||||
%passdown%
|
||||
%look%
|
||||
wait 2 s
|
||||
%teleport% %actor% 23672
|
||||
%passdown%
|
||||
%look%
|
||||
wait 2 s
|
||||
%teleport% %actor% 23673
|
||||
%passdown%
|
||||
%look%
|
||||
wait 2 s
|
||||
%teleport% %actor% 23674
|
||||
%echoaround% %actor% %actor.name% arrives from above and quickly leaves the basket.
|
||||
%look%
|
||||
wait 2 s
|
||||
%send% %actor% Having descended into the mines, you quickly jump out of the basket.
|
||||
end
|
||||
else
|
||||
%send% %actor% Huh?!
|
||||
end
|
||||
~
|
||||
#23607
|
||||
Bad Stairs Trap - 23672~
|
||||
2 g 100
|
||||
~
|
||||
* Variable definitions
|
||||
if %direction% == up
|
||||
set todir down
|
||||
else
|
||||
set todir up
|
||||
end
|
||||
|
||||
eval temp %random.6%
|
||||
|
||||
switch %temp%
|
||||
case 1
|
||||
set slip foot
|
||||
set hurt hit
|
||||
set part head
|
||||
eval damage %actor.hitp% / 2
|
||||
break
|
||||
case 2
|
||||
set slip hand
|
||||
set hurt strain
|
||||
set part arm
|
||||
eval damage %actor.hitp% / 3
|
||||
break
|
||||
case 3
|
||||
set slip hand
|
||||
set hurt hit
|
||||
set part knee
|
||||
eval damage %actor.hitp% / 4
|
||||
break
|
||||
case 4
|
||||
set slip foot
|
||||
set hurt hurt
|
||||
set part leg
|
||||
eval damage %actor.hitp% / 3
|
||||
break
|
||||
default
|
||||
set slip hand
|
||||
set hurt hit
|
||||
set part other hand
|
||||
eval damage %actor.hitp% / 8
|
||||
break
|
||||
done
|
||||
* the actual trap part :
|
||||
wait 1
|
||||
%send% %actor% As you step %todir%, your %slip% slips and you %hurt% your %part%. OUCH!
|
||||
%echoaround% %actor% As %actor.name% steps %todir%, %actor.hisher% %slip% slips and %actor.heshe% %hurt%s %actor.hisher% %part%. It looks painful.
|
||||
|
||||
wdamage %actor% %damage%
|
||||
~
|
||||
#23608
|
||||
Singing Miners - 23627~
|
||||
0 b 30
|
||||
~
|
||||
switch %random.6%
|
||||
case 1
|
||||
emote sings a merry song about someone named Fulbert and Beatrice.
|
||||
break
|
||||
case 2
|
||||
emote booms out loudly, 'Heigh Ho! Heigh Ho! It's home from work we go!'
|
||||
break
|
||||
case 3
|
||||
emote tries to sing falsetto, but his voice doesn't agree.
|
||||
break
|
||||
default
|
||||
sing
|
||||
break
|
||||
done
|
||||
~
|
||||
#23609
|
||||
Poisonous Spider - NOT ATTACHED~
|
||||
0 k 100
|
||||
~
|
||||
dg_cast 'poison' %actor.name%
|
||||
~
|
||||
#23610
|
||||
Bell - 23638~
|
||||
1 g 100
|
||||
~
|
||||
if %self.vnum% == 23638
|
||||
return 0
|
||||
%echoaround% %actor% As %actor.name% touches the pile of titanium, the bell rings.
|
||||
%send% %actor% As you touch the pile of titanium, the bell rings.
|
||||
|
||||
wait 1
|
||||
|
||||
%echo% Some miners heard the bell, and come running as fast as they possibly can.
|
||||
wait 1
|
||||
%echo% A miner has arrived.
|
||||
%load% mob 23626
|
||||
wait 2
|
||||
%echo% A miner has arrived.
|
||||
%load% mob 23626
|
||||
wait 2
|
||||
%echo% A miner has arrived.
|
||||
%load% mob 23626
|
||||
wait 2
|
||||
|
||||
%echo% The bell falls to the ground.
|
||||
otransform 23639
|
||||
else
|
||||
return 1
|
||||
end
|
||||
~
|
||||
#23611
|
||||
Mad Miners - NOT ATTACHED~
|
||||
0 n 100
|
||||
~
|
||||
mkill %bad_guy%
|
||||
~
|
||||
#23612
|
||||
Lieutenant Bribe - 23608~
|
||||
0 m 1
|
||||
~
|
||||
wait 1
|
||||
if %amount% < 400
|
||||
say Did you really think I was that cheap, %actor.name%.
|
||||
snarl
|
||||
else
|
||||
context %actor.id%
|
||||
set has_bribed_guard 1
|
||||
global has_bribed_guard
|
||||
whisper %actor.name% Enter when you're ready. I'll lock the door behind you.
|
||||
unlock door
|
||||
end
|
||||
~
|
||||
#23613
|
||||
Lieutenant Door - 23608~
|
||||
0 r 100
|
||||
~
|
||||
* Allows more than one instance of this trigger to run.
|
||||
context %actor.id%
|
||||
* Checks a global variable to see if this mob has been bribed. TSTAT 23612
|
||||
if %has_bribed_guard%
|
||||
return 1
|
||||
halt
|
||||
end
|
||||
* if the player tries to pick the catch him!
|
||||
if %cmd%==pick
|
||||
return 0
|
||||
wait 1
|
||||
say No way, you don't fool me, %actor.name%.
|
||||
* If mob can see the player, kill him!
|
||||
if %actor.canbeseen%
|
||||
mkill %actor%
|
||||
end
|
||||
end
|
||||
~
|
||||
#23614
|
||||
Lieutenant Leave - 23608~
|
||||
0 q 100
|
||||
~
|
||||
if %direction%==east
|
||||
context %actor.id%
|
||||
if %has_bribed_guard%
|
||||
unset has_bribed_guard
|
||||
return 1
|
||||
halt
|
||||
end
|
||||
%send% %actor% You try to leave, but %self.name% stops you.
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#23615
|
||||
Check for Dwarf - 23610~
|
||||
2 c 100
|
||||
e~
|
||||
if %cmd.mudcommand% == east
|
||||
if %actor.race%==dwarf
|
||||
%send% %actor% The door vanishes as if it was never there, and you step through.
|
||||
%echoaround% %actor% As %actor.name% steps through the doorway, the door disappears for an instant.
|
||||
%teleport% %actor% 23611
|
||||
%echoaround% %actor% %actor.name% has arrived.
|
||||
%force% %actor% look
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
end
|
||||
end
|
||||
~
|
||||
#23616
|
||||
Check for Dwarf the other way - 23611~
|
||||
2 c 100
|
||||
w~
|
||||
if %cmd.mudcommand% == west
|
||||
if %actor.race%==dwarf
|
||||
%send% %actor% The door vanishes as if it was never there, and you step through.
|
||||
%echoaround% %actor% As %actor.name% steps through the doorway, the door disappears for an instant.
|
||||
%teleport% %actor% 23610
|
||||
%echoaround% %actor% %actor.name% has arrived.
|
||||
%force% %actor% look
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
end
|
||||
end
|
||||
~
|
||||
#23617
|
||||
Near Death Trap Fall - 12684~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 5 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
~
|
||||
$~
|
||||
359
lib/world/trg/237.trg
Normal file
359
lib/world/trg/237.trg
Normal file
@@ -0,0 +1,359 @@
|
||||
#23700
|
||||
Trader Walkabout - NOT ATTACHED~
|
||||
0 ab 100
|
||||
~
|
||||
if (%self.fighting%)
|
||||
halt
|
||||
end
|
||||
context %self.id%
|
||||
eval inroom %self.room%
|
||||
if (%inroom.vnum% == 23607)
|
||||
set trader_leaving 1
|
||||
global trader_leaving
|
||||
end
|
||||
|
||||
if (%inroom.vnum% == 3036)
|
||||
unset trader_leaving
|
||||
end
|
||||
|
||||
if %trader_leaving%
|
||||
switch %inroom.vnum%
|
||||
* start room 23607
|
||||
case 23607
|
||||
* Start room - need a speech here.
|
||||
say We'll leave at dawn.
|
||||
rest
|
||||
wait until 07:00
|
||||
stand
|
||||
wait 1 t
|
||||
say Are you ready to find adventure, men ?
|
||||
wait 6 s
|
||||
say Are you ready to fight every hardheaded orc on the way ?
|
||||
wait 6 s
|
||||
say Don your gear, and follow 'll bring the name of Aldin to Radidan.
|
||||
wait 6 s
|
||||
say Let's go!
|
||||
wait 1 s
|
||||
south
|
||||
break
|
||||
case 23717
|
||||
say Be careful around here. I've heard of dragons east of here.
|
||||
wait 3 s
|
||||
south
|
||||
break
|
||||
case 3551
|
||||
say Those large people never learned to built a decent road.
|
||||
emote kicks up some dust.
|
||||
wait 5 s
|
||||
south
|
||||
break
|
||||
case 3501
|
||||
west
|
||||
break
|
||||
case 23602
|
||||
wait 2 s
|
||||
* fall through
|
||||
case 23601
|
||||
case 23700
|
||||
case 23701
|
||||
case 23703
|
||||
case 23704
|
||||
case 23706
|
||||
case 23709
|
||||
case 23710
|
||||
case 23711
|
||||
case 23712
|
||||
case 23718
|
||||
case 23719
|
||||
case 23720
|
||||
case 23721
|
||||
case 23722
|
||||
case 23723
|
||||
case 23724
|
||||
case 3550
|
||||
case 3549
|
||||
case 3547
|
||||
case 3546
|
||||
case 3545
|
||||
case 3544
|
||||
case 3543
|
||||
case 3526
|
||||
case 3525
|
||||
case 3524
|
||||
case 3515
|
||||
case 3513
|
||||
case 3512
|
||||
south
|
||||
break
|
||||
case 23702
|
||||
case 3542
|
||||
case 3541
|
||||
case 3540
|
||||
case 3539
|
||||
case 3533
|
||||
case 3532
|
||||
case 3531
|
||||
case 3530
|
||||
case 3528
|
||||
case 3527
|
||||
case 3523
|
||||
case 3522
|
||||
case 3521
|
||||
case 3518
|
||||
case 3517
|
||||
case 3516
|
||||
case 3511
|
||||
case 3510
|
||||
case 3508
|
||||
case 3507
|
||||
case 3506
|
||||
case 3505
|
||||
case 3504
|
||||
case 3503
|
||||
case 3502
|
||||
case 3051
|
||||
case 3050
|
||||
case 3049
|
||||
case 3048
|
||||
case 3047
|
||||
case 3039
|
||||
west
|
||||
break
|
||||
case 3538
|
||||
case 3537
|
||||
case 3535
|
||||
case 3534
|
||||
case 3529
|
||||
case 3520
|
||||
case 3519
|
||||
case 3509
|
||||
north
|
||||
break
|
||||
case 23705
|
||||
case 23713
|
||||
case 23715
|
||||
case 23716
|
||||
case 3548
|
||||
case 3536
|
||||
case 3514
|
||||
east
|
||||
break
|
||||
default
|
||||
* we dont want him roaming where he might get hurt :)
|
||||
say I don't think I've ever been to this side of the city before...
|
||||
wait 6 s
|
||||
say I'd better go home.
|
||||
wait 6 s
|
||||
emote pulls a small scroll from a hidden pocket and quickly recites it.
|
||||
emote disappears in a puff of smoke.
|
||||
mgoto 23607
|
||||
break
|
||||
done
|
||||
else
|
||||
switch %inroom.vnum%
|
||||
case 3036
|
||||
say The negociators told me they'd meet us here.
|
||||
wait 1 t
|
||||
twiddle
|
||||
wait 1 t
|
||||
say It doesn't look like they're coming.
|
||||
wait 1
|
||||
say What a pity. For them.
|
||||
wait 10 s
|
||||
say We'll be going home again, tomorrow morning.
|
||||
wait until 07:00
|
||||
say Let's go!
|
||||
wait 2 s
|
||||
east
|
||||
break
|
||||
case 23703
|
||||
case 3541
|
||||
case 3540
|
||||
case 3539
|
||||
case 3538
|
||||
case 3532
|
||||
case 3531
|
||||
case 3530
|
||||
case 3529
|
||||
case 3527
|
||||
case 3526
|
||||
case 3522
|
||||
case 3521
|
||||
case 3520
|
||||
case 3517
|
||||
case 3516
|
||||
case 3515
|
||||
case 3510
|
||||
case 3509
|
||||
case 3507
|
||||
case 3506
|
||||
case 3505
|
||||
case 3504
|
||||
case 3503
|
||||
case 3502
|
||||
case 3501
|
||||
case 3051
|
||||
case 3050
|
||||
case 3049
|
||||
case 3048
|
||||
case 3047
|
||||
case 3039
|
||||
east
|
||||
break
|
||||
case 3537
|
||||
case 3536
|
||||
case 3534
|
||||
case 3533
|
||||
case 3528
|
||||
case 3519
|
||||
case 3518
|
||||
case 3508
|
||||
south
|
||||
break
|
||||
case 23706
|
||||
case 23715
|
||||
case 23716
|
||||
case 23717
|
||||
case 3547
|
||||
case 3535
|
||||
case 3513
|
||||
west
|
||||
break
|
||||
case 23602
|
||||
case 23601
|
||||
case 23700
|
||||
case 23701
|
||||
case 23702
|
||||
case 23704
|
||||
case 23705
|
||||
case 23706
|
||||
case 23709
|
||||
case 23710
|
||||
case 23711
|
||||
case 23712
|
||||
case 23713
|
||||
case 23718
|
||||
case 23719
|
||||
case 23720
|
||||
case 23721
|
||||
case 23722
|
||||
case 23723
|
||||
case 23724
|
||||
case 3551
|
||||
case 3550
|
||||
case 3549
|
||||
case 3548
|
||||
case 3546
|
||||
case 3545
|
||||
case 3544
|
||||
case 3543
|
||||
case 3542
|
||||
case 3525
|
||||
case 3524
|
||||
case 3523
|
||||
case 3514
|
||||
case 3512
|
||||
case 3511
|
||||
north
|
||||
break
|
||||
default
|
||||
* we dont want him roaming where he might get hurt :)
|
||||
say I don't think I've ever been to this side of the city before...
|
||||
wait 6
|
||||
say I'd better go home.
|
||||
wait 6
|
||||
emote pulls a small scroll from a hidden pocket and quickly recites it.
|
||||
emote disappears in a puff of smoke.
|
||||
mgoto 23607
|
||||
break
|
||||
done
|
||||
end
|
||||
~
|
||||
#23701
|
||||
Orc Attacks Trader - NOT ATTACHED~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.vnum% == 23705
|
||||
wait 1
|
||||
say YYEEHAA! I got you now, dwarf! Give me your gold and I might spare you.
|
||||
wait 1
|
||||
emote charge forward, attacking the dwarven trader.
|
||||
%kill% trader
|
||||
else
|
||||
growl %actor.name%
|
||||
end
|
||||
~
|
||||
#23702
|
||||
Trader Attacks Orc - 23705~
|
||||
0 h 100
|
||||
~
|
||||
if %actor.vnum%==3501 || %actor.vnum%==4401 || %actor.vnum%==4402 || %actor.vnum%==4403
|
||||
wait 1
|
||||
say DIE! Orc scum!
|
||||
wait 1
|
||||
emote charge forward, attacking the orc.
|
||||
%kill% orc
|
||||
end
|
||||
~
|
||||
#23703
|
||||
Bodyguard Yes - 23706~
|
||||
0 d 0
|
||||
Are you ready to find adventure, men ?~
|
||||
wait 1
|
||||
emote snaps to attention, and says promptly 'Yes, Sir!'
|
||||
~
|
||||
#23704
|
||||
Bodyguard Yes - 23706~
|
||||
0 d 0
|
||||
Are you ready to fight every hardheaded orc on the way ?~
|
||||
wait 1
|
||||
say Yes, Sir!
|
||||
~
|
||||
#23705
|
||||
Bodyguard Follow - 23706~
|
||||
0 d 0
|
||||
Don your gear, and follow me.~
|
||||
wait 1
|
||||
follow trader
|
||||
~
|
||||
#23706
|
||||
Trader Cry for Help - 23705~
|
||||
0 l 90
|
||||
~
|
||||
say HELP! I'm under attack!
|
||||
wait 60 s
|
||||
* so he doesn't say it ALL the time :)
|
||||
~
|
||||
#23707
|
||||
Bodyguard Assist - 23706~
|
||||
0 d 0
|
||||
HELP! I'm under attack!~
|
||||
wait 1
|
||||
assist trader
|
||||
~
|
||||
#23708
|
||||
Trader Sac Corpse - 23705~
|
||||
0 d 0
|
||||
AAARRRGGH!!~
|
||||
wait 1
|
||||
sac corpse
|
||||
~
|
||||
#23709
|
||||
Attach Test - NOT ATTACHED~
|
||||
2 g 100
|
||||
~
|
||||
wait 2
|
||||
attach 23703 %self.id%
|
||||
%echo% script attached.
|
||||
~
|
||||
#23710
|
||||
Test - NOT ATTACHED~
|
||||
2 p 100
|
||||
~
|
||||
%echo% actor name %actor.name%
|
||||
%echo% spell number %spell%
|
||||
%echo% spell name %spellname%
|
||||
%echo% arg %arg%
|
||||
return 0
|
||||
~
|
||||
$~
|
||||
203
lib/world/trg/238.trg
Normal file
203
lib/world/trg/238.trg
Normal file
@@ -0,0 +1,203 @@
|
||||
#23839
|
||||
Puke up your guts - 23842~
|
||||
2 c 100
|
||||
exa~
|
||||
if %cmd.mudcommand% == examine && corpse /= %arg%
|
||||
%send% %actor% As you near the pile of decaying corpses the smell of death and rotting corpses hit you.
|
||||
%echoaround% %actor% %actor.name% begins to near the corpses and is stopped by the horrid smell.
|
||||
%force% %actor% puke
|
||||
else
|
||||
%send% %actor% You cannot %cmd% that!
|
||||
end
|
||||
~
|
||||
#23840
|
||||
Pull torch - 23840~
|
||||
2 c 100
|
||||
pu~
|
||||
if pull /= %cmd% && torch /= %arg%
|
||||
%send% %actor% The torch turns easily in your hand revealing a trap door.
|
||||
%echoaround% %actor% As %actor.name% pulls the torch a trap door swings open leading upwards.
|
||||
%door% 23840 up room 23841
|
||||
%door% 23840 up name trap door
|
||||
wait 60s
|
||||
%echo% The trap door slams itself closed as if by magic.
|
||||
%door% 23840 up purge
|
||||
else
|
||||
%send% %actor% OK!
|
||||
%echoaround% %actor% You start to question the sanity of %actor.name% as they fumble about the room.
|
||||
end
|
||||
~
|
||||
#23841
|
||||
Monster Greets - 23841~
|
||||
0 hi 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 2s
|
||||
emote looks up and beams a smile towards %actor.name%
|
||||
wait 6s
|
||||
say Bah!! your head is way to small to add to my collection!!
|
||||
wait 2s
|
||||
emote turns his attention back to the heads that line the wall.
|
||||
end
|
||||
~
|
||||
#23842
|
||||
Still too small - 23841~
|
||||
0 f 100
|
||||
~
|
||||
say Your head is still too small!!
|
||||
emote cackles with insane glee.
|
||||
~
|
||||
#23843
|
||||
Portal - 23843~
|
||||
1 c 7
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && box /= %arg%
|
||||
%send% %actor% You enter a mysterious box.
|
||||
%echoaround% %actor% %actor.name% steps into a mysterious box.
|
||||
%teleport% %actor% 23844
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% steps out of a mysterious box.
|
||||
else
|
||||
%send% %actor% %cmd.mudcommand% what?!
|
||||
end
|
||||
~
|
||||
#23853
|
||||
Riddle 1 - 23860~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 1s
|
||||
say hello stranger. I know why you are here, you wanna enter the gate don't you.
|
||||
end
|
||||
~
|
||||
#23854
|
||||
Yes command - 23860~
|
||||
0 d 1
|
||||
y~
|
||||
if yes /= %speech%
|
||||
say Well then you gotta answer a few riddles first. I hope you are smart and not wasting my time.
|
||||
wait 3s
|
||||
say hhhhmmmmmm which should i use first.
|
||||
wait 1s
|
||||
say ahhh i got it.
|
||||
wait 1s
|
||||
say ok here goes, how far can you run into the woods?
|
||||
end
|
||||
~
|
||||
#23855
|
||||
Fountain portal - 23855~
|
||||
1 c 7
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && fountain /= %arg%
|
||||
%send% %actor% You dive into a large fountain.
|
||||
%echoaround% %actor.name% %actor.name% dives into a large fountain.
|
||||
%teleport% %actor% 23856
|
||||
%force% %actor% look
|
||||
%echoaround% %actor.name% %actor.name% emerges from a large fountain.
|
||||
else
|
||||
%send% %actor% enter what?!
|
||||
end
|
||||
~
|
||||
#23856
|
||||
Riddle 2 - 23860~
|
||||
0 d 0
|
||||
halfway~
|
||||
emote gives %actor.name% a round of applause
|
||||
say well done.
|
||||
wait 2 sec
|
||||
say hhhhhmmmmm what should I use next?
|
||||
wait 1 s
|
||||
say ahh I got it.
|
||||
wait 2 s
|
||||
say ok here goes in magical language what word means fly?
|
||||
~
|
||||
#23857
|
||||
Riddle 3 - 23860~
|
||||
0 d 100
|
||||
yrl~
|
||||
say very good
|
||||
wait 2 s
|
||||
emote ponders over which question to use next.
|
||||
wai 3 s
|
||||
say ahh i got it
|
||||
wait 1 s
|
||||
say ok what has 4 legs up 4 legs down and is soft in the middle?
|
||||
~
|
||||
#23858
|
||||
Riddle 4 - 23860~
|
||||
0 d 100
|
||||
bed~
|
||||
say well done!!
|
||||
wait 2 s
|
||||
say I got one more for you then you may pass.
|
||||
wait 1 s
|
||||
say ok at night they come without being fetched, and by day they are lost without being stolen what is it?
|
||||
~
|
||||
#23859
|
||||
Riddle 5 - 23860~
|
||||
0 d 100
|
||||
stars~
|
||||
say very good but I changed my mind you got those to quickly you need to answer a few more to pass.
|
||||
wait 2 s
|
||||
say ok here goes
|
||||
wait 1 s
|
||||
say I never was but will always be, noone ever saw me, noone ever will yet I am the confidence of all that live and breath on this terrestrial ball what am I?
|
||||
~
|
||||
#23860
|
||||
Riddle 6 - 23860~
|
||||
0 d 100
|
||||
tomorrow~
|
||||
say well done!!
|
||||
wait 1 s
|
||||
emote applauses %actor.name% for a job well done.
|
||||
wait 1 s
|
||||
say you can now enter the gate to the north you posess the knowledge that is required.
|
||||
wait 1 s
|
||||
%load% obj 23860
|
||||
drop all
|
||||
wait 2 s
|
||||
say use it well my son.
|
||||
~
|
||||
#23861
|
||||
Green portal entrance - 23863~
|
||||
1 c 100
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && green /= %arg%
|
||||
%send% %actor% You enter a large green portal.
|
||||
%echoaround% %actor.name% %actor.name% steps into a large green portal.
|
||||
%teleport% %actor% 23864
|
||||
%force% %actor% look
|
||||
%echoaround% %actor.name% steps into a large green portal.
|
||||
else
|
||||
%send% %actor% enter what?!
|
||||
end
|
||||
~
|
||||
#23862
|
||||
Blue portal entrance - 23861~
|
||||
1 c 100
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && blue /= %arg%
|
||||
%send% %actor% You enter a large blue portal.
|
||||
%echoaround% %actor.name% %actor.name% steps into a large blue portal.
|
||||
%teleport% %actor% 23862
|
||||
%force% %actor% look
|
||||
%echoaround% %actor.name% steps through a large blue portal.
|
||||
else
|
||||
%send% %actor% enter what?!
|
||||
end
|
||||
~
|
||||
#23863
|
||||
Red portal entrance - 23862~
|
||||
1 c 100
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && red /= %arg%
|
||||
%send% %actor% You enter a large blue portal.
|
||||
%echoaround% %actor.name% %actor.name% steps into a large blue portal.
|
||||
%teleport% %actor% 23862
|
||||
%force% %actor% look
|
||||
%echoaround% %actor.name% steps through a large blue portal.
|
||||
else
|
||||
%send% %actor% enter what?!
|
||||
end
|
||||
~
|
||||
$~
|
||||
101
lib/world/trg/239.trg
Normal file
101
lib/world/trg/239.trg
Normal file
@@ -0,0 +1,101 @@
|
||||
#23900
|
||||
Dwarven Snow Runes - 23918~
|
||||
2 d 0
|
||||
Friend of NewHaven~
|
||||
%send% %actor% You enter the runed door.
|
||||
%echoaround% %actor% The Runed Door teleports %actor.name%.
|
||||
%teleport% %actor% 23919
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% is transported from the Runed Door.
|
||||
~
|
||||
#23901
|
||||
Dwarven Entrance Runes - 23919~
|
||||
2 d 0
|
||||
Farewell King~
|
||||
%send% %actor% You enter the runed door.
|
||||
%echoaround% %actor% The Runed Door teleports %actor.name%.
|
||||
%teleport% %actor% 23918
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% is transported from the Runed Door.
|
||||
~
|
||||
#23902
|
||||
Follow a Hidden Path - 23922~
|
||||
2 c 100
|
||||
fol~
|
||||
if %cmd.mudcommand% == follow && path /= %arg%
|
||||
%send% %actor% You follow a hidden path.
|
||||
%echoaround% %actor% %actor.name% follows the hidden path.
|
||||
%teleport% %actor% 23923
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% comes from the hidden path.
|
||||
end
|
||||
~
|
||||
#23903
|
||||
Portal to Follow a Hidden Path - 23923~
|
||||
2 c 100
|
||||
fol~
|
||||
if %cmd.mudcommand% == follow && path /= %arg%
|
||||
%send% %actor% You follow a hidden path.
|
||||
%echoaround% %actor% %actor.name% follows the hidden path.
|
||||
%teleport% %actor% 23922
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% comes from the hidden path.
|
||||
end
|
||||
~
|
||||
#23904
|
||||
Climb a Pondersoa Pine - 23925~
|
||||
2 c 100
|
||||
cli~
|
||||
if climb /= %cmd% && tree /= %arg%
|
||||
%send% %actor% You climb up the ponderosa pine.
|
||||
%echoaround% %actor% %actor.name% climbs up the trunk of the tree.
|
||||
%teleport% %actor% 23927
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% climbs up the tree trunk.
|
||||
end
|
||||
~
|
||||
#23905
|
||||
Battle Story Greeting - 23917~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
say Greetings Adventurer, I have a tale to tell, if you care to listen
|
||||
end
|
||||
~
|
||||
#23906
|
||||
Listen to a Battle Tale - 23917~
|
||||
0 c 100
|
||||
listen~
|
||||
%force% %actor% look newhaven
|
||||
~
|
||||
#23907
|
||||
Fighting Guard Disuasion - 23923~
|
||||
0 l 50
|
||||
0~
|
||||
context %self.id%
|
||||
if %already_fighting%
|
||||
wait 10 sec
|
||||
unset already_fighting
|
||||
else
|
||||
say I fight for my honor and my Priestess.
|
||||
wait 10 sec
|
||||
say You fight in vain, I fight for Lolth.
|
||||
wait 10 sec
|
||||
say The drow god Lolth will assist me in battle.
|
||||
set already_fighting 1
|
||||
global already_fighting
|
||||
end
|
||||
~
|
||||
#23908
|
||||
Death of Drow Priestess - 23924~
|
||||
0 f 100
|
||||
~
|
||||
%echo% %self.name% screams, 'Lolth will have you yet %actor.name%.'
|
||||
~
|
||||
#23909
|
||||
Hermit's Area Hints - 23929~
|
||||
0 g 100
|
||||
~
|
||||
%force% %actor% look hints
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/240.trg
Normal file
1
lib/world/trg/240.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1306
lib/world/trg/241.trg
Normal file
1306
lib/world/trg/241.trg
Normal file
File diff suppressed because it is too large
Load Diff
1
lib/world/trg/242.trg
Normal file
1
lib/world/trg/242.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
12
lib/world/trg/243.trg
Normal file
12
lib/world/trg/243.trg
Normal file
@@ -0,0 +1,12 @@
|
||||
#24300
|
||||
Near Death Trap Fall - 24391~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 5 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods pity your puny existence and allow you to live.
|
||||
~
|
||||
$~
|
||||
12
lib/world/trg/244.trg
Normal file
12
lib/world/trg/244.trg
Normal file
@@ -0,0 +1,12 @@
|
||||
#24400
|
||||
Near Death Trap - 24411, 13, 41, 48, 51-54~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/245.trg
Normal file
1
lib/world/trg/245.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/246.trg
Normal file
1
lib/world/trg/246.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
50
lib/world/trg/247.trg
Normal file
50
lib/world/trg/247.trg
Normal file
@@ -0,0 +1,50 @@
|
||||
#24700
|
||||
Demilich - 24712~
|
||||
0 k 5
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if %actor.level% > %self.level%
|
||||
%send% %actor% %self.name% tried to capture your soul.
|
||||
%echoaround% %actor% %self.name% gives %actor.name% an icy cold stare.
|
||||
else
|
||||
%send% %actor% %self.name% sucks you into one of his gems.
|
||||
%echoaround% %actor% %actor.name% disappears into one of %self.name%'s eyes.
|
||||
%send% %actor% Your soul is trapped within the demilich.
|
||||
%send% %actor% Slowly you feel your life-force drain away...
|
||||
%teleport% %actor% 0
|
||||
* once we can modify hit/mana/move this should be set to 1/0/0
|
||||
end
|
||||
end
|
||||
~
|
||||
#24701
|
||||
Ghoul Bite - 24705~
|
||||
0 k 5
|
||||
~
|
||||
if %actor.is_pc%
|
||||
%send% %actor% %self.name% bites you.
|
||||
%echoaround% %actor% %self.name% bites %actor.name%.
|
||||
dg_cast 'poison' %actor%
|
||||
end
|
||||
~
|
||||
#24702
|
||||
Priest Align - 24703~
|
||||
0 b 100
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor.is_pc%
|
||||
if %actor.fighting%
|
||||
say You are commiting blasphemy!
|
||||
if %actor.align% > 300
|
||||
say You, %actor.name%, follow the True Path and are blessed.
|
||||
dg_cast 'bless' %actor%
|
||||
elseif %actor.align% > -300
|
||||
say it is not too late for you to mend your ways.
|
||||
else
|
||||
emote grins and says, 'You, %actor.name%, are truly wretched.'
|
||||
say Blasphemy! %actor.name%, your presence will stain this temple no more!
|
||||
kill %actor.name%
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
12
lib/world/trg/248.trg
Normal file
12
lib/world/trg/248.trg
Normal file
@@ -0,0 +1,12 @@
|
||||
#24800
|
||||
Near Death Trap Fall - 24825~
|
||||
0 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/249.trg
Normal file
1
lib/world/trg/249.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
111
lib/world/trg/25.trg
Normal file
111
lib/world/trg/25.trg
Normal file
@@ -0,0 +1,111 @@
|
||||
#2500
|
||||
Near Death Trap Whirlpool - 2529~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
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
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% The current lessens and you float to the surface.
|
||||
%send% %actor% The Gods must favor you this day.
|
||||
~
|
||||
#2501
|
||||
Magic User - 4,7,8,10,14-18,20-34,36-38,40-41,48-49,52-54,56-57,59-60,62,64~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
#2502
|
||||
Thief - 2511~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
#2503
|
||||
Healer - 2501~
|
||||
0 b 10
|
||||
~
|
||||
* This is required because a random trig does not have an actor.
|
||||
set actor %random.char%
|
||||
* only continue if an actor is defined.
|
||||
if %actor%
|
||||
* if they have lost more than half their hitpoints heal em
|
||||
if %actor.hitp% < %actor.maxhitp% / 2
|
||||
wait 1 sec
|
||||
say You are injured, let me help.
|
||||
wait 2 sec
|
||||
%echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration.
|
||||
%send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration.
|
||||
dg_cast 'heal' %actor%
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
12
lib/world/trg/250.trg
Normal file
12
lib/world/trg/250.trg
Normal file
@@ -0,0 +1,12 @@
|
||||
#25000
|
||||
Near Death Trap Acid - 25042~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/251.trg
Normal file
1
lib/world/trg/251.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/252.trg
Normal file
1
lib/world/trg/252.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
129
lib/world/trg/253.trg
Normal file
129
lib/world/trg/253.trg
Normal file
@@ -0,0 +1,129 @@
|
||||
#25300
|
||||
Entry Guard Heel Click~
|
||||
0 g 75
|
||||
~
|
||||
wait 1 s
|
||||
emote clicks his heels together sharply and stands up just a little more straight.
|
||||
wait 2 s
|
||||
say Password and name, please.
|
||||
~
|
||||
#25301
|
||||
Swordfish~
|
||||
0 d 100
|
||||
Swordfish~
|
||||
wait 1 s
|
||||
say You got to be kidding me. Swordfish!? That was a STUPID movie.
|
||||
wait 1 s
|
||||
say There is *no way* that could be this week's password.
|
||||
wait 1 s
|
||||
say Bob, is that this week's password?
|
||||
~
|
||||
#25302
|
||||
I hate Elves~
|
||||
0 d 0
|
||||
I hate elves~
|
||||
wait 1 s
|
||||
say Well now. I know diggity-darn well that ain't the password since it
|
||||
say ain't a word at all but actually...
|
||||
wait 2 s
|
||||
wait 1 s
|
||||
emote pauses a second to count.
|
||||
wait 2 s
|
||||
wait 1 s
|
||||
say ... its actually six gilly-durn words!
|
||||
wait 1 s
|
||||
say But then, since you hate them durned elves much as me and Bob here, you
|
||||
say pass right on through. Have a good day now, %actor.name%.
|
||||
~
|
||||
#25303
|
||||
Duh~
|
||||
0 d 0
|
||||
this week~
|
||||
wait 1 s
|
||||
say Fish? We're having fish?
|
||||
wait 2 s
|
||||
wait 1 s
|
||||
mecho Bob looks around hungrily.
|
||||
~
|
||||
#25304
|
||||
Duh II~
|
||||
0 d 0
|
||||
good day now~
|
||||
wait 10 s
|
||||
mecho Bob twitches just slightly, like he just woke up or something.
|
||||
wait 2 s
|
||||
say Elves? Where's them elves? Lemme at 'em, lemme at 'em!
|
||||
~
|
||||
#25305
|
||||
Slap moron~
|
||||
0 d 0
|
||||
lemme at~
|
||||
wait 2 s
|
||||
emote slaps Bob on the forehead.
|
||||
wait 1 s
|
||||
say Shuddup, you moron.
|
||||
~
|
||||
#25306
|
||||
You an elf?~
|
||||
0 g 50
|
||||
~
|
||||
wait 2 s
|
||||
emote squints at you for just a moment.
|
||||
wait 1 s
|
||||
say You an elf?
|
||||
~
|
||||
#25307
|
||||
Yep, I'm an elf~
|
||||
0 d 100
|
||||
Yes~
|
||||
wait 1 s
|
||||
say Well, no offense or nothin', but I'm an elf-hater and because of that
|
||||
say I'm gonna have to kill ya. Sorry.
|
||||
wait 2 s
|
||||
kill %actor.name%
|
||||
~
|
||||
#25308
|
||||
Nope, no elves here~
|
||||
0 d 100
|
||||
No~
|
||||
wait 1 s
|
||||
say Schwew! Are here I thought I was gonna have to kill ya!
|
||||
wait 2 s
|
||||
say You may proceed within.
|
||||
wait 1 s
|
||||
emote taps his heels together once and salutes.
|
||||
~
|
||||
#25309
|
||||
Um, you sposed to be here?~
|
||||
0 g 10
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 1 s
|
||||
say Um, hm. Uh. You sposed ta' be here?
|
||||
wait 2 s
|
||||
say Cause I don't think I know ya, and I'm a-sposed ta' kill anyone I don't know.
|
||||
wait 2 s
|
||||
emote looks decidely uncomfortable.
|
||||
end
|
||||
~
|
||||
#25310
|
||||
Sorry, gotta kill ya~
|
||||
0 g 10
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 2 s
|
||||
say Now, I know I never seen you before.
|
||||
wait 2 s
|
||||
say And there was somethin' about people I ain't seen before.
|
||||
wait 2 s
|
||||
emote puts his hand to his chin and think real hard.
|
||||
wait 5 s
|
||||
emote snaps his fingers!
|
||||
wait 1 s
|
||||
say That's it! I'm sposed to kill ya!
|
||||
wait 2 s
|
||||
emote shrugs.
|
||||
kill %actor.name%
|
||||
end
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/254.trg
Normal file
1
lib/world/trg/254.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/255.trg
Normal file
1
lib/world/trg/255.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
108
lib/world/trg/256.trg
Normal file
108
lib/world/trg/256.trg
Normal file
@@ -0,0 +1,108 @@
|
||||
#25600
|
||||
Firetender msg~
|
||||
0 b 5
|
||||
~
|
||||
emote pokes at the coals in the fire with an iron rod.
|
||||
~
|
||||
#25601
|
||||
Firetender msg II~
|
||||
0 b 5
|
||||
~
|
||||
emote grabs a few pieces of wood from a pile in the corner of the room and adds it to the fire.
|
||||
~
|
||||
#25602
|
||||
Firetender Greet Female~
|
||||
0 g 100
|
||||
~
|
||||
if (%actor.sex% == MALE)
|
||||
wait 1 s
|
||||
say Oh my! But you cannot be in here! Ladies only, m'lord!
|
||||
else
|
||||
wait 1 s
|
||||
say A Bath, m'lady?
|
||||
end
|
||||
~
|
||||
#25603
|
||||
Firetender Greet Male~
|
||||
0 g 100
|
||||
~
|
||||
if (%actor.sex% == FEMALE)
|
||||
wait 1 s
|
||||
emote stares at you with round eyes, aghast.
|
||||
wait 1 s
|
||||
say M'lady! Thou canst not enter this chamber for fear of spoiling thy virtue!
|
||||
wait 1 s
|
||||
say I beg thee, m'lady - please avert thine eyes and leave!
|
||||
else if (%actor.sex% == MALE)
|
||||
wait 1 s
|
||||
say A bath for m'lord?
|
||||
end
|
||||
~
|
||||
#25604
|
||||
Maid Greet~
|
||||
0 g 15
|
||||
~
|
||||
wait 1 s
|
||||
emote lowers her eyes and offers a quick curtsy as she busies herself with her work.
|
||||
~
|
||||
#25605
|
||||
Servant Secret~
|
||||
0 g 10
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 1 s
|
||||
emote looks both ways before turning to you quickly.
|
||||
wait 1 s
|
||||
say Shh... the Lord does not tolerate dawdling service. At least not since the Lady Penelope was taken for ransom by Mordecai.
|
||||
end
|
||||
~
|
||||
#25606
|
||||
Lord's Guest Goose~
|
||||
0 b 5
|
||||
~
|
||||
mecho You feel a sudden pain, a sharp pinch on your butt-cheek.
|
||||
wait 1 s
|
||||
mecho You look around the room, but the only other person you see is the Lord's guest
|
||||
mecho and he's facing the away from you, studying a portrait on the wall.
|
||||
wait 1 s
|
||||
mecho What in the heck could that have been?
|
||||
~
|
||||
#25607
|
||||
Lord's Guest Leave Room~
|
||||
0 q 7
|
||||
~
|
||||
if (%actor.sex% == MALE)
|
||||
emote gives you a sly wink as he leaves the room.
|
||||
end
|
||||
~
|
||||
#25608
|
||||
Kitchen Hustle-Bustle I~
|
||||
0 b 5
|
||||
~
|
||||
mecho A servant hurries in, grabs up a platter of vegetables and hurries back out.
|
||||
~
|
||||
#25609
|
||||
Kitchen Hustle-Bustle II~
|
||||
0 b 5
|
||||
~
|
||||
mecho The cook grabs a pan from a ceiling hook and begins filling it with water.
|
||||
~
|
||||
#25610
|
||||
Kitchen Hustle-Bustle III~
|
||||
0 b 5
|
||||
~
|
||||
mecho A servant shuffles in quickly, grabs a small hunk of cheese for himself, then leaves just as quickly as he came.
|
||||
~
|
||||
#25611
|
||||
Kitchen Hustle-Bustle IV~
|
||||
0 b 5
|
||||
~
|
||||
mecho One of the cooks throws a chunk of wood on the fire.
|
||||
~
|
||||
#25612
|
||||
Kitchen Hustle-Bustle V~
|
||||
0 b 5
|
||||
~
|
||||
emote whistles a merry tune while slicing a carrot.
|
||||
~
|
||||
$~
|
||||
95
lib/world/trg/257.trg
Normal file
95
lib/world/trg/257.trg
Normal file
@@ -0,0 +1,95 @@
|
||||
#25700
|
||||
Cleric Guildguard - 25774~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != Cleric
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#25701
|
||||
Mage Guildguard - 25773~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == north
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != Magic User
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#25702
|
||||
Ranger Guildguard - 25776~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != Ranger
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#25703
|
||||
Warrior Guildguard - 25775~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != warrior
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#25704
|
||||
Thief Guildguard - 25777~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == east
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != thief
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#25705
|
||||
Blood Bank - 25704~
|
||||
2 c 100
|
||||
g~
|
||||
* By Rumble
|
||||
* does not work for level 32 and above.
|
||||
* Make sure the command is give, check for any abbrev of blood
|
||||
if %cmd.mudcommand% == give && blood /= %arg%
|
||||
* let the player stun themselves, they will recover.
|
||||
if %actor.hitp% < 18
|
||||
%send% %actor% You try to give blood. But, the nurse refuses since you are white as a ghost and can barely stand.
|
||||
%echoaround% %actor% %actor.name% tries to give blood. But, the nurse laughs in %actor.hisher% face since he is whiate as a ghost and can barely stand.
|
||||
else
|
||||
%send% %actor% The nurse jabs a thick needle into your arm and quickly draws a small amount of blood. She gives you a small pile of coins.
|
||||
%echoaround% %actor% The nurse jabs %actor.name% in the arm and quickly draws a small amount of blood. She then gives %actor.name% a small pile of coins.
|
||||
nop %actor.gold(20)%
|
||||
%damage% %actor% 20
|
||||
end
|
||||
else
|
||||
* If it doesn't match let the command continue.
|
||||
%send% %actor% Give what to who?
|
||||
return 0
|
||||
end
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/258.trg
Normal file
1
lib/world/trg/258.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/259.trg
Normal file
1
lib/world/trg/259.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/26.trg
Normal file
1
lib/world/trg/26.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/260.trg
Normal file
1
lib/world/trg/260.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/261.trg
Normal file
1
lib/world/trg/261.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/262.trg
Normal file
1
lib/world/trg/262.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/263.trg
Normal file
1
lib/world/trg/263.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/264.trg
Normal file
1
lib/world/trg/264.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/265.trg
Normal file
1
lib/world/trg/265.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/266.trg
Normal file
1
lib/world/trg/266.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
98
lib/world/trg/267.trg
Normal file
98
lib/world/trg/267.trg
Normal file
@@ -0,0 +1,98 @@
|
||||
#26700
|
||||
Harem Master - 26706~
|
||||
0 b 5
|
||||
~
|
||||
emote looks at his minions and growls, 'get to work, bitches!'
|
||||
~
|
||||
#26701
|
||||
Slaves Bow - 26701-26704~
|
||||
0 e 0
|
||||
A fat harem master looks at his minions and growls, 'get to work, bitches!'~
|
||||
wait 1 sec
|
||||
bow master
|
||||
~
|
||||
#26702
|
||||
Master Needs Assist - 26706~
|
||||
0 k 10
|
||||
~
|
||||
emote screams loudly, 'HELP ME, MY SLAVES!'
|
||||
~
|
||||
#26703
|
||||
Slaves Assist Master - 26701-26704~
|
||||
0 e 0
|
||||
A fat harem master screams loudly, 'HELP ME, MY SLAVES!'~
|
||||
wait %random.6% sec
|
||||
assist master
|
||||
~
|
||||
#26705
|
||||
Fear Spell - 26710~
|
||||
0 k 5
|
||||
~
|
||||
emote utters the words, 'pabrow'.
|
||||
%force% %actor% flee
|
||||
~
|
||||
#26706
|
||||
Butcher - 26713~
|
||||
0 bg 5
|
||||
~
|
||||
emote begins sharpening %self.hisher% knife.
|
||||
~
|
||||
#26707
|
||||
Tar Baby Follow - 26708~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor.is_pc%
|
||||
mfollow %actor%
|
||||
say Ho ho, hee hee, %actor.name% you are sooo funneeee!
|
||||
%send% %actor% %self.name% looks at you with the cutest expression.
|
||||
%echoaround% %actor% %self.name% looks at %actor.name% with the cutest expression.
|
||||
end
|
||||
~
|
||||
#26708
|
||||
Grand Inquisitor - 26719~
|
||||
0 k 100
|
||||
5~
|
||||
switch %random.2%
|
||||
case 1
|
||||
emote utters the words, 'ordalaba'.
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 2
|
||||
emote evilly grins and snaps his hands.
|
||||
dg_cast 'animate dead' corpse
|
||||
order followers assist
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
~
|
||||
#26709
|
||||
High Priest of Terror - 26714~
|
||||
0 k 5
|
||||
~
|
||||
switch %random.2%
|
||||
case 1
|
||||
emote utters the words, 'ordalaba'.
|
||||
dg_cast 'charm' %actor
|
||||
break
|
||||
case 2
|
||||
emote waves $s hands in a swirling motion.
|
||||
dg_cast 'earthquake'
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
~
|
||||
#26710
|
||||
Near Death Trap - 26744~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
~
|
||||
$~
|
||||
10
lib/world/trg/268.trg
Normal file
10
lib/world/trg/268.trg
Normal file
@@ -0,0 +1,10 @@
|
||||
#26800
|
||||
Near Death Trap Iron Maiden - 26801~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
9
lib/world/trg/269.trg
Normal file
9
lib/world/trg/269.trg
Normal file
@@ -0,0 +1,9 @@
|
||||
#26900
|
||||
Lemming Follow - 26904~
|
||||
0 g 50
|
||||
~
|
||||
if %actor.is_pc%
|
||||
mfollow %actor.name%
|
||||
end
|
||||
~
|
||||
$~
|
||||
1743
lib/world/trg/27.trg
Normal file
1743
lib/world/trg/27.trg
Normal file
File diff suppressed because it is too large
Load Diff
1
lib/world/trg/270.trg
Normal file
1
lib/world/trg/270.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
449
lib/world/trg/271.trg
Normal file
449
lib/world/trg/271.trg
Normal file
@@ -0,0 +1,449 @@
|
||||
#27100
|
||||
Silk Trader - 27137~
|
||||
0 bg 100
|
||||
~
|
||||
wait 1 sec
|
||||
switch %random.23%
|
||||
case 1
|
||||
emote eyes a passing woman.
|
||||
say Come, m'lady, and have a look at this precious silk!
|
||||
break
|
||||
case 2
|
||||
say Wouldn't you look lovely in this!
|
||||
emote shows you a gown of indigo silk.
|
||||
break
|
||||
case 3
|
||||
emote holds a pair of silk gloves up for you to inspect.
|
||||
break
|
||||
case 4
|
||||
say Have at this fine silk from exotic corners of the world you will likely never see!
|
||||
smirk
|
||||
break
|
||||
case 5
|
||||
say Step forward, my pretty locals!
|
||||
break
|
||||
case 6
|
||||
emote shades %self.hisher% eyes with %self.hisher% hand.
|
||||
break
|
||||
case 7
|
||||
say Have you ever seen an ogre in a silken gown?
|
||||
say I didn't *think* so!
|
||||
cackle
|
||||
break
|
||||
case 8
|
||||
emote hands you a glass of wine.
|
||||
say Come, have a seat and view my wares.
|
||||
break
|
||||
case 9
|
||||
emote looks at you.
|
||||
emote shakes %self.hisher% head sadly.
|
||||
break
|
||||
case 10
|
||||
emote fiddles with some maps.
|
||||
break
|
||||
case 11
|
||||
say Here here! Beggars and nobles alike come forward and make your bids!
|
||||
break
|
||||
case 12
|
||||
say I am in this bourgeois hamlet for a limited time only!
|
||||
emote swirls some wine in a glass.
|
||||
break
|
||||
case 13
|
||||
say Ah! Fellow travellers! Come have a look at the finest silk this side of the infamous Ched Razimtheth!
|
||||
break
|
||||
case 14
|
||||
look %actor%
|
||||
say You are feebly attired for the danger that lies ahead.
|
||||
break
|
||||
case 15
|
||||
say Silk is the way to go.
|
||||
emote smiles warmly.
|
||||
break
|
||||
case 16
|
||||
say Worthy adventurers, hear my call!
|
||||
break
|
||||
case 17
|
||||
emote adjusts %self.hisher% cloak.
|
||||
break
|
||||
case 18
|
||||
say Certain doom awaits you, therefore shall you die in silk?
|
||||
emote bows respectfully.
|
||||
break
|
||||
case 19
|
||||
say Can you direct me to the nearest tavern?
|
||||
break
|
||||
case 20
|
||||
say Heard the latest ogre joke?
|
||||
emote snickers to %self.himher%self.
|
||||
break
|
||||
case 21
|
||||
say What ho, traveller! Rest your legs here for a spell and peruse the latest in fashion!
|
||||
break
|
||||
case 22
|
||||
say Beware ye, traveller, lest ye come to live in Exile!
|
||||
emote grins evilly.
|
||||
break
|
||||
case 23
|
||||
emote touches your shoulder.
|
||||
say A word of advice. Beware of any ale labeled 'mushroom' or 'pumpkin'.
|
||||
emote shivers uncomfortably.
|
||||
break
|
||||
default
|
||||
smile
|
||||
break
|
||||
done
|
||||
~
|
||||
#27101
|
||||
Athos - 27153~
|
||||
0 bg 50
|
||||
~
|
||||
wait 1 sec
|
||||
switch %random.7%
|
||||
case 1
|
||||
emote gazes into %self.hisher% wine gloomily.
|
||||
break
|
||||
case 2
|
||||
emote grimaces.
|
||||
break
|
||||
case 3
|
||||
emote asks you, 'Have you seen the lady, pale and fair, with a heart of stone?'
|
||||
say That monster will be the death of us all.
|
||||
break
|
||||
case 4
|
||||
say God save the King!
|
||||
break
|
||||
case 5
|
||||
say All for one and .. one for...
|
||||
emote drowns %self.himher%self in a swig of wine.
|
||||
break
|
||||
case 6
|
||||
emote looks up with a philosophical air.
|
||||
say Women - God's eternal punishment on man.
|
||||
break
|
||||
case 7
|
||||
emote downs his glass and leans heavily on the oaken table.
|
||||
say You know, we would best band together and wrestle the monstrous woman from her lair and home!
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
~
|
||||
#27102
|
||||
Hangman - 27102~
|
||||
0 bg 100
|
||||
~
|
||||
wait 1 sec
|
||||
switch %random.5%
|
||||
case 1
|
||||
emote whirls %self.hisher% noose like a lasso and it lands neatly around your neck.
|
||||
say You're next, you ugly rogue!
|
||||
say Just kidding.
|
||||
emote pats you on your head.
|
||||
break
|
||||
case 2
|
||||
say I was conceived in Exile and have been integrated into society!
|
||||
say Muahahaa.
|
||||
break
|
||||
case 3
|
||||
say Anyone have a butterknife I can borrow?
|
||||
break
|
||||
case 4
|
||||
emote suddenly pulls a lever.
|
||||
%echo% With the flash of light on metal a giant guillotine comes crashing down!
|
||||
%echo% A head drops to the ground from the platform.
|
||||
shout Next!
|
||||
break
|
||||
case 5
|
||||
emote whistles a local tune.
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
~
|
||||
#27103
|
||||
Butcher - 27142~
|
||||
0 bg 5
|
||||
~
|
||||
wait 1 sec
|
||||
switch %random.17%
|
||||
case 1
|
||||
say I need a Union.
|
||||
emote glares angrily.
|
||||
emote rummages about for an axe.
|
||||
break
|
||||
case 2
|
||||
emote gnaws on a toothpick.
|
||||
break
|
||||
case 3
|
||||
emote runs a finger along the edge of a giant meat cleaver.
|
||||
emote grins evilly.
|
||||
break
|
||||
case 4
|
||||
say Pork for sale!
|
||||
break
|
||||
case 5
|
||||
emote whispers to you, 'I've got some great damage eq in the back room. Wanna see?
|
||||
emote throws back %self.hisher% head and cackles with insane glee!
|
||||
break
|
||||
case 6
|
||||
emote yawns sleepily.
|
||||
break
|
||||
case 7
|
||||
emote throws an arm around the headless body of an ogre and asks to have %self.hisher% picture taken.
|
||||
break
|
||||
case 8
|
||||
emote listlessly grabs a cleaver and hurls it into the wall behind your head.
|
||||
break
|
||||
case 9
|
||||
emote juggles some fingers.
|
||||
break
|
||||
case 10
|
||||
emote eyes your limbs.
|
||||
emote chuckles.
|
||||
break
|
||||
case 11
|
||||
say Hi, Alice.
|
||||
break
|
||||
case 12
|
||||
emote listlessly grabs a cleaver and hurls it into the wall behind your head.
|
||||
break
|
||||
case 13
|
||||
say Everyone looks like food to me these days.
|
||||
emote sighs loudly.
|
||||
break
|
||||
case 14
|
||||
emote throws up his head and shouts wildly.
|
||||
emote shouts, 'Bring out your dead!'
|
||||
break
|
||||
case 15
|
||||
say The worms crawl in, the worms crawl out..
|
||||
break
|
||||
case 16
|
||||
emote sings 'Brave, brave Sir Patton...'
|
||||
emote whistles a tune.
|
||||
emote smirks.
|
||||
break
|
||||
case 17
|
||||
say Get Lurch to bring me over a case and I'll sport you a year's supply of grilled ogre.
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
~
|
||||
#27104
|
||||
Stu - 27166~
|
||||
0 bg 100
|
||||
~
|
||||
wait 1 sec
|
||||
switch %random.14%
|
||||
case 1
|
||||
say I'm so damn cool, I'm too cool to hang out with myself!
|
||||
break
|
||||
case 2
|
||||
say I'm really the NICEST guy you ever MEET!
|
||||
break
|
||||
case 3
|
||||
say Follow me for exp, gold and lessons in ADVANCED C!
|
||||
break
|
||||
case 4
|
||||
say Mind if I upload 200 megs of pregnant XXX gifs with no descriptions to your bbs?
|
||||
break
|
||||
case 5
|
||||
say Sex? No way! I'd rather jog 20 miles!
|
||||
break
|
||||
case 6
|
||||
say I'll take you OUT!! ...tomorrow
|
||||
break
|
||||
case 7
|
||||
say I invented Mud you know...
|
||||
break
|
||||
case 8
|
||||
say Can I have a cup of water?
|
||||
break
|
||||
case 9
|
||||
say I'll be jogging down ventnor ave in 10 minutes if you want some!
|
||||
break
|
||||
case 10
|
||||
say just let me pull a few strings and I'll get ya a site, they love me! - doesn't everyone?
|
||||
break
|
||||
case 11
|
||||
say Pssst! Someone tell Mercy to sport me some levels.
|
||||
emote nudges you with his elbow.
|
||||
break
|
||||
case 12
|
||||
say Edgar! Buddy! Let's group and hack some ogres to tiny quivering bits!
|
||||
break
|
||||
case 13
|
||||
emote tells you, 'Skylar has bad taste in women!'
|
||||
emote screams in terror!
|
||||
flee
|
||||
break
|
||||
case 14
|
||||
emote flexes.
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
~
|
||||
#27105
|
||||
Earl of Sundhaven - 27100~
|
||||
0 bg 100
|
||||
~
|
||||
wait 1 sec
|
||||
switch %random.9%
|
||||
case 1
|
||||
say Lovely weather today.
|
||||
break
|
||||
case 2
|
||||
emote practices a lunge with an imaginary foe.
|
||||
break
|
||||
case 3
|
||||
say Hot performance at the gallows tonight.
|
||||
emote winks suggustively.
|
||||
break
|
||||
case 4
|
||||
say Must remember to up the taxes at my convenience.
|
||||
break
|
||||
case 5
|
||||
say Sundhaven is impermeable to the enemy!
|
||||
emote growls menacingly.
|
||||
break
|
||||
case 6
|
||||
say Decadence is the credence of the abominable.
|
||||
break
|
||||
case 7
|
||||
say I look at you and get a wonderful sense of impending doom.
|
||||
emote chortles merrily.
|
||||
break
|
||||
case 8
|
||||
emote touches his goatee ponderously.
|
||||
break
|
||||
case 9
|
||||
say It's Mexican Madness night at Maynards!
|
||||
emote bounces around.
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
~
|
||||
#27106
|
||||
Blinder - 27161~
|
||||
0 k 5
|
||||
~
|
||||
%echo% %self.name% whispers, 'So, %actor.name%! You wouldst share my affliction!'
|
||||
wait 1 sec
|
||||
%send% %actor.name% %self.name%'s frayed cloak blows as he aims a bony finger at you.
|
||||
%echoaround% %actor.name% %self.name%'s frayed cloak blows as he points at %actor.name%.
|
||||
wait 1 sec
|
||||
%send% %actor.name% A flash of pale fire explodes in your face!
|
||||
%echoaround% %actor.name% A flash of pale fire explodes in %actor.name%'s face!
|
||||
dg_cast 'blindness' %actor%
|
||||
~
|
||||
#27107
|
||||
Idiot - 27115~
|
||||
0 bg 100
|
||||
~
|
||||
wait 1 sec
|
||||
switch %random.13%
|
||||
case 1
|
||||
say even if idiot = god.
|
||||
say and Stu = idiot.
|
||||
say Stu could still not = god.
|
||||
emote smiles.
|
||||
break
|
||||
case 2
|
||||
emote balances a newbie sword on his head.
|
||||
break
|
||||
case 3
|
||||
emote doesn't think you could stand up to him in a duel.
|
||||
break
|
||||
case 4
|
||||
say Rome really was built in a day.
|
||||
emote snickers.
|
||||
break
|
||||
case 5
|
||||
emote flips over and walks around on his hands.
|
||||
break
|
||||
case 6
|
||||
emote cartwheels around the room.
|
||||
break
|
||||
case 7
|
||||
say How many ogres does it take to screw in a light bulb?
|
||||
emote stops and whaps himself upside the head.
|
||||
break
|
||||
case 8
|
||||
say Uh huh. Uh huh huh.
|
||||
break
|
||||
case 9
|
||||
emote looks at you.
|
||||
emote whistles quietly.
|
||||
break
|
||||
case 10
|
||||
emote taps out a tune on your forehead.
|
||||
break
|
||||
case 11
|
||||
emote has a battle of wits with himself and comes out unharmed.
|
||||
break
|
||||
case 12
|
||||
say All this and I am just a number.
|
||||
emote cries on your shoulder.
|
||||
break
|
||||
case 13
|
||||
say A certain hunchback I know dresses very similar to you, very similar...
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
~
|
||||
#27108
|
||||
Slipping on Marbles - 27147~
|
||||
1 q 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if %random.100% + %actor.dex% > 50
|
||||
%send% %actor% You slip on %self.shortdesc% and fall.
|
||||
%echoaround% %actor% %actor.name% slips on %self.shortdesc% and falls.
|
||||
return 0
|
||||
%force% %actor% sit
|
||||
else
|
||||
%send% %actor% You slip on %self.shortdesc%, but manage to retain your balance.
|
||||
%echoaround% %actor% %actor.name% slips on %self.shortdesc%, but manages to retain %actor.hisher% balance.
|
||||
end
|
||||
end
|
||||
~
|
||||
#27109
|
||||
Dump - 27125, 27126~
|
||||
2 h 100
|
||||
~
|
||||
%echo% %object.shortdesc% vanishes in a puff of smoke!
|
||||
%send% %actor% You are awarded for outstanding performance.
|
||||
%echoaround% %actor% %actor.name% has been awarded for being a good citizen.
|
||||
eval value %object.cost% / 10
|
||||
%purge% %object%
|
||||
if %value% > 50
|
||||
eval value 50
|
||||
elseif %value% < 1
|
||||
eval value 1
|
||||
end
|
||||
if %actor.level% < 3
|
||||
nop %actor.exp(%value%)%
|
||||
else
|
||||
nop %actor.gold(%value%)%
|
||||
end
|
||||
~
|
||||
#27110
|
||||
Thief - 27143, 27107~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/272.trg
Normal file
1
lib/world/trg/272.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/273.trg
Normal file
1
lib/world/trg/273.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
118
lib/world/trg/274.trg
Normal file
118
lib/world/trg/274.trg
Normal file
@@ -0,0 +1,118 @@
|
||||
#27400
|
||||
Happy Smurf - 27415~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 2 sec
|
||||
switch %random.5%
|
||||
case 1
|
||||
say Tra, La, la, La, la, la.
|
||||
break
|
||||
case 2
|
||||
say Will you be my friend?
|
||||
break
|
||||
case 3
|
||||
say It's a very smurfy day in Smurfville!
|
||||
break
|
||||
case 4
|
||||
say Everything is Smurfy-OK!
|
||||
break
|
||||
case 5
|
||||
say Yea, we're so happy!
|
||||
break
|
||||
default
|
||||
sing
|
||||
break
|
||||
done
|
||||
end
|
||||
~
|
||||
#27401
|
||||
Barney - 27404~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 2 sec
|
||||
switch %random.5%
|
||||
case 1
|
||||
say Yea, we're so happy!
|
||||
break
|
||||
case 2
|
||||
say Will you be my friend?
|
||||
break
|
||||
case 3
|
||||
say C'mon kids sing along...
|
||||
break
|
||||
case 4
|
||||
say Happy, happy, happy, aren't we all SO happy!
|
||||
break
|
||||
case 5
|
||||
say I love you, you love me, ...
|
||||
break
|
||||
default
|
||||
sing
|
||||
break
|
||||
done
|
||||
end
|
||||
~
|
||||
#27402
|
||||
Papa dg_cast by level - 27400~
|
||||
0 k 50
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
$~
|
||||
57
lib/world/trg/275.trg
Normal file
57
lib/world/trg/275.trg
Normal file
@@ -0,0 +1,57 @@
|
||||
#27500
|
||||
Mage Guildguard - 27568~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == north
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != magic user
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#27501
|
||||
Cleric Guildguard - 27569~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != cleric
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#27502
|
||||
Thief Guildguard - 27570~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != thief
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#27503
|
||||
Warrior Guildguard - 27571~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != warrior
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
21
lib/world/trg/276.trg
Normal file
21
lib/world/trg/276.trg
Normal file
@@ -0,0 +1,21 @@
|
||||
#27600
|
||||
Dump - 27608~
|
||||
2 h 100
|
||||
~
|
||||
%echo% %object.shortdesc% vanishes in a puff of smoke!
|
||||
%send% %actor% You are awarded for outstanding performance.
|
||||
%echoaround% %actor% %actor.name% has been awarded for being a good citizen.
|
||||
eval value %object.cost% / 10
|
||||
%purge% %object%
|
||||
if %value% > 50
|
||||
eval value 50
|
||||
elseif %value% < 1
|
||||
eval value 1
|
||||
end
|
||||
if %actor.level% < 3
|
||||
nop %actor.exp(%value%)%
|
||||
else
|
||||
nop %actor.gold(%value%)%
|
||||
end
|
||||
~
|
||||
$~
|
||||
109
lib/world/trg/277.trg
Normal file
109
lib/world/trg/277.trg
Normal file
@@ -0,0 +1,109 @@
|
||||
#27700
|
||||
Shire Gossip~
|
||||
0 b 40
|
||||
~
|
||||
eval one %random.22%
|
||||
eval two %random.14%
|
||||
eval three %random.25%
|
||||
eval four %random.29%
|
||||
set exclaim[1] And wouldn't you know...
|
||||
set exclaim[2] By eck!
|
||||
set exclaim[3] Belt up, and listen to this...
|
||||
set exclaim[4] Would you Adam & Eve it?!
|
||||
set exclaim[5] Blimey!
|
||||
set exclaim[6] Straight up now...
|
||||
set exclaim[7] Button it! Thats not what I heard!
|
||||
set exclaim[8] Well, while we're chewing the fat...
|
||||
set exclaim[9] Shut your cake 'ole, thats not the story!
|
||||
set exclaim[10] Ah thats a load of old rubbish!
|
||||
set exclaim[11] Crikey!
|
||||
set exclaim[12] Codswallop!
|
||||
set exclaim[13] Heres summat for you.
|
||||
set exclaim[14] Wet your whistle and let me do the talking...
|
||||
set exclaim[15] Flaming Nora!
|
||||
set exclaim[16] Its a load of tripe mate...
|
||||
set exclaim[17] Open your lug 'oles!
|
||||
set exclaim[18] Heres a bit of malarky for you...
|
||||
set exclaim[19] Nathen, me old china...
|
||||
set exclaim[20] Lets have one for the road!
|
||||
set exclaim[21] Now I'm not telling porkies!
|
||||
set exclaim[22] Well this takes the biscuit...
|
||||
set story[1] I heard that
|
||||
set story[2] A little bird told me
|
||||
set story[3] The words around that
|
||||
set story[4] The actual problem was that
|
||||
set story[5] Apparently
|
||||
set story[6] What really happened is
|
||||
set story[7] Its my humble opinion that
|
||||
set story[8] The story is that
|
||||
set story[9] The truth of the matter is
|
||||
set story[10] He told me
|
||||
set story[11] She told me
|
||||
set story[12] They seemed to think
|
||||
set story[13] Popular opinion is that
|
||||
set story[14] If you ask me...
|
||||
set person[1] the cheap git
|
||||
set person[2] the grumpy old bag
|
||||
set person[3] the old gaffer
|
||||
set person[4] that blabbermouth
|
||||
set person[5] the silly twit
|
||||
set person[6] the birdbrain
|
||||
set person[7] that silly slapper
|
||||
set person[8] the bobby-dazzler
|
||||
set person[9] the big tosser
|
||||
set person[10] that foolish berk
|
||||
set person[11] the toe rag
|
||||
set person[12] the wee nipper
|
||||
set person[13] that plonker
|
||||
set person[14] the scallywag
|
||||
set person[15] the tart
|
||||
set person[16] the old codger
|
||||
set person[17] the geezer
|
||||
set person[18] the young lad
|
||||
set person[19] the bloke
|
||||
set person[20] that misery-guts
|
||||
set person[21] the wally
|
||||
set person[22] the little lass
|
||||
set person[23] the clever cloggs
|
||||
set person[24] that cheeky monkey
|
||||
set person[25] me old mate
|
||||
set did[1] went and done a runner.
|
||||
set did[2] just got all brassed off.
|
||||
set did[3] has gone a bit barmy.
|
||||
set did[4] actually clocked him one!
|
||||
set did[5] is not a full shilling.
|
||||
set did[6] told her she could be a bit of alright if she tried.
|
||||
set did[7] is working up to a bit of an argy-bargy.
|
||||
set did[8] told him he was all mouth and no trousers.
|
||||
set did[9] went and threw a wobbly.
|
||||
set did[10] is nothing but aggro.
|
||||
set did[11] left him all on his tod again.
|
||||
set did[12] is a bit of a nutter.
|
||||
set did[13] is completely crackers!
|
||||
set did[14] told me he nearly popped his clogs.
|
||||
set did[15] got in a bit of a cock up!
|
||||
set did[16] went absolutely doole alley!
|
||||
set did[17] reckons he'll come a cropper if he caries on.
|
||||
set did[18] is thick as two short planks.
|
||||
set did[19] had a big old bit of barney the other day.
|
||||
set did[20] is daft as a brush!
|
||||
set did[21] figures he lost his bottle.
|
||||
set did[22] is up the swanny.
|
||||
set did[23] got in a strop.
|
||||
set did[24] seems a bit dodgy to me.
|
||||
set did[25] went on a bender.
|
||||
set did[26] figured it was a good way to make a bob or two.
|
||||
set did[27] was well chuffed about it!
|
||||
set did[28] was like a bull in a china shop.
|
||||
set did[29] got all cheesed off!
|
||||
set first %%exclaim[%one%]%%
|
||||
set second %%story[%two%]%%
|
||||
set third %%person[%three%]%%
|
||||
set fourth %%did[%four%]%%
|
||||
eval first %first%
|
||||
eval second %second%
|
||||
eval third %third%
|
||||
eval fourth %fourth%
|
||||
say %first% %second% %third% %fourth%
|
||||
~
|
||||
$~
|
||||
33
lib/world/trg/278.trg
Normal file
33
lib/world/trg/278.trg
Normal file
@@ -0,0 +1,33 @@
|
||||
#27800
|
||||
Sea Serpent Fireball - 27801~
|
||||
0 k 5
|
||||
~
|
||||
if %actor.is_pc%
|
||||
emote utters the words, 'hisssssss'.
|
||||
dg_cast 'fireball' %actor%
|
||||
end
|
||||
~
|
||||
#27802
|
||||
Leviathan - 27803~
|
||||
0 k 5
|
||||
~
|
||||
if %actor.is_pc%
|
||||
switch %random.3%
|
||||
case 1
|
||||
emote utters the words, 'transvecta aqua'.
|
||||
%echo% a tidal wave smashes into %actor.name%.
|
||||
%damage% %actor% 50
|
||||
break
|
||||
case 2
|
||||
emote looks at you with the deepest sorrow.
|
||||
break
|
||||
case 3
|
||||
emote utters the words, 'transvecta talon'.
|
||||
dg_cast 'cure critic' %self%
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
end
|
||||
~
|
||||
$~
|
||||
30
lib/world/trg/279.trg
Normal file
30
lib/world/trg/279.trg
Normal file
@@ -0,0 +1,30 @@
|
||||
#27900
|
||||
Thief Renoir - 27949~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
#27994
|
||||
Mask - 27990~
|
||||
0 g 100
|
||||
~
|
||||
wait 2 sec
|
||||
say Help me I am the real king.
|
||||
wait 7 sec
|
||||
say Is to late for me, but please revenge me.
|
||||
wait 2 sec
|
||||
shout arrrggghh!!!
|
||||
%load% obj 27991
|
||||
%load% obj 27992
|
||||
%purge% man
|
||||
~
|
||||
$~
|
||||
7
lib/world/trg/28.trg
Normal file
7
lib/world/trg/28.trg
Normal file
@@ -0,0 +1,7 @@
|
||||
#2800
|
||||
new trigger~
|
||||
0 g 100
|
||||
~
|
||||
%echo% This trigger commandlist is not complete!
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/280.trg
Normal file
1
lib/world/trg/280.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/281.trg
Normal file
1
lib/world/trg/281.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/282.trg
Normal file
1
lib/world/trg/282.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/283.trg
Normal file
1
lib/world/trg/283.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
10
lib/world/trg/284.trg
Normal file
10
lib/world/trg/284.trg
Normal file
@@ -0,0 +1,10 @@
|
||||
#28400
|
||||
Near Death Trap Spikes - 28499~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/285.trg
Normal file
1
lib/world/trg/285.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/286.trg
Normal file
1
lib/world/trg/286.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
16
lib/world/trg/287.trg
Normal file
16
lib/world/trg/287.trg
Normal file
@@ -0,0 +1,16 @@
|
||||
#28700
|
||||
Thief - 28712~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/288.trg
Normal file
1
lib/world/trg/288.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/289.trg
Normal file
1
lib/world/trg/289.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
1
lib/world/trg/290.trg
Normal file
1
lib/world/trg/290.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
10
lib/world/trg/291.trg
Normal file
10
lib/world/trg/291.trg
Normal file
@@ -0,0 +1,10 @@
|
||||
#29100
|
||||
Near Death Trap - 29132~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
52
lib/world/trg/292.trg
Normal file
52
lib/world/trg/292.trg
Normal file
@@ -0,0 +1,52 @@
|
||||
#29200
|
||||
Cleric Guildguard - 29226~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != cleric
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#29201
|
||||
Thief Guildguard - 29203~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != thief
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#29202
|
||||
Warrior Guildguard - 29228~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == east
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != warrior
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#29204
|
||||
Near Death Trigger - 29267~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
1
lib/world/trg/293.trg
Normal file
1
lib/world/trg/293.trg
Normal file
@@ -0,0 +1 @@
|
||||
$~
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user