Setting up 3.5.0 as trunk
This commit is contained in:
988
lib/world/trg/12.trg
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988
lib/world/trg/12.trg
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@@ -0,0 +1,988 @@
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#1200
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General trigger keeper. Only for use in room 0.~
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2 a 100
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~
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* No Script
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~
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#1201
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No recall~
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1 c 100
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recall~
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*This trigger prevents people from recalling.
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%send% %actor% Divine forces prevent you from doing that.
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~
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#1202
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Justice sword~
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1 j 100
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~
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* test trigger
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%echo% actor : %actor%
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wait 10
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if %actor.level% < 34
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%send% %actor% The sword whispers: I will not serve you!
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wait 2
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%echoaround% %actor% The sword exclaims: 'I will not serve those without honour.'
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%damage% %actor% 100
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%purge% self
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else
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%send% %actor% The sword whispers: I was made to serve, great one!
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wait 2
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%echoaround% %actor% The sword exclaims: 'I will serve you honourable one..'
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end
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~
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#1203
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Health-Gain~
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2 c 100
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chant~
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if incantation /= %arg%
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%send% %actor% Your eyes glow white and you start to chant some incantations.
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%damage% %actor% -500
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end
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~
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#1204
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Portal-Main Chamber~
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1 c 100
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en~
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if %cmd.mudcommand% == enter && portal /= %arg%
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wait 1
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%send% %actor% A whirl of white light falls into your eyes, you fall into a huge water fall.
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%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.
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%teleport% %actor% 3001
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wait 1
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%force% %actor% look
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end
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~
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#1205
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(1207) Heiach's Faeries~
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0 e 0
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entered~
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if %actor.name% == Heiach
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wait 1 sec
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say welcome back Heiach!
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wait 1 sec
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giggle
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elseif %actor.name% == Elorien
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wait 1 sec
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say Oh my, it's Elorien! Welcome mistress!
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bow elorien
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else
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wait 1 sec
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say Hey! Who are you?!
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wait 5
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%send% %actor% You are enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light!
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%echoaround% %actor% %actor.name% is enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light and disappears.
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%teleport% %actor% 3001
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end
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~
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#1206
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(1207) Capturing~
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2 c 0
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*~
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if %actor.name% !=Heiach
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%echoaround% %actor% %cmd% %arg% (%actor.name%)
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return 0
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else
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return 0
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end
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~
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#1207
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(1207) Heiach's Random Forest Sound Script~
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2 b 2
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~
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eval forest_sounds %random.25%
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switch %forest_sounds%
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case 1
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%echo% @gThe gently chirping of crickets peacefully resonate across the forest.@n
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break
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case 2
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%echo% A haze of @yfir@Wefl@yies@n dart inbetween some ancient cedars.
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break
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case 3
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%echo% @DA thick fog drifts in, dampening the moss.@n
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break
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case 4
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%echo% @DThe area is surrounded by a visually impeneratable mist.@n
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break
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case 5
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%echo% @DThe grey haze starts to glow a dim silvery shade as the moonlight strikes it.@n
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break
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case 6
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%echo% @DThe damp fallen clouds swirl slightly in an eddying wind.@n
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break
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case 7
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%echo% @DThe thick brume shifts and ebbs away slightly.@n
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break
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case 8
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%echo% A hushed whispering sound seems to emanate from the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n.
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break
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case 9
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%echo% The largest @rt@wo@ra@wd@rs@wt@ro@wo@rl@n yawns openly and mumbles something to one of its friends.
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break
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case 10
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%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.
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break
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case 11
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%echo% From the east, tiny voices talk amongst themselves in their own plant-like language.
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break
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case 12
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%echo% The patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n sway synchronisingly in the silver moonlight.
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break
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case 13
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%echo% The peaceful chirping of bird-song floats down from above.
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break
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case 14
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%echo% @gA piping little note sings down to you from above.@n
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break
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case 15
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%echo% The tweeting of a newly born bird calling to its mother echoes around the forest.
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break
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case 16
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%echo% The trill bird call of love emanates from the branches above.
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break
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case 17
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%echo% The sound of ruffling and the snapping of small twigs reaches your ears.
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break
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case 18
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%echo% @gA rapid chattering drifts down from the giant trees to the northeast.@n
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break
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case 19
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%echo% With inequable grace, a snowy white owl ghosts in on silent wings.
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break
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case 20
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%echo% A @dblack @Dbat@n flutters across the forest, high above.
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break
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case 21
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%echo% @gA relaxed nattering can be heard in the top of a tree to the south.@n
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break
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case 22
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%echo% A hedgehog slowly wanders inbetween some trees and out of view.
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break
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case 23
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%echo% A faint wind breathes in from all directions, steeping the mists.
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break
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case 24
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%echo% A @rr@ya@bi@gn@cb@mo@rw@n-colored butterfly floats across the clearing.
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break
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case 25
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%echo% A strange @Yglowing @wluminescence@n drifts off to the north, fading into the damp fog.
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break
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default
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break
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done
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~
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#1208
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Welcor test trigger~
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2 d 100
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*~
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%echo% self.var is %self.var%.
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wait 10 s
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%echo% actor.eq(hold) is %actor.eq(hold)%
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%echo% testvar is %testvar%
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eval testvar %actor.eq(hold)%
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%echo% testvar is %testvar%
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%echo% testvar.id is %testvar.id% (%testvar.name%)
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%echo% test is %.id% (%.name%)
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%echo% sends the text $$2 to the room.
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~
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#1209
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(1209) Taylors Chair Script~
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1 c 100
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si~
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if %cmd.mudcommand% == sit && chair /= %arg%
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if (%actor.id% == 4891)
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%echoaround% %actor% %actor.name% rest himself in the armchair.
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%send% %actor% You rest yourself comfortably in the armchair.
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%force% %actor% sit
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else
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if %cmd.mudcommand% == sit && chair /= %arg%
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%echoaround% %actor% %actor.name% tries to sit in the chair but a macial force prevents him.
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%send% %actor% You try to sit in the chair but a magical force prevents you.
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end
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end
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end
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~
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#1210
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Remove From Room~
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2 g 100
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~
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if %actor.level% == 31
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%echo% GET OUT!
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%teleport% %actor% 0
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else
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%echo% Welcome %actor.name%, please enjoy.
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%force% %actor% look
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end
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~
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#1211
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FREE~
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1 b 3
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~
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* No Script
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~
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#1212
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Constant Raining~
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2 b 1
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~
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if %WeatherManivo% == bad
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%echo% The rain calms down to a subtle shower.
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set WeatherManivo good
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else
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%echo% The rain turns stronger and starts pouring bucketfulls at a time.
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set WeatherManivo bad
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end
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~
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#1213
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new trigger~
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2 h 100
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~
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set testvar This is a Test!! :)
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%echo% %testvar%
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remote testvar %actor.id%
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~
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#1214
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Room random echo to test spec-var's~
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2 bg 100
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~
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%echo% This trigger commandlist is not complete!
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%echo% ^% ^* test
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~
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#1217
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new trigger~
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1 c 1
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use~
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eval objectname %arg.car%
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if %objectname% != feather
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return 0
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halt
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end
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eval targetname %arg.cdr%
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if !(%targetname%)
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return 0
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halt
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end
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switch %self.vnum%
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case 12502
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set new_vnum 12520
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set fire 1
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break
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case 12520
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set new_vnum 12521
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set fire 1
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break
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case 12521
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set new_vnum 12522
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set fire 1
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break
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case 12522
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set new_vnum 12522
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set fire 0
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break
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done
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otransform %new_vnum%
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if %fire%
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dg_cast 'portal' %targetname%
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%echo% A portal springs to life in front of you.
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else
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%send% %actor% The feather seems powerless.
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end
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~
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#1220
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book keeping~
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2 c 100
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heh~
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if %actor.name% == Rhunter
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wait 1
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%echoaround% Jennie smiles and says, 'Hello hubby, how is it going?'
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wait 1
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%echoaround% Jennie kisses %actor% lovingly.
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end
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~
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#1233
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Rumble's Test Trigger~
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2 q 100
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~
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if %direction% == east
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%send% %actor% The door slides open, you enter, and it quickly slides shut behind you.
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wait 1
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%echoaround% %actor% The door slides open, %actor.name% walks in, and the door slides shut.
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wait 1
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elseif %direction% == west
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wait 1
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%send% %actor% The door slides open, you leave, and it quickly slides shut behind you.
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%echoaround% %actor% The door slides open, %actor.name% walks out, and the door slides shut.
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end
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~
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#1267
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secret drawer magic~
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1 c 4
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look~
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if %arg% == drawer
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%purge% drawer
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%load% obj 7711
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%echo% The small drawer appears to be nothing more than a mere crack underneath the
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%echo% desk. The only thing that gives it away is the small keyhole that winks at you
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%echo% upon closer inspection.
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return 1
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else
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return 0
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end
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~
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#1268
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autolook for (rm 1269) Elaseth's Oubliette~
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2 g 100
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~
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%echo% @n
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%echo% @n
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%echo% @DWelcome to hell. Next time heed the gods, they don't play games.@n
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~
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#1269
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harp~
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0 d 100
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play~
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%echo% Hello Mister Sam. Tu joues comme un fou!
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~
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#1270
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switch~
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1 j 100
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~
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wait 5
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if (%actor.name% != windwillow)
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osend %actor% The switch says, 'Geez.'
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opurge self
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%damage% %actor% 2020
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else
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osend %actor% The switch says, 'Fine... fine.'
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end
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~
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#1282
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test~
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0 g 100
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~
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%echo% %self.name% squints at ~%actor.name% asdf'
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~
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#1283
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deal deck~
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1 c 7
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deal~
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switch %random.4%
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case 1
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eval col
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eval suit Diamond
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break
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case 2
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eval col
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eval suit Heart
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break
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case 3
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eval col
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eval suit Club
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break
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case 4
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eval col
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eval suit Spade
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break
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default
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eval suit JOKER!
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break
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done
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%echo% suit generated = %suit%
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*
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eval r %random.13%
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if %r% == 1
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eval rank Ace
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elseif %r% == 11
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eval rank Jack
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elseif %r% == 12
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eval rank Queen
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elseif %r% == 13
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eval rank King
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else
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eval rank %r%
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end
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%echo% ranks generated = %rank%
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%echo% should check if card %rank%%suit% exists now.
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%echo% (%rank%%suit%) %%%rank%%suit%%% (%%%rank%%suit%%%) (%%rank%%suit%%) (%rank%%suit%) %(%rank%%suit%)%
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eval thecard %%%rank%%suit%%%
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set thecardset %%%rank%%suit%%%
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%echo% %thecard% %thecardset%
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if %thecard% == 1
|
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%echo% Should deal a card
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%echo% %col%%rank% of %suit%
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set %rank%%suit% 0
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global %rank%%suit%
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eval deck %deck% -1
|
||||
global deck
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||||
end
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||||
~
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||||
#1284
|
||||
Shuffle Deck~
|
||||
1 c 7
|
||||
*~
|
||||
if %cmd% == shuffle
|
||||
%echo% %deck% card's in the deck.
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set deck 52
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global deck
|
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*
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||||
set Ace_Spade's 1
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global Ace_Spade's
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set 2_Spade's 1
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global 2_Spade's
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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
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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
|
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set King_Heart's 1
|
||||
global King_Heart's
|
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*
|
||||
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%
|
||||
~
|
||||
$~
|
||||
Reference in New Issue
Block a user