Setting up 3.5.0 as trunk
This commit is contained in:
803
lib/world/trg/14.trg
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803
lib/world/trg/14.trg
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@@ -0,0 +1,803 @@
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#1400
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free~
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0 g 100
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~
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* we don't want him to tell this to mobs.
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if %actor.is_pc%
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* only greet players coming from the south.
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if %direction% == south
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*wait 1 second, always give the player time before you start sending text.
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wait 1 sec
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say Can you help me, %actor.name%?
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wait 1 sec
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say An apprehensive ogre has something of mine.
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wait 1 sec
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say If you slay him I'll give you all the coins I can spare.
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wait 1 sec
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say Please, bring me the apprehension he has stolen.
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wait 2 sec
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emote looks to the east.
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end
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end
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~
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#1401
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free~
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0 f 100
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~
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say you got the best of me %actor.name%.
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* load some apprehension
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%load% obj 1300
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* reload the mob for the next questor
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%load% mob 1311
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~
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#1402
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free~
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0 j 100
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~
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* check if this was indeed the right object
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if %object.vnum% == 1300
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wait 1 sec
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say Thank you, %actor.name%
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%send% %actor% %self.name% gives you a gold piece.
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%echoaround% %actor% %actor.name% is rewarded for his valor.
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nop %actor.gold(1)%
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wait 5 sec
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%purge% %object%
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else
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* this wasn't the right object - don't accept it
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say I don't want that - bring me back my apprehension.
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return 0
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end
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~
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#1403
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free~
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0 n 100
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~
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wait 3 sec
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say I'm back. Did you really think you could kill me so easily?
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~
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#1404
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free~
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0 g 100
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~
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if %direction% == south
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wait 1 sec
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emote snaps to attention as you approach.
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wait 1 sec
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say Admittance to the city is 10 coins.
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end
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~
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#1405
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free~
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0 m 1
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~
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* This is a comment. Always use amplifying comment to explain your Triggers!
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* If actor gives 10 coins or more
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if %amount% >= 10
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* if actor gives more than 10 then give them change
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if %amount% > 10
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eval change %amount% - 10
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give %change% coin %actor.name%
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end
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* otherwise they must have given exactly 10 coins, open the gate.
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say thank you.
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wait 1 sec
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unlock gate
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wait 1 sec
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open gate
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wait 10 sec
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close gate
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wait 1 sec
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lock gate
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* else they gave too few! be nice and refund them
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else
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say only %amount% coins, I require 10.
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give %amount% coin %actor.name%
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end
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~
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#1406
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free~
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0 m 1
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~
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* No Script
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~
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#1407
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free~
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0 e 0
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The gate is opened from~
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wait 5 sec
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close gate
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wait 1 sec
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lock gate
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~
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#1408
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free~
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0 e 0
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leaves north.~
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wait 1 sec
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close gate
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wait 1 sec
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lock gate
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~
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#1409
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free~
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0 g 100
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~
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if %direction% == south
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if %actor.varexists(solved_example_quest_zone_0)%
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wait 1 sec
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say you have already completed this quest.
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halt
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else
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wait 1 sec
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say Hello, %actor.name%. Could you find me the magic eight ball?
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say Please say yes, %actor.name%.
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end
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end
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~
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#1410
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free~
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0 d 1
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yes~
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if %actor.varexists(solved_example_quest_zone_0)%
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halt
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else
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wait 1 sec
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say Perfect, %actor.name%. I'll make this easy. It is to the east.
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wait 3 sec
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say I'd go get it myself, but I'm lazy and you need the exercise.
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wait 1 sec
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end
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~
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#1411
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free~
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0 j 100
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~
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if %actor.varexists(solved_example_quest_zone_0)%
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say you already solved this quest, keep it.
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return 0
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end
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*
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wait 1 sec
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if (%object.vnum% == 47)
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dance
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wait 1 sec
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say Thank you, %actor.name%. Here is a few experience points and some gold.
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nop %actor.exp(50)%
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nop %actor.gold(50)%
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say Finally, now I can get some answers.
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wait 1 sec
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emote shakes the magic eight ball vigorously.
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wait 1 sec
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emote does not seem too pleased with his answer.
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set solved_example_quest_zone_0 1
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remote solved_example_quest_zone_0 %actor.id%
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%purge% %object%
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else
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say I don't want that!
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junk %object.name%
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end
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~
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#1412
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free~
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2 g 100
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~
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wait 2 sec
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%echoaround% %actor.name% A magic eight ball drops from the sky striking %actor.name% on the head.
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%send% %actor% A magic eight ball drops from the sky striking you on the head.
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%load% obj 47
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%damage% %actor% %random.5%
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~
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#1413
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Obj Command Restorative Comfy Bed Sleep - 1401~
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1 c 4
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sl~
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* does not work for level 32 and above.
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if %cmd.mudcommand% == sleep && bed /= %arg%
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%force% %actor% sleep
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set laying_in_comfy_bed_14 1
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remote laying_in_comfy_bed_14 %actor.id%
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%send% %actor% The bed is extremely comfortable.
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else
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return 0
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end
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~
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#1414
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Obj Random Restorative Comfy Bed - 1401~
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1 b 100
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~
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if %random.char%
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set actor %random.char%
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if %actor.varexists(laying_in_comfy_bed_14)%
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%damage% %actor% -10
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%echoaround% %actor% %actor.name% seems refreshed from sleeping in the comfy bed.
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%send% %actor% You dream peacefully and seem magically refreshed.
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end
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end
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~
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#1415
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Obj Command Restorative Comfy Bed Wake - 1401~
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1 c 4
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wa~
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* does not work for level 32 and above.
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if %cmd.mudcommand% == wake && %actor.varexists(laying_in_comfy_bed_14)%
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%force% %actor% wake
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rdelete laying_in_comfy_bed_14 %actor.id%
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%send% %actor% You sit on the edge of the bed feeling much better.
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%echoaround% %actor% %actor.name% sits up on the edge of the bed looking refreshed.
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else
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return 0
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end
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~
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#1416
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free~
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0 q 100
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~
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* Check to see if the person is not carrying the magic eight ball
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if !%actor.has_item(47)%
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* They are not carrying it. So stop them and give them one.
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* Return 0 ignores their command to go west. They stay in the room.
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return 0
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wait 1 sec
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say You forgot your magic eight ball. Take this one.
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* Loads the object to the actors inventory.
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%load% obj 47 %actor%
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%send% %actor% %self.name% gives you the magic eight ball.
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end
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~
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#1417
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Attach Example~
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2 b 100
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~
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%echo% This trigger commandlist is not complete!
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%at% 1233 %echo% %self.vnum% %self.id%
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%echo% %self.vnum% %self.id%
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~
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#1418
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Command Draw~
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1 c 100
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draw~
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* this trigger is meant for a card table or something similiar
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set CARDOBJ 700
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eval inroom %self.room%
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* find what room the object is in.
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eval obj %inroom.contents%
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* find the first object in the room
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while %obj%
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* while an object is in the room
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if %obj.vnum% == %CARDOBJ%
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set CARDISHERE 1
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* if the object is here, remember!
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end
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if %CARDISHERE%
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%send% %actor% There is already a face up Adventure card here!
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halt
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* if its here stop the trig and let the player know
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else
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%send% %actor% You reach into the Adventure deck and select the top card...
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%echoaround% %actor% %actor.name% reaches into the Adventure deck and selects the top card...
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%load% obj %CARDOBJ%
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* if it isn't here load one
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end
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set next_obj %obj.next_in_list%
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* find the next object for the while to loop
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set obj %next_obj%
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done
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~
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#1450
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Room Global Random Example~
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2 ab 100
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~
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* Fires whether a player is in the room or not.
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%echo% The trigger fires now!
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~
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#1451
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Room Random Example~
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2 b 100
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~
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* Fires only when a player is in the room.
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%echo% The trigger fires now!
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* Example by Snowlock
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* %echo% The pungent fumes burn your lungs!
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* set target_char %self.people%
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* while %target_char%
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* set tmp_target %target_char.next_in_room%
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* %damage% %target_char% 3
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* set target_char %tmp_target%
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* done
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~
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#1452
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Room Command Example~
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2 c 100
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l~
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* does not work for level 32 and above.
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if %cmd.mudcommand% == look && test /= %arg%
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%echo% The trigger works!
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%force% %actor% applaud
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else
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%send% %actor% Look at what?
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end
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* Portal example with arguments: enter
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* if portal /= %arg%
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* %send %actor% You enter the portal.
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* %echoaround %actor.name% %actor.name% bravely steps into the portal.
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* %teleport% %actor% 3001
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* %force% %actor% look
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* %echoaround% %actor% %actor.name% steps through a portal.
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* else
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* %send% %actor% Enter what?!
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* end
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~
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#1453
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Room Speech Example~
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2 d 100
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test~
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%echo% The trigger fires now!
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~
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#1454
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Room Zone Reset Example~
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2 f 100
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~
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%echo% The trigger fires now!
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~
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#1455
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Room Enter Example~
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2 g 100
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~
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%echo% The trigger fires now!
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~
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#1456
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Room Drop Example~
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2 h 100
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~
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%echo% %actor.name% tries to drop object type: %object.type%
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if %object.type% == TRA
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%echo% No Littering!
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return 0
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end
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~
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#1457
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Room Cast Example~
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2 p 100
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~
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%echo% %actor.name% tried to cast spellnumber: %spell%: %spellname% on %vict.name% %obj.name%.
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return 0
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~
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#1458
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Room Leave Example~
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2 q 100
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~
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%echo% %actor.name% tries to leave to the %direction%.
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return 0
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~
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#1459
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Room Door Example~
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2 r 100
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~
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if %cmd% == open
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%echoaround% %actor% As %actor.name% tries to %cmd% the door to the %direction% a bucket of water dumps on his head.
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%send% %actor% Splash!!
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%send% %actor% A bucket of water drops on top of your head as you open the door.
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%damage% %actor% 10
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%echo% The door slams shut again.
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detach 1459 %self.id%
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return 0
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end
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~
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#1460
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Mob Global Random Example~
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0 ab 100
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~
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say The trigger fires now!
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~
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#1461
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Mob Random Example~
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0 b 100
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~
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* No Script
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* This I just threw in because it is a random trig and does not normally have an actor.
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set actor %random.char%
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*
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wait 1 sec
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say Hey! You don't belong here!
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emote mumbles, 'Now what was that spell...'
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wait 1 sec
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switch %random.3%
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case 1
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dg_cast 'harm' %actor%
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break
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case 2
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dg_cast 'magic missle' %actor%
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break
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default
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say That wasn't right...
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mecho A failed spell backfires on the mage!
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mdamage %self% 10
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break
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done
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~
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#1462
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Mob Command Example~
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0 c 100
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test~
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* does not work for level 32 and above.
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say The trigger fires now!
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say triggered by %actor.name%
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~
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#1463
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Mob Speech Example~
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0 d 0
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test~
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say speech: %speech%
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say car: %speech.car%
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say cdr: %speech.cdr%
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eval text %speech.car%
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say %text%
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~
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#1464
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Mob Action Example~
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0 e 0
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has entered the game.~
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eval inroom %self.room%
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%zoneecho% %inroom.vnum% %self.name% shouts, 'HELP!! Someone please rescue me!!'
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~
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#1465
|
||||
Mob Death Example~
|
||||
0 f 100
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~
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%echo% %self.name% curses %actor.name% before drawing %self.hisher% final breath.
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~
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||||
#1466
|
||||
Mob Greet Example~
|
||||
0 g 100
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||||
~
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||||
* To make a trigger fire only on players use:
|
||||
if %actor.is_pc%
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||||
say Hello, and welcome, %actor.name%
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||||
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
|
||||
~
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||||
say Hello, and welcome, %actor.name%
|
||||
~
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||||
#1468
|
||||
Mob Entry Example~
|
||||
0 i 100
|
||||
~
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||||
* first find the room the mob is in and put the value in %inroom%
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||||
eval inroom %self.room%
|
||||
* then check on the rooms vnum
|
||||
if (%inroom.vnum% == 1233)
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||||
say I, %self.name%, declare this room Rumble's.
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||||
end
|
||||
~
|
||||
#1469
|
||||
Mob Receive Example~
|
||||
0 j 100
|
||||
~
|
||||
if (%object.vnum% == 1300)
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%purge% %object%
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||||
say thanks!
|
||||
nop %actor.gold(1)%
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else
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||||
say I don't want that!
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||||
return 0
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end
|
||||
~
|
||||
#1470
|
||||
Mob Fight Example~
|
||||
0 k 100
|
||||
~
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||||
context %self.id%
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||||
if (%already_fighting%)
|
||||
wait 10
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||||
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
|
||||
~
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||||
context %self.id%
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||||
if (%have_shouted%)
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||||
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
|
||||
~
|
||||
$~
|
||||
Reference in New Issue
Block a user