Updated World and files for 3.55 release. --Rumble
This commit is contained in:
28
lib/README
28
lib/README
@@ -1,28 +0,0 @@
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Getting To Know Your "lib" Directory
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------------------------------------------------------------------------------
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etc/ Files maintained by the game which you should not touch while
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the game is running.
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house/ Crash-save files for player houses.
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misc/ Miscellaneous database files such as fight messages, invalid names,
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and socials.
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plralias/ All of your player's aliases are stored here in the same
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three letter encoding scheme as the plrobjs/ directory.
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plrfiles/ ASCII player files.
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plrobjs/ The hierarchy containing player object files (i.e. crash files,
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rent files, cryo-rent files, etc.).
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plrvars/ Trigger variables.
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text/ Files meant to be directly read by players such as MOTD (message of
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the day), help files, and the immortal handbook. You can change
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these files while the game is running, and then have the mud re-read
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them using the 'reboot' command.
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world/ The hierarchy of the world files (mobiles, objects, shops, rooms,
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triggers, and zones).
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@@ -1 +0,0 @@
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This directory is to save objects in player houses.
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@@ -1 +0,0 @@
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This is a placeholder file so the directory will be created
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@@ -1 +0,0 @@
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||||
This is a placeholder file so the directory will be created
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@@ -1 +0,0 @@
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This is a placeholder file so the directory will be created
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@@ -1 +0,0 @@
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This is a placeholder file so the directory will be created
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@@ -1 +0,0 @@
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This is a placeholder file so the directory will be created
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@@ -1 +0,0 @@
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||||
This is a placeholder file so the directory will be created
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@@ -1,7 +0,0 @@
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#!/bin/sh
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echo "Purging $1"
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cd $1
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date >> deleted
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../../../bin/delobjs ../../etc/players *.objs >> ../deleted
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cd ..
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@@ -1,10 +0,0 @@
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#!/bin/sh
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echo "Purging old rent files, please wait..."
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purgedir A-E
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purgedir F-J
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purgedir K-O
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purgedir P-T
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purgedir U-Z
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rm -f ZZZ/*
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echo "Done."
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@@ -1,7 +0,0 @@
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#!/bin/sh
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../../bin/listrent A-E/* | fgrep -i $1
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../../bin/listrent F-J/* | fgrep -i $1
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../../bin/listrent K-O/* | fgrep -i $1
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../../bin/listrent P-T/* | fgrep -i $1
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../../bin/listrent U-Z/* | fgrep -i $1
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@@ -1 +0,0 @@
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||||
This is a placeholder file so the directory will be created
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@@ -1 +0,0 @@
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||||
This is a placeholder file so the directory will be created
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||||
@@ -1 +0,0 @@
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||||
This is a placeholder file so the directory will be created
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@@ -1 +0,0 @@
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||||
This is a placeholder file so the directory will be created
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@@ -1 +0,0 @@
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||||
This is a placeholder file so the directory will be created
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@@ -1 +0,0 @@
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This is a placeholder file so the directory will be created
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File diff suppressed because it is too large
Load Diff
@@ -1,6 +0,0 @@
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||||
commands.hlp
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info.hlp
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socials.hlp
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spells.hlp
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wizhelp.hlp
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$
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@@ -1,6 +0,0 @@
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commands.hlp
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info.hlp
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socials.hlp
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spells.hlp
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wizhelp.hlp
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$
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@@ -1,421 +0,0 @@
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AC
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"AC" is your armor class. It is a number from -10 to 10, roughly
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defined as follows:
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AC Roughly equivalent to
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-----------------------------------------------------------
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10 Naked person
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0 Very Heavily armored (Plate mail, and "two shields")
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-10 Armored battle tank
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The score command displays your armor class as a number such as 78/10;
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this means 78 on a scale from -100 to 100 (i.e., 7.8 on the scale from
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-10 to 10.)
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See also: SCORE
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#
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AREAS
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This is a listing of the areas available for exploration on this
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||||
CircleMUD.
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Limbo -- DikuMud
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River Island Of Minos -- Mahatma of HexOynx
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God Simplex -- CircleMUD, modified by Taz of Tazmania
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The Straight Path -- Steppin of ChicagoMUD
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||||
The High Tower Of Magic -- Skylar of SillyMUD*
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Midgaard -- DikuMud
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The Three Of Swords -- C.A.W.
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Miden'Nir -- Copper II, modified by VampLestat of MercMUD*
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||||
The Chessboard -- Exxon of SillyMUD
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Mount Moria -- Redferne of DikuMud*
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The Great Eastern Desert -- Rorschach
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The Drow City -- Rorschach
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The City Of Thalos -- Rorschach
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The Great Pyramid -- Andersen of HexOynx*
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New Thalos -- Duke Of SillyMUD*
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The Haon-Dor Forest -- Quifael of DikuMud, extended by by Derkhil
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of CircleMUD
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The Orc Enclave -- C.A.W.
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Arachnos -- Mahatma of HexOynx
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Rand's Tower -- C.A.W.
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The Dwarven Kingdom -- Depeche of DikuMud
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The Sewers -- Redferne of DikuMud
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Redferne's Residence -- DikuMud, modified by Cyron of VieMud
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Rome -- Onivel of JediMUD
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King Welmar's Castle -- CircleMUD*
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Newbie Zone -- Maynard of StrangeMUD
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All those marked with * have been heavily modified by Furry of VieMud
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C.A.W. stands for the Curious Areas Workshop. For more information
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||||
mail <fletchra@qsilver.queensu.ca>.
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See also: CREDITS
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#
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BOARDS
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Bulletin boards are the forum of inter-player communication on the MUD.
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There are different bulletin boards for different purposes -- for example,
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a standard mortal board, a board for immortals, a board for fun "social"
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messages, etc. Naturally, not all players may be allowed to read all
|
||||
types of boards.
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Type "LOOK BOARD" to see the messages already posted on a board. Type
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"WRITE <subject>" to post a message to a board; terminate a message with
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a '@' as the first character on a line. Type "READ <number>" to read a
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post. Type "REMOVE <number>" to remove your own messages.
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Example:
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> look at board
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> write Am I using these boards correctly?
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[writes the message; terminates with a '@']
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> look at board
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> read 6
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> remove 6
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See also: MAIL, READ, WRITE
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#
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CLERIC
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||||
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Clerics have an ancient belief in not carrying sharp weapons. Hence, they can
|
||||
only wield bludgeoning weapons. This class gives you the wisdom of peace,
|
||||
blessing and healing, though it is possible to learn more violent spells.
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||||
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You can improve your spells by using the practice command.
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||||
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||||
See 'help spells' for a list of spells available.
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||||
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See also: PRACTICE, SPELLS
|
||||
#
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EXPERIENCE XP
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||||
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||||
Whenever you kill a monster or a player, you earn experience points. When
|
||||
enough experience points are earned, you raise a level.
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||||
Things you should know about experience points:
|
||||
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* When damaging a monster, you get experience points.
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||||
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* If you kill a monster of higher level than yourself, you get bonus
|
||||
experience points. If killing a monster of lower level you'll gain
|
||||
less experience points
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See also: GROUP, SCORE
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||||
#
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FLAGS
|
||||
|
||||
Players sometimes have FLAGS after their names in the WHO list. These
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||||
flags are always in parentheses, not brackets or braces.
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||||
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||||
FLAG MEANING
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----------- ---------------------------------------------------------
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||||
(KILLER) Player is trying to kill other players. That means you
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can try to kill him/her without being flagged.
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(THIEF) Player is trying to steal from other players. Fire away.
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(invis) Player is invisible; you can see him/her because you are
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||||
sensitive to the presence of invisible things.
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||||
(writing) Player is writing on the board; do not disturb.
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(mailing) Player is writing mail; do not disturb.
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(deaf) Player has chosen not to hear shouts.
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||||
(notell) Player has chosen not to accept tells.
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(quest) Player is participating in a quest currently being run by
|
||||
the Gods.
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See also: NOSHOUT, NOTELL, QUEST, STEAL, VISIBLE
|
||||
#
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GUILD
|
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|
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The Guildhouse is the place where mortals may go to escape the troubles and
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||||
perils of a cruel world. Each guild is heavily guarded, so that only members
|
||||
may enter the building. Guilds are also the places where people come to
|
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learn and practice the skills of their trade.
|
||||
|
||||
See also: PRACTICE
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||||
#
|
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HOUSES
|
||||
|
||||
Houses have been implemented as of CircleMUD 3.0. A house entails two things:
|
||||
access control and crash protection. Only you and your guests will be allowed
|
||||
to enter the house. Your house will be crash-saved every five minutes. You
|
||||
can force your house to save by typing 'save' while standing in your house.
|
||||
In the event of a crash, the objects in your house as of the last crash-save
|
||||
will be loaded back into your house when the MUD reboots. Also, if you own
|
||||
a house, and quit from the game while standing in your house, you will be
|
||||
loaded into your house next time you enter the game.
|
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||||
Guests of your house can be defined using the HOUSE command. See HOUSE for
|
||||
more information.
|
||||
|
||||
Houses are an alternative to renting. You can simply enter your house and
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quit; your objects will drop to the ground and be crash-saved for when you
|
||||
return. There is currently no limit to the number of objects which can be
|
||||
stored in your house. Of course, players must expect to pay a much higher
|
||||
premium for the convenience of houses; contact your local Implementor for
|
||||
a fee schedule.
|
||||
|
||||
See also: HOUSE
|
||||
#
|
||||
IMPLEMENTOR
|
||||
|
||||
The most powerful being in existence.
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||||
#
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||||
INN INNS CRYOGENIC CRYO RECEPTION
|
||||
|
||||
Inns are places where the weary traveler may rest while the innkeeper looks
|
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after his equipment and treasure.
|
||||
|
||||
Specifically, the game will save your equipment while you are logged out.
|
||||
There is a daily cost for renting, based on your equipment. Each item has
|
||||
a per diem charge. The per diem charge is calculated to the nearest second,
|
||||
however -- if you rent at the rate of 2400 coins per day, and you come back
|
||||
39 hours later, you will be charged 3900 coins.
|
||||
|
||||
A CRYOGENIC CENTER will store your items for a one-time charge of four
|
||||
days rent.
|
||||
|
||||
Rent files are deleted if you run out of money to pay the per diem charges
|
||||
or after 30 days. Cryogenic-rent files are deleted after 60 days.
|
||||
|
||||
See also: OFFER, RENT
|
||||
#
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LINK
|
||||
|
||||
A lot of players have problems with their links to the game. This can be
|
||||
very hazardous to your health in the middle of a battle, of course.
|
||||
|
||||
I. If your link is broken, you will automatically attempt to flee each
|
||||
time someone attempts to hit you. If you manage to flee, then you
|
||||
will be saved by divine forces, and put in a safe place until you
|
||||
reconnect to the game.
|
||||
|
||||
II. If your link jams (freezes), you have a problem. The only solution we
|
||||
can give is that you break your link as quickly as possible. By
|
||||
breaking the link you can hope that the above procedure is initiated.
|
||||
|
||||
Do not try to get out of a fight by breaking link. You will be not
|
||||
reimbursed for any experience or equipment if you purposefully
|
||||
cut your link.
|
||||
#
|
||||
"MAGIC USER" WIZARD MAGE
|
||||
|
||||
This is the class of powerful and violent magic, but the magic user do not
|
||||
control the nature, and can therefore not bless and such.
|
||||
|
||||
You can improve your spells by using the practice command.
|
||||
|
||||
See 'help spells' for a list of spells available.
|
||||
|
||||
See also: PRACTICE, SPELLS
|
||||
#
|
||||
MANA
|
||||
|
||||
Mana is used when casting spells. You must have a certain amount of mana
|
||||
in order to cast any particular spell. If you do not have enough mana to
|
||||
cast the spell you must rest until you gain enough points to cast.
|
||||
|
||||
See also: SPELLS
|
||||
#
|
||||
MIDGAARD MAP
|
||||
|
||||
Temple Altar
|
||||
|
|
||||
|
|
||||
Reading -- Temple -- Donations
|
||||
Room of
|
||||
Midgaard Post Reception
|
||||
| Office /
|
||||
Cleric | | /
|
||||
Guild----Temple Square----Grunting---Bar
|
||||
(Fountain) Boar Inn
|
||||
Magic |
|
||||
Shop Bakery | Grocer Weaponsmith
|
||||
| | | | | East
|
||||
<---West-----+------+----Market----+--------+--------Gate--->
|
||||
Gate | | Square | | |
|
||||
| Mage Armory | Pet Warrior Wally's
|
||||
(Wall Guild | Shop Guild World of Water
|
||||
Road) |
|
||||
| | Uncle Juans's
|
||||
| | |
|
||||
+-(Poor-Alley)-+----Square----+(Dark-Alley)-------+
|
||||
| | | | | |
|
||||
| Grubby | Thieves Levee Warehouse
|
||||
| Inn | Guild |
|
||||
(Wall Dump |
|
||||
Road) Sewers/ |
|
||||
| |
|
||||
| Midgaard
|
||||
<=== [Bridge] =============================== River =============>
|
||||
|
|
||||
|
|
||||
+(Concourse)+------------+-------------+----------+
|
||||
| | | | |
|
||||
| + +----Cafe +---Penny |
|
||||
| | Park--v | | Lane |
|
||||
| City | +--+--+ | |
|
||||
| Guard----+----+----+--o--+-----+----+---City |
|
||||
| HQ | | Hall |
|
||||
| + +--(Emerald)--+ |
|
||||
(Concourse) | | (Concourse)
|
||||
| +------(Park-+-Road)-------+ |
|
||||
| | | |
|
||||
| +--(Emerald)-+ +---Elm |
|
||||
| | | Street |
|
||||
| + + |
|
||||
| | | |
|
||||
+-----------+------(Concourse)---------+----------+
|
||||
|
|
||||
Graveyard
|
||||
Entrance
|
||||
#
|
||||
SHOPS
|
||||
|
||||
Shops are places where the adventurer may purchase equipment for his quests,
|
||||
and where he may sell his treasure if he should manage to survive the perils
|
||||
with his life and sanity intact. Many shops trade only in a specific type of
|
||||
merchandise. Thus, a baker may well refuse to buy your armor, even if it is
|
||||
of high quality!
|
||||
|
||||
To some people, the prospect of obtaining the entire inventory of a shop by
|
||||
murdering the keeper may appear tempting - but beware: The shopkeepers are
|
||||
often rugged, capable men; roughened by years of trading and, indeed, surviving
|
||||
in a world where the only safe prospect is death in the end.
|
||||
|
||||
See also: BUY, SELL, LIST, VALUE
|
||||
#
|
||||
SPELL SPELLS
|
||||
|
||||
Magic User Cleric
|
||||
|
||||
(1) Magic Missile (1) Armor
|
||||
(1) - (1) Cure Light
|
||||
|
||||
(2) Detect Magic (2) Create Water
|
||||
(2) Detect Invisible (2) Create Food
|
||||
|
||||
(3) Chill Touch (3) Detect Poison
|
||||
(3) Infravision (3) -
|
||||
|
||||
(4) Invisibility (4) Cure Blindness
|
||||
(4) Armor (4) Detect Evil
|
||||
(4) - (4) Detect Alignment
|
||||
|
||||
(5) Burning Hands (5) Bless
|
||||
|
||||
(6) Locate Object (6) Blindness
|
||||
(6) Strength (6) Detect Invisible
|
||||
|
||||
(7) Shocking Grasp (7) Infravision
|
||||
|
||||
(8) Sleep (8) Protection From Evil
|
||||
(8) - (8) Poison
|
||||
|
||||
(9) Lightning Bolt (9) Cure Critical
|
||||
(9) Blindness (9) Group Armor
|
||||
|
||||
(10) Detect Poison (10) Summon
|
||||
(10) - (10) Remove Poison
|
||||
|
||||
(11) Color Spray (11) -
|
||||
|
||||
(12) - (12) Earthquake
|
||||
(12) - (12) Word of Recall
|
||||
|
||||
(13) Energy Drain (13) -
|
||||
|
||||
(14) Curse (14) Detect Evil
|
||||
(14) Poison (14) Detect Good
|
||||
(14) - (14) Dispel Evil
|
||||
(14) - (14) Dispel Good
|
||||
|
||||
(15) Fireball (15) Call Lightning
|
||||
(15) - (15) Sanctuary
|
||||
|
||||
(16) Charm Person (16) Heal
|
||||
|
||||
(17) Sense Life (17) Control Weather
|
||||
|
||||
(19) - (19) Harm
|
||||
|
||||
(22) - (22) Group Heal
|
||||
|
||||
(26) Enchant Weapon (26) Remove Curse
|
||||
#
|
||||
THIEF THIEVES
|
||||
|
||||
Thieves are known to have very special qualities, that no other class offers.
|
||||
Their specialty tends to be in the darker, sneakier art. Many of these
|
||||
qualities can come in handy in many situations, such as picking locks.
|
||||
|
||||
You can improve you skills by using the practice command.
|
||||
|
||||
Skills available to thieves:
|
||||
|
||||
sneak, hide, steal, backstab, pick lock, track
|
||||
|
||||
See the help on each skill for more information.
|
||||
|
||||
See also: PRACTICE
|
||||
#
|
||||
WARRIOR FIGHTER
|
||||
|
||||
Warriors are known to have more strength than the average player. This makes
|
||||
them better at hand-to-hand-combat, as they possess skills of violence and
|
||||
fighting unequaled by the members of any other class. However, they lack the
|
||||
ability to use magic of any sort.
|
||||
|
||||
You can improve your skills by using the practice command.
|
||||
|
||||
Skills available to warriors:
|
||||
|
||||
kick, rescue, track, bash
|
||||
|
||||
See also: PRACTICE
|
||||
#
|
||||
CIRCLE CIRCLEMUD CREDITS
|
||||
C I R C L E M U D 3 . 0
|
||||
|
||||
CircleMUD was developed from DikuMud (Gamma 0.0) by Jeremy "Ras" Elson at
|
||||
Johns Hopkins University's Department of Computer Science. All code unique
|
||||
to CircleMUD is protected under a copyright by the Trustees of the Johns
|
||||
Hopkins University.
|
||||
|
||||
Many, many people contributed to CircleMUD in one way or another throughout
|
||||
the course of its development. Although it's impossible for me to remember
|
||||
them all, I'd like to extend special thanks to certain people:
|
||||
|
||||
-- Jeff Fink and George Greer, for submitting a veritable mountain of
|
||||
excellent code.
|
||||
-- Chris Epler and Chris Herringshaw for extensive beta-testing and bug
|
||||
reporting.
|
||||
-- Furry (Alex Fletcher), for single-handedly managing Circle's world files.
|
||||
-- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for other
|
||||
code and area submissions.
|
||||
-- Jean-Jack Riethoven for porting the code to the Amiga, David Carver
|
||||
for porting it to OS/2, and Jack Patton and Steffen Haeuser for the
|
||||
Amiga port.
|
||||
-- Bill Bogstad and Tim Stearns for allowing Circle to exist at JHU.
|
||||
-- The DikuMud folk, and the good old WhatMUD implementors Dave & Justin,
|
||||
for starting the ball rolling.
|
||||
-- Bryan Jolson, Steven Lacher, Cat Stanton, and Naved Surve, for being
|
||||
there in the very early days of Circle's development.
|
||||
-- Sharon, Ben, Erica, Aly, and Josh, for keeping me sane.
|
||||
-- Jules (hamotek sheli) for being the greatest.
|
||||
|
||||
...plus everyone else in the Circle community who has submitted material!
|
||||
Thanks everyone!
|
||||
|
||||
Anonymous FTP: ftp.circlemud.org or ftp2.circlemud.org in pub/CircleMUD
|
||||
To report bugs: bugs@circlemud.org
|
||||
To get help: help@circlemud.org
|
||||
URL: http://www.circlemud.org/
|
||||
Mailing List: listserv@post.queensu.ca
|
||||
(write "subscribe circle <first name> <last name>")
|
||||
|
||||
--Jeremy Elson (jelson@circlemud.org)
|
||||
|
||||
See also: AREAS
|
||||
#
|
||||
$
|
||||
@@ -1,35 +0,0 @@
|
||||
FRENCH
|
||||
|
||||
Don't you know how they kiss in France?? -- try it!
|
||||
#
|
||||
KISS
|
||||
|
||||
Well can't you guess?
|
||||
#
|
||||
SMILE
|
||||
|
||||
Whenever you feel like smiling...
|
||||
#
|
||||
SOCIALS
|
||||
|
||||
Usage: <social> [<victim>]
|
||||
|
||||
Socials are commands used to show your affective state to others. The
|
||||
actor, victim and bystanders may receive different messages. Generally,
|
||||
social commands are used only to express emotion and not to take action,
|
||||
but it is possible that some mobs (or players) will take action based on
|
||||
the social. (Slap a dragon lately?)
|
||||
|
||||
Example:
|
||||
|
||||
> shake homer
|
||||
> applaud marge
|
||||
> stare
|
||||
|
||||
The SOCIALS command generates a canonical listing of all available socials.
|
||||
|
||||
> socials
|
||||
|
||||
See also: EMOTE
|
||||
#
|
||||
$
|
||||
@@ -1,557 +0,0 @@
|
||||
ARMOR
|
||||
|
||||
Usage : cast 'armor' [target]
|
||||
Accumulative: No
|
||||
Duration : 24 Hours
|
||||
Level : Mage level 4, Cleric level 1.
|
||||
|
||||
The Armor spell will improve your AC by 2.
|
||||
|
||||
See also: AC
|
||||
#
|
||||
BLESS
|
||||
|
||||
Usage : cast 'bless' <victim | object>
|
||||
Accumulative: No
|
||||
Duration : 6 Hours, permanent for objects.
|
||||
Level : Cleric level 5.
|
||||
|
||||
Bless on a victim will improve the victims saving throw versus spells
|
||||
by 1, and furthermore improve the hitroll by 2.
|
||||
|
||||
Bless on an item currently has no defined action. It is only possible
|
||||
to bless non-evil items, and the object blessed may weigh no more
|
||||
than five pounds per level of caster.
|
||||
#
|
||||
BLINDNESS
|
||||
|
||||
Usage : cast 'blindness' <victim>
|
||||
Accumulative: No
|
||||
Duration : 2 hours.
|
||||
Level : Mage level 9, Cleric level 6.
|
||||
|
||||
Blindness will blind a victim failing its saving throw.
|
||||
A blinded person will have -4 penalty to both hitroll and AC.
|
||||
|
||||
See also: AC
|
||||
#
|
||||
"BURNING HANDS"
|
||||
|
||||
Usage : cast 'burning hands' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 5.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the chill touch spell.
|
||||
|
||||
See also: "CHILL TOUCH"
|
||||
#
|
||||
"CALL LIGHTNING"
|
||||
|
||||
Usage : cast 'call lightning' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 15.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell will use the "force of nature" to make a lightning
|
||||
strike the victim. It is therefore only possible to call lightning
|
||||
outside, and it has to be raining (or worse).
|
||||
|
||||
See also: "CONTROL WEATHER", WEATHER
|
||||
#
|
||||
CAST
|
||||
|
||||
Usage: cast '<spell name>' [target]
|
||||
|
||||
For "magical" people. If you want to throw a spell at someone or something.
|
||||
|
||||
Example:
|
||||
|
||||
> cast 'burning hands' <player>
|
||||
Note that the name of the spell must be enclosed by "'"s.
|
||||
|
||||
See also: help on each individual spell:
|
||||
|
||||
Examples:
|
||||
|
||||
> help cure ligh
|
||||
> help ventri
|
||||
> help energy drain
|
||||
#
|
||||
"CHARM PERSON"
|
||||
|
||||
Usage : cast 'charm person' <victim>
|
||||
Accumulative: No
|
||||
Duration : (432/Intelligence points of person) hours
|
||||
Level : Mage level 16.
|
||||
|
||||
Is is not possible to charm anyone that is already charmed, if
|
||||
you're charmed yourself, or if the person is higher level than
|
||||
yourself. The person will get a saving throw versus "paralysation".
|
||||
|
||||
A charmed person will follow you, and not be able to attack you, you
|
||||
can order the charmed person using the order command.
|
||||
|
||||
See also: FOLLOW, ORDER
|
||||
#
|
||||
"CHILL TOUCH"
|
||||
|
||||
Usage : cast 'chill touch' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 3.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the magic missile spell.
|
||||
A victim failing its saving throw will get its strength
|
||||
reduced by one.
|
||||
|
||||
See also: "MAGIC MISSILE"
|
||||
#
|
||||
COLORSPRAY "COLOR SPRAY"
|
||||
|
||||
Usage : cast 'color spray' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 11.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the lightning bolt spell.
|
||||
|
||||
See also: "LIGHTNING BOLT"
|
||||
|
||||
For help on actual color, see: ANSI
|
||||
#
|
||||
"CONTROL WEATHER"
|
||||
|
||||
Usage : cast 'control weather' <'better' | 'worse'>
|
||||
Accumulative: Yes
|
||||
Duration : -
|
||||
Level : Cleric level 17.
|
||||
|
||||
This spell will change the "course" of the current weather.
|
||||
|
||||
Example:
|
||||
|
||||
> cast 'control wea' worse
|
||||
#
|
||||
"CREATE FOOD"
|
||||
|
||||
Usage : cast 'create food'
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 2.
|
||||
|
||||
This spell instantly creates a fresh waybread. The waybread will be
|
||||
filling for the next (5+level) hours, up to a maximum of 24 hours.
|
||||
|
||||
See also: "CREATE WATER"
|
||||
#
|
||||
"CREATE WATER"
|
||||
|
||||
Usage : cast 'create water' <drink container>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 2.
|
||||
|
||||
Expect disastrous results if cast upon a drink container which contains
|
||||
another liquid than water. Empty or water containers will be filled
|
||||
depending on the level of the caster.
|
||||
|
||||
Double amount of water will be created if it is raining (or worse).
|
||||
|
||||
See also: "CREATE FOOD"
|
||||
#
|
||||
"CURE BLIND"
|
||||
|
||||
Usage : cast 'cure blind' <victim>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 4.
|
||||
|
||||
This spell will cure a person blinded by the "blindness" spell, it
|
||||
can not remove blindness caused by for example cursed items.
|
||||
#
|
||||
"CURE CRITIC"
|
||||
|
||||
Usage : cast 'cure critic' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 9.
|
||||
|
||||
This spell cures 3d8+3 hitpoints of damage.
|
||||
#
|
||||
"CURE LIGHT"
|
||||
|
||||
Usage : cast 'cure light' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 1.
|
||||
|
||||
Cures minor wounds and scratches.
|
||||
#
|
||||
CURSE
|
||||
|
||||
Usage : cast 'curse' <victim | object>
|
||||
Accumulative: Yes
|
||||
Duration : 7 Days, permanent on objects.
|
||||
Level : Mage level 14.
|
||||
|
||||
Curse cast on a person that fails the saving throw, will reduce their
|
||||
hitroll and damage roll both by one. It will also reduce the saving
|
||||
throw versus paralysation by one.
|
||||
|
||||
When cast upon an object, the object will become undropable.
|
||||
#
|
||||
"DETECT ALIGNMENT"
|
||||
|
||||
Usage : cast 'detect alignment'
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 12 hours + level
|
||||
Level : Cleric level 4.
|
||||
|
||||
Allows the caster to detect the alignment of those around them.
|
||||
Evil will show as a red aura, good in a blue aura.
|
||||
|
||||
See also: "DETECT INVISIBILITY"
|
||||
#
|
||||
"DETECT INVISIBILITY"
|
||||
|
||||
Usage : cast 'detect invisibility' [self]
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 12 hours + level/4
|
||||
Level : Mage level 2, Cleric level 6.
|
||||
|
||||
This spell enables you to see invisible items and players.
|
||||
#
|
||||
"DETECT MAGIC"
|
||||
|
||||
Usage : cast 'detect magic' [self]
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 12 hours + level
|
||||
Level : Mage level 2.
|
||||
|
||||
This spell will let you see the magical aura surrounding magical
|
||||
objects.
|
||||
#
|
||||
"DETECT POISON"
|
||||
|
||||
Usage : cast 'detect poison' <victim | food | drink>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 10, Cleric level 3.
|
||||
|
||||
Cast on food or drinks (drink containers) you will be able to
|
||||
sense if it is poisoned.
|
||||
|
||||
Cast on a person you will be able to see if that person is
|
||||
poisoned.
|
||||
#
|
||||
"DISPEL EVIL"
|
||||
|
||||
Usage : cast 'dispel evil' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 14.
|
||||
Save : Special
|
||||
|
||||
This spell will only affect evil creatures. An evil person of level
|
||||
equal or less than caster will suffer 100 damage points.
|
||||
|
||||
If the victim is higher level than caster, the spell will inflict
|
||||
(caster_level)d4 damage points, saving throw versus half damage.
|
||||
|
||||
See also: DISPEL GOOD
|
||||
#
|
||||
"DISPEL GOOD"
|
||||
|
||||
Usage : cast 'dispel good' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 14.
|
||||
Save : Special
|
||||
|
||||
This spell will only affect good creatures. A good person of level
|
||||
equal or less than caster will suffer 100 damage points.
|
||||
|
||||
If the victim is higher level than caster, the spell will inflict
|
||||
(caster_level)d4 damage points, saving throw versus half damage.
|
||||
|
||||
See also: DISPEL EVIL
|
||||
#
|
||||
EARTHQUAKE
|
||||
|
||||
Usage : cast 'earthquake'
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 12.
|
||||
Save : -
|
||||
|
||||
This spell will damage everybody except the caster by
|
||||
1d8+level_of_caster hitpoints.
|
||||
#
|
||||
"ENCHANT WEAPON"
|
||||
|
||||
Usage : cast 'enchant weapon' <weapon>
|
||||
Accumulative: No
|
||||
Duration : Permanent
|
||||
Level : Mage level 26.
|
||||
|
||||
This spell will enchant non-magical (non-modifying) weapons only.
|
||||
By non-modifying weapons we refer to weapons that might alter any
|
||||
ability such as for example damage. The only way to know if a weapon
|
||||
is suitable for enchantment is to fully identify it.
|
||||
|
||||
The enchantment will modify the weapon as:
|
||||
|
||||
Level Hit Roll Damage
|
||||
|
||||
0..17 +1 +1
|
||||
18..19 +2 +1
|
||||
20..20+ +2 +2
|
||||
#
|
||||
"ENERGY DRAIN"
|
||||
|
||||
Usage : cast 'energy drain' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 13.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell does not give much damage, but victims failing their
|
||||
saving throws will loose up to 40,000 XP points. You will gain
|
||||
a quarter of this XP.
|
||||
|
||||
Beware that this spell is evil.
|
||||
#
|
||||
FIREBALL
|
||||
|
||||
Usage : cast 'fireball' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 15.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is the most powerful spell a magic user can cast.
|
||||
|
||||
See also: "COLOR SPRAY"
|
||||
#
|
||||
HARM
|
||||
|
||||
Usage : cast 'harm' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 19.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell removes all but 1d4 hitpoints from the victim. The
|
||||
maximum number of damage points are 100. It is not possible to
|
||||
kill using this spell (but almost).
|
||||
#
|
||||
HEAL
|
||||
|
||||
Usage : cast 'heal' <victim>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 16.
|
||||
|
||||
Heal will heal all the hitpoints from a person, except 1d4 points.
|
||||
Maximum 100 points can be healed. A victim who is blinded will also
|
||||
be cured by the heal spell.
|
||||
|
||||
See also: "CURE BLINDNESS"
|
||||
#
|
||||
INFRAVISION
|
||||
|
||||
Usage : cast 'infravision'
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 12 hours + level
|
||||
Level : Mage level 3, Cleric level 7.
|
||||
|
||||
Allows the caster to detect the heat given off by objects giving them
|
||||
the ability to have much better vision in dark conditions.
|
||||
|
||||
See also: "DETECT INVISIBILITY"
|
||||
#
|
||||
INVISIBILITY
|
||||
|
||||
Usage : cast 'invisibility' <victim | object>
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 24 hours, permanent on objects.
|
||||
Level : Mage level 4.
|
||||
|
||||
Makes the target of the spell invisible to everyone except those who have
|
||||
the "detect invisibility" spell.
|
||||
|
||||
Attacking while invisible will immediately break the spell.
|
||||
|
||||
See also: "DETECT INVISIBILITY"
|
||||
#
|
||||
"LIGHTNING BOLT"
|
||||
|
||||
Usage : cast 'lightning bolt' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 9.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the shocking grasp spell.
|
||||
|
||||
See also: "SHOCKING GRASP"
|
||||
#
|
||||
"LOCATE OBJECT"
|
||||
|
||||
Usage : cast 'locate object' <object>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 6.
|
||||
|
||||
If possible you will know exactly where an object is, or the
|
||||
name of the person using it. If more than one object by the
|
||||
same name exists, you will get a listing of several objects.
|
||||
The maximum number of objects you can simultaneously locate is
|
||||
your level divided by 2.
|
||||
#
|
||||
"MAGIC MISSILE"
|
||||
|
||||
Usage : cast 'magic missile' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 1.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
Causes a bolt of magical energy to be thrown from the casters hands at the
|
||||
victim.
|
||||
#
|
||||
POISON
|
||||
|
||||
Usage : cast 'poison' <victim | food | drink>
|
||||
Accumulative: Yes on persons.
|
||||
Duration : Level hours, or permanent on food and drinks.
|
||||
Level : Cleric Level 8, Mage level 14.
|
||||
|
||||
Casting poison on food or drink (containers) will poison it. Eating
|
||||
poisoned food/drinks will poison the person eating or drinking.
|
||||
|
||||
A person who is poisoned will suffer damage every hour, lose strength, and
|
||||
gain less points than usual.
|
||||
|
||||
See also: "REMOVE POISON", "DETECT POISON"
|
||||
#
|
||||
"PROTECTION FROM EVIL"
|
||||
|
||||
Usage : cast 'protection from evil' [self]
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 24 hours
|
||||
Level : Cleric level 8.
|
||||
|
||||
The meaning of this spell is not yet fully defined.
|
||||
#
|
||||
"REMOVE CURSE"
|
||||
|
||||
Usage : cast 'remove curse' <victim | object>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 26.
|
||||
|
||||
Will remove a curse on carried objects or any persons in the room.
|
||||
#
|
||||
"REMOVE POISON"
|
||||
|
||||
Usage : cast 'remove poison' <victim | food | drink>
|
||||
Accumulative: No
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 10.
|
||||
|
||||
Will remove the affects of poison from a victim or an object.
|
||||
|
||||
See also: POISON
|
||||
#
|
||||
SANCTUARY
|
||||
|
||||
Usage : cast 'sanctuary' [self]
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : 4 hours
|
||||
Level : Cleric level 15.
|
||||
|
||||
When protected by sanctuary you will only receive 1/2 the normal damage
|
||||
caused by a particular blow.
|
||||
|
||||
See also: ARMOR, BLESS
|
||||
#
|
||||
"SHOCKING GRASP"
|
||||
|
||||
Usage : cast 'shocking grasp' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 7.
|
||||
Save : Versus spell for half damage.
|
||||
|
||||
This spell is more powerful than the burning hands spell.
|
||||
|
||||
See also: "BURNING HANDS"
|
||||
#
|
||||
"SENSE LIFE"
|
||||
|
||||
Usage : cast 'sense life'
|
||||
Accumulative: Yes (Duration)
|
||||
Duration : Level hours.
|
||||
Level : Cleric level 5, Mage level 17.
|
||||
|
||||
Allows the caster to sense the presence of a player or monster in the
|
||||
room which is hiding. The true identity will remain hidden however.
|
||||
Invisible persons are also considered hidden.
|
||||
|
||||
See also: HIDE
|
||||
#
|
||||
STRENGTH
|
||||
|
||||
Usage : cast 'strength' <victim>
|
||||
Accumulative: Yes
|
||||
Duration : Level/2 + 4
|
||||
Level : Mage level 6.
|
||||
|
||||
A person will gain 1 strength point per spell (2 points if level of
|
||||
caster is greater than 18). Maximum strength is 18/100.
|
||||
#
|
||||
SUMMON
|
||||
|
||||
Usage : cast 'summon' <victim>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 10.
|
||||
|
||||
Will summon a person of the name spoken. It is not possible to
|
||||
summon someone of three or more levels above yourself.
|
||||
If you attempt to summon a monster, it will get a saving throw.
|
||||
|
||||
See also: NOSUMMON
|
||||
#
|
||||
VENTRILOQUATE
|
||||
|
||||
Usage : cast 'ventriloquate' <victim | object> <text>
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Mage level 1.
|
||||
Save : Versus spell victim only sees attempted cast.
|
||||
|
||||
For all people in the same room as the caster that fail a saving throw, the
|
||||
spell will make the object or victim appear to say the text written.
|
||||
|
||||
Example:
|
||||
|
||||
> cast 'vent' Mirlen I got 399,823 coins, don't even consider killing me!
|
||||
#
|
||||
"WORD OF RECALL"
|
||||
|
||||
Usage : cast 'word of recall'
|
||||
Accumulative: -
|
||||
Duration : Instantaneous
|
||||
Level : Cleric level 12.
|
||||
|
||||
The caster will be transferred back to his hometown sanctuary (usually the
|
||||
Temple of Midgaard).
|
||||
#
|
||||
$
|
||||
@@ -1,728 +0,0 @@
|
||||
ADVANCE
|
||||
|
||||
Usage: advance <victim> <level>
|
||||
|
||||
ADVANCE moves a player to a new level. If used to promote a player to an
|
||||
immortal level, and if you have the autowiz program installed, the wizlist and
|
||||
immlist will automatically be recreated.
|
||||
|
||||
Example:
|
||||
|
||||
> advance rasmussen 34
|
||||
|
||||
See also: SET
|
||||
#
|
||||
WIZAT
|
||||
|
||||
Usage: at <room VNUM | item | mob | player name> <command> <arguments>
|
||||
|
||||
AT can be used to perform an action in a location other than where you are
|
||||
standing. The first argument can be a virtual room number or the name of a
|
||||
character or object. The remainder of the line is passed to the command
|
||||
interpreter.
|
||||
|
||||
Examples:
|
||||
|
||||
> at 3001 look
|
||||
> at fido kill fido
|
||||
> at 3.corpse get all corpse
|
||||
> at catje wave catje
|
||||
|
||||
See also: GOTO
|
||||
#
|
||||
BAN UNBAN
|
||||
|
||||
Usage: ban [<all | new | select> <site>]
|
||||
unban <site>
|
||||
|
||||
These commands prevent anyone from a site with a hostname containing the
|
||||
site substring from logging in to the game. You may ban a site to ALL, NEW
|
||||
or SELECT players. Banning a site to NEW players prevents any new players
|
||||
from registering. Banning a site to ALL players disallows ANY connections
|
||||
from that site. Banning a site SELECTively allows only players with site-ok
|
||||
flags to log in from that site. Ban with no argument returns a list of
|
||||
currently banned sites.
|
||||
|
||||
Unban removes the ban.
|
||||
|
||||
Examples:
|
||||
|
||||
> ban all whitehouse.gov
|
||||
> unban ai.mit.edu
|
||||
|
||||
See also: WIZLOCK
|
||||
#
|
||||
DATE
|
||||
|
||||
Shows the current real time. (Not a social)
|
||||
#
|
||||
DC
|
||||
|
||||
Usage: dc <descriptor number>
|
||||
|
||||
DC (DisConnect) is used to disconnect a socket. If used on a playing socket,
|
||||
the player will lose his/her link, but, unlike PURGE, will not extract the
|
||||
player or dump the player's inventory on the ground.
|
||||
|
||||
DC is also useful for disconnecting people who have accidentally left
|
||||
themselves at the main menu, or connections sitting in the "Get name" state.
|
||||
|
||||
See also: USERS
|
||||
#
|
||||
ECHO GECHO QECHO SEND
|
||||
|
||||
Usage: echo <message>
|
||||
gecho <message>
|
||||
send <victim> <message>
|
||||
qecho <message>
|
||||
|
||||
ECHO displays a string to everyone in your room.
|
||||
GECHO displays the string to everyone in the game.
|
||||
QECHO displays the string to everyone with the QUEST flag.
|
||||
SEND displays the string to a particular person.
|
||||
|
||||
Examples:
|
||||
|
||||
> echo Hi, everyone in the room.
|
||||
> gecho Hi, everyone in the game, isn't this annoying?
|
||||
> send rasmussen You are being watched.
|
||||
#
|
||||
FORCE
|
||||
|
||||
Usage: force <victim | all> <command> <arguments>
|
||||
|
||||
FORCE forces a character, either monster or player, to perform a certain
|
||||
action. FORCE ALL forces everyone in the game; FORCE ROOM forces everyone in
|
||||
your room.
|
||||
|
||||
Example:
|
||||
|
||||
> force fido drop meat
|
||||
> force all save
|
||||
> force room look fido
|
||||
|
||||
If you are invisible to the one being forced, the force will be performed
|
||||
silently.
|
||||
#
|
||||
FREEZE THAW
|
||||
|
||||
Usage: freeze <victim>
|
||||
thaw <victim>
|
||||
|
||||
FREEZE, originally invented here at CircleMUD (we think), is used to prevent
|
||||
a player from playing. If frozen, the game will ignore all commands entered
|
||||
by the player, including QUIT, until the player is unfrozen with THAW.
|
||||
|
||||
Obviously, this command should only be used in extreme disciplinary
|
||||
circumstances.
|
||||
|
||||
See also: SET -> FROZEN
|
||||
#
|
||||
GOTO TRANS WIZTELEPORT
|
||||
|
||||
Usage: goto <location>
|
||||
trans <victim>
|
||||
teleport <victim> <location>
|
||||
|
||||
These commands are used to transports yourself and others to different rooms.
|
||||
GOTO allows you to go to other rooms; TRANS transports a person from wherever
|
||||
they are to the room YOU are in; TELEPORT transports your victim to some other
|
||||
location.
|
||||
|
||||
For both GOTO and TELEPORT, the location specifier can be either a virtual
|
||||
room number, or the name of a character or object.
|
||||
|
||||
Examples:
|
||||
|
||||
> goto 3001
|
||||
> goto rasmussen
|
||||
> trans fido
|
||||
> teleport fido 3001
|
||||
> teleport fido 2.fido
|
||||
|
||||
See also: POOFIN, POOFOUT, SET -> ROOM, WIZAT
|
||||
#
|
||||
HANDBOOK
|
||||
|
||||
Usage: handbook
|
||||
|
||||
Guidelines for having an Immortal character -- you should read it.
|
||||
#
|
||||
HCONTROL
|
||||
|
||||
Usage: hcontrol build <house vnum> <exit dir> <player name>
|
||||
hcontrol destroy <house vnum>
|
||||
hcontrol pay <house vnum>
|
||||
hcontrol show
|
||||
|
||||
House control, controls the addition, removal, and payments of houses.
|
||||
Hcontrol show will show all the houses currently defined in the game
|
||||
along with their last 'rent' payment date.
|
||||
|
||||
See also: HOUSE, HOUSES
|
||||
#
|
||||
HOLYLIGHT
|
||||
|
||||
Usage: holylight
|
||||
|
||||
A toggle which allows you to see:
|
||||
Invisible people and objects, even if you don't have 'detect invisibility'
|
||||
Hidden people, even if you don't have 'sense life'
|
||||
Dark rooms, even if you don't have a light
|
||||
|
||||
It is expected most immortals will keep HOLYLIGHT on most of the time;
|
||||
it exists so that you have the ability to see what mortals see for
|
||||
debugging purposes.
|
||||
#
|
||||
IMOTD
|
||||
|
||||
Usage: imotd
|
||||
|
||||
Displays the Immortal message of the day. This file usually contains
|
||||
new information on commands recently added, new features and other
|
||||
important information that immortals should be aware of.
|
||||
|
||||
See also: MOTD
|
||||
#
|
||||
INVIS
|
||||
|
||||
Usage: invis [level]
|
||||
|
||||
INVIS sets your invisibility level. With no argument, invis toggles between
|
||||
making you fully visible and fully invisible. If you specify a level, only
|
||||
people at and above the level you specify will be able to see you.
|
||||
|
||||
Examples:
|
||||
|
||||
> invis
|
||||
> invis 31
|
||||
|
||||
See also: VISIBLE
|
||||
#
|
||||
LAST
|
||||
|
||||
Usage: last <player_name>
|
||||
|
||||
For checking the last time a person logged on, their sitename, and their
|
||||
ID number.
|
||||
|
||||
Example:
|
||||
|
||||
> last ras
|
||||
[ 24] [14 Cl] Ras : somesite.edu : Tue May 16 22:07:09 1995
|
||||
|
||||
See also: STAT
|
||||
#
|
||||
LOAD
|
||||
|
||||
Usage: load <mob | obj> <virtual number>
|
||||
|
||||
LOAD is used to create mobiles and objects. The first argument specifies if
|
||||
you are trying to load a mobile or an object; the second is the virtual
|
||||
number.
|
||||
|
||||
Example:
|
||||
|
||||
> load obj 3099
|
||||
You create a bulletin board.
|
||||
|
||||
> load mob 3005
|
||||
You create the receptionist.
|
||||
|
||||
See also: VNUM
|
||||
#
|
||||
MUTE
|
||||
|
||||
Usage: mute <victim>
|
||||
|
||||
MUTE is used to shut a player up. When muted, a player will not be able to
|
||||
use most communication channels until he/she is unmuted.
|
||||
|
||||
See also: FLAGS
|
||||
#
|
||||
NOHASSLE
|
||||
|
||||
Usage: nohassle
|
||||
|
||||
Toggles a flag to prevent aggressive monsters from attacking.
|
||||
#
|
||||
NOTITLE
|
||||
|
||||
Usage: notitle <vicitim>
|
||||
|
||||
Prevent players from being able to set their own titles; i.e., if the
|
||||
player consistently has an offensive title. The definition of offensive
|
||||
is left as an exercise for the reader.
|
||||
|
||||
See also: TITLE
|
||||
#
|
||||
NOWIZ
|
||||
|
||||
Usage: nowiz
|
||||
|
||||
Allows you to hear or ignore messages coming over the wiznet.
|
||||
|
||||
See also: WIZNET
|
||||
#
|
||||
OLC
|
||||
|
||||
Usage: olc { . | set | show | obj | mob | room} [args]
|
||||
|
||||
.: Repeat last modification command
|
||||
set: Set OLC characteristics
|
||||
show: Show OLC characteristics
|
||||
obj: Modify an object
|
||||
mob: Modify a mob
|
||||
room: Modify a room
|
||||
|
||||
OnLine Creation. A feature which will eventually allow the creation
|
||||
of areas ONLINE, without having to reboot the system.
|
||||
|
||||
See also: SHOW->ZONES, ZRESET
|
||||
#
|
||||
PAGE
|
||||
|
||||
Usage: page <player | all> <message>
|
||||
|
||||
PAGE is used to send a message, along with a beep, to another player. Use
|
||||
PAGE ALL to send a message and a beep to everyone in the game.
|
||||
|
||||
Examples:
|
||||
|
||||
> page rasmussen Hey, are you still at the keyboard?
|
||||
> page all GAME WILL BE SHUTTING DOWN IN 10 MINUTES
|
||||
|
||||
Do not abuse this command.
|
||||
#
|
||||
PARDON
|
||||
|
||||
Usage: pardon <victim>
|
||||
|
||||
Removes killer and thief flags from a player.
|
||||
#
|
||||
POOFIN POOFOUT
|
||||
|
||||
Usage: poofin <message>
|
||||
poofout <message>
|
||||
|
||||
Sets the message seen by players when you use GOTO to move to a different
|
||||
room. POOFIN with no argument resets your poofin to the default "appears with
|
||||
an ear-splitting bang"; POOFOUT with no argument defaults to "disappears in
|
||||
a puff of smoke."
|
||||
|
||||
See also: GOTO
|
||||
#
|
||||
PURGE
|
||||
|
||||
Usage: purge [name]
|
||||
|
||||
Purge destroys things. If used with no arguments, it will clear a room of all
|
||||
mobiles and objects, but will not harm players. If the argument is an object,
|
||||
that object (and all of its contents, if any) will be destroyed. If the
|
||||
argument is a mobile, the mobile will be destroyed, leaving its inventory and
|
||||
equipment lying on the ground.
|
||||
|
||||
If the argument is the name of a player, the player's inventory and equipment
|
||||
will drop on the ground and the player will lose his/her connection. For this
|
||||
reason, PURGE should only be used on players in disciplinary situations.
|
||||
|
||||
Examples:
|
||||
|
||||
> purge
|
||||
> purge Pom
|
||||
> purge sword
|
||||
> purge dragon
|
||||
|
||||
See also: DC
|
||||
#
|
||||
RELOAD
|
||||
|
||||
Usage: reload < '*' | all | file >
|
||||
|
||||
Reload is used to reload text files such as the MOTD from disk into memory.
|
||||
reload * reloads all the text files below.
|
||||
|
||||
Valid files are:
|
||||
|
||||
background (/mud_dir/lib/text/background)
|
||||
credits (/mud_dir/lib/text/credits)
|
||||
greetings (/mud_dir/lib/text/greetings)
|
||||
handbook (/mud_dir/lib/text/handbook)
|
||||
help (/mud_dir/lib/text/help)
|
||||
immlist (/mud_dir/lib/text/immlist)
|
||||
imotd (/mud_dir/lib/text/imotd)
|
||||
news (/mud_dir/lib/text/news)
|
||||
motd (/mud_dir/lib/text/motd)
|
||||
info (/mud_dir/lib/text/info)
|
||||
policy (/mud_dir/lib/text/policies)
|
||||
wizlist (/mud_dir/lib/text/wizlist)
|
||||
xhelp (/mud_dir/lib/text/help/*)
|
||||
#
|
||||
REROLL
|
||||
|
||||
Usage: reroll <player>
|
||||
|
||||
REROLL gives a player new stats (i.e., Str, Int, Wis, Dex, Con, and Cha)
|
||||
|
||||
See also: STAT
|
||||
#
|
||||
RESTORE
|
||||
|
||||
Usage: restore <player | mobile>
|
||||
|
||||
RESTORE restores a player or mobile to full hit, mana, and movement points.
|
||||
If used on immortals, it also sets all skill levels to 100%.
|
||||
#
|
||||
RETURN
|
||||
|
||||
Usage: return
|
||||
|
||||
RETURN returns you to your regular body if you are switched into a mob.
|
||||
|
||||
See also: SWITCH
|
||||
#
|
||||
ROOMFLAGS
|
||||
|
||||
Usage: roomflags
|
||||
|
||||
Toggles a flag which causes the virtual room number and room flags, if any,
|
||||
to be displayed next to room names.
|
||||
#
|
||||
SET
|
||||
|
||||
Usage: set [ file | player ] <character> <field> <value>
|
||||
|
||||
SET is an extremely powerful command, capable of setting dozens of aspects of
|
||||
characters, both players and mobiles.
|
||||
|
||||
SET PLAYER forces set to look for a player and not a mobile; useful for
|
||||
players with names such as 'guard'.
|
||||
|
||||
SET FILE lets you change players who are not logged on. If you use SET FILE
|
||||
on a player who IS logged on, your change will be lost. If you wish to set
|
||||
a player who is in the game but is linkless, use set twice -- once with the
|
||||
FILE argument, and once without -- to make sure that the change takes.
|
||||
|
||||
For toggled fields (BINARY), the value must be ON, OFF, YES, or NO.
|
||||
|
||||
The following are valid fields:
|
||||
|
||||
Field Level Required Who Value Type Decription
|
||||
-----------------------------------------------------------------------------
|
||||
age LVL_GRGOD BOTH NUMBER Character's age
|
||||
brief LVL_GOD PC BINARY Brief mode
|
||||
invstart LVL_GOD PC BINARY Invisible @ Start
|
||||
title LVL_GOD PC MISC Player's title
|
||||
nosummon LVL_GRGOD PC BINARY NOSUMMON flag
|
||||
maxhit LVL_GRGOD BOTH NUMBER Max HP
|
||||
maxmana LVL_GRGOD BOTH NUMBER Max mana
|
||||
maxmove LVL_GRGOD BOTH NUMBER Max movement
|
||||
hit LVL_GRGOD BOTH NUMBER Current HP
|
||||
mana LVL_GRGOD BOTH NUMBER Current mana
|
||||
move LVL_GRGOD BOTH NUMBER Current movement
|
||||
align LVL_GOD BOTH NUMBER Alignment
|
||||
str LVL_GRGOD BOTH NUMBER Strength
|
||||
stradd LVL_GRGOD BOTH NUMBER Additional STR (18/xx)
|
||||
int LVL_GRGOD BOTH NUMBER Inteligence
|
||||
wis LVL_GRGOD BOTH NUMBER Wisdom
|
||||
dex LVL_GRGOD BOTH NUMBER Dexterity
|
||||
con LVL_GRGOD BOTH NUMBER Constitution
|
||||
cha LVL_GRGOD BOTH NUMBER Charisma
|
||||
sex LVL_GRGOD BOTH MISC Sex
|
||||
ac LVL_GRGOD BOTH NUMBER Armor class
|
||||
gold LVL_GOD BOTH NUMBER Gold (On hand)
|
||||
bank LVL_GOD PC NUMBER Gold in bank
|
||||
exp LVL_GRGOD BOTH NUMBER Experience points
|
||||
hitroll LVL_GRGOD BOTH NUMBER To-Hit modifier
|
||||
damroll LVL_GRGOD BOTH NUMBER Damage modifier
|
||||
invis LVL_IMPL PC NUMBER Invisible (level)
|
||||
nohassle LVL_GRGOD PC BINARY NOHASSLE flag
|
||||
frozen LVL_FREEZE PC BINARY FROZEN flag
|
||||
practices LVL_GRGOD PC NUMBER # of practices
|
||||
lessons LVL_GRGOD PC NUMBER # of practices
|
||||
drunk LVL_GRGOD BOTH MISC Drunkeness
|
||||
hunger LVL_GRGOD BOTH MISC Hrs to hunger
|
||||
thirst LVL_GRGOD BOTH MISC Hrs to thirst
|
||||
killer LVL_GOD PC BINARY KILLER flag
|
||||
thief LVL_GOD PC BINARY THIEF flag
|
||||
level LVL_IMPL BOTH NUMBER Level
|
||||
room LVL_IMPL BOTH NUMBER Move to room
|
||||
roomflag LVL_GRGOD PC BINARY ROOMFLAGS flag
|
||||
siteok LVL_GRGOD PC BINARY SITEOK flag
|
||||
deleted LVL_IMPL PC BINARY DELETED flag
|
||||
class LVL_GRGOD BOTH MISC Class (W/T/C/M)
|
||||
nowizlist LVL_GOD PC BINARY Not Wizlistable flag
|
||||
quest LVL_GOD PC BINARY QUESTING flag
|
||||
loadroom LVL_GRGOD PC MISC Room to load in (#/off)
|
||||
color LVL_GOD PC BINARY COLOR flag
|
||||
idnum LVL_IMPL PC NUMBER ID Number
|
||||
passwd LVL_IMPL PC MISC Player password
|
||||
nodelete LVL_GOD PC BINARY Undeletable flag
|
||||
|
||||
See also: STAT
|
||||
#
|
||||
SHOW
|
||||
|
||||
Usage: show <mode> [argument]
|
||||
|
||||
Valid Modes:
|
||||
|
||||
death errors godrooms houses
|
||||
player rent shops stats
|
||||
zones
|
||||
|
||||
The SHOW command displays information. Some modes of show require additional
|
||||
information, such as a player name.
|
||||
|
||||
death: Shows all death traps in the game.
|
||||
errors: Shows errant rooms.
|
||||
godrooms: Shows the rooms in the 'god zone'.
|
||||
houses: Shows the houses that are currently defined.
|
||||
player: Shows player summary information, simply provide a player name.
|
||||
rent: Shows the filename and path to a players rent file.
|
||||
shops: Shows all the shops in the game and their buy/sell parameters.
|
||||
stats: Shows game status information including players in game, mobs etc.
|
||||
zones: Shows all the zones in the game and their current reset status.
|
||||
An age of -1 means it is in the 'to be reset next' queue.
|
||||
|
||||
See also: STAT, ZRESET
|
||||
#
|
||||
SHUTDOWN
|
||||
|
||||
Usage: shutdown [reboot | die | pause]
|
||||
|
||||
SHUTDOWN shuts the MUD down. The SHUTDOWN command works in conjunction with
|
||||
CircleMUD's 'autorun' script. If you are not using autorun, the arguments are
|
||||
meaningless. If you are using autorun, the following arguments are available:
|
||||
|
||||
REBOOT Pause only 5 seconds instead of the normal 40 before trying to
|
||||
restart the MUD.
|
||||
|
||||
DIE Kill the autorun script; the MUD will not reboot until autorun is
|
||||
explicitly run again.
|
||||
|
||||
PAUSE Create a file called 'paused' in Circle's root directory; do not
|
||||
try to restart the MUD until 'paused' is removed.
|
||||
#
|
||||
SKILLSET
|
||||
|
||||
Usage: skillset <name> '<skill>' <value>
|
||||
|
||||
Sets the specified skill to the specified value.
|
||||
|
||||
See also: SET
|
||||
#
|
||||
SLOWNS
|
||||
|
||||
Usage: slowns
|
||||
|
||||
Toggles whether or not IP addresses are resolved into readable site names.
|
||||
If slow nameserver is enabled, USERS will show only IP addresses.
|
||||
(128.123.222.111 etc).
|
||||
|
||||
See also: USERS
|
||||
#
|
||||
SNOOP
|
||||
|
||||
Usage: snoop [player]
|
||||
|
||||
Snoop allows you to listen in on another player's session; everything the
|
||||
player sees or types will be displayed on your terminal preceded by a '%'.
|
||||
|
||||
Obviously, there are many ethical considerations to the use of this command;
|
||||
snoop should be used minimally, and only for disciplinary purposes.
|
||||
|
||||
Type snoop <your name> or just snoop to stop snooping.
|
||||
#
|
||||
SNOWBALL
|
||||
|
||||
Snowball is just a social -- it prints a funny message, and nothing more.
|
||||
#
|
||||
STAT
|
||||
|
||||
Usage: stat [player | object | mobile | file] <name>
|
||||
|
||||
Gives information about players, monsters, and objects in the game. The type
|
||||
argument is optional.
|
||||
|
||||
STAT PLAYER will search only for players; useful for statting people with
|
||||
names such as Red or Cityguard.
|
||||
|
||||
STAT OBJECT will search only for objects.
|
||||
|
||||
STAT MOBILE will search only for monsters.
|
||||
|
||||
STAT FILE is used to stat players who are not logged in; the information
|
||||
displayed comes from the playerfile.
|
||||
|
||||
Examples:
|
||||
|
||||
> stat fido
|
||||
> stat player red
|
||||
> stat mobile red
|
||||
> stat file niandra
|
||||
> stat object thunderbolt
|
||||
|
||||
See also: VSTAT
|
||||
#
|
||||
STRING
|
||||
|
||||
Usage: string <type> <name> <field> [<string> | <keyword>]
|
||||
|
||||
For changing the text-strings associated with objects and characters. The
|
||||
format is:
|
||||
|
||||
Type is either 'obj' or 'char'.
|
||||
|
||||
Field is one of the following(the names may be abbreviated):
|
||||
|
||||
Name (the call-name of an obj/char - kill giant)
|
||||
Short (for inventory lists (obj's) and actions (char's))
|
||||
Long (for when obj/character is seen in room)
|
||||
Title (for players)
|
||||
Description (For look at. For obj's, must be followed by a keyword)
|
||||
Delete-description (only for obj's. Must be followed by keyword)
|
||||
|
||||
Where a string is expected as the last argument, a newline will make you enter
|
||||
a string mode, and the game will prompt you for new lines to the string until
|
||||
you exceed the maximum length for the string or you end a line with a '@'.
|
||||
|
||||
Mobiles and objects currently cannot be strung.
|
||||
#
|
||||
SWITCH
|
||||
|
||||
Usage: switch <monster>
|
||||
|
||||
SWITCH is used to take over the body of mobiles; useful for interactive
|
||||
adventures. If the monster in which you are switched is killed you will be
|
||||
returned to your own body.
|
||||
|
||||
See also: RETURN
|
||||
#
|
||||
SYSLOG
|
||||
|
||||
Usage: syslog [off | brief | normal | complete]
|
||||
|
||||
The SYSLOG command controls how detailed of an on-line system log you see.
|
||||
Messages surrounded by '[' and ']' are syslog messages and are in green
|
||||
if you have color on.
|
||||
|
||||
The messages you receive are level dependent.
|
||||
|
||||
Examples:
|
||||
|
||||
> syslog complete
|
||||
> syslog off
|
||||
|
||||
See also: COLOR
|
||||
#
|
||||
UNAFFECT
|
||||
|
||||
Usage: unaffect <victim>
|
||||
|
||||
Removes all affections (i.e., spell effects) from a player.
|
||||
|
||||
See also: STAT
|
||||
#
|
||||
UPTIME
|
||||
|
||||
Usage: uptime
|
||||
|
||||
Displays when the game was booted and calculates how long ago that was.
|
||||
#
|
||||
USERS
|
||||
|
||||
Usage: users [switches]
|
||||
|
||||
USERS gives a list of all sockets (i.e., connections) currently active on the
|
||||
MUD. The multi-column display shows the socket number (used by DC), class,
|
||||
level, and name of the player connected, connection state, idle time, and
|
||||
hostname.
|
||||
|
||||
The following switches are available:
|
||||
|
||||
-k or -o Show only outlaws (killers and thieves).
|
||||
-p Show only sockets in the playing sockets.
|
||||
-d Show only non-playing (deadweight) sockets.
|
||||
-l min-max Show only sockets whose characters are from level min to max.
|
||||
-n <name> Show the socket with <name> associated with it.
|
||||
-h <host> Show all sockets from <host>.
|
||||
-c list Show only sockets whose characters' classes are in list.
|
||||
|
||||
See also: DC, SLOWNS
|
||||
#
|
||||
VNUM
|
||||
|
||||
Usage: vnum <mob | obj> <name>
|
||||
|
||||
Gives a list of the virtual numbers of objects or mobiles which have the
|
||||
specified name.
|
||||
|
||||
Examples:
|
||||
|
||||
> vnum obj ring
|
||||
1. [ 904] a platinum ring
|
||||
2. [ 2543] a seashell ring
|
||||
3. [ 2588] a small emerald ring
|
||||
|
||||
> vnum mob dragon
|
||||
1. [ 1] Puff
|
||||
2. [ 908] the dragon turtle
|
||||
3. [ 2548] the Master of Illusions
|
||||
#
|
||||
VSTAT
|
||||
|
||||
Usage: vstat < mob | obj > <virtual number>
|
||||
|
||||
Used to stat a prototypical mobile or object by virtual number.
|
||||
|
||||
Examples:
|
||||
|
||||
> vstat obj 3000
|
||||
> vstat mob 3001
|
||||
|
||||
See also: LOAD, STAT, VNUM
|
||||
#
|
||||
WIZHELP
|
||||
|
||||
Usage: wizhelp
|
||||
|
||||
Gives a list of the special commands available at your level.
|
||||
#
|
||||
WIZLOCK
|
||||
|
||||
Usage: wizlock [value]
|
||||
|
||||
WIZLOCK allows you to restrict the game. WIZLOCK 1 prevents new characters
|
||||
from being created. WIZLOCK n, 2 <= n <= 34, prevents new characters and
|
||||
allows only characters level n and above to log on. WIZLOCK with no argument
|
||||
displays the current WIZLOCK level.
|
||||
|
||||
See also: BAN
|
||||
#
|
||||
WIZNET ;
|
||||
|
||||
The immortal communication channel.
|
||||
|
||||
Usage: wiznet [ '@' | '+' | '-' | '#' ] [<text>]
|
||||
|
||||
Examples:
|
||||
|
||||
>; <text> - just sends text
|
||||
>; @ - shows all gods that are on and visible to you
|
||||
- also shows if the gods who are visible to you are writing
|
||||
|
||||
This code was provided by Gnort.
|
||||
|
||||
See also: NOWIZ
|
||||
#
|
||||
ZRESET
|
||||
|
||||
Usage: zreset < zone | '*' | '.' >
|
||||
|
||||
Used to force a zone to reset. '*' forces all zones to reset. '.' forces
|
||||
the zone you are in to reset.
|
||||
|
||||
See also: SHOW -> ZONES
|
||||
#
|
||||
$
|
||||
@@ -1,9 +1,13 @@
|
||||
(lib/text/news)
|
||||
THE 2007 tbaMUD HERALD
|
||||
THE 2008 tbaMUD HERALD
|
||||
"We addict players for their own enjoyment."
|
||||
|
||||
NEW COMMANDS AND NEW MUD BEHAVIOR:
|
||||
---------------------------------
|
||||
** Check out the latest news and information on the tbaMUD codebase with
|
||||
tbaMUDs new content management system (drupal) at http://tbamud.com.
|
||||
Forums, blogs, etc. (thanks Mordecai)
|
||||
|
||||
** Doors are now visible in the exits menu. i.e. Exits: n (e) w s.
|
||||
|
||||
** Added questpoints so be sure to ask about quests.
|
||||
|
||||
@@ -982,6 +982,7 @@ He is covered in a film of dirt and grime. He smells even worse than you.
|
||||
80 6400
|
||||
8 8 1
|
||||
E
|
||||
T 206
|
||||
#169
|
||||
citizen~
|
||||
a citizen~
|
||||
@@ -1277,10 +1278,11 @@ carries out their orders and makes a good job of it. He has been fighting more
|
||||
years than you've been living.
|
||||
~
|
||||
2058 0 0 0 0 0 0 0 1000 E
|
||||
30 10 -8 6d6+300 5d5+5
|
||||
300 90000
|
||||
5 19 7 1d1+50 1d2+0
|
||||
50 2500
|
||||
8 8 1
|
||||
E
|
||||
T 207
|
||||
#190
|
||||
cat pussy~
|
||||
the cat~
|
||||
|
||||
@@ -482,7 +482,7 @@ T 3011
|
||||
#3089
|
||||
petshops shop boy~
|
||||
the Pet Shop Boy~
|
||||
There is a Pet Shop Boy standing here cuddleing something furry in his hands.
|
||||
There is a Pet Shop Boy standing here cuddling something furry in his hands.
|
||||
~
|
||||
As you look at him, he opens his hands to reveal a rat!
|
||||
~
|
||||
|
||||
@@ -40,6 +40,10 @@ The email listing of the gods is pinned against the wall.~
|
||||
0 0 0 0
|
||||
1 1 0 30
|
||||
E
|
||||
emails listing~
|
||||
HELP CONTACT
|
||||
~
|
||||
E
|
||||
wizlist~
|
||||
Implementors
|
||||
~~~~~~~~~~~
|
||||
@@ -56,10 +60,6 @@ wizlist~
|
||||
Santa Shamra Shimmer Silvanos Smaug Snowlock Talgard Taylor
|
||||
Theophilus Tocamat Torpidai Treestump Tuskony Zizazat
|
||||
~
|
||||
E
|
||||
emails listing~
|
||||
HELP CONTACT
|
||||
~
|
||||
#5
|
||||
foraged berries~
|
||||
some foraged berries~
|
||||
@@ -803,6 +803,20 @@ comfy bed~
|
||||
This bed is beckoning you to lay down and get some much needed sleep.
|
||||
Just "sleep bed"
|
||||
~
|
||||
#49
|
||||
quarter coin~
|
||||
a quarter~
|
||||
A typical U.S. quarter that appears to be perfect for flipping.~
|
||||
~
|
||||
12 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
1 1 0 0
|
||||
T 37
|
||||
E
|
||||
coin quarter~
|
||||
This quarter is perfect for deciding those difficult boolean questions you
|
||||
may have. Just "flip quarter"
|
||||
~
|
||||
#50
|
||||
generic light~
|
||||
a generic light~
|
||||
|
||||
@@ -1063,8 +1063,8 @@ visible.
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
E
|
||||
september~
|
||||
. .:IIIIHIHHIHHHII::I:.
|
||||
june~
|
||||
. .:IIIIHIHHIHHHII::I:.
|
||||
:IIIIHIHHHHHHMMHHIHHIIHHIII:.
|
||||
,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:.
|
||||
.:IIHHHHHHHHMMMMMHHHHMMMHHMHHHIIIHIIII:
|
||||
@@ -1121,9 +1121,21 @@ IHHHHMHMMMMMMMHHHHHI:IT:TI:..:HI:.. ..:. . :IHII
|
||||
::.:............. .. . ...AHIHIIIIIHHHI::""' 'VII:.. .. .
|
||||
::.:.:.......... .. . ...HHHIIIIIIHHHI::. . 'VII::. . . ,
|
||||
':::.:.:..... .. . . . ..:MHHIHIIIII:I::. . 'VII:::. .. .
|
||||
:::::.:..:.... . . . ...AHHHHIHIIII:::. . 'VII:::. . . :.
|
||||
:::::::.:..... .. . ....MHHHHHIHIII::.:.. . 'VII::. . ::
|
||||
:::::::::.:.... .. ....:MHHHHIHII:I::::... . 'VI::. . ::I)
|
||||
'::::::::::.:... .. ...:MHHHHIHIIII::::.. . 'VI:. ...:V
|
||||
.:::::::::::.:.... . .AMMHHIHIII:I::::... . . I::. ...:-"
|
||||
:.::I::::::::.:. . ..MMMHHIHIIII:I:::... . . .::. ,..-"
|
||||
:..:II:I:::::.:.. . ..MMMHHIHIIIIIII:I::.... . . ..::""'
|
||||
.::.:III:I::::::.:.. ..MMMMIVHIHIIIII:I::::.... . .....:,
|
||||
.:.::..:III:I:::::.:... .MMHMAIVHHIHIIIII:I::::.. . ..::..:,
|
||||
. .:::.::III:I::::.:... .VMMHMAIVHHHIHIIII:I::::.. ..:...:::
|
||||
. :::I.:::III:I:::.::.. .:MMHHMAIVHHIHIIIII:I::::....:::.::::
|
||||
.::IIH.:::III:I::::.:.. .MMHMHMAIVHHHIHIIIIII:I
|
||||
~
|
||||
E
|
||||
august~
|
||||
april~
|
||||
. nHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHn.
|
||||
.MS?MMMMMMMMMMMMMMMMMM?MM-MMMMMMMMMSHMMMMMMM
|
||||
MMMMMH?MMMMMMMX*MM?MMX%MM/MMMMMM"HMMMMMMMMMMMM
|
||||
@@ -1176,7 +1188,7 @@ august~
|
||||
%% % %%%%%%
|
||||
~
|
||||
E
|
||||
july~
|
||||
March~
|
||||
. ,.--..
|
||||
,::.'.. . . "VI:I:".':-.,.
|
||||
,I::. .. . 'VHMHII:.::;:.:,..
|
||||
@@ -1242,183 +1254,6 @@ july~
|
||||
':::.:... ..I::I::.:....:. .: .. ...::. . . III:II:. '
|
||||
~
|
||||
E
|
||||
june~
|
||||
. :AMMMMMMMMMMMMA:
|
||||
:AMMMMMMMMMHHHHHMMMMMMMMA:
|
||||
:AMHMMMMHHMHIHHIMMMHMMMMHHA:
|
||||
:AM'MMMMMMHHIHHHIMMMMMIMMHHHH:
|
||||
AM:IMMMMMHHIHIHHHIMMHHHHHHHHHH
|
||||
AMIIHMMMMMHIHHHIHHIHHHHHHHHHHHH:
|
||||
MMIHHMMMMMHHIHHHIHHHHHHHHHHHHHHH
|
||||
AMMMMMHHHHHHI;;;;;;;IHHHI;;IHHHHH
|
||||
MMMMHIIII;":AMMMMA ,[[, HH
|
||||
MMMMHII; AW"'''' :: HH
|
||||
IHHIHIII;:'' ,GFMF[ [MM[: IH
|
||||
AHHIHII;::': ";[P,[ ;; :::: IH
|
||||
IHHHIHII;;:: :[;: ;H
|
||||
AHHHHHII;;;:: : : [ : ;H
|
||||
IHHIIHI:[;;;:: ; ; ; , , IH
|
||||
IHHIIHH:[;;;: ; ;: ':"::" '; IH
|
||||
IHHIIHI:[;;: ::: ; ,,,, ' HH
|
||||
:IHHHIHHMMA;::: [;;""""""[; AMI
|
||||
;IHHHHIIHMM;: : : ;;[,,,,[; HHI
|
||||
IIHHMMHHIHHM;:: '"""' AMHI
|
||||
IIHHMMHMHHIIIM;:: AMMHI
|
||||
IHHHMMHMHMHHHIHI;:: :AMMMHI
|
||||
IHHHMMMMHMMHHHII;;;;:: :,;; MMMHHI
|
||||
IHHHMMHHHHMMHHHI;:";;;;;;" MMMIH'
|
||||
;IHHMMHMMMMHF"HHII MMMHH
|
||||
IHHMMHV;;:: HHII;: : MMHHI
|
||||
IHHMV;;::: HHII;: : : MMHI;
|
||||
IHMV;;:: : "HII;: :: MMI;
|
||||
:IHV;:: : 'HI: :: MM;
|
||||
IV;:: : : "II;: ;
|
||||
IH;;::: : ;;;I: ;
|
||||
;M;;:::: : ';;;HI: '
|
||||
MH;;:::: : ';;HI: ;
|
||||
IM;;;::: : :[; ';I"I: ;
|
||||
M;;;::: : : [;;,: ' : '
|
||||
;;:::: : ::'' : ':
|
||||
;;::: : : ': :
|
||||
:;;:: : :: ':'
|
||||
;;:: : : : '':
|
||||
;;:: : : :;,:
|
||||
;;:: : :: ;[[[,:
|
||||
:;;:: : : ;;[[[;':
|
||||
;;:: : : [:: : : ;[[[[;;[,
|
||||
;:: : [;;;: : :, [[[[['[[;
|
||||
;:: : :M;;: : :,[ [[[[ [['
|
||||
;: : "[:: : ::[ ;[' ;[
|
||||
;: : "[: : ::[ :' :'
|
||||
:: :: : ", :::;[ :' :;
|
||||
: :: ': : :::;[ ::' :;
|
||||
:: ; : : ::::;[:,,::;;I' ;;
|
||||
;;:;: : : : :::::::: '""' I[[;"'
|
||||
;;;:: : : '::::' ;
|
||||
;;;:: : : : ;
|
||||
';;;;::: : : ': ;
|
||||
';;:::: : :
|
||||
M;:::: : ':
|
||||
MMMI;:::: : ;
|
||||
MMMMMA;::: :
|
||||
AHHMMMMHA;:::: : ;
|
||||
:MHHMMMMMMMA;: ' :
|
||||
AHHHMMM;"TTTTL: : ;
|
||||
AHHHHHHMMLLLLLH ': :
|
||||
:MHHH:::;HHMMMMMA: : ;
|
||||
:AHHH:::HH;;;;;MMM;: :
|
||||
:MHH;: ;;;;;MMM:: : : ;
|
||||
:MH;: : ';;;;MMM:: ': ':
|
||||
,H;: ';;;MMM::: :':' ;
|
||||
,;: : : : ;;;Y;H:: :
|
||||
,;: : : : ';;;:; : : ; ;
|
||||
[;:: : ;;:; ; ; ;
|
||||
~
|
||||
E
|
||||
may~
|
||||
. 8888 8888888
|
||||
888888888888888888888888
|
||||
8888:::8888888888888888888888888
|
||||
8888::::::8888888888888888888888888888
|
||||
88::::::::888:::8888888888888888888888888
|
||||
88888888::::8:::::::::::88888888888888888888
|
||||
888 8::888888::::::::::::::::::88888888888 888
|
||||
88::::88888888::::m::::::::::88888888888 8
|
||||
888888888888888888:M:::::::::::8888888888888
|
||||
88888888888888888888::::::::::::M88888888888888
|
||||
8888888888888888888888:::::::::M8888888888888888
|
||||
8888888888888888888888:::::::M888888888888888888
|
||||
8888888888888888::88888::::::M88888888888888888888
|
||||
88888888888888888:::88888:::::M888888888888888 8888
|
||||
88888888888888888:::88888::::M::;o*M*o;888888888 88
|
||||
88888888888888888:::8888:::::M:::::::::::88888888 8
|
||||
88888888888888888::::88::::::M:;:::::::::::888888888
|
||||
8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
|
||||
88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
|
||||
88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
|
||||
8 8888888888888:::::::::::M::"@@@@@@@"::::8w8888888888888888
|
||||
88888888888:888::::::::::M:::::"@a@":::::M8i888888888888888
|
||||
8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
|
||||
8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
|
||||
888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
|
||||
888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
|
||||
8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
|
||||
888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
|
||||
888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
|
||||
88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
|
||||
88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
|
||||
8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
|
||||
8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
|
||||
88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
|
||||
8888M:::::888MM::::::::8:::::::::::M::::8888::::M::::M
|
||||
88888M:::::88:M::::::::::8:::::::::::M:::8888::::::M::M
|
||||
88 888MM:::888:M:::::::::::::::::::::::M:8888:::::::::M:
|
||||
8 88888M:::88::M:::::::::::::::::::::::MM:88::::::::::::M
|
||||
88888M:::88::M::::::::::*88*::::::::::M:88::::::::::::::M
|
||||
888888M:::88::M:::::::::88@@88:::::::::M::88::::::::::::::M
|
||||
888888MM::88::MM::::::::88@@88:::::::::M:::8::::::::::::::*8
|
||||
88888 M:::8::MM:::::::::*88*::::::::::M:::::::::::::::::88@@
|
||||
8888 MM::::::MM:::::::::::::::::::::MM:::::::::::::::::88@@
|
||||
888 M:::::::MM:::::::::::::::::::MM::M::::::::::::::::*8
|
||||
888 MM:::::::MMM::::::::::::::::MM:::MM:::::::::::::::M
|
||||
88 M::::::::MMMM:::::::::::MMMM:::::MM::::::::::::MM
|
||||
88 MM:::::::::MMMMMMMMMMMMMMM::::::::MMM::::::::MMM
|
||||
88 MM::::::::::::MMMMMMM::::::::::::::MMMMMMMMMM
|
||||
88 8MM::::::::::::::::::::::::::::::::::MMMMMM
|
||||
~
|
||||
E
|
||||
January~
|
||||
. 8888 8888888
|
||||
888888888888888888888888
|
||||
8888:::8888888888888888888888888
|
||||
8888::::::8888888888888888888888888888
|
||||
88::::::::888:::8888888888888888888888888
|
||||
88888888::::8:::::::::::88888888888888888888
|
||||
888 8::888888::::::::::::::::::88888888888 888
|
||||
88::::88888888::::m::::::::::88888888888 8
|
||||
888888888888888888:M:::::::::::8888888888888
|
||||
88888888888888888888::::::::::::M88888888888888
|
||||
8888888888888888888888:::::::::M8888888888888888
|
||||
8888888888888888888888:::::::M888888888888888888
|
||||
8888888888888888::88888::::::M88888888888888888888
|
||||
88888888888888888:::88888:::::M888888888888888 8888
|
||||
88888888888888888:::88888::::M::;o*M*o;888888888 88
|
||||
88888888888888888:::8888:::::M:::::::::::88888888 8
|
||||
88888888888888888::::88::::::M:;:::::::::::888888888
|
||||
8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
|
||||
88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
|
||||
88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
|
||||
8 8888888888888:::::::::::M::"@@@::::8w8888888888888888
|
||||
88888888888:888::::::::::M:::::":::::M8i888888888888888
|
||||
8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
|
||||
8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
|
||||
888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
|
||||
888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
|
||||
8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
|
||||
888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
|
||||
888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
|
||||
88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
|
||||
88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
|
||||
8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
|
||||
8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
|
||||
88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
|
||||
8888M:::::888MM::::::::8:::::::::::M::::8888::::M::::M
|
||||
88888M:::::88:M::::::::::8:::::::::::M:::8888::::::M::M
|
||||
88 888MM:::888:M:::::::::::::::::::::::M:8888:::::::::M:
|
||||
8 88888M:::88::M:::::::::::::::::::::::MM:88::::::::::::M
|
||||
88888M:::88::M::::::::::*88*::::::::::M:88::::::::::::::M
|
||||
888888M:::88::M:::::::::88@8:::::::::M::88::::::::::::::M
|
||||
888888MM::88::MM::::::::88@8:::::::::M:::8::::::::::::::*8
|
||||
88888 M:::8::MM:::::::::*88*::::::::::M:::::::::::::::::88@
|
||||
8888 MM::::::MM:::::::::::::::::::::MM:::::::::::::::::88@
|
||||
888 M:::::::MM:::::::::::::::::::MM::M::::::::::::::::*8
|
||||
888 MM:::::::MMM::::::::::::::::MM:::MM:::::::::::::::M
|
||||
88 M::::::::MMMM:::::::::::MMMM:::::MM::::::::::::MM
|
||||
88 MM:::::::::MMMMMMMMMMMMMMM::::::::MMM::::::::MMM
|
||||
88 MM::::::::::::MMMMMMM::::::::::::::MMMMMMMMMM
|
||||
88 8MM::::::::::::::::::::::::::::::::::MMMMMM
|
||||
~
|
||||
E
|
||||
february~
|
||||
. :AMMMMMMMMMMMMA:
|
||||
:AMMMMMMMMMHHHHHMMMMMMMMA:
|
||||
@@ -1492,7 +1327,184 @@ february~
|
||||
[;:: : ;;:; ; ; ;
|
||||
~
|
||||
E
|
||||
March~
|
||||
January~
|
||||
. 8888 8888888
|
||||
888888888888888888888888
|
||||
8888:::8888888888888888888888888
|
||||
8888::::::8888888888888888888888888888
|
||||
88::::::::888:::8888888888888888888888888
|
||||
88888888::::8:::::::::::88888888888888888888
|
||||
888 8::888888::::::::::::::::::88888888888 888
|
||||
88::::88888888::::m::::::::::88888888888 8
|
||||
888888888888888888:M:::::::::::8888888888888
|
||||
88888888888888888888::::::::::::M88888888888888
|
||||
8888888888888888888888:::::::::M8888888888888888
|
||||
8888888888888888888888:::::::M888888888888888888
|
||||
8888888888888888::88888::::::M88888888888888888888
|
||||
88888888888888888:::88888:::::M888888888888888 8888
|
||||
88888888888888888:::88888::::M::;o*M*o;888888888 88
|
||||
88888888888888888:::8888:::::M:::::::::::88888888 8
|
||||
88888888888888888::::88::::::M:;:::::::::::888888888
|
||||
8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
|
||||
88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
|
||||
88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
|
||||
8 8888888888888:::::::::::M::"@@@::::8w8888888888888888
|
||||
88888888888:888::::::::::M:::::":::::M8i888888888888888
|
||||
8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
|
||||
8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
|
||||
888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
|
||||
888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
|
||||
8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
|
||||
888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
|
||||
888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
|
||||
88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
|
||||
88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
|
||||
8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
|
||||
8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
|
||||
88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
|
||||
8888M:::::888MM::::::::8:::::::::::M::::8888::::M::::M
|
||||
88888M:::::88:M::::::::::8:::::::::::M:::8888::::::M::M
|
||||
88 888MM:::888:M:::::::::::::::::::::::M:8888:::::::::M:
|
||||
8 88888M:::88::M:::::::::::::::::::::::MM:88::::::::::::M
|
||||
88888M:::88::M::::::::::*88*::::::::::M:88::::::::::::::M
|
||||
888888M:::88::M:::::::::88@8:::::::::M::88::::::::::::::M
|
||||
888888MM::88::MM::::::::88@8:::::::::M:::8::::::::::::::*8
|
||||
88888 M:::8::MM:::::::::*88*::::::::::M:::::::::::::::::88@
|
||||
8888 MM::::::MM:::::::::::::::::::::MM:::::::::::::::::88@
|
||||
888 M:::::::MM:::::::::::::::::::MM::M::::::::::::::::*8
|
||||
888 MM:::::::MMM::::::::::::::::MM:::MM:::::::::::::::M
|
||||
88 M::::::::MMMM:::::::::::MMMM:::::MM::::::::::::MM
|
||||
88 MM:::::::::MMMMMMMMMMMMMMM::::::::MMM::::::::MMM
|
||||
88 MM::::::::::::MMMMMMM::::::::::::::MMMMMMMMMM
|
||||
88 8MM::::::::::::::::::::::::::::::::::MMMMMM
|
||||
~
|
||||
E
|
||||
may~
|
||||
. 8888 8888888
|
||||
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|
||||
8888:::8888888888888888888888888
|
||||
8888::::::8888888888888888888888888888
|
||||
88::::::::888:::8888888888888888888888888
|
||||
88888888::::8:::::::::::88888888888888888888
|
||||
888 8::888888::::::::::::::::::88888888888 888
|
||||
88::::88888888::::m::::::::::88888888888 8
|
||||
888888888888888888:M:::::::::::8888888888888
|
||||
88888888888888888888::::::::::::M88888888888888
|
||||
8888888888888888888888:::::::::M8888888888888888
|
||||
8888888888888888888888:::::::M888888888888888888
|
||||
8888888888888888::88888::::::M88888888888888888888
|
||||
88888888888888888:::88888:::::M888888888888888 8888
|
||||
88888888888888888:::88888::::M::;o*M*o;888888888 88
|
||||
88888888888888888:::8888:::::M:::::::::::88888888 8
|
||||
88888888888888888::::88::::::M:;:::::::::::888888888
|
||||
8888888888888888888:::8::::::M::aAa::::::::M8888888888 8
|
||||
88 8888888888::88::::8::::M:::::::::::::888888888888888 8888
|
||||
88 88888888888:::8:::::::::M::::::::::;::88:88888888888888888
|
||||
8 8888888888888:::::::::::M::"@@@@@@@"::::8w8888888888888888
|
||||
88888888888:888::::::::::M:::::"@a@":::::M8i888888888888888
|
||||
8888888888::::88:::::::::M88:::::::::::::M88z88888888888888888
|
||||
8888888888:::::8:::::::::M88888:::::::::MM888!888888888888888888
|
||||
888888888:::::8:::::::::M8888888MAmmmAMVMM888*88888888 88888888
|
||||
888888 M:::::::::::::::M888888888:::::::MM88888888888888 8888888
|
||||
8888 M::::::::::::::M88888888888::::::MM888888888888888 88888
|
||||
888 M:::::::::::::M8888888888888M:::::mM888888888888888 8888
|
||||
888 M::::::::::::M8888:888888888888::::m::Mm88888 888888 8888
|
||||
88 M::::::::::::8888:88888888888888888::::::Mm8 88888 888
|
||||
88 M::::::::::8888M::88888::888888888888:::::::Mm88888 88
|
||||
8 MM::::::::8888M:::8888:::::888888888888::::::::Mm8 4
|
||||
8M:::::::8888M:::::888:::::::88:::8888888::::::::Mm 2
|
||||
88MM:::::8888M:::::::88::::::::8:::::888888:::M:::::M
|
||||
8888M:::::888MM::::::::8:::::::::::M::::8888::::M::::M
|
||||
88888M:::::88:M::::::::::8:::::::::::M:::8888::::::M::M
|
||||
88 888MM:::888:M:::::::::::::::::::::::M:8888:::::::::M:
|
||||
8 88888M:::88::M:::::::::::::::::::::::MM:88::::::::::::M
|
||||
88888M:::88::M::::::::::*88*::::::::::M:88::::::::::::::M
|
||||
888888M:::88::M:::::::::88@@88:::::::::M::88::::::::::::::M
|
||||
888888MM::88::MM::::::::88@@88:::::::::M:::8::::::::::::::*8
|
||||
88888 M:::8::MM:::::::::*88*::::::::::M:::::::::::::::::88@@
|
||||
8888 MM::::::MM:::::::::::::::::::::MM:::::::::::::::::88@@
|
||||
888 M:::::::MM:::::::::::::::::::MM::M::::::::::::::::*8
|
||||
888 MM:::::::MMM::::::::::::::::MM:::MM:::::::::::::::M
|
||||
88 M::::::::MMMM:::::::::::MMMM:::::MM::::::::::::MM
|
||||
88 MM:::::::::MMMMMMMMMMMMMMM::::::::MMM::::::::MMM
|
||||
88 MM::::::::::::MMMMMMM::::::::::::::MMMMMMMMMM
|
||||
88 8MM::::::::::::::::::::::::::::::::::MMMMMM
|
||||
~
|
||||
E
|
||||
june~
|
||||
. :AMMMMMMMMMMMMA:
|
||||
:AMMMMMMMMMHHHHHMMMMMMMMA:
|
||||
:AMHMMMMHHMHIHHIMMMHMMMMHHA:
|
||||
:AM'MMMMMMHHIHHHIMMMMMIMMHHHH:
|
||||
AM:IMMMMMHHIHIHHHIMMHHHHHHHHHH
|
||||
AMIIHMMMMMHIHHHIHHIHHHHHHHHHHHH:
|
||||
MMIHHMMMMMHHIHHHIHHHHHHHHHHHHHHH
|
||||
AMMMMMHHHHHHI;;;;;;;IHHHI;;IHHHHH
|
||||
MMMMHIIII;":AMMMMA ,[[, HH
|
||||
MMMMHII; AW"'''' :: HH
|
||||
IHHIHIII;:'' ,GFMF[ [MM[: IH
|
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IHHHIHII;;:: :[;: ;H
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:IHHHIHHMMA;::: [;;""""""[; AMI
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IIHHMMHHIHHM;:: '"""' AMHI
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IIHHMMHMHHIIIM;:: AMMHI
|
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IHHHMMHMHMHHHIHI;:: :AMMMHI
|
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IHHHMMMMHMMHHHII;;;;:: :,;; MMMHHI
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IHHHMMHHHHMMHHHI;:";;;;;;" MMMIH'
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;IHHMMHMMMMHF"HHII MMMHH
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IHHMMHV;;:: HHII;: : MMHHI
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||||
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||||
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|
||||
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|
||||
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|
||||
MMMMMA;::: :
|
||||
AHHMMMMHA;:::: : ;
|
||||
:MHHMMMMMMMA;: ' :
|
||||
AHHHMMM;"TTTTL: : ;
|
||||
AHHHHHHMMLLLLLH ': :
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||||
:MHHH:::;HHMMMMMA: : ;
|
||||
:AHHH:::HH;;;;;MMM;: :
|
||||
:MHH;: ;;;;;MMM:: : : ;
|
||||
:MH;: : ';;;;MMM:: ': ':
|
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|
||||
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|
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|
||||
[;:: : ;;:; ; ; ;
|
||||
~
|
||||
E
|
||||
july~
|
||||
. ,.--..
|
||||
,::.'.. . . "VI:I:".':-.,.
|
||||
,I::. .. . 'VHMHII:.::;:.:,..
|
||||
@@ -1558,7 +1570,7 @@ March~
|
||||
':::.:... ..I::I::.:....:. .: .. ...::. . . III:II:. '
|
||||
~
|
||||
E
|
||||
april~
|
||||
august~
|
||||
. nHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHn.
|
||||
.MS?MMMMMMMMMMMMMMMMMM?MM-MMMMMMMMMSHMMMMMMM
|
||||
MMMMMH?MMMMMMMX*MM?MMX%MM/MMMMMM"HMMMMMMMMMMMM
|
||||
@@ -1611,8 +1623,8 @@ april~
|
||||
%% % %%%%%%
|
||||
~
|
||||
E
|
||||
june~
|
||||
. .:IIIIHIHHIHHHII::I:.
|
||||
september~
|
||||
. .:IIIIHIHHIHHHII::I:.
|
||||
:IIIIHIHHHHHHMMHHIHHIIHHIII:.
|
||||
,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:.
|
||||
.:IIHHHHHHHHMMMMMHHHHMMMHHMHHHIIIHIIII:
|
||||
@@ -1669,18 +1681,6 @@ IHHHHMHMMMMMMMHHHHHI:IT:TI:..:HI:.. ..:. . :IHII
|
||||
::.:............. .. . ...AHIHIIIIIHHHI::""' 'VII:.. .. .
|
||||
::.:.:.......... .. . ...HHHIIIIIIHHHI::. . 'VII::. . . ,
|
||||
':::.:.:..... .. . . . ..:MHHIHIIIII:I::. . 'VII:::. .. .
|
||||
:::::.:..:.... . . . ...AHHHHIHIIII:::. . 'VII:::. . . :.
|
||||
:::::::.:..... .. . ....MHHHHHIHIII::.:.. . 'VII::. . ::
|
||||
:::::::::.:.... .. ....:MHHHHIHII:I::::... . 'VI::. . ::I)
|
||||
'::::::::::.:... .. ...:MHHHHIHIIII::::.. . 'VI:. ...:V
|
||||
.:::::::::::.:.... . .AMMHHIHIII:I::::... . . I::. ...:-"
|
||||
:.::I::::::::.:. . ..MMMHHIHIIII:I:::... . . .::. ,..-"
|
||||
:..:II:I:::::.:.. . ..MMMHHIHIIIIIII:I::.... . . ..::""'
|
||||
.::.:III:I::::::.:.. ..MMMMIVHIHIIIII:I::::.... . .....:,
|
||||
.:.::..:III:I:::::.:... .MMHMAIVHHIHIIIII:I::::.. . ..::..:,
|
||||
. .:::.::III:I::::.:... .VMMHMAIVHHHIHIIII:I::::.. ..:...:::
|
||||
. :::I.:::III:I:::.::.. .:MMHHMAIVHHIHIIIII:I::::....:::.::::
|
||||
.::IIH.:::III:I::::.:.. .MMHMHMAIVHHHIHIIIIII:I
|
||||
~
|
||||
#186
|
||||
scroll poem irish~
|
||||
@@ -1712,6 +1712,20 @@ mushrooms~
|
||||
The mushrooms appear not to be poisonous and are relatively clean. They look
|
||||
edible.
|
||||
~
|
||||
#188
|
||||
iron bound wooden chest~
|
||||
an iron bound chest~
|
||||
A large wooden chest with bands of iron circling it is closed with its lock hanging open.~
|
||||
~
|
||||
15 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
50 5 -1 0
|
||||
50 0 0 0
|
||||
E
|
||||
iron bound wooden chest~
|
||||
The chest is in excellent condition. Made from a fine grain of wood it is
|
||||
stained and polished to a shine. Bands of iron to wrap around the chest. But,
|
||||
the lock hangs open.
|
||||
~
|
||||
#190
|
||||
potion deep green remove curse~
|
||||
a potion of remove curse~
|
||||
|
||||
@@ -679,7 +679,7 @@ A postal worker's shotgun is beckoning you.~
|
||||
5 0 0 0 0 ano 0 0 0 0 0 0 0
|
||||
1 1 1 12
|
||||
1 1 0 0
|
||||
T 1361
|
||||
T 45
|
||||
E
|
||||
shotgun~
|
||||
A shotgun with the emblem of the USPS on the hilt.
|
||||
@@ -698,20 +698,6 @@ ruby slippers~
|
||||
The depp red slippers sparkle with magic and energy. They are rumored to be
|
||||
able to take you home if you say there is no place like home.
|
||||
~
|
||||
#1396
|
||||
quarter coin~
|
||||
a quarter~
|
||||
A typical U.S. quarter that appears to be perfect for flipping.~
|
||||
~
|
||||
12 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
1 1 0 0
|
||||
T 1393
|
||||
E
|
||||
coin quarter~
|
||||
This quarter is perfect for deciding those difficult boolean questions you
|
||||
may have. Just "flip quarter"
|
||||
~
|
||||
#1397
|
||||
christmas poem soldiers~
|
||||
a soldiers christmas poem~
|
||||
|
||||
@@ -22,6 +22,27 @@ CircleMUD v3.0 Shop File~
|
||||
28
|
||||
0
|
||||
0
|
||||
#1~
|
||||
-1
|
||||
1.00
|
||||
1.00
|
||||
-1
|
||||
%s Sorry, I don't stock that item.~
|
||||
%s You don't seem to have that.~
|
||||
%s I don't trade in such items.~
|
||||
%s I can't afford that!~
|
||||
%s You are too poor!~
|
||||
%s That'll be %d coins, thanks.~
|
||||
%s I'll give you %d coins for that.~
|
||||
0
|
||||
0
|
||||
-1
|
||||
0
|
||||
-1
|
||||
0
|
||||
28
|
||||
0
|
||||
0
|
||||
#99~
|
||||
91
|
||||
92
|
||||
|
||||
@@ -8,7 +8,7 @@ Non-attachable trigger~
|
||||
Mob Tutorial Example Quest Offer - M14~
|
||||
0 g 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A very basic 3 trigger receive quest. Trigs 1-3.
|
||||
* Make sure the actor is a player first.
|
||||
if %actor.is_pc%
|
||||
@@ -30,7 +30,7 @@ end
|
||||
Mob Tutorial Example Kill Ogre - 16~
|
||||
0 f 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A very basic 3 trigger receive quest. Trigs 1-3.
|
||||
say you got the best of me %actor.name%. But I'll be back.
|
||||
* Load the wings to be returned to the questmaster.
|
||||
@@ -42,7 +42,7 @@ say you got the best of me %actor.name%. But I'll be back.
|
||||
Mob Tutorial Example Completion - 14~
|
||||
0 j 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A very basic 3 trigger receive quest. Trigs 1-3.
|
||||
* Check if this was indeed the right object.
|
||||
if %object.vnum% == 1
|
||||
@@ -64,7 +64,7 @@ end
|
||||
Tutorial II Guard Greet - 24~
|
||||
0 g 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
|
||||
* This is a N S road so only greet players arriving from the south.
|
||||
if %direction% == south && %actor.is_pc%
|
||||
@@ -78,7 +78,7 @@ end
|
||||
Tutorial II Guard Bribe 10 - 24~
|
||||
0 m 1
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
|
||||
* This is a comment. Always use amplifying comments to explain your Triggers!
|
||||
* If actor gives 10 coins or more.
|
||||
@@ -108,7 +108,7 @@ end
|
||||
Obj Command Magic Eight Ball - O47~
|
||||
1 c 2
|
||||
shake~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Numeric Arg: 2 means in character's carried inventory.
|
||||
* Command trigs do not work for level 32 and above.
|
||||
* There are 20 possible answers that the Magic Eight Ball can give.
|
||||
@@ -203,7 +203,7 @@ end
|
||||
Tutorial II Guard Closes Gate - 24~
|
||||
0 e 0
|
||||
The gate is opened from~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
|
||||
* This is required to close the gate after someone opens it from the other
|
||||
* side.
|
||||
@@ -216,7 +216,7 @@ lock gate
|
||||
Tutorial II Guard Closes Gate 2 - 24~
|
||||
0 e 0
|
||||
leaves north.~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
|
||||
* This is required to close the gate after the guard is bribed and someone
|
||||
* leaves to the north.
|
||||
@@ -229,7 +229,7 @@ lock gate
|
||||
Tutorial Quest 1317 - Starter~
|
||||
0 g 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Quest Trigs 9-12. If the player comes from the south and has not done the quest.
|
||||
if %direction% == south
|
||||
if %actor.varexists(solved_tutorial_quest_zone_0)%
|
||||
@@ -247,7 +247,7 @@ end
|
||||
Tutorial Quest 1317 - Accept~
|
||||
0 d 1
|
||||
yes~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Quest Trigs 9-12. If the player has not done the quest give them a hint.
|
||||
if !%actor.varexists(solved_tutorial_quest_zone_0)%
|
||||
wait 1 sec
|
||||
@@ -261,32 +261,32 @@ end
|
||||
Tutorial Quest 1317 - Completion~
|
||||
0 j 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Quest Trigs 9-12. If the player returns the right object reward them.
|
||||
if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 1394
|
||||
dance
|
||||
wait 1 sec
|
||||
say Thank you, %actor.name%.
|
||||
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_tutorial_quest_zone_0 1
|
||||
remote solved_tutorial_quest_zone_0 %actor.id%
|
||||
%purge% %object%
|
||||
else
|
||||
say I don't want that!
|
||||
junk %object.name%
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Quest Trigs 9-12. If the player returns the right object reward them.
|
||||
if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 1394
|
||||
set solved_tutorial_quest_zone_0 1
|
||||
remote solved_tutorial_quest_zone_0 %actor.id%
|
||||
%purge% %object%
|
||||
dance
|
||||
wait 1 sec
|
||||
say Thank you, %actor.name%.
|
||||
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.
|
||||
else
|
||||
say I don't want that!
|
||||
junk %object.name%
|
||||
end
|
||||
~
|
||||
#12
|
||||
Tutorial Quest 1441 - Load 8ball~
|
||||
2 g 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Quest Trigs 9-12. Drop the 8ball on their head when they enter.
|
||||
wait 1 sec
|
||||
%echoaround% %actor.name% A magic eight ball drops from the sky striking %actor.name% on the head.
|
||||
@@ -309,7 +309,7 @@ end
|
||||
Restorative Comfy Bed 1401 - Heal~
|
||||
1 b 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Healing Bed Trigs 13-15. Heals those who sleep on it.
|
||||
set room_var %actor.room%
|
||||
set target_char %room_var.people%
|
||||
@@ -336,7 +336,7 @@ end
|
||||
Damage Example~
|
||||
2 g 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* First put a wait in so the echo waits for the player to get into the room.
|
||||
wait 1 sec
|
||||
%echo% As %actor.name% enters the room a bolt of lightning smites %actor.himher%.
|
||||
@@ -410,7 +410,7 @@ end
|
||||
Switch Echo Example~
|
||||
2 g 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* put a wait in here so it doesn't fire before the player enters the room
|
||||
wait 1
|
||||
switch %random.3%
|
||||
@@ -442,7 +442,7 @@ done
|
||||
AT Example~
|
||||
2 b 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* put a wait in here so it doesn't fire before the player enters the room
|
||||
%at% 33 %echo% at'd to a room
|
||||
%at% Rumble %echo% at'd to Rumble
|
||||
@@ -451,7 +451,7 @@ AT Example~
|
||||
Rumble's Spy~
|
||||
0 d 100
|
||||
*~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* put a wait in here so it doesn't fire before the player enters the room
|
||||
* Arguments: * means all speech will trigger this.
|
||||
* This will echo all speech to Rumble.
|
||||
@@ -461,16 +461,13 @@ Rumble's Spy~
|
||||
Transform Example~
|
||||
0 g 100
|
||||
~
|
||||
* %transform% test
|
||||
* as a greet trigger, entering the room will cause
|
||||
* the mob this is attached to, to toggle between mob 1 and 99.
|
||||
say Beginning transform.
|
||||
if %self.vnum%==1
|
||||
%transform% 99
|
||||
else
|
||||
%transform% -1
|
||||
end
|
||||
say Transform complete.
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* As a greet trigger, entering the room will cause this mob to transform into
|
||||
* a random mob vnum 100-199.
|
||||
emote starts to twist and contort into something different.
|
||||
eval number %random.100% + 99
|
||||
%transform% %number%
|
||||
say Transform complete to mob %number%.
|
||||
~
|
||||
#22
|
||||
IF Example~
|
||||
@@ -541,32 +538,7 @@ end
|
||||
While Damage Example - Grenade O1301~
|
||||
1 h 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* A small script to make a grenade go off 3 seconds after it is dropped.
|
||||
* Set the rooms ID to a variable.
|
||||
set room_var %actor.room%
|
||||
wait 3 s
|
||||
* Send a message when the bomb goes off.
|
||||
%echo% The Grenade blasts into smithereens, striking everyone here.
|
||||
* Target the first char.
|
||||
set target_char %room_var.people%
|
||||
* Now loop through everyone in the room and hurt them.
|
||||
while %target_char%
|
||||
%send% %actor% People: %target_char.name%
|
||||
%send% %actor% Next_in_room: %self.next_in_room%
|
||||
* Set the next target before this one perhaps dies.
|
||||
set tmp_target %target_char.next_in_room%
|
||||
* This is where the good/bad things are supposed to happen.
|
||||
%send% %target_char% The explosion hurts you.
|
||||
* Damage them... 30 hitpoints. To heal use -#.
|
||||
%damage% %target_char% 30
|
||||
* Set the next target.
|
||||
set target_char %tmp_target%
|
||||
* Loop back.
|
||||
done
|
||||
* After we go through everyone get rid of the grenade.
|
||||
%purge% %self%
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A small script to make a grenade go off 3 seconds after it is dropped.
|
||||
* Set the rooms ID to a variable.
|
||||
set room_var %actor.room%
|
||||
@@ -594,7 +566,7 @@ done
|
||||
Room While Teleport Example~
|
||||
2 b 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Target the first person or mob in the room.
|
||||
eval person %self.people%
|
||||
wait 1 sec
|
||||
@@ -612,69 +584,98 @@ done
|
||||
Command Example~
|
||||
2 c 100
|
||||
l~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A command trigger to demonstrate basic usage. The Arg list 'l' will capture
|
||||
* any 'l' word. We are looking specifically for the MUD command (all commands
|
||||
* are listed under COMMANDS) 'look' with the abbreviated argument of 'window.'
|
||||
if %cmd.mudcommand% == look && window /= %arg%
|
||||
%echo% %actor.name% %arg% at the %arg%.
|
||||
%echo% %actor.name% typed %cmd% to %cmd.mudcommand% at the %arg%.
|
||||
else
|
||||
* Without this return zero a player would be unable to look at anything else
|
||||
* in the room, leave, list, etc.
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#26
|
||||
Blocks Mobs Not Following~
|
||||
2 g 100
|
||||
~
|
||||
* This trigger blocks all mobs except those that are charmed, pets, etc.
|
||||
Name: 'Blocks Mobs Not Following', VNum: [ 26], RNum: [ 26]
|
||||
Trigger Intended Assignment: Rooms
|
||||
Trigger Type: Enter , Numeric Arg: 100, Arg list: None
|
||||
Commands:
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* This trigger blocks all mobs except those that are following.
|
||||
* If actor is a mob, !is_pc actually means not a PC.
|
||||
if !%actor.is_pc%
|
||||
* If the mob does not have a master than do not let it enter.
|
||||
* If the mob does not have a master.
|
||||
if !%actor.master%
|
||||
* Return 0 prevents the mob from entering.
|
||||
return 0
|
||||
end
|
||||
end
|
||||
~
|
||||
#27
|
||||
Character Variables Example~
|
||||
Actor Variables Example~
|
||||
0 b 100
|
||||
~
|
||||
* Variables Example by Rumble
|
||||
* Random trigger so we must define actor
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A listing and demonstration of all actor variables.
|
||||
* Random triggers do not have actors so we must define one.
|
||||
set actor %random.char%
|
||||
* Make sure actor can be seen and is a player.
|
||||
* Make sure the actor can be seen and is a player.
|
||||
if %actor.canbeseen% && %actor.is_pc%
|
||||
%echo% ACTOR.NAME: %actor.name%
|
||||
%echo% AGE: %actor.age%
|
||||
%echo% ALIAS: %actor.alias%
|
||||
%echo% CANBESEEN: %actor.canbeseen%
|
||||
%echo% CHARISMA: %actor.cha%
|
||||
%echo% CLASS: %actor.class%
|
||||
%echo% CONSTITUTION: %actor.con%
|
||||
%echo% DEXTERITY: %actor.dex%
|
||||
%echo% INTELLIGENCE: %actor.int%
|
||||
%echo% STRENGTH/STRADD: %actor.str%/%actor.stradd%
|
||||
%echo% WISDOM: %actor.wis%
|
||||
%echo% ALIAS: %actor.alias%
|
||||
%echo% ALIGN: %actor.align%
|
||||
%echo% AFFECT: %actor.affect%
|
||||
%echo% CANBESEEN: %actor.canbeseen%
|
||||
%echo% CLASS: %actor.class%
|
||||
%echo% DRUNK: %actor.drunk%
|
||||
%echo% EXPERIENCE: %actor.exp%
|
||||
%echo% FIGHTING: %actor.fighting%
|
||||
%echo% GOLD: %actor.gold%
|
||||
* %echo% HAS_ITEM: %actor.has_item(1300)%
|
||||
%echo% ID: %actor.id%
|
||||
%echo% INTELLIGENCE: %actor.int%
|
||||
%echo% IS_KILLER: %actor.is_killer%
|
||||
%echo% IS_THIEF: %actor.is_thief%
|
||||
%echo% LEVEL: %actor.level%
|
||||
%echo% HITPOINTS: %actor.hitp%
|
||||
%echo% MANA: %actor.mana%
|
||||
%echo% MOVEMENT POINTS: %actor.move%
|
||||
%echo% MASTER: %actor.master%
|
||||
%echo% FOLLOWER: %actor.follower%
|
||||
%echo% MAX HITPOINTS: %actor.maxhitp%
|
||||
%echo% MAX MANA: %actor.maxmana%
|
||||
%echo% MAX MOVE: %actor.maxmove%
|
||||
%echo% NEXT_IN_ROOM: %actor.next_in_room%
|
||||
%echo% PRACTICES %actor.prac%
|
||||
%echo% ROOM: %actor.room%
|
||||
%echo% SEX: %actor.sex%
|
||||
%echo% HISHER: %actor.hisher%
|
||||
%echo% GOLD: %actor.gold%
|
||||
%echo% HAS_ITEM: %actor.has_item(1332)%
|
||||
%echo% HESHE: %actor.heshe%
|
||||
%echo% HIMHER: %actor.himher%
|
||||
%echo% INVENTORY: %actor.inventory%
|
||||
%echo% HISHER: %actor.hisher%
|
||||
%echo% HITPOINTS: %actor.hitp%
|
||||
%echo% HUNGER: %actor.hunger%
|
||||
%echo% ID: %actor.id%
|
||||
%echo% INV: %actor.inventory%
|
||||
%echo% IS_KILLER: %actor.is_killer%
|
||||
%echo% IS_PC: %actor.is_pc%
|
||||
%echo% IS_THIEF: %actor.is_thief%
|
||||
%echo% LEVEL: %actor.level%
|
||||
%echo% MANA: %actor.mana%
|
||||
%echo% MASTER: %actor.master%
|
||||
%echo% MAX HP: %actor.maxhitp%
|
||||
%echo% MAX MANA: %actor.maxmana%
|
||||
%echo% MAX MOVE: %actor.maxmove%
|
||||
%echo% MOVE: %actor.move%
|
||||
%echo% NAME: %actor.name%
|
||||
%echo% NEXT_IN_ROOM: %actor.next_in_room%
|
||||
%echo% POSITION: %actor.pos%
|
||||
%echo% PRACTICES: %actor.prac%
|
||||
%echo% QUESTPOINTS: %actor.questpoints%
|
||||
%echo% ROOM: %actor.room%
|
||||
%echo% SAVING_PARA: %actor.saving_para%
|
||||
%echo% SAVING_ROD: %actor.saving_rod%
|
||||
%echo% SAVING_PETRI: %actor.saving_petri%
|
||||
%echo% SAVING_BREATH: %actor.saving_breath%
|
||||
%echo% SAVING_SPELL: %actor.saving_spell%
|
||||
%echo% SEX: %actor.sex%
|
||||
%echo% SKILL BACKSTAB: %actor.skill(backstab)%
|
||||
%echo% STRENGTH/STRADD: %actor.str%/%actor.stradd%
|
||||
%echo% THIRST: %actor.thirst%
|
||||
%echo% TITLE: %actor.title%
|
||||
%echo% VAREXISTS: %actor.varexists(tba_greeting)%
|
||||
%echo% VNUM: %actor.vnum%
|
||||
%echo% WISDOM: %actor.wis%
|
||||
%echo% WEIGHT: %actor.weight%
|
||||
* Objects TSTAT 28, Rooms TSTAT 29, Text TSTAT 30, Special TSTAT 31.
|
||||
*
|
||||
@@ -693,9 +694,19 @@ end
|
||||
Object Variables Example~
|
||||
1 b 100
|
||||
~
|
||||
* By Rumble
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A listing and demonstration of all object variables.
|
||||
%echo% CARRIED_BY: %self.carried_by%
|
||||
%echo% CONTENTS: %self.contents%
|
||||
%echo% COST: %self.cost%
|
||||
%echo% COST_PER_DAY: %self.cost_per_day%
|
||||
%echo% COUNT: %self.count%
|
||||
%echo% HAS_IN: %self.has_in%
|
||||
%echo% ID: %self.id%
|
||||
%echo% IS_INROOM: %self.is_inroom%
|
||||
%echo% NAME: %self.name%
|
||||
%echo% NEXT_IN_LIST: %self.next_in_list%
|
||||
%echo% ROOM: %self.room%
|
||||
%echo% SHORTDESC: %self.shortdesc%
|
||||
%echo% TIMER: %self.timer%
|
||||
%echo% TYPE: %self.type%
|
||||
@@ -704,44 +715,39 @@ Object Variables Example~
|
||||
%echo% VAL2: %self.val2%
|
||||
%echo% VAL3: %self.val3%
|
||||
%echo% VNUM: %self.vnum%
|
||||
%echo% CARRIED_BY: %self.carried_by%
|
||||
%echo% NEXT_IN_LIST: %self.next_in_list%
|
||||
%echo% WORN_BY: %self.worn_by%
|
||||
%echo% WEARFLAG: %self.wearflag%
|
||||
%echo% WEIGHT: %self.weight%
|
||||
%echo% COST: %self.cost%
|
||||
%echo% COST_PER_DAY: %self.cost_per_day%
|
||||
%echo% CONTENTS: %self.contents%
|
||||
%echo% IS_INROOM: %self.is_inroom%
|
||||
%echo% ROOM: %self.room%
|
||||
%echo% VNUM: %self.room.vnum%
|
||||
%echo% WORN_BY: %self.worn_by%
|
||||
%purge% self
|
||||
~
|
||||
#29
|
||||
Room Variables Example~
|
||||
2 b 100
|
||||
~
|
||||
* By Rumble
|
||||
%echo% ID: %self.id%
|
||||
%echo% NAME: %self.name%
|
||||
%echo% NORTH: %self.north% %self.north(vnum)%
|
||||
%echo% SOUTH: %self.south% %self.south(key)%
|
||||
%echo% SOUTH: %self.south% %self.south(vnum)%
|
||||
%echo% EAST: %self.east% %self.east(bits)%
|
||||
%echo% WEST: %self.west% %self.west(room)%
|
||||
%echo% UP: %self.up%
|
||||
%echo% DOWN: %self.down%
|
||||
%echo% VNUM: %self.vnum%
|
||||
%echo% PEOPLE: %self.people%
|
||||
%echo% WEATHER: %self.weather%
|
||||
%echo% SECTOR: %self.sector%
|
||||
%echo% CONTENTS: %self.contents%
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A listing and demonstration of all room variables.
|
||||
%echo% CONTENTS: %self.contents%
|
||||
%echo% NORTH: %self.north% %self.north(vnum)%
|
||||
%echo% SOUTH: %self.south% %self.south(key)%
|
||||
%echo% SOUTH: %self.south% %self.south(vnum)%
|
||||
%echo% EAST: %self.east% %self.east(bits)%
|
||||
%echo% WEST: %self.west% %self.west(room)%
|
||||
%echo% UP: %self.up%
|
||||
%echo% DOWN: %self.down%
|
||||
%echo% ID: %self.id%
|
||||
%echo% NAME: %self.name%
|
||||
%echo% PEOPLE: %self.people%
|
||||
%echo% RANDOM.DIR: %self.random.dir%
|
||||
%echo% SECTOR: %self.sector%
|
||||
%echo% VNUM: %self.vnum%
|
||||
%echo% WEATHER: %self.weather%
|
||||
~
|
||||
#30
|
||||
Text Variables Example~
|
||||
2 d 100
|
||||
*~
|
||||
* By Rumble
|
||||
* The Arguments: * means all speech will fire the trigger.
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A listing and demonstration of all text variables.
|
||||
%echo% SPEECH: %speech%
|
||||
%echo% STRLEN: %speech.strlen%
|
||||
%echo% TRIM: %speech.trim%
|
||||
@@ -749,38 +755,34 @@ Text Variables Example~
|
||||
%echo% CDR: %speech.cdr%
|
||||
%echo% MUDCOMMAND: %speech.mudcommand%
|
||||
%echo% CONTAINS: %speech.contains(test)%
|
||||
%echo% CHARAT 3: %speech.charat(3)%
|
||||
~
|
||||
#31
|
||||
Special Variables Example~
|
||||
2 d 100
|
||||
*~
|
||||
* By Rumble
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A listing and demonstration of all special variables.
|
||||
%echo% SELF ID: %self.id%
|
||||
%echo% HOUR: %time.hour%
|
||||
%echo% DAY: %time.day%
|
||||
%echo% MONTH: %time.month%
|
||||
%echo% YEAR: %time.year%
|
||||
%echo% PEOPLE: %people.1233%
|
||||
%echo% PEOPLE: %people.3%
|
||||
%echo% RANDOM NUM: %random.99%
|
||||
%echo% RANDOM PC: %random.char%
|
||||
%echo% SPEECH: %speech%
|
||||
%echo% FINDOBJ: There are %findobj.1233(1300)% objects of vnum 1300 in room 1233.
|
||||
%echo% There is %findobj.1233(1346356)% object of ID 1346356 in room 1233.
|
||||
%echo% There are %findobj.1233(app)% objects of name app in room 1233.
|
||||
%echo% There are %findobj.1233(apprehension)% objects of name apprehension in room 1233.
|
||||
%echo% FINDMOB: There are %findmob.1233(1300)% mobs of vnum 1300 in room 1233.
|
||||
%echo% There is %findmob.1233(64741)% mobs of ID 64741 in room 1233.
|
||||
* not working
|
||||
%echo% There are %findmob.1233(fried)% mobs of name fried in room 1233.
|
||||
%echo% There are %findmob.1233(friedrich)% mobs of name friedrich in room 1233.
|
||||
%echo% There are %findmob.self(fried)% mobs of name fried in room 1233.
|
||||
%echo% There are %findmob.self(friedrich)% mobs of name friedrich in room 1233.
|
||||
%echo% FINDOBJ: There are %findobj.3(33)% objects of vnum 33 in room 3.
|
||||
%echo% There are %findobj.3(guide)% objects of name guide in room 3.
|
||||
%echo% FINDMOB: There are %findmob.3(33)% mobs of vnum 33 in room 3.
|
||||
~
|
||||
#32
|
||||
Mob Checks Player Inventory~
|
||||
0 g 100
|
||||
~
|
||||
* By Jamie Nelson modified by Rumble* Checks if the actor is wielding the item
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* This trigger has been replaced by the has_item variable. But this is still a
|
||||
* good example. if %actor.has_item(1300)% does the same thing.
|
||||
if %actor.eq(wield)%
|
||||
eval wep %actor.eq(wield)%
|
||||
if %wep.vnum%==1300
|
||||
@@ -967,44 +969,41 @@ say %msg%
|
||||
Switch Example~
|
||||
0 g 100
|
||||
~
|
||||
* By Falstar
|
||||
switch %random.6%
|
||||
case 0
|
||||
* By Falstar of The Builder Academy tbamud.com 9091
|
||||
* Pick a random number 1-7, 7 is actually for the default case.
|
||||
switch %random.7%
|
||||
case 1
|
||||
set book 'Creative cooking with human flesh'
|
||||
break
|
||||
case 1
|
||||
case 2
|
||||
set book 'Re-animating the Dead for Dummies'
|
||||
break
|
||||
case 2
|
||||
case 3
|
||||
set book 'How to teach your henchman to rob graves in 7 days'
|
||||
break
|
||||
case 3
|
||||
case 4
|
||||
set book 'An A-Z guide of Mage-induced maladies and mutations'
|
||||
break
|
||||
case 4
|
||||
case 5
|
||||
set book '101 Easy ways to rescue a damsel in distress'
|
||||
break
|
||||
case 5
|
||||
case 6
|
||||
set book 'Witch Hazel's Bumper Book of rare herbs and potions'
|
||||
break
|
||||
case 6
|
||||
set book 'Arcane Artifacts made easy'
|
||||
break
|
||||
default
|
||||
* this should be here, even if it's never reached
|
||||
set book default reached
|
||||
done
|
||||
*
|
||||
wait 1 s
|
||||
%echo% Dr. Von Erhartz seems engrossed in reading a large leatherbound book through a battered pair
|
||||
%echo% of reading glasses. The title reads: %book%.
|
||||
%echo% The doctor looks up at you, seeming to notice you for the first time.
|
||||
wait 1 s
|
||||
say ah %actor.name%, I was wondering when you'd drop by.
|
||||
set book 'Arcane Artifacts made easy'
|
||||
done
|
||||
*
|
||||
wait 1 s
|
||||
%echo% Dr. Von Erhartz seems engrossed in reading a large leatherbound book through a battered pair
|
||||
%echo% of reading glasses. The title reads: %book%.
|
||||
%echo% The doctor looks up at you, seeming to notice you for the first time.
|
||||
wait 1 s
|
||||
say ah %actor.name%, I was wondering when you'd drop by.
|
||||
~
|
||||
#35
|
||||
Mob Room Wander Switch~
|
||||
0 b 100
|
||||
Mob Room Specific Speeches~
|
||||
0 b 5
|
||||
~
|
||||
* By Rumble
|
||||
* So we don't get problems if more than one is loaded.
|
||||
@@ -1065,7 +1064,7 @@ done
|
||||
Time Example~
|
||||
0 b 1
|
||||
~
|
||||
* By Rumble w/help from Jamie Nelson on http://groups.yahoo.com/group/dg_scripts/
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A replica of the "time" command.
|
||||
* Convert hour from 24 hour to 12 hour clock with am/pm
|
||||
if %time.hour% > 12
|
||||
@@ -1188,28 +1187,44 @@ eval months %%m%time.month%%%
|
||||
%echo% The %time.day%%suf% Day of the %months%, Year %time.year%.
|
||||
~
|
||||
#37
|
||||
Emote Copycat~
|
||||
0 c 100
|
||||
e~
|
||||
if %cmd.mudcommand% == emote && %arg%
|
||||
wait 2 sec
|
||||
emote %arg%
|
||||
Obj Command quarter flip example~
|
||||
1 c 2
|
||||
flip~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Numeric Arg: 2 means in character's carried inventory
|
||||
* does not work for level 32 and above.
|
||||
if coin /= %arg% || quarter /= %arg%
|
||||
%echoaround% %actor% %actor.name% flips a coin high up into the air.
|
||||
%send% %actor% You flip the coin up into the air.
|
||||
switch %random.2%
|
||||
case 1
|
||||
%echo% The coin falls to the ground, bounces, rolls, and ends up showing heads!
|
||||
break
|
||||
case 2
|
||||
%echo% The coin falls to the ground, bounces, rolls, and ends up showing tails!
|
||||
break
|
||||
default
|
||||
%echo% The coin falls on its edge and balances perfectly.
|
||||
break
|
||||
done
|
||||
else
|
||||
%send% %actor% flip What?
|
||||
end
|
||||
~
|
||||
#38
|
||||
Mob Receive and Assemble Example~
|
||||
0 j 100
|
||||
~
|
||||
* Example by Aeon
|
||||
wait 2 sec
|
||||
* Check mob's inventory (this does not include equipped items)
|
||||
* By Aeon of The Builder Academy tbamud.com 9091
|
||||
* Check mob's inventory (this does not include equipped items).
|
||||
if %self.inventory(16701)% && %self.inventory(16702)% && %self.inventory(16703)% && %self.inventory(16704)% && %self.inventory(16705)%
|
||||
* Removing items from the mob
|
||||
%purge% flour
|
||||
%purge% salt
|
||||
%purge% sugar
|
||||
%purge% soda
|
||||
%purge% egg
|
||||
* Removing items from the mob.
|
||||
%purge% %self.inventory(16701)%
|
||||
%purge% %self.inventory(16702)%
|
||||
%purge% %self.inventory(16703)%
|
||||
%purge% %self.inventory(16704)%
|
||||
%purge% %self.inventory(16705)%
|
||||
wait 2 sec
|
||||
* For roleplay sake
|
||||
say Thank you %actor.name%! Now here is the cake.
|
||||
* Give the reward
|
||||
@@ -1222,7 +1237,8 @@ end
|
||||
Mob Following Assist Master~
|
||||
0 b 100
|
||||
~
|
||||
* By Rumble
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Make following mob assist.
|
||||
if %self.master%
|
||||
eval master %self.master%
|
||||
if %master.fighting%
|
||||
@@ -1233,33 +1249,65 @@ if %self.master%
|
||||
end
|
||||
~
|
||||
#40
|
||||
mfollow Example~
|
||||
0 b 100
|
||||
Random Equipment Scatter and Teleport~
|
||||
2 g 100
|
||||
~
|
||||
* By Welcor
|
||||
set actor %random.char%
|
||||
mfollow %actor%
|
||||
say I follow you now %actor.name%
|
||||
say self.master: %self.master%
|
||||
say actor: %actor%
|
||||
eval follower %self.master%
|
||||
say follower: %follower%
|
||||
say follower.name : %follower.name%
|
||||
* By Random of The Builder Academy tbamud.com 9091
|
||||
* Scatter the player and all of their equipment randomly across the zone.
|
||||
wait 1 sec
|
||||
%send% %actor% You feel you must not have been worthy when a powerful force hurls you back through the gates.
|
||||
wait 2 sec
|
||||
eval stunned %actor.hitp% -1
|
||||
%damage% %actor% %stunned%
|
||||
eval num %random.99% + 20300
|
||||
%teleport% %actor% %num%
|
||||
while %actor.inventory%
|
||||
eval item %actor.inventory%
|
||||
if %item.type% == CONTAINER
|
||||
while %item.contents%
|
||||
eval stolen %item.contents.vnum%
|
||||
%echo% purging %item.contents.shortdesc% in container.
|
||||
%purge% %item.contents%
|
||||
eval num %random.99% + 2300
|
||||
%at% %num% %load% obj %stolen%
|
||||
done
|
||||
end
|
||||
eval item_to_purge %actor.inventory%
|
||||
eval stolen %item.vnum%
|
||||
%purge% %item_to_purge%
|
||||
eval num %random.99% + 2300
|
||||
%at% %num% %load% obj %stolen%
|
||||
done
|
||||
eval i 0
|
||||
while %i% < 18
|
||||
eval item %%actor.eq(%i%)%%
|
||||
if %item%
|
||||
eval stolen %item.vnum%
|
||||
eval item_to_purge %%actor.eq(%i%)%%
|
||||
%send% %actor% You drop %item.shortdesc%
|
||||
%purge% %item_to_purge%
|
||||
eval num %random.99% + 20300
|
||||
%at% %num% %load% obj %stolen%
|
||||
end
|
||||
eval i %i%+1
|
||||
done
|
||||
%force% %actor% look
|
||||
~
|
||||
#41
|
||||
Hunt Example~
|
||||
Memory and Mhunt Example~
|
||||
0 o 100
|
||||
~
|
||||
* Mob must first have a memory trig, attach 74.
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Fires if player is in mobs memory via mremember and the mob sees the actor.
|
||||
%echo% Sleeping for 10 secs, give %actor.name% a head start.
|
||||
sleep
|
||||
%echo% Targetting %actor.name%
|
||||
wait 10 s
|
||||
wake
|
||||
stand
|
||||
north
|
||||
north
|
||||
up
|
||||
%random.dir%
|
||||
%random.dir%
|
||||
%random.dir%
|
||||
%echo% Hunting...%actor.name%
|
||||
mhunt %actor%
|
||||
~
|
||||
@@ -1380,15 +1428,13 @@ done
|
||||
Rumble's Shotgun~
|
||||
1 b 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* If the object is being wielded.
|
||||
if %self.worn_by%
|
||||
* This is a random trigger so actor has to be defined.
|
||||
eval actor %self.worn_by%
|
||||
* If the person wielding the object is fighting.
|
||||
if %actor.fighting%
|
||||
* Evaluate uniquely to this player.
|
||||
context %actor.id%
|
||||
* Count the shots.
|
||||
eval shotgun_rounds %shotgun_rounds% + 1
|
||||
* Remember the count for the next time this trig fires.
|
||||
@@ -1500,7 +1546,7 @@ end
|
||||
Eval and Set Example~
|
||||
2 d 100
|
||||
test~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* This is a speech trig @RHELP TRIGEDIT ROOM SPEECH@n, say 'test' to activate.
|
||||
* There is much confusion about the difference between set and eval. So this is
|
||||
* the simplest way I can think of to explain it (assume %actor.level% = 34):
|
||||
@@ -1818,7 +1864,7 @@ Mob Entry Example~
|
||||
* 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
|
||||
if %inroom.vnum% == 33
|
||||
say I, %self.name%, declare this room Rumble's.
|
||||
end
|
||||
eval person %inroom.people%
|
||||
@@ -1923,7 +1969,8 @@ done
|
||||
Mob Memory Example Part 1~
|
||||
0 g 100
|
||||
~
|
||||
* This must be set by another trigger first before the mem trigger can be used.
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* mremember must be used before you can use the trigger type memory.
|
||||
mremember %actor.name%
|
||||
say I'll remember you now, %actor.name%
|
||||
~
|
||||
@@ -1931,6 +1978,8 @@ say I'll remember you now, %actor.name%
|
||||
Mob Memory Example Part 2~
|
||||
0 o 100
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Fires if player is in mobs memory via mremember and the mob sees the actor.
|
||||
wait 4 s
|
||||
poke %actor.name%
|
||||
say i've seen you before, %actor.name%.
|
||||
|
||||
@@ -443,7 +443,7 @@ end
|
||||
Mob Act - 156 speaker greet~
|
||||
0 e 0
|
||||
has entered the game.~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Num Arg 0 means the argument has to match exactly. So trig will only fire off:
|
||||
* "has entered game." and not "has" or "entered" etc. (that would be num arg 1).
|
||||
* Figure out what vnum the mob is in so we can use zoneecho.
|
||||
@@ -602,7 +602,7 @@ end
|
||||
Thief Guildguard - 177~
|
||||
0 q 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* This replaces stock guildguard spcial procedure that stops non-class members.
|
||||
if %direction% == up
|
||||
* Let the guildmaster pass to pawn players items. T137.
|
||||
@@ -624,7 +624,7 @@ end
|
||||
Thief Guildmaster Steals - M122~
|
||||
0 b 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Idea taken from cheesymud.com
|
||||
* Thief guildmaster steals from players who idle in his guild. Then pawns the
|
||||
* item in the shop downstairs so player has to buy their equipment back :-P
|
||||
@@ -665,74 +665,111 @@ end
|
||||
Questmaster Greet - 3~
|
||||
0 g 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* Simple quests, probably too simple so only let players earn 50 qp's doing this.
|
||||
if %actor.is_pc% && %actor.questpoints% < 50
|
||||
wait 2 sec
|
||||
* Check to see if they are not on a zone 1 quest.
|
||||
if !%actor.varexists(on_quest_zone_1)%
|
||||
say Welcome %actor.name%, are you interested in a simple quest?
|
||||
else
|
||||
say How is your quest going %actor.name%, do you have a quest token or the quest mobs head for me?
|
||||
end
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* A simple automated quest so only let players earn up to 50 questpoints.
|
||||
if %actor.is_pc% && %actor.questpoints% < 50
|
||||
wait 2 sec
|
||||
* Check to see if they are not on a zone 1 quest.
|
||||
if !%actor.varexists(on_quest_zone_1)%
|
||||
say Welcome %actor.name%, are you interested in a simple quest?
|
||||
else
|
||||
*get the values from the player variable
|
||||
extract day 1 %actor.on_quest_zone_1%
|
||||
extract hour 2 %actor.on_quest_zone_1%
|
||||
* Set this value to the number of mud hours in a mud day
|
||||
set HOURS_IN_DAY 24
|
||||
* Compare the values to the current time
|
||||
* (Your hours per day and days per year vary on each mud.)
|
||||
* (You may also want to check for 'time.year')
|
||||
eval current_ticks (%time.day%/%HOURS_IN_DAY%)+%time.hour%
|
||||
eval start_ticks (%day%/%HOURS_IN_DAY%)+%hour%
|
||||
*find out the time difference in ticks
|
||||
eval ticks_passed %current_ticks%-%start_ticks%
|
||||
*check if 10 ticks (~10 mins) have passed
|
||||
if %ticks_passed% > 10
|
||||
rdelete on_quest_zone_1 %actor.id%
|
||||
say Welcome %actor.name%, are you interested in a simple quest?
|
||||
else
|
||||
say How is your quest going %actor.name%, do you have a quest token or the quest mobs head for me?
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#139
|
||||
Questmaster Quest Assignment - 3~
|
||||
0 d 1
|
||||
*~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* Don't let them do more than one quest at a time or earn more than 50 qp.
|
||||
if %actor.varexists(on_quest_zone_1)% || %actor.questpoints% > 50
|
||||
halt
|
||||
end
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
if %actor.varexists(on_quest_zone_1)%
|
||||
*get the values from the player variable
|
||||
extract day 1 %actor.on_quest_zone_1%
|
||||
extract hour 2 %actor.on_quest_zone_1%
|
||||
* Set this value to the number of mud hours in a mud day
|
||||
set HOURS_IN_DAY 24
|
||||
* Compare the values to the current time
|
||||
* (Your hours per day and days per year vary on each mud.)
|
||||
* (You may also want to check for 'time.year')
|
||||
eval current_ticks (%time.day%/%HOURS_IN_DAY%)+%time.hour%
|
||||
eval start_ticks (%day%/%HOURS_IN_DAY%)+%hour%
|
||||
*find out the time difference in ticks
|
||||
eval ticks_passed %current_ticks%-%start_ticks%
|
||||
*check if 10 ticks (~10 mins) have passed
|
||||
if %ticks_passed% > 10
|
||||
rdelete on_quest_zone_1 %actor.id%
|
||||
else
|
||||
halt
|
||||
end
|
||||
end
|
||||
if %actor.questpoints% > 50
|
||||
halt
|
||||
end
|
||||
* This loop goes through the entire string of words the actor says. .car is the
|
||||
* word and .cdr is the remaining string.
|
||||
eval word %speech.car%
|
||||
eval rest %speech.cdr%
|
||||
while %word%
|
||||
* Check to see if the word is yes or an abbreviation of yes.
|
||||
if yes /= %word%
|
||||
say Very well %actor.name%. Would you like to find an object or hunt a mobile?
|
||||
halt
|
||||
end
|
||||
* Pick a room from 100 to 365.
|
||||
* word and .cdr is the remaining string.
|
||||
eval word %speech.car%
|
||||
eval rest %speech.cdr%
|
||||
while %word%
|
||||
* Check to see if the word is yes or an abbreviation of yes.
|
||||
if yes /= %word%
|
||||
say Very well %actor.name%. Would you like to find an object or hunt a mobile?
|
||||
halt
|
||||
end
|
||||
* Pick a room from 100 to 365.
|
||||
eval loadroom 99 + %random.265%
|
||||
if mobile /= %word% || hunt /= %word%
|
||||
* Load the mob in the random room picked above.
|
||||
%at% %loadroom% %load% m 15
|
||||
say Go kill the quest mob and bring me its head %actor.name%. You only have 10 minutes!
|
||||
* Load an object on the player that counts down from 10 minutes.
|
||||
%load% obj 16 %actor% inv
|
||||
%send% %actor% Gives you the quest timer.
|
||||
%echoaround% %actor% %self.name% gives %actor.name% the quest timer.
|
||||
set on_quest_zone_1 1
|
||||
remote on_quest_zone_1 %actor.id%
|
||||
halt
|
||||
elseif object /= %word% || find /= %word%
|
||||
say Go find the quest token and return it to me. You only have 10 minutes %actor.name%!
|
||||
%load% o 15
|
||||
%at% %loadroom% drop quest_token_zone_1
|
||||
%load% obj 16 %actor% inv
|
||||
%send% %actor% Gives you the quest timer.
|
||||
%echoaround% %actor% %self.name% gives %actor.name% the quest timer.
|
||||
set on_quest_zone_1 1
|
||||
remote on_quest_zone_1 %actor.id%
|
||||
halt
|
||||
end
|
||||
if mobile /= %word% || hunt /= %word%
|
||||
* Load the mob in the random room picked above.
|
||||
%at% %loadroom% %load% m 15
|
||||
say Go kill the quest mob and bring me its head %actor.name%. You only have 10 minutes!
|
||||
* Load an object on the player that counts down from 10 minutes.
|
||||
%load% obj 16 %actor% inv
|
||||
%send% %actor% %self.name% gives you the quest timer.
|
||||
%echoaround% %actor% %self.name% gives %actor.name% the quest timer.
|
||||
set on_quest_zone_1 %time.day% %time.hour%
|
||||
remote on_quest_zone_1 %actor.id%
|
||||
halt
|
||||
elseif object /= %word% || find /= %word%
|
||||
say Go find the quest token and return it to me. You only have 10 minutes %actor.name%!
|
||||
%load% o 15
|
||||
%at% %loadroom% drop quest_token_zone_1
|
||||
%load% obj 16 %actor% inv
|
||||
%send% %actor% %self.name% gives you the quest timer.
|
||||
%echoaround% %actor% %self.name% gives %actor.name% the quest timer.
|
||||
set on_quest_zone_1 %time.day% %time.hour%
|
||||
remote on_quest_zone_1 %actor.id%
|
||||
halt
|
||||
end
|
||||
* End of the loop we need to take the next word in the string and save the
|
||||
* remainder for the next pass.
|
||||
eval word %rest.car%
|
||||
eval rest %rest.cdr%
|
||||
* remainder for the next pass.
|
||||
eval word %rest.car%
|
||||
eval rest %rest.cdr%
|
||||
done
|
||||
~
|
||||
#140
|
||||
Quest Timer - 16~
|
||||
1 c 7
|
||||
l~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* Let a player see how much time they have left.
|
||||
if %cmd.mudcommand% == look && timer /= %arg%
|
||||
@@ -747,7 +784,7 @@ end
|
||||
Quest 10 min Purge - 15, 16, 17~
|
||||
1 f 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* Attached to quest objects 15-17. Purges itself 10 minutes after loading if
|
||||
* player does not finish the quest.
|
||||
@@ -767,7 +804,7 @@ end
|
||||
Quest Timer Random - 16~
|
||||
1 b 10
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* If timer is being carried by a player, warn them every 2 minutes.
|
||||
if %self.carried_by%
|
||||
@@ -781,7 +818,7 @@ end
|
||||
Questmaster Receive - 3~
|
||||
0 j 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* Check if they are on the quest.
|
||||
if !%actor.varexists(on_quest_zone_1)%
|
||||
@@ -791,13 +828,13 @@ if !%actor.varexists(on_quest_zone_1)%
|
||||
end
|
||||
*
|
||||
wait 1 sec
|
||||
* If they have the head or the token.
|
||||
* If they had the head or the token.
|
||||
if %object.vnum% == 15 || %object.vnum% == 17
|
||||
rdelete on_quest_zone_1 %actor.id%
|
||||
say Well done, %actor.name%.
|
||||
* Give them 50 gold and experience. Delete the on quest variable and purge.
|
||||
nop %actor.exp(50)%
|
||||
nop %actor.gold(50)%
|
||||
rdelete on_quest_zone_1 %actor.id%
|
||||
%purge% %object%
|
||||
* Reward them with 1 questpoint. Cheap I know but these quests are not hard.
|
||||
nop %actor.questpoints(1)%
|
||||
@@ -812,7 +849,7 @@ end
|
||||
Quest Mob Loads Head - 15~
|
||||
0 n 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Part of a timed quest to kill a mob or find an object. Trigs 138-144.
|
||||
* This is a load instead of a death trig because I want the head to purge 10
|
||||
* minutes after loading.
|
||||
@@ -913,7 +950,7 @@ emote %speech%
|
||||
Angel Receives Treats - 207~
|
||||
0 j 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A simple receive trig if you give the dog food she will eat it. If you give
|
||||
* her dog treats she will follow you. Everything else she drops.
|
||||
if %object.type% == FOOD
|
||||
@@ -1007,14 +1044,20 @@ end
|
||||
Check for treats - 207~
|
||||
0 g 100
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* My dog is looking if people have some beggin strips.
|
||||
if %actor.has_item(164)%
|
||||
wait 1 sec
|
||||
emote sits down and stands up on %self.hisher% hind legs, then starts whining pitifully staring at %actor.name%.
|
||||
%send% %actor% %self.name% sits down and stands up on %self.hisher% hind legs, then starts whining pitifully staring at you.
|
||||
%echoaround% %actor% %self.name% sits down and stands up on %self.hisher% hind legs, then starts whining pitifully staring at %actor.name%.
|
||||
* Or if they have her rubber chicken.
|
||||
elseif %actor.has_item(172)%
|
||||
wait 1 sec
|
||||
emote sniff %actor.name%
|
||||
wait 1 sec
|
||||
growl %actor.name%
|
||||
emote tries to get at something you are carrying.
|
||||
%send% %actor% %self.name% tries to get at something you are carrying.
|
||||
%echoaround% %actor% %self.name% tries to get at something %actor.name% is carrying.
|
||||
end
|
||||
~
|
||||
#156
|
||||
@@ -1163,7 +1206,7 @@ end
|
||||
Cast spells on Greet - M135~
|
||||
0 g 10
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Cast a random spell on players that enter. But, only if they are not already
|
||||
* affected and only 10% of the time.
|
||||
switch %random.12%
|
||||
@@ -1236,7 +1279,7 @@ done
|
||||
Mob Questshop Example~
|
||||
0 c 100
|
||||
*~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A questshop that uses questpoints!
|
||||
* Command triggers do not work for level 32 and above.
|
||||
if %cmd.mudcommand% == list
|
||||
@@ -1878,7 +1921,7 @@ say %speech%
|
||||
Confucius - 23~
|
||||
0 b 10
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Confucius - M23 - T186 By Rumble
|
||||
eval max %random.27%
|
||||
set txt[1] Before you embark on a journey of revenge, dig two graves.
|
||||
@@ -2131,7 +2174,10 @@ say The best advice for new builders is under @RHELP SUGGESTIONS@n.
|
||||
TBA Welcome - 18~
|
||||
0 e 1
|
||||
entered reconnected~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* TBA mortal greet to fill out the application.
|
||||
if %actor.is_pc% && %actor.level% == 1
|
||||
context %actor.id%
|
||||
wait 1 sec
|
||||
if %actor.varexists(TBA_mortal_greeting)%
|
||||
say Welcome back %actor.name%. Tell someone level 32 or above when you complete the application.
|
||||
@@ -2140,7 +2186,9 @@ if %actor.is_pc% && %actor.level% == 1
|
||||
wait 2 sec
|
||||
say If you are interested in learning how to build, or want to teach others, then you have come to the right place.
|
||||
wait 2 sec
|
||||
say Please fill out the application at: http://tbamud.com/builderapplication
|
||||
say Please fill out the application at: http://www.geocities.com/buildersacademy
|
||||
nop %actor.thirst(-1)%
|
||||
nop %actor.hunger(-1)%
|
||||
set TBA_mortal_greeting 1
|
||||
remote TBA_mortal_greeting %actor.id%
|
||||
if !%actor.has_item(1332)%
|
||||
|
||||
@@ -48,20 +48,29 @@ CAPITAL~
|
||||
%send% %actor% @RSocrates tells you, 'Good job, that is correct. Be on the lookout for more of those.'@n
|
||||
~
|
||||
#1304
|
||||
free~
|
||||
0 g 100
|
||||
Sanct check on enter~
|
||||
2 g 100
|
||||
~
|
||||
wait 1 sec
|
||||
say some more good advice may be found under @RHELP GRAMMAR@n and @RHELP REPORT@n.
|
||||
if %actor.affect(SANCT)%
|
||||
%echo% checked sanct
|
||||
else
|
||||
%echo% sanct check failed
|
||||
end
|
||||
~
|
||||
#1305
|
||||
TBA Greeting - 1301~
|
||||
0 e 1
|
||||
arrives entered appears~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* TBA start room greeting for anyone that enters, poofs, or is transferred.
|
||||
* Simple remote to remember if this is a newbie or someone returning.
|
||||
* Only fire on players.
|
||||
if %actor.is_pc%
|
||||
wait 1 sec
|
||||
* If they have already been greeted welcome them back.
|
||||
if %actor.varexists(TBA_greeting)%
|
||||
say Welcome back %actor.name%. Read through these rooms whenever you need a refresher.
|
||||
* First greeting, give them instructions.
|
||||
else
|
||||
say Welcome to The Builder Academy %actor.name%.
|
||||
wait 1 sec
|
||||
@@ -70,8 +79,11 @@ if %actor.is_pc%
|
||||
say This zone is like a newbie zone, except for gods. All you have to do is walk through the zone and read every room description.
|
||||
wait 3 sec
|
||||
say Be sure to do everything the room descriptions tell you to do. You should read and comprehend everything contained within these walls.
|
||||
* Now create a variable to remember they have been greeted.
|
||||
set TBA_greeting 1
|
||||
* Save it to the player file.
|
||||
remote TBA_greeting %actor.id%
|
||||
* Give them a trial vnum assigner if they don't have one yet.
|
||||
if !%actor.has_item(1332)%
|
||||
%load% obj 1332 %actor% inv
|
||||
end
|
||||
@@ -1486,7 +1498,7 @@ free~
|
||||
Drop While Example - Grenade 01301~
|
||||
1 h 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A small script to make a grenade go off 3 seconds after it is dropped.
|
||||
* Set the rooms ID to a variable.
|
||||
set room_var %actor.room%
|
||||
@@ -1727,35 +1739,10 @@ while (%person%)
|
||||
done
|
||||
~
|
||||
#1361
|
||||
Postal Shotgun - 1392~
|
||||
Free~
|
||||
1 b 100
|
||||
~
|
||||
* if the object is being wielded
|
||||
if %self.worn_by%
|
||||
* a random trigger so actor has to be defined
|
||||
eval actor %self.worn_by%
|
||||
* if the person wielding the object is fighting
|
||||
if %actor.fighting%
|
||||
* evaluate uniquely to this player
|
||||
context %actor.id%
|
||||
* count the shots
|
||||
eval shotgun_rounds %shotgun_rounds% + 1
|
||||
* remember the count for the next time this trig fires
|
||||
global shotgun_rounds
|
||||
* double barrel shotgun, only has 2 rounds
|
||||
if %shotgun_rounds% > 2
|
||||
* detaching trig since gun is out of ammo.
|
||||
detach 1361 %self.id%
|
||||
halt
|
||||
end
|
||||
* have to define the victim
|
||||
eval victim %actor.fighting%
|
||||
* send the message and do the damage
|
||||
%echoaround% %actor% %actor.name% points %self.shortdesc% at %victim.name% and pulls the trigger.
|
||||
%send% %actor% You point %self.shortdesc% at %victim.name% and pull the trigger.
|
||||
%damage% %victim% 10
|
||||
end
|
||||
end
|
||||
* No Script
|
||||
~
|
||||
#1362
|
||||
Deodorant Bottle - 1391~
|
||||
@@ -2182,60 +2169,63 @@ if (%cmd.mudcommand% == bash || %cmd.mudcommand% == backstab || %cmd.mudcommand%
|
||||
Rumble's Poofs~
|
||||
0 e 0
|
||||
has entered the game.~
|
||||
* does not work for level 32 and above.
|
||||
eval maxpoofin %random.24% -1
|
||||
set poofins[0] appears with a strange wooshing sound and climbs out of a pneumatic air tube like they use at the bank.
|
||||
set poofins[1] thinks himself into existence.
|
||||
set poofins[2] soars into the room like a bird, and THWAP! right into a window.
|
||||
set poofins[3] crawls out of the ground gasping for air.
|
||||
set poofins[4] appears in a flash of blinding nothingness!
|
||||
set poofins[5] falls from the sky above, screaming until he hits the ground. SPLAT! like a bug on a windshield.
|
||||
set poofins[6] appears with a dulcet bang.
|
||||
set poofins[7] appears with a sonic boom.
|
||||
set poofins[8] wanders into the room while practicing omphaloskepsis.
|
||||
set poofins[9] somersaults into the room.
|
||||
set poofins[10] stumbles into the room, tripping over his own feet and falling flat on his face.
|
||||
set poofins[11] dives into the room doing a two and a half tuck gainer, right into the dirt.
|
||||
set poofins[12] runs into the room screaming and looking over his shoulder.
|
||||
set poofins[13] steps out of your shadow.
|
||||
set poofins[14] forms out of the very essence of your shadow to hang in the air before you.
|
||||
set poofins[15] climbs out of your left nostril.
|
||||
set poofins[16] has abandoned his search for truth and is now looking for a good fantasy.
|
||||
set poofins[17] wishes he was a donut specialist.
|
||||
set poofins[18] can resist everything but temptation.
|
||||
set poofins[19] is searching for a near life experience.
|
||||
set poofins[20] walks into the room fashionably early.
|
||||
set poofins[21] hanglides into the room.
|
||||
set poofins[22] parachutes into the room performing a perfect parachute landing fall, except for the fact that he landed backside first.
|
||||
set poofins[23] does a cannonball into room, injuring himself on the hard ground.
|
||||
set poofin %%poofins[%maxpoofin%]%%
|
||||
eval poofin %poofin%
|
||||
%force% %actor% poofin %poofin%
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* To generate random poofs at login just set your loadroom to wherever this
|
||||
* mob is. Does not work for level 32 and above.
|
||||
eval maxpoofin %random.24%
|
||||
set poofins[1] appears with a strange wooshing sound and climbs out of a pneumatic air
|
||||
tube like they use at the bank.
|
||||
set poofins[2] thinks himself into existence.
|
||||
set poofins[3] soars into the room like a bird, and THWAP! right into a window.
|
||||
set poofins[4] crawls out of the ground gasping for air.
|
||||
set poofins[5] appears in a flash of blinding nothingness!
|
||||
set poofins[6] falls from the sky above, screaming until he hits the ground. SPLAT! like a
|
||||
bug on a windshield.
|
||||
set poofins[7] appears with a dulcet bang.
|
||||
set poofins[8] appears with a sonic boom.
|
||||
set poofins[9] wanders into the room while practicing omphaloskepsis.
|
||||
set poofins[10] somersaults into the room.
|
||||
set poofins[11] stumbles into the room, tripping over his own feet and falling flat on his face.
|
||||
set poofins[12] dives into the room doing a two and a half tuck gainer, right into the dirt.
|
||||
set poofins[13] runs into the room screaming and looking over his shoulder.
|
||||
set poofins[14] steps out of your shadow.
|
||||
set poofins[15] forms out of the very essence of your shadow to hang in the air before you.
|
||||
set poofins[16] climbs out of your left nostril.
|
||||
set poofins[17] has abandoned his search for truth and is now looking for a good fantasy.
|
||||
set poofins[18] wishes he was a donut specialist.
|
||||
set poofins[19] can resist everything but temptation.
|
||||
set poofins[20] is searching for a near life experience.
|
||||
set poofins[21] walks into the room fashionably early.
|
||||
set poofins[22] hanglides into the room.
|
||||
set poofins[23] parachutes into the room performing a perfect parachute landing fall,
|
||||
except for the fact that he landed backside first.
|
||||
set poofins[24] does a cannonball into room, injuring himself on the hard ground.
|
||||
eval poofin %%poofins[%maxpoofin%]%%
|
||||
%force% %actor% set self poofin %poofin%
|
||||
*
|
||||
eval maxpoofout %random.20% -1
|
||||
set poofouts[0] is chased out of the room by a barrel of rabid monkeys.
|
||||
set poofouts[1] creates a pneumatic air tube, like they use at the banks, and steps in. He is sucked out of sight.
|
||||
set poofouts[2] thinks himself out of existence.
|
||||
set poofouts[3] walks out saying 'time to make the donuts.'
|
||||
set poofouts[4] goes super critical and has a meltdown. Nothing remains but a pile of steaming radioactive mush.
|
||||
set poofouts[5] disappears in a flash of blinding nothingness!
|
||||
set poofouts[6] merges with his surroundings and vanishes.
|
||||
set poofouts[7] morphs into millions of ants, which run off in all directions.
|
||||
set poofouts[8] senses that everything is well, so he floats away.
|
||||
set poofouts[9] goes to hell in a handbasket.
|
||||
set poofouts[10] does somersaults out of the room.
|
||||
set poofouts[11] dives out of the room doing three rotations in the jackknife position.
|
||||
set poofouts[12] stumbles out of the room with a look of confusion on his face, must have forgotten where he parked.
|
||||
set poofouts[13] steps into your shadow and disappears.
|
||||
set poofouts[14] points behind you with a look of horror. While you turn away he disappears chuckling 'made you look'.
|
||||
set poofouts[15] doesn't like saying goodbye, so he didn't.
|
||||
set poofouts[16] completes an intricate spell of chantings and gestures that creates an inter-dimensional portal of space and time. Before he steps through it and disappears you notice a 'made in china' sticker on its bottom.
|
||||
set poofouts[17] creates a huge rubber band, straps himself into the middle of it and stretches it back like a slingshot. With a wave he releases it and is hurtled out of sight.
|
||||
set poofouts[18] straps an ACME rocket to his back and asks, 'got a light?' right before it explodes and sends him soaring.
|
||||
set poofouts[19] puts on a helmet and climbs into the barrel of an ACME cannon. It explodes sending pieces of Rumble off into the distance.
|
||||
set poofout %%poofouts[%maxpoofout%]%%
|
||||
eval poofout %poofout%
|
||||
%force% %actor% poofout %poofout%
|
||||
eval maxpoofout %random.20%
|
||||
set poofouts[1] is chased out of the room by a barrel of rabid monkeys.
|
||||
set poofouts[2] creates a pneumatic air tube, like they use at the banks, and steps in. He is sucked out of sight.
|
||||
set poofouts[3] thinks himself out of existence.
|
||||
set poofouts[4] walks out saying 'time to make the donuts.'
|
||||
set poofouts[5] goes super critical and has a meltdown. Nothing remains but a pile of steaming radioactive mush.
|
||||
set poofouts[6] disappears in a flash of blinding nothingness!
|
||||
set poofouts[7] merges with his surroundings and vanishes.
|
||||
set poofouts[8] morphs into millions of ants, which run off in all directions.
|
||||
set poofouts[9] senses that everything is well, so he floats away.
|
||||
set poofouts[10] goes to hell in a handbasket.
|
||||
set poofouts[11] does somersaults out of the room.
|
||||
set poofouts[12] dives out of the room doing three rotations in the jackknife position.
|
||||
set poofouts[13] stumbles out of the room with a look of confusion on his face, must have forgotten where he parked.
|
||||
set poofouts[14] steps into your shadow and disappears.
|
||||
set poofouts[15] points behind you with a look of horror. While you turn away he disappears chuckling 'made you look'.
|
||||
set poofouts[16] doesn't like saying goodbye, so he didn't.
|
||||
set poofouts[17] completes an intricate spell of chantings and gestures that creates an inter-dimensional portal of space and time. Before he steps through it and disappears you notice a 'made in china' sticker on its bottom.
|
||||
set poofouts[18] creates a huge rubber band, straps himself into the middle of it and stretches it back like a slingshot. With a wave he releases it and is hurtled out of sight.
|
||||
set poofouts[19] straps an ACME rocket to his back and asks, 'got a light?' right before it explodes and sends him soaring.
|
||||
set poofouts[20] puts on a helmet and climbs into the barrel of an ACME cannon. It explodes sending pieces of Rumble off into the distance.
|
||||
eval poofout %%poofouts[%maxpoofout%]%%
|
||||
%force% %actor% set self poofout %poofout%
|
||||
~
|
||||
#1373
|
||||
Present Unwrapping~
|
||||
@@ -2962,7 +2952,7 @@ say 24
|
||||
Random Rabbit Decapitates Mobs - M1307~
|
||||
0 b 100
|
||||
none~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* This is for any Monty Python Fans.
|
||||
* First figure out what room you are in.
|
||||
eval room_var %self.room%
|
||||
|
||||
@@ -122,6 +122,63 @@ else
|
||||
end
|
||||
%echoaround% %actor% %actor.name% peers into %actor.hisher% gently glowing ring.
|
||||
~
|
||||
#206
|
||||
Smelly Bum - M168~
|
||||
0 i 100
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A trig to let people smell the bum from 1 room away.
|
||||
* For the first move there is no from_room so set it.
|
||||
if !%from_room%
|
||||
eval from_room %self.room.vnum%
|
||||
global from_room
|
||||
halt
|
||||
end
|
||||
wait 1 sec
|
||||
eval inroom %self.room%
|
||||
*
|
||||
%at% %from_room% %echo% %self.name%'s smell slowly dissipates with %self.himher%.
|
||||
if %inroom.north% && %inroom.north(vnum)% != %from_room%
|
||||
%at% %inroom.north(vnum)% %echo% You notice a nasty smell to the south.
|
||||
end
|
||||
if %inroom.south% && %inroom.south(vnum)% != %from_room%
|
||||
%at% %inroom.south(vnum)% %echo% You notice a nasty smell to the north.
|
||||
end
|
||||
if %inroom.east% && %inroom.east(vnum)% != %from_room%
|
||||
%at% %inroom.east(vnum)% %echo% You notice a nasty smell to the west.
|
||||
end
|
||||
if %inroom.west% && %inroom.west(vnum)% != %from_room%
|
||||
%at% %inroom.west(vnum)% %echo% You notice a nasty smell to the east.
|
||||
end
|
||||
if %inroom.up% && %inroom.up(vnum)% != %from_room%
|
||||
%at% %inroom.up(vnum)% %echo% You notice a nasty smell below you.
|
||||
end
|
||||
if %inroom.down% && %inroom.down(vnum)% != %from_room%
|
||||
%at% %inroom.down(vnum)% %echo% You notice a nasty smell above you.
|
||||
end
|
||||
*
|
||||
eval from_room %self.room.vnum%
|
||||
global from_room
|
||||
~
|
||||
#207
|
||||
Mob Blocks opening of chest~
|
||||
0 c 100
|
||||
o~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* does not work for level 32 and above.
|
||||
* Make sure the command is open, check for any abbrev of chest
|
||||
if %cmd.mudcommand% == open && chest /= %arg%
|
||||
* findmob checks if the mob is in the room.
|
||||
if %findmob.230(189)%
|
||||
%echoaround% %actor% As %actor.name% tries to approach the chest %self.name% looks up.
|
||||
wait 1 sec
|
||||
say get away from there.
|
||||
end
|
||||
else
|
||||
* If it doesn't match let the command continue.
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#212
|
||||
Phoenix Rising - 219~
|
||||
1 c 4
|
||||
|
||||
@@ -419,7 +419,7 @@ mkill %bad_guy%
|
||||
Lieutenant Door Bribe - M23608~
|
||||
0 m 1
|
||||
~
|
||||
* By Welcor of The Builder Academy builderacademy.net 9091
|
||||
* By Welcor of The Builder Academy tbamud.com 9091
|
||||
wait 1
|
||||
* The price is 400 coins to pass. Player must 'give 400 coin leader.'
|
||||
if %amount% < 400
|
||||
@@ -440,7 +440,7 @@ end
|
||||
Lieutenant Door Bribe 2 - M23608~
|
||||
0 r 100
|
||||
~
|
||||
* By Welcor of The Builder Academy builderacademy.net 9091
|
||||
* By Welcor of The Builder Academy tbamud.com 9091
|
||||
* 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.
|
||||
@@ -466,7 +466,7 @@ end
|
||||
Lieutenant Leave - 23608~
|
||||
0 q 100
|
||||
~
|
||||
* By Welcor of The Builder Academy builderacademy.net 9091
|
||||
* By Welcor of The Builder Academy tbamud.com 9091
|
||||
* If the player is trying to leave to the East.
|
||||
if %direction% == east
|
||||
context %actor.id%
|
||||
@@ -483,20 +483,16 @@ if %direction% == east
|
||||
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
|
||||
FREE~
|
||||
2 q 100
|
||||
~
|
||||
if %direction% == east
|
||||
return 0
|
||||
%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
|
||||
end
|
||||
~
|
||||
#23616
|
||||
|
||||
@@ -399,7 +399,7 @@ done
|
||||
Slipping on Marbles - 27147~
|
||||
1 q 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* A leave trigger that checks for low dexterity.
|
||||
if %actor.is_pc%
|
||||
if %actor.dex% < 15
|
||||
|
||||
@@ -203,10 +203,14 @@ quit~
|
||||
%send% %actor% Powerful forces keep you here.
|
||||
~
|
||||
#315
|
||||
Room Command - No Recall~
|
||||
2 c 100
|
||||
recall ~
|
||||
%send% %actor% Divine forces prevent you from doing that.
|
||||
Obj Command - No quit~
|
||||
1 c 3
|
||||
q~
|
||||
if %cmd.mudcommand% == quit
|
||||
%send% %actor% Divine forces prevent you from doing that.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#316
|
||||
Mob Fight - generic poison~
|
||||
|
||||
@@ -1,234 +1,240 @@
|
||||
#3000
|
||||
Mage Guildguard - 3024~
|
||||
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% != 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
|
||||
~
|
||||
#3001
|
||||
Cleric Guildguard - 3025~
|
||||
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% != 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
|
||||
~
|
||||
#3002
|
||||
Thief Guildguard - 3026~
|
||||
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
|
||||
~
|
||||
#3003
|
||||
Warrior Guildguard - 3027~
|
||||
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
|
||||
~
|
||||
#3004
|
||||
Dump - 3030~
|
||||
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
|
||||
~
|
||||
#3005
|
||||
Stock Thief~
|
||||
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
|
||||
~
|
||||
#3006
|
||||
Stock Snake~
|
||||
0 k 10
|
||||
~
|
||||
%send% %actor% %self.name% bites you!
|
||||
%echoaround% %actor% %self.name% bites %actor.name%.
|
||||
dg_cast 'poison' %actor%
|
||||
~
|
||||
#3007
|
||||
Stock Magic User~
|
||||
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
|
||||
~
|
||||
#3008
|
||||
Death Trap~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
%send% %actor% You are on the brink of life and death.
|
||||
%send% %actor% The Gods must favor you this day.
|
||||
~
|
||||
#3009
|
||||
Stock Cityguard - 3059, 60, 67~
|
||||
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
|
||||
~
|
||||
#3010
|
||||
Stock Fido - 3062, 3066~
|
||||
0 b 100
|
||||
~
|
||||
eval inroom %self.room%
|
||||
eval item %inroom.contents%
|
||||
while %item%
|
||||
* Target the next item in room. In case it is devoured.
|
||||
set next_item %item.next_in_list%
|
||||
* Check for a corpse. Corpse on TBA is vnum 65535. Stock is -1.
|
||||
if %item.vnum% == 65535
|
||||
emote savagely devours a corpse.
|
||||
%purge% %item%
|
||||
end
|
||||
set item %next_item%
|
||||
* Loop back
|
||||
done
|
||||
~
|
||||
#3011
|
||||
Stock Janitor - 3061, 3068~
|
||||
0 b 100
|
||||
~
|
||||
eval inroom %self.room%
|
||||
eval item %inroom.contents%
|
||||
while %item%
|
||||
* Target the next item in room. In case it is picked up.
|
||||
set next_item %item.next_in_list%
|
||||
* TODO: if %item.wearflag(take)%
|
||||
* Check for fountains and expensive items.
|
||||
if %item.type% != FOUNTAIN && %item.cost% <= 15
|
||||
take %item.name%
|
||||
end
|
||||
set item %next_item%
|
||||
* Loop back
|
||||
done
|
||||
~
|
||||
$~
|
||||
#3000
|
||||
Mage Guildguard - 3024~
|
||||
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% != 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
|
||||
~
|
||||
#3001
|
||||
Cleric Guildguard - 3025~
|
||||
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% != 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
|
||||
~
|
||||
#3002
|
||||
Thief Guildguard - 3026~
|
||||
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
|
||||
~
|
||||
#3003
|
||||
Warrior Guildguard - 3027~
|
||||
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
|
||||
~
|
||||
#3004
|
||||
Dump - 3030~
|
||||
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
|
||||
~
|
||||
#3005
|
||||
Stock Thief~
|
||||
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
|
||||
~
|
||||
#3006
|
||||
Stock Snake~
|
||||
0 k 10
|
||||
~
|
||||
%send% %actor% %self.name% bites you!
|
||||
%echoaround% %actor% %self.name% bites %actor.name%.
|
||||
dg_cast 'poison' %actor%
|
||||
~
|
||||
#3007
|
||||
Stock Magic User~
|
||||
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
|
||||
~
|
||||
#3008
|
||||
Death Trap~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
%send% %actor% You are on the brink of life and death.
|
||||
%send% %actor% The Gods must favor you this day.
|
||||
~
|
||||
#3009
|
||||
Stock Cityguard - 3059, 60, 67~
|
||||
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
|
||||
~
|
||||
#3010
|
||||
Stock Fido - 3062, 3066~
|
||||
0 b 100
|
||||
~
|
||||
eval inroom %self.room%
|
||||
eval item %inroom.contents%
|
||||
while %item%
|
||||
* Target the next item in room. In case it is devoured.
|
||||
set next_item %item.next_in_list%
|
||||
* Check for a corpse. Corpse on TBA is vnum 65535. Stock is -1.
|
||||
if %item.vnum% == 65535
|
||||
emote savagely devours a corpse.
|
||||
%purge% %item%
|
||||
end
|
||||
set item %next_item%
|
||||
* Loop back
|
||||
done
|
||||
~
|
||||
#3011
|
||||
Stock Janitor - 3061, 3068~
|
||||
0 b 100
|
||||
~
|
||||
eval inroom %self.room%
|
||||
eval item %inroom.contents%
|
||||
while %item%
|
||||
* Target the next item in room. In case it is picked up.
|
||||
set next_item %item.next_in_list%
|
||||
* TODO: if %item.wearflag(take)%
|
||||
* Check for fountains and expensive items.
|
||||
if %item.type% != FOUNTAIN && %item.cost% <= 15
|
||||
take %item.name%
|
||||
end
|
||||
set item %next_item%
|
||||
* Loop back
|
||||
done
|
||||
~
|
||||
#3012
|
||||
Newbie Tour Guide~
|
||||
0 e 0
|
||||
has entered the game.~
|
||||
%echo% This trigger commandlist is not complete!
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
Near Death Trap Mahatma - 6318~
|
||||
0 g 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Near Death Trap - Mahatma stuns actor and then takes all of their equipment.
|
||||
wait 3 sec
|
||||
say Here, have a quick trip to the Temple of Midgaard.
|
||||
|
||||
@@ -356,7 +356,7 @@ with this zone, and the help of others, you can do this.
|
||||
@RHELP LOCATION@n
|
||||
@RHELP THEME@n
|
||||
@RHELP PLOT@n
|
||||
@RHELP SIZE@n
|
||||
@RHELP ZONE-SIZE@n
|
||||
@RHELP ALIGNMENT@n
|
||||
@RHELP BIAS@n
|
||||
~
|
||||
@@ -667,7 +667,6 @@ from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
~
|
||||
S
|
||||
T 1217
|
||||
#34
|
||||
Pool of Images~
|
||||
A broad mosaic walkway wraps around the natural hotsprings in this cavernous
|
||||
|
||||
@@ -318,10 +318,6 @@ that have become common names throughout the realm. It is said that completing
|
||||
a quest is a prerequisite towards immortality.
|
||||
~
|
||||
1 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1078,10 +1074,6 @@ more than just drinks as large shelves are filled with various items and
|
||||
equipment.
|
||||
~
|
||||
1 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1662,7 +1654,7 @@ S
|
||||
The Thieves Warehouse~
|
||||
A pathway has been opened here to allow for small carts and wagons to pass.
|
||||
You can hear a few workers in the distance pushing the large crates over the
|
||||
dusty floor. A large box and tackle swings back and forth on a strangel pulley
|
||||
dusty floor. A large box and tackle swings back and forth on a strange pulley
|
||||
system above you.
|
||||
~
|
||||
1 8 0 0 0 0
|
||||
|
||||
@@ -1210,10 +1210,6 @@ of life. The darkness engulfs the northern exit while the life fills the
|
||||
surrounding area.
|
||||
~
|
||||
104 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20901
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1228,10 +1224,6 @@ papers with writing on them scatter this desk as well. The ceiling above is
|
||||
nothing but a thick looking glass with bars filling in for support.
|
||||
~
|
||||
104 8196 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1253,10 +1245,6 @@ A large squishy looking armchair sits in the middle of the room only a few feet
|
||||
from the fireplace. @n
|
||||
~
|
||||
104 24 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
E
|
||||
main chamber room taylors tays~
|
||||
@WA small lamp sits in the center of the room letting off a small amount of
|
||||
|
||||
@@ -116,6 +116,17 @@ didn't notice that exit before isn't it?
|
||||
~
|
||||
0 -1 1204
|
||||
S
|
||||
#1233
|
||||
An unfinished room~
|
||||
You are in an unfinished room.
|
||||
~
|
||||
12 0 0 0 0 0
|
||||
D0
|
||||
ueotn
|
||||
~
|
||||
~
|
||||
0 0 0
|
||||
S
|
||||
#1290
|
||||
The Immortal Board Hall~
|
||||
You are standing in a large hall, exits lead off to the board rooms of the
|
||||
|
||||
@@ -38,11 +38,6 @@ D2
|
||||
~
|
||||
0 0 23700
|
||||
E
|
||||
masonry~
|
||||
The stones have been set so close, you can't even force a knife between them.
|
||||
|
||||
~
|
||||
E
|
||||
sign~
|
||||
+----------------------------------+
|
||||
| |
|
||||
@@ -68,6 +63,11 @@ sign~
|
||||
| |
|
||||
| |
|
||||
~
|
||||
E
|
||||
masonry~
|
||||
The stones have been set so close, you can't even force a knife between them.
|
||||
|
||||
~
|
||||
S
|
||||
#23602
|
||||
Inside the Tradehalls~
|
||||
@@ -231,7 +231,6 @@ The trade halls are here.
|
||||
gate wooden~
|
||||
1 0 23609
|
||||
S
|
||||
T 23615
|
||||
#23611
|
||||
Passing by the workshops~
|
||||
You are stand,ing just inside the entrance to the dwarven city, and you are
|
||||
@@ -276,6 +275,12 @@ D0
|
||||
~
|
||||
0 0 23611
|
||||
E
|
||||
rods metal~
|
||||
Long rods of differently alloyed metal hang here. On the floor next to them,
|
||||
bars of lead have been lain down. Also a barrel sits here, full to the edge
|
||||
with leather strips for handles.
|
||||
~
|
||||
E
|
||||
forge contraption strange~
|
||||
A forge with large leather bellows has been set in the full length of the
|
||||
eastern wall. A small stream in the corner makes a small milling wheel turn,
|
||||
@@ -284,12 +289,6 @@ putting the forge here is that small stream. It runs from a hole in the cave
|
||||
wall about three feet up, into a hole in the corner. A small basin suggests the
|
||||
stream is used to temper the steel in, too.
|
||||
~
|
||||
E
|
||||
rods metal~
|
||||
Long rods of differently alloyed metal hang here. On the floor next to them,
|
||||
bars of lead have been lain down. Also a barrel sits here, full to the edge
|
||||
with leather strips for handles.
|
||||
~
|
||||
S
|
||||
#23613
|
||||
Before the city~
|
||||
@@ -359,15 +358,15 @@ D3
|
||||
~
|
||||
0 0 23611
|
||||
E
|
||||
crate~
|
||||
A wooden crate about one by two feet. It contains strips of leather used for
|
||||
the armours made here.
|
||||
~
|
||||
E
|
||||
forge~
|
||||
The forge has been set in sotnes and is extremely hot. On the other side of
|
||||
the fire, you notice the weaponsmiths' smithy.
|
||||
~
|
||||
E
|
||||
crate~
|
||||
A wooden crate about one by two feet. It contains strips of leather used for
|
||||
the armours made here.
|
||||
~
|
||||
S
|
||||
#23616
|
||||
At the stonewrights.~
|
||||
@@ -382,6 +381,13 @@ D3
|
||||
~
|
||||
0 0 23613
|
||||
E
|
||||
shelf~
|
||||
A wide shelf has been made from the stone wall. And you notice it has been
|
||||
made by removing the surrounding rock piece by piece. A labour with no end, it
|
||||
seems. On it a couple of small gemstones have been laid, along with a
|
||||
handwritten sign: HANDS OFF!
|
||||
~
|
||||
E
|
||||
tombstones stones headstones~
|
||||
They all look about the same:
|
||||
_____________ ___ _______
|
||||
@@ -394,13 +400,6 @@ _____________ ___ _______
|
||||
| | | | | |
|
||||
|___________| |_| |___|
|
||||
~
|
||||
E
|
||||
shelf~
|
||||
A wide shelf has been made from the stone wall. And you notice it has been
|
||||
made by removing the surrounding rock piece by piece. A labour with no end, it
|
||||
seems. On it a couple of small gemstones have been laid, along with a
|
||||
handwritten sign: HANDS OFF!
|
||||
~
|
||||
S
|
||||
#23617
|
||||
The dwarven city~
|
||||
@@ -550,10 +549,9 @@ The ladder stretches into darkness.
|
||||
~
|
||||
0 0 23670
|
||||
E
|
||||
walls~
|
||||
The walls are the same rock as the surrounding city. You notice, however,
|
||||
that these walls doesn't consist of blocks of stone. The room's more likely
|
||||
been dug out of the mountain.
|
||||
basket~
|
||||
A large basket, it looks sturdy enough to carry a ton of rock at once. It
|
||||
should be able to carry you with all your belongings without any problems.
|
||||
~
|
||||
E
|
||||
crane large~
|
||||
@@ -562,9 +560,10 @@ and stone from the mine. You think you might be able to fit in the basket
|
||||
currently hanging here.
|
||||
~
|
||||
E
|
||||
basket~
|
||||
A large basket, it looks sturdy enough to carry a ton of rock at once. It
|
||||
should be able to carry you with all your belongings without any problems.
|
||||
walls~
|
||||
The walls are the same rock as the surrounding city. You notice, however,
|
||||
that these walls doesn't consist of blocks of stone. The room's more likely
|
||||
been dug out of the mountain.
|
||||
~
|
||||
S
|
||||
T 23606
|
||||
@@ -1530,18 +1529,18 @@ A portal leads back to the royal court.
|
||||
portal~
|
||||
0 0 23663
|
||||
E
|
||||
altar marble fire~
|
||||
Tha altar is about 3' tall, 6' wide and 2' deep. It's just out of reach on
|
||||
the other side of the silver chain, and on it, an extremely beautiful hammer has
|
||||
been put.
|
||||
~
|
||||
E
|
||||
chain silver~
|
||||
A thin silver chain seems to enter the rock on both sides of the altar.
|
||||
There are no hooks or rings, the chain simply continues into the rock. A strong
|
||||
magical field protects the chain, and no matter how you try, you can't seem to
|
||||
cross it.
|
||||
~
|
||||
E
|
||||
altar marble fire~
|
||||
Tha altar is about 3' tall, 6' wide and 2' deep. It's just out of reach on
|
||||
the other side of the silver chain, and on it, an extremely beautiful hammer has
|
||||
been put.
|
||||
~
|
||||
S
|
||||
#23667
|
||||
At the Dwarven Court~
|
||||
@@ -1559,14 +1558,14 @@ The court continues.
|
||||
~
|
||||
0 0 23663
|
||||
E
|
||||
tapestries~
|
||||
You wonder, could there be anything behind these heavy tapestries?
|
||||
~
|
||||
E
|
||||
throne chair seat dwarven~
|
||||
The Throne has been cut of black marble, and decorated with jade. In the
|
||||
seat the king seem almost divine.
|
||||
~
|
||||
E
|
||||
tapestries~
|
||||
You wonder, could there be anything behind these heavy tapestries?
|
||||
~
|
||||
S
|
||||
T 23603
|
||||
T 23602
|
||||
|
||||
@@ -197,6 +197,11 @@ You see the exit to the entrance hall.
|
||||
~
|
||||
0 -1 3006
|
||||
E
|
||||
writing carving carvings symbols symbol~
|
||||
Although it is very hard to understand, you think it looks a lot like beer,
|
||||
poems about beer, and small beer-mugs.
|
||||
~
|
||||
E
|
||||
sign~
|
||||
The sign reads:
|
||||
Free instructions provided by the Grunting Boar Inn.
|
||||
@@ -205,11 +210,6 @@ Free instructions provided by the Grunting Boar Inn.
|
||||
List - The bartender will show you all the different drinks and
|
||||
specialties, and tell the price of each.
|
||||
~
|
||||
E
|
||||
writing carving carvings symbols symbol~
|
||||
Although it is very hard to understand, you think it looks a lot like beer,
|
||||
poems about beer, and small beer-mugs.
|
||||
~
|
||||
S
|
||||
#3008
|
||||
The Reception~
|
||||
@@ -256,14 +256,6 @@ You see the main street.
|
||||
~
|
||||
0 -1 3013
|
||||
E
|
||||
danish pastry~
|
||||
You see that this is truly delicious pastry. Must be made by a Dane from
|
||||
Denmark (which surely is not the capital of Sweden! ). Former ruler of
|
||||
Scandinavia, England, Northern Germany, Northern France, Russia, Greenland,
|
||||
Iceland, Estonia etc. Etc. The sight of those large, wholesome chokoladeboller
|
||||
makes your mouth water and your soul sing.
|
||||
~
|
||||
E
|
||||
sign~
|
||||
Free instructions provided by the store:
|
||||
|
||||
@@ -271,6 +263,14 @@ sign~
|
||||
List - The baker will kindly tell you the price and sort of the bread in
|
||||
his bakery.
|
||||
~
|
||||
E
|
||||
danish pastry~
|
||||
You see that this is truly delicious pastry. Must be made by a Dane from
|
||||
Denmark (which surely is not the capital of Sweden! ). Former ruler of
|
||||
Scandinavia, England, Northern Germany, Northern France, Russia, Greenland,
|
||||
Iceland, Estonia etc. Etc. The sight of those large, wholesome chokoladeboller
|
||||
makes your mouth water and your soul sing.
|
||||
~
|
||||
S
|
||||
#3010
|
||||
The General Store~
|
||||
@@ -829,9 +829,14 @@ The city gate is to the west.
|
||||
gate~
|
||||
1 3112 3052
|
||||
E
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
gate~
|
||||
@@ -840,14 +845,9 @@ reinforced with large iron bands to make them even more sturdy. One of the
|
||||
doors is equipped with a very big lock.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
~
|
||||
S
|
||||
#3041
|
||||
@@ -873,9 +873,14 @@ You see Main Street.
|
||||
~
|
||||
0 -1 3016
|
||||
E
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
gate~
|
||||
@@ -884,14 +889,9 @@ reinforced with large iron bands to make them even more sturdy. One of the
|
||||
doors is equipped with a very big lock.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
~
|
||||
S
|
||||
#3042
|
||||
@@ -939,14 +939,14 @@ The road continues further south.
|
||||
~
|
||||
0 -1 3047
|
||||
E
|
||||
wall writing letters~
|
||||
It says 'Who watches the watchmen? '
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
wall writing letters~
|
||||
It says 'Who watches the watchmen? '
|
||||
~
|
||||
S
|
||||
#3044
|
||||
Poor Alley~
|
||||
@@ -1086,18 +1086,18 @@ You see the Concourse.
|
||||
~
|
||||
0 -1 3100
|
||||
E
|
||||
bridge~
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar, just like the wall.
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
opening~
|
||||
You cannot really see it from here as it is somewhere beneath your feet.
|
||||
~
|
||||
E
|
||||
wall~
|
||||
bridge~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
some kind of mortar, just like the wall.
|
||||
~
|
||||
S
|
||||
#3052
|
||||
@@ -1118,9 +1118,14 @@ The forest edge is to the west.
|
||||
~
|
||||
0 -1 6092
|
||||
E
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
gate~
|
||||
@@ -1129,14 +1134,9 @@ reinforced with large iron bands to make them even more sturdy. One of the
|
||||
doors is equipped with a very big lock.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
~
|
||||
S
|
||||
#3053
|
||||
@@ -1157,9 +1157,14 @@ You see the city gate.
|
||||
gate~
|
||||
1 3112 3041
|
||||
E
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
gate~
|
||||
@@ -1168,14 +1173,9 @@ reinforced with large iron bands to make them even more sturdy. One of the
|
||||
doors is equipped with a very big lock.
|
||||
~
|
||||
E
|
||||
tower towers~
|
||||
Both of the towers are built from large grey rocks that have been fastened to
|
||||
each other with some kind of mortar, just like the city wall.
|
||||
~
|
||||
E
|
||||
wall~
|
||||
It is built from large grey rocks that have been fastened to each other with
|
||||
some kind of mortar. It is far too high to climb.
|
||||
bridge footbridge~
|
||||
It is too high up to reach but it looks as if one easily could walk across it
|
||||
from one tower to the other.
|
||||
~
|
||||
S
|
||||
#3054
|
||||
@@ -1198,27 +1198,17 @@ You see the southern end of the temple.
|
||||
~
|
||||
0 -1 3001
|
||||
E
|
||||
altar~
|
||||
Even though the altar is more than ten feet long it appears to be made from a
|
||||
single block of white virgin marble.
|
||||
~
|
||||
E
|
||||
statue odin king god~
|
||||
The statue represents the one-eyed Odin sitting on a his throne. He has
|
||||
long, grey hair and beard and a strict look on his face. On top of the throne,
|
||||
just above his shoulders, his two ravens Hugin and Munin are sitting and at his
|
||||
feet are his wolves Gere and Freke.
|
||||
~
|
||||
S
|
||||
#3055
|
||||
Odin's Store~
|
||||
This is the small dark room in which Odin keeps the player items that he
|
||||
takes care of. It is vital that this room's virtual number is exactly one
|
||||
larger than the room by the temple altar.
|
||||
|
||||
This room has absolutely no purpose!
|
||||
E
|
||||
altar~
|
||||
Even though the altar is more than ten feet long it appears to be made from a
|
||||
single block of white virgin marble.
|
||||
~
|
||||
30 520 0 0 0 0
|
||||
S
|
||||
#3058
|
||||
Ye Olde Water Shoppe~
|
||||
@@ -1327,6 +1317,29 @@ You see the entrance to the Grunting Boar Inn and Tavern.
|
||||
~
|
||||
0 -1 3006
|
||||
E
|
||||
WANTED posters poster wall~
|
||||
Faces of various known Killers and Thieves can barely be seen behind the
|
||||
crates on the west wall. Some of them look quite familar, sorta like that guy
|
||||
who you saw in the Reception a minute ago... But then again, they are rather
|
||||
hard to see past the crates.
|
||||
~
|
||||
E
|
||||
crates opened large~
|
||||
As you know, it is illegal to send contraband items through the Midgaard
|
||||
Mail. The customs agents use this as a great excuse to seize liquor, rare
|
||||
spices, and just about anything they might find useful or profitable.
|
||||
~
|
||||
E
|
||||
cobwebs~
|
||||
They seem to cover everything here, even the Postmaster himself.
|
||||
~
|
||||
E
|
||||
letters envelopes assorted~
|
||||
Envelopes of all sizes are heaped into hugh piles around the room. As you
|
||||
look closer, you see a letter that you had posted a full week ago, laying
|
||||
unnoticed and slightly rat-chewed towards the bottom of the pile.
|
||||
~
|
||||
E
|
||||
sign~
|
||||
**********************************************************
|
||||
* *
|
||||
@@ -1345,29 +1358,6 @@ sign~
|
||||
* Type 'HELP MAIL' for more info *
|
||||
**********************************************************
|
||||
~
|
||||
E
|
||||
letters envelopes assorted~
|
||||
Envelopes of all sizes are heaped into hugh piles around the room. As you
|
||||
look closer, you see a letter that you had posted a full week ago, laying
|
||||
unnoticed and slightly rat-chewed towards the bottom of the pile.
|
||||
~
|
||||
E
|
||||
cobwebs~
|
||||
They seem to cover everything here, even the Postmaster himself.
|
||||
~
|
||||
E
|
||||
crates opened large~
|
||||
As you know, it is illegal to send contraband items through the Midgaard
|
||||
Mail. The customs agents use this as a great excuse to seize liquor, rare
|
||||
spices, and just about anything they might find useful or profitable.
|
||||
~
|
||||
E
|
||||
WANTED posters poster wall~
|
||||
Faces of various known Killers and Thieves can barely be seen behind the
|
||||
crates on the west wall. Some of them look quite familar, sorta like that guy
|
||||
who you saw in the Reception a minute ago... But then again, they are rather
|
||||
hard to see past the crates.
|
||||
~
|
||||
S
|
||||
#3063
|
||||
The Midgaard Donation Room~
|
||||
|
||||
@@ -2,10 +2,6 @@
|
||||
Rumble~
|
||||
The Builder Academy Zone~
|
||||
0 99 10 2
|
||||
O 0 87 1 33 (a throne of bayonets)
|
||||
O 0 10 33 2 (a waybread)
|
||||
R 0 2 11 -1 (the spring)
|
||||
O 0 11 99 2 (the spring)
|
||||
M 0 18 1 2 (Friedrich Nietzsche)
|
||||
R 0 88 1228 -1 (a advertising bulletin board)
|
||||
O 0 1228 99 88 (a advertising bulletin board)
|
||||
|
||||
@@ -2,6 +2,8 @@
|
||||
Rumble~
|
||||
Sanctus~
|
||||
100 199 10 2
|
||||
O 0 219 1 129 (a pile of ashes)
|
||||
M 0 211 1 129 (the phoenix)
|
||||
M 0 206 1 162 (a chunky philosopher)
|
||||
G 1 47 99 -1 (the magic eight ball)
|
||||
D 0 162 2 1 (Thieves Avenue)
|
||||
|
||||
@@ -2,10 +2,10 @@
|
||||
CircleMUD~
|
||||
God Simplex~
|
||||
1200 1299 10 0
|
||||
M 0 1212 1 1200 (the scoreboard mob)
|
||||
O 0 1212 1 1200 (a game console)
|
||||
R 0 1204 3098 -1 (a holy bulletin board)
|
||||
O 0 3098 99 1204 (a holy bulletin board)
|
||||
M 0 1212 1 1200 (the scoreboard mob)
|
||||
O 0 1212 1 1200 (a game console)
|
||||
R 0 1293 1227 -1 (a staff bulletin board)
|
||||
O 0 1227 99 1293 (a staff bulletin board)
|
||||
R 0 1291 1226 -1 (a builder's bulletin board)
|
||||
|
||||
@@ -2,22 +2,21 @@
|
||||
Rumble~
|
||||
Sanctus II~
|
||||
200 299 30 2
|
||||
O 0 188 1 230 (an iron bound chest)
|
||||
P 1 306 5 188 (a jar of naphthalene)
|
||||
M 0 189 1 230 (the commander)
|
||||
E 1 145 99 5 (a scale mail jacket)
|
||||
M 0 209 1 210 (Bob, the achondroplastic dwarf)
|
||||
E 1 171 99 17 (a short gilded staff of oak)
|
||||
M 0 212 1 251 (a parrot with an eye patch)
|
||||
M 0 196 1 251 (the newbie guide)
|
||||
O 0 251 1 251 (a marble fountain)
|
||||
O 0 219 1 210 (a pile of ashes)
|
||||
M 0 211 1 210 (the phoenix)
|
||||
M 0 209 1 210 (Bob, the achondroplastic dwarf)
|
||||
E 1 171 99 17 (a short gilded staff of oak)
|
||||
M 0 33 1 266 (Homer Simpson)
|
||||
M 0 30 3 220 (the spy for the underground)
|
||||
M 0 30 3 212 (the spy for the underground)
|
||||
M 0 210 1 265 (the quest shopkeeper)
|
||||
O 0 307 1 242 (a jar of palmatite)
|
||||
M 0 126 1 242 (assassin)
|
||||
O 0 306 1 230 (a jar of naphthalene)
|
||||
M 0 189 1 230 (the commander)
|
||||
E 1 145 99 5 (a scale mail jacket)
|
||||
R 0 225 373 -1 (a large well)
|
||||
O 0 373 99 225 (a large well)
|
||||
M 0 109 1 225 (Hazel, the wellmaster)
|
||||
|
||||
Reference in New Issue
Block a user