Updated World and files for 3.55 release. --Rumble

This commit is contained in:
Rumble
2008-01-16 23:19:50 +00:00
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Getting To Know Your "lib" Directory
------------------------------------------------------------------------------
etc/ Files maintained by the game which you should not touch while
the game is running.
house/ Crash-save files for player houses.
misc/ Miscellaneous database files such as fight messages, invalid names,
and socials.
plralias/ All of your player's aliases are stored here in the same
three letter encoding scheme as the plrobjs/ directory.
plrfiles/ ASCII player files.
plrobjs/ The hierarchy containing player object files (i.e. crash files,
rent files, cryo-rent files, etc.).
plrvars/ Trigger variables.
text/ Files meant to be directly read by players such as MOTD (message of
the day), help files, and the immortal handbook. You can change
these files while the game is running, and then have the mud re-read
them using the 'reboot' command.
world/ The hierarchy of the world files (mobiles, objects, shops, rooms,
triggers, and zones).

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This directory is to save objects in player houses.

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#!/bin/sh
echo "Purging $1"
cd $1
date >> deleted
../../../bin/delobjs ../../etc/players *.objs >> ../deleted
cd ..

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#!/bin/sh
echo "Purging old rent files, please wait..."
purgedir A-E
purgedir F-J
purgedir K-O
purgedir P-T
purgedir U-Z
rm -f ZZZ/*
echo "Done."

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#!/bin/sh
../../bin/listrent A-E/* | fgrep -i $1
../../bin/listrent F-J/* | fgrep -i $1
../../bin/listrent K-O/* | fgrep -i $1
../../bin/listrent P-T/* | fgrep -i $1
../../bin/listrent U-Z/* | fgrep -i $1

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commands.hlp
info.hlp
socials.hlp
spells.hlp
wizhelp.hlp
$

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commands.hlp
info.hlp
socials.hlp
spells.hlp
wizhelp.hlp
$

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AC
"AC" is your armor class. It is a number from -10 to 10, roughly
defined as follows:
AC Roughly equivalent to
-----------------------------------------------------------
10 Naked person
0 Very Heavily armored (Plate mail, and "two shields")
-10 Armored battle tank
The score command displays your armor class as a number such as 78/10;
this means 78 on a scale from -100 to 100 (i.e., 7.8 on the scale from
-10 to 10.)
See also: SCORE
#
AREAS
This is a listing of the areas available for exploration on this
CircleMUD.
Limbo -- DikuMud
River Island Of Minos -- Mahatma of HexOynx
God Simplex -- CircleMUD, modified by Taz of Tazmania
The Straight Path -- Steppin of ChicagoMUD
The High Tower Of Magic -- Skylar of SillyMUD*
Midgaard -- DikuMud
The Three Of Swords -- C.A.W.
Miden'Nir -- Copper II, modified by VampLestat of MercMUD*
The Chessboard -- Exxon of SillyMUD
Mount Moria -- Redferne of DikuMud*
The Great Eastern Desert -- Rorschach
The Drow City -- Rorschach
The City Of Thalos -- Rorschach
The Great Pyramid -- Andersen of HexOynx*
New Thalos -- Duke Of SillyMUD*
The Haon-Dor Forest -- Quifael of DikuMud, extended by by Derkhil
of CircleMUD
The Orc Enclave -- C.A.W.
Arachnos -- Mahatma of HexOynx
Rand's Tower -- C.A.W.
The Dwarven Kingdom -- Depeche of DikuMud
The Sewers -- Redferne of DikuMud
Redferne's Residence -- DikuMud, modified by Cyron of VieMud
Rome -- Onivel of JediMUD
King Welmar's Castle -- CircleMUD*
Newbie Zone -- Maynard of StrangeMUD
All those marked with * have been heavily modified by Furry of VieMud
C.A.W. stands for the Curious Areas Workshop. For more information
mail <fletchra@qsilver.queensu.ca>.
See also: CREDITS
#
BOARDS
Bulletin boards are the forum of inter-player communication on the MUD.
There are different bulletin boards for different purposes -- for example,
a standard mortal board, a board for immortals, a board for fun "social"
messages, etc. Naturally, not all players may be allowed to read all
types of boards.
Type "LOOK BOARD" to see the messages already posted on a board. Type
"WRITE <subject>" to post a message to a board; terminate a message with
a '@' as the first character on a line. Type "READ <number>" to read a
post. Type "REMOVE <number>" to remove your own messages.
Example:
> look at board
> write Am I using these boards correctly?
[writes the message; terminates with a '@']
> look at board
> read 6
> remove 6
See also: MAIL, READ, WRITE
#
CLERIC
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.
You can improve your spells by using the practice command.
See 'help spells' for a list of spells available.
See also: PRACTICE, SPELLS
#
EXPERIENCE XP
Whenever you kill a monster or a player, you earn experience points. When
enough experience points are earned, you raise a level.
Things you should know about experience points:
* When damaging a monster, you get experience points.
* 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
See also: GROUP, SCORE
#
FLAGS
Players sometimes have FLAGS after their names in the WHO list. These
flags are always in parentheses, not brackets or braces.
FLAG MEANING
----------- ---------------------------------------------------------
(KILLER) Player is trying to kill other players. That means you
can try to kill him/her without being flagged.
(THIEF) Player is trying to steal from other players. Fire away.
(invis) Player is invisible; you can see him/her because you are
sensitive to the presence of invisible things.
(writing) Player is writing on the board; do not disturb.
(mailing) Player is writing mail; do not disturb.
(deaf) Player has chosen not to hear shouts.
(notell) Player has chosen not to accept tells.
(quest) Player is participating in a quest currently being run by
the Gods.
See also: NOSHOUT, NOTELL, QUEST, STEAL, VISIBLE
#
GUILD
The Guildhouse is the place where mortals may go to escape the troubles and
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
learn and practice the skills of their trade.
See also: PRACTICE
#
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.
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
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.
#
INN INNS CRYOGENIC CRYO RECEPTION
Inns are places where the weary traveler may rest while the innkeeper looks
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
#
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
#
$

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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
#
$

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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).
#
$

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@@ -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
#
$

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@@ -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.

View File

@@ -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~

View File

@@ -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!
~

View File

@@ -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~

View File

@@ -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
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
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
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~

View File

@@ -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~

View File

@@ -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

View File

@@ -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%.

View File

@@ -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)%

View File

@@ -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%

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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~

View File

@@ -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!
~
$~

View File

@@ -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.

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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~

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@@ -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)

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@@ -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)

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@@ -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)

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@@ -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)