Setting up 3.5.0 as trunk

This commit is contained in:
Rumble
2006-12-19 22:56:18 +00:00
parent 0ddbd8b56e
commit 99e3aa4d8b
1336 changed files with 514917 additions and 0 deletions

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#10302
Room Command - Teleporter to Earth - 10302~
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.
%teleport% %actor% 10304
%force% %actor% look
%echoaround% %actor% %actor.name% appears in a flash of light.
%force% %actor% xx
else
%send% %actor% enter what?
end
~
#10303
Obj Command - Teleport to Namek - 10303~
2 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.
%teleport% %actor% 10305
%force% %actor% look
%echoaround% %actor% %actor.name% appear in a flash of light.
%force% %actor% xx
else
%send% %actor% enter what?
end
~
#10304
Kami's Welcome - 10304~
0 ci 100
xx~
wait 1 sec
say Hello, welcome to my lookout.
wait 2 sec
say I am Kami, and this is Mr. Popo.
~
#10305
Welcome To Namek - 10305~
0 c 100
xx~
wait 1 sec
say Welcome to planet Namek, please feel free to look around.
wait 2 sec
say I am Nameks Priest, I hope you have a good time on our planet, if you have
time you should visit the Elder.
~
#10306
Nimbus Cloud - 10304~
2 c 100
board~
if board /= %cmd% && cloud /= %arg% && %arg%
%send% %actor% You jump onto the cloud and take a seat.
%echoaround% %actor% %actor.name% jumps up onto nimbus.
%echoaround% %actor% The nimbus cloud takes off down the tower.
%teleport% %actor% 10306
%echoaround% %actor% The cloud lands and %actor.name% steps off.
%echoaround% %actor% The cloud flies off to the top of the tower.
%force% %actor% look
%send% %actor% You jump off the nimbus cloud.
else
%send% %actor% board what?
end
~
#10307
Kill Wolf - 10307~
0 f 100
~
%echoaround% %actor% @RThe wolf lets out an ear splitting howl as it dies.@n
%send% %actor% @RThe wolf lets out an ear splitting howl has it dies.@n
%send% %actor% @rBlood from the wolf splatters over your armor.@n
%load% mob 10307
~
#10308
Transport - 10306~
1 c 1
goto~
%echoaround% %actor% %actor.name% smiles and a bright flame emits from
%actor.hisher% neckless and engulfs %actor.himher%, and in a instant you are
blinded by a flash from the fire.
%send% %actor% You smile as a flame emits from your neckless and it engulfs
you, you
%send% %actor% dissappear in a flash of light.
wait 3 sec
%echoaround% %actor% The light clears, but it takes a bit for your eyes to
adjust, when they do you notice %actor.name% is gone.
%teleport% %actor% %arg%
%send% %actor% When the flames subside, you notice you are somewhere else.
%echoaround% %actor% In a large flash of light you are blinded, and when the
light subsides, and your eyes readjust, %actor.name% is in the room with you.
wait 2 sec
%force% %actor% look
~
#10309
Test~
0 c 100
greet~
if %mudcommand.cmd% greet && woman /= %arg%
wait 1 sec
say Hello.
wait 2 sec
say Will you help me open this gate?
end
~
#10310
Tell~
1 c 2
tell~
%send% %arg% @G%arg%@n
~
#10314
Matildas Welcome - 10316~
0 g 100
~
if %direction% == north
wait 1 sec
say Hello, my name is Matilda.
wait 2 sec
say Master Vegeta is in his atire.
wait 1 sec
say And there is a fighter here to help you train.
~
#10315
Newbie Fighter Sacrifice - 10318~
2 c 100
sac~
if sacrifice /= %cmd% && fighter /= %arg%
%send% %actor% You sacrifice the corpse of A Newbie Fighter.
%echoaround% %actor% Dabura gives %actor.name% one zeni for his sacrifice.
%send% %actor% Dabura gives you one zeni for your sacrifice.
%purge% %self%
else
%send% %actor% Sacrifice what?
end
~
#10316
Sac Vegeta - 10319~
0 c 100
sac~
if sacrifice /= %cmd% && vegeta /= %arg%
%send% %actor% You sacrifice the corpse of vegeta.
%echoaround% %actor% Dabura gives %actor.name% one zeni for his sacrifice.
%send% %actor% Dabura gives you one zeni for your sacrifice.
%purge% %self%
else
%send% %actor% Sacrifice what?
end
~
#10318
Reload Fighter - 10318~
0 f 100
~
* reload mob for next fighter
%load% mob 10318
%load% obj 10318
%teleport% %self% 0
~
#10319
Reload Vegeta - 10319~
0 f 100
~
say How can this be! I am the Ultimate Saiyan!
%load% obj 10319
%teleport% %self% 0
wait 360 sec
%load% mob 10319
~
#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.
%teleport% %actor% 10301
%force% %actor% look
%echoaround% %actor% %actor.name% appears in a flash of light.
else
%send% %actor% enter what?
end
~
#10321
Waves - 10321~
2 b 100
~
wait 180 sec
%echo% @cA gentle wave washes up onto the shore.@n
~
#10322
Fish jumping - 10322~
2 b 100
~
wait 180 sec
%echo% Beautiful fish jump upstream splashing you gently.
~
#10323
Computer Flash - 10323~
2 b 100
~
wait 180 sec
%echo% @WThe computer screen flashes filling the room with light.@n
~
#10329
Roshis Magazine Snicker - 10329~
0 b 100
~
wait 120 sec
%echo% @bMaster Roshi snickers and turns the page not even looking at you.@n
~
#10330
Master Roshis Kamehameha Wave - 10329 ~
1 c 7
kame~
if %cmd==kamehameha && %arg%==wave && %actor.fighting%
%damage% %actor.fighting% 99999
%echoaround% %actor% @G%actor.name% clasps %actor.hisher% hands at his side
and begins to yell "KaMeHaMeHa!!!!"@n
%send% %actor% @GYou clasps his hands at your side and begin to yell
"KaMeHaMeHa!!!!"@n
%echoaround% %actor% @G%actor.name% then thrusts %actor.hisher% hands foward
sending a blue ball of ki straight at %actor.hisher% enemy.@n
%send% %actor% @GYou then thrusts your hands foward sending a blue ball of
ki straight at your enemy.@n
end
~
#10331
give headband - 10329~
0 g 100
~
if %actor.is_pc%
if %direction% == south
wait 2 sec
say So, you wish to have my kamehame wave do you?
end
end
~
#10332
Agree - 10332~
0 d 100
yes~
wait 1 sec
say Alright, here you go.
give headband %actor.name%
wait 1 sec
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.
~
#10345
Bulma Hums - 10345~
0 b 100
~
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
%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
wait 30 sec
%force% %self% lock door west
%send %actor% The doors slam shut beind you.
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
~
$~

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#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
~
$~

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#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
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#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.
~
$~

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#11523
Man Trigger~
0 g 100
~
if %actor.is_pc%
wait 5
Say "Run, Run, Fast, Fast, Get Out Of Here !! "
end
~
$~

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#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

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#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
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#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
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#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

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959
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#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
View 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
~
$~

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#14000
new trigger~
0 g 100
~
%echo% This trigger commandlist is not complete!
~
$~

10
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#1556
Room Drop Example~
2 h 100
~
if %object.type% == TRASH
%echo% No Littering!
return 0
end
~
$~

77
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#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
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#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
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$~

29
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#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
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#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.'
~
$~

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#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!
~
$~

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#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
~
$~

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#20011
Captain~
0 g 100
~
say wow am i ever soaked. Im lucky to be alive I would say.
~
$~

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#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!!'
~
$~

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#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
~
$~

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1
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$~

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#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!
~
$~

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#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?
~
$~

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#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.
~
$~

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#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
~
$~

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#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
~
$~

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#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
~
$~

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$~

1306
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$~

12
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#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.
~
$~

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#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.
~
$~

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$~

1
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$~

50
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#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
~
$~

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#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.
~
$~

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$~

111
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#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
~
$~

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#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.
~
$~

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$~

1
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$~

129
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#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
~
$~

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1
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$~

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#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.
~
$~

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#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
~
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#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.
~
$~

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#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%
~
$~

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#26900
Lemming Follow - 26904~
0 g 50
~
if %actor.is_pc%
mfollow %actor.name%
end
~
$~

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#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
~
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#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
~
$~

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#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
~
$~

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#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
~
$~

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#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
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#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
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#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
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#2800
new trigger~
0 g 100
~
%echo% This trigger commandlist is not complete!
~
$~

1
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$~

1
lib/world/trg/281.trg Normal file
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$~

1
lib/world/trg/282.trg Normal file
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$~

1
lib/world/trg/283.trg Normal file
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@@ -0,0 +1 @@
$~

10
lib/world/trg/284.trg Normal file
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#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
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$~

1
lib/world/trg/286.trg Normal file
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$~

16
lib/world/trg/287.trg Normal file
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#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
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$~

1
lib/world/trg/289.trg Normal file
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@@ -0,0 +1 @@
$~

1
lib/world/trg/290.trg Normal file
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@@ -0,0 +1 @@
$~

10
lib/world/trg/291.trg Normal file
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#29100
Near Death Trap - 29132~
2 g 100
~
* Near Death Trap stuns actor
wait 3 sec
eval stunned %actor.hitp%
%damage% %actor% %stunned%
~
$~

52
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#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
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$~

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