128 bits! --Rumble
This commit is contained in:
@@ -1183,8 +1183,9 @@ if %self.inventory(16701)% && %self.inventory(16702)% && %self.inventory(16703)%
|
||||
* For roleplay sake
|
||||
say Thank you %actor.name%! Now here is the cake.
|
||||
* Give the reward
|
||||
%load% obj 16706
|
||||
give cake %actor.name%
|
||||
%load% obj 16706 %actor%
|
||||
%send% %actor% %self.name% gives you a cake.
|
||||
%echoaround% %actor% %self.name% gives %actor.name% a cake.
|
||||
end
|
||||
~
|
||||
#39
|
||||
@@ -1349,28 +1350,28 @@ done
|
||||
Rumble's Shotgun~
|
||||
1 b 100
|
||||
~
|
||||
* By Rumble
|
||||
* if the object is being wielded
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* 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
|
||||
* 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
|
||||
* Evaluate uniquely to this player.
|
||||
context %actor.id%
|
||||
* count the shots
|
||||
* Count the shots.
|
||||
eval shotgun_rounds %shotgun_rounds% + 1
|
||||
* remember the count for the next time this trig fires
|
||||
* Remember the count for the next time this trig fires.
|
||||
global shotgun_rounds
|
||||
* double barrel shotgun, only has 2 rounds
|
||||
* This double barrel shotgun, only has 2 rounds.
|
||||
if %shotgun_rounds% > 2
|
||||
* detaching trig since gun is out of ammo.
|
||||
* Detaching trig since gun is out of ammo.
|
||||
detach 1361 %self.id%
|
||||
halt
|
||||
end
|
||||
* have to define the victim
|
||||
* We also have to define the victim.
|
||||
eval victim %actor.fighting%
|
||||
* send the message and do the damage
|
||||
* Send the messages and do the damage.
|
||||
%echoaround% %actor.name% %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
|
||||
|
||||
@@ -913,23 +913,23 @@ emote %speech%
|
||||
Angel Receives Treats - 207~
|
||||
0 j 100
|
||||
~
|
||||
if %object.vnum% == 164
|
||||
* By Rumble of The Builder Academy builderacademy.net 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
|
||||
wait 1 sec
|
||||
emote swallows %object.shortdesc% without even chewing.
|
||||
%purge% %object%
|
||||
wait 1 sec
|
||||
emote looks up at %actor.name%, hoping for some more.
|
||||
wait 1 sec
|
||||
mfollow %actor%
|
||||
else
|
||||
if %object.type% == FOOD
|
||||
emote swallows %object.shortdesc% without even chewing.
|
||||
%purge% %object%
|
||||
else
|
||||
wait 1 s
|
||||
set obj_name %object.name%
|
||||
drop %obj_name%
|
||||
if %object.vnum% == 164
|
||||
wait 1 sec
|
||||
mfollow %actor%
|
||||
end
|
||||
else
|
||||
wait 1 s
|
||||
set obj_name %object.name%
|
||||
drop %obj_name%
|
||||
end
|
||||
~
|
||||
#153
|
||||
@@ -1160,9 +1160,12 @@ if %actor%
|
||||
end
|
||||
~
|
||||
#166
|
||||
Mob Affect - 135~
|
||||
Cast spells on Greet - M135~
|
||||
0 g 10
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 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%
|
||||
case 1
|
||||
if %actor.affect(blind)%
|
||||
@@ -1875,16 +1878,16 @@ say %speech%
|
||||
Confucius - 23~
|
||||
0 b 10
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* Confucius - M23 - T186 By Rumble
|
||||
eval max %random.26%
|
||||
eval max %random.27%
|
||||
set txt[1] Before you embark on a journey of revenge, dig two graves.
|
||||
set txt[2] Everything has its beauty but not everyone sees it.
|
||||
set txt[3] Forget injuries, never forget kindnesses.
|
||||
set txt[4] It does not matter how slowly you go so long as you do not stop.
|
||||
set txt[5] Respect yourself and others will respect you.
|
||||
set txt[6] Study the past if you would define the future.
|
||||
set txt[7] The superior man, when resting in safety, does not forget that danger may come. When in a state of security he does not forget the possibility of ruin. When all is orderly, he does not forget that disorder may come. Thus his person is not endangered, and his States and all their clans are preserved.
|
||||
set txt[8] What the superior man seeks is in himself; what the small man seeks is in others.
|
||||
set txt[7] The superior man, when resting in safety, does not forget that danger may come. When in a state of security he does not forget the possibility of ruin. When all is orderly, he does not forget that disorder may come. Thus his person is not endanset txt[8] What the superior man seeks is in himself; what the small man seeks is in others.
|
||||
set txt[9] Wheresoever you go, go with all your heart.
|
||||
set txt[10] By nature, men are nearly alike; by practice, they get to be wide apart.
|
||||
set txt[11] A man who has committed a mistake and doesn't correct it, is committing another mistake.
|
||||
@@ -1903,6 +1906,7 @@ set txt[23] What the superior man seeks is in himself. What the mean man seeks i
|
||||
set txt[24] What you do not want done to yourself, do not do to others.
|
||||
set txt[25] When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it - this is knowledge.
|
||||
set txt[26] In any prisoner situation when you are communicating with a fellow prisoner be sure to agree about a danger signal first. Second make a cover story in case you are caught, and third, you need to decide on a backup communication system.
|
||||
set txt[27] The superior man understands what is right; the inferior man understands what is accepted by a majority.
|
||||
set speech %%txt[%max%]%%
|
||||
eval speech %speech%
|
||||
say %speech%
|
||||
|
||||
@@ -619,7 +619,7 @@ if %object.vnum%==11834
|
||||
end
|
||||
if %actor.varexists(zn118_ridleywrite)%
|
||||
wait 1 s
|
||||
say Thank you %actor.name%, I will restore them to their natural forms.
|
||||
say Thank you %actor.name%, I will restore them to their natural forms, evil though they be..
|
||||
wait 1 s
|
||||
%purge% box
|
||||
wait 1 s
|
||||
@@ -770,11 +770,9 @@ eval actor %self.carried_by%
|
||||
if %actor.is_pc%
|
||||
%send% %actor% %self.shortdesc% suddenly squirms free from your hands and flies away.
|
||||
%echoaround% %actor% %self.shortdesc% suddenly squirms free of %actor.name%'s grasp and flies away.
|
||||
else
|
||||
%echo% %self.shortdesc% suddenly flits into the air.
|
||||
%load% mob 11821
|
||||
%purge% self
|
||||
end
|
||||
%load% mob 11821
|
||||
%purge% self
|
||||
~
|
||||
#11831
|
||||
(21) insect loads self on death~
|
||||
@@ -2211,14 +2209,19 @@ emote mumbles to herself 'He took the bread and broke it, saying: this means my
|
||||
~
|
||||
#11871
|
||||
(60) hotdog damages when eaten~
|
||||
1 s 100
|
||||
~
|
||||
%send% %actor% You feel an excruciating burning pain as it slides down your throat.
|
||||
eval amount %actor.maxhitp%/3
|
||||
if %amount% >= %actor.hitp%
|
||||
eval amount %actor.hitp%+3
|
||||
1 c 2
|
||||
eat~
|
||||
if %cmd.mudcommand% == eat && hotdog /= %arg%
|
||||
%send% %actor% You feel an excruciating burning pain as it slides down your throat.
|
||||
eval amount %actor.maxhitp%/3
|
||||
if %amount% >= %actor.hitp%
|
||||
eval amount %actor.hitp%+3
|
||||
end
|
||||
%damage% %actor% %amount%
|
||||
%purge% self
|
||||
else
|
||||
return 0
|
||||
end
|
||||
%damage% %actor% %amount%
|
||||
~
|
||||
#11872
|
||||
(34) girl restores from death~
|
||||
|
||||
@@ -84,10 +84,45 @@ else
|
||||
end
|
||||
~
|
||||
#1203
|
||||
free~
|
||||
2 c 100
|
||||
~
|
||||
* No Script
|
||||
Mynah Bird~
|
||||
0 d 100
|
||||
*~
|
||||
if %actor.is_pc%
|
||||
if %c%<20
|
||||
eval c 20
|
||||
global c
|
||||
end
|
||||
if !(%speech%/=!)
|
||||
eval c (%c%)+1
|
||||
global c
|
||||
set %c% %speech%
|
||||
global %c%
|
||||
eval 1 Hello
|
||||
eval 2 Yes
|
||||
eval 3 Killed him
|
||||
eval 4 Food?
|
||||
eval 5 Dig dig dig.
|
||||
eval 6 Freddy says hi.
|
||||
eval 7 Inconceivable.
|
||||
eval 8 Stop mimicking me.
|
||||
eval 9 I love you.
|
||||
eval 10 Do you like me?
|
||||
eval 11 Freak.
|
||||
eval 12 You are not funny.
|
||||
eval 13 Don't you ever shut up?.
|
||||
eval 14 Eat my shorts.
|
||||
eval 15 I'm pretty. Pretty bird.
|
||||
eval 16 Let's tango.
|
||||
eval 17 Doh.
|
||||
eval 18 Who rang that bell??
|
||||
eval 19 Beam me up.
|
||||
eval 20 Shut up and get me a drink.
|
||||
eval count %%random.%c%%%
|
||||
eval ans %%%count%%%
|
||||
wait %random.5%
|
||||
say %ans%
|
||||
endif
|
||||
endif
|
||||
~
|
||||
#1204
|
||||
Portal-Main Chamber~
|
||||
@@ -275,31 +310,499 @@ nop %actor.questpoints(-1)%
|
||||
%echo% QP-1: %actor.questpoints%
|
||||
~
|
||||
#1212
|
||||
Constant Raining~
|
||||
2 b 1
|
||||
~
|
||||
if %WeatherManivo% == bad
|
||||
%echo% The rain calms down to a subtle shower.
|
||||
set WeatherManivo good
|
||||
else
|
||||
%echo% The rain turns stronger and starts pouring bucketfulls at a time.
|
||||
set WeatherManivo bad
|
||||
Animal Chase Board Game - O1212~
|
||||
1 c 4
|
||||
go~
|
||||
* By Mordecai
|
||||
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
|
||||
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg%==stay)
|
||||
return 0
|
||||
if %cmd%!=gos
|
||||
%send% %actor% Type: go < up | down | left | right >
|
||||
end
|
||||
halt
|
||||
end
|
||||
if %arg%
|
||||
eval dedu %nextlev%*105
|
||||
if %exx%>%dedu%
|
||||
nop %actor.exp(-%dedu%)%
|
||||
set dd %dedu%
|
||||
end
|
||||
end
|
||||
if !%nextlev%
|
||||
set nextlev 1
|
||||
global nextlev
|
||||
elseif %nextlev_s%
|
||||
eval nextlev %nextlev_s%
|
||||
global nextlev
|
||||
end
|
||||
if !%created%
|
||||
%force% %actor% createnewgame
|
||||
end
|
||||
if %created%
|
||||
set p_dir %arg%
|
||||
extract px 1 %playerco%
|
||||
extract py 2 %playerco%
|
||||
set [%py%][%px%] @g\*@n
|
||||
switch %p_dir%
|
||||
case right
|
||||
if %px%!=10
|
||||
eval px %px%+1
|
||||
else
|
||||
eval px 1
|
||||
end
|
||||
break
|
||||
case left
|
||||
if %px%!=1
|
||||
eval px %px%-1
|
||||
else
|
||||
eval px 10
|
||||
end
|
||||
break
|
||||
case down
|
||||
if %py%!=1
|
||||
eval py %py%-1
|
||||
else
|
||||
eval py 10
|
||||
end
|
||||
break
|
||||
case up
|
||||
if %py%!=10
|
||||
eval py %py%+1
|
||||
else
|
||||
eval py 1
|
||||
end
|
||||
break
|
||||
done
|
||||
if %chase%>0
|
||||
eval chase %chase%-1
|
||||
global chase
|
||||
end
|
||||
if ([%py%][%px%]==%spec_prize%)
|
||||
set spec_prize
|
||||
global spec_prize
|
||||
eval exo (%nextlev%*2000)
|
||||
nop %actor.exp(%exo%)%
|
||||
eval points %points%+(%nextlev%*2)
|
||||
global points
|
||||
set alert You can now FLY and kill the animal!
|
||||
eval chase 5+(%nextlev%/70)+(%chase%)
|
||||
global chase
|
||||
end
|
||||
eval holech %%[%py%][%px%]%%
|
||||
if %holech%/=@@
|
||||
if !(%chase%>0)
|
||||
set alert @MYou fall into a bottomless pit!@n
|
||||
unset points
|
||||
set nextlev 0
|
||||
global nextlev
|
||||
unset created
|
||||
unset exx
|
||||
set ax 1
|
||||
set ay 1
|
||||
set px 10
|
||||
set py 10
|
||||
%force% %actor% createnewgame
|
||||
else
|
||||
set alert You FLY over the pit!
|
||||
end
|
||||
end
|
||||
eval prz_ch %%[%py%][%px%]%%
|
||||
if (%prz_ch.contains(p)%)
|
||||
eval points (%points%+%nextlev%)
|
||||
global points
|
||||
eval exo (%nextlev%*950)
|
||||
nop %actor.exp(%exo%)%
|
||||
set [%py%][%px%] @c.@n
|
||||
global [%py%][%px%]
|
||||
eval prize_count (%prize_count%)+1
|
||||
set winner [%prize_count%]
|
||||
if %prize_count%>=%numofprizes%
|
||||
eval nextlev (%nextlev%)+1
|
||||
global nextlev
|
||||
set winner @YYou Win!!!@n Moving to level %nextlev%.
|
||||
set px 10
|
||||
set py 10
|
||||
set ax 1
|
||||
set ay 1
|
||||
set created
|
||||
global created
|
||||
set prize_count 0
|
||||
set numofprizes 0
|
||||
%force% %actor% createnewgame
|
||||
end
|
||||
global prize_count
|
||||
set alert You collect a prize. %winner%
|
||||
end
|
||||
set playerco %px% %py%
|
||||
global playerco
|
||||
if (%random.15%==1)||(%spec_on%)
|
||||
if !%spec_on%
|
||||
eval spec_on %random.4%+(%nextlev%/90)
|
||||
global spec_on
|
||||
end
|
||||
eval spec_on (%spec_on%)-1
|
||||
global spec_on
|
||||
if !%spec_prize%
|
||||
eval spec_prize [%random.10%][%random.10%]
|
||||
global spec_prize
|
||||
else
|
||||
set %spec_prize% @yY@n
|
||||
eval spec_prize
|
||||
global spec_prize
|
||||
end
|
||||
end
|
||||
if %sizem%
|
||||
set [%py%][%px%] @GO@n
|
||||
unset sizem
|
||||
else
|
||||
set [%py%][%px%] @Go@n
|
||||
set sizem 1
|
||||
global sizem
|
||||
end
|
||||
extract ax 1 %animal%
|
||||
extract ay 2 %animal%
|
||||
set [%ay%][%ax%] @r\*@n
|
||||
if !%dir_chosen%
|
||||
set dir_chosen 1
|
||||
if %px%>%ax%
|
||||
eval dis_x (%px%-%ax%)
|
||||
eval move_x 1
|
||||
elseif %px%<%ax%
|
||||
eval dis_x (%ax%-%px%)
|
||||
eval move_x 2
|
||||
end
|
||||
if %py%>%ay%
|
||||
eval dis_y (%py%-%ay%)
|
||||
eval move_y 4
|
||||
elseif %py%<%ay%
|
||||
eval dis_y (%ay%-%py%)
|
||||
eval move_y 3
|
||||
end
|
||||
if %dis_x%>%dis_y%
|
||||
set ani_dir %move_x%
|
||||
else %dis_x%<%dis_y%
|
||||
set ani_dir %move_y%
|
||||
end
|
||||
eval dificulty 100-(%nextlev%*4)
|
||||
if (%random.100%)<=(%dificulty%)
|
||||
eval ani_dir %random.4%
|
||||
end
|
||||
if %chase%
|
||||
if %ani_dir%==1
|
||||
eval ani_dir 2
|
||||
elseif %ani_dir%==2
|
||||
eval ani_dir 1
|
||||
elseif %ani_dir%==3
|
||||
eval ani_dir 4
|
||||
elseif %ani_dir%==4
|
||||
eval ani_dir 3
|
||||
end
|
||||
end
|
||||
if !%arg%
|
||||
set ani_dir 5
|
||||
end
|
||||
switch %ani_dir%
|
||||
case 1
|
||||
if %ax%!=10
|
||||
eval ax %ax%+1
|
||||
else
|
||||
eval ax 1
|
||||
end
|
||||
break
|
||||
case 2
|
||||
if %ax%!=1
|
||||
eval ax %ax%-1
|
||||
else
|
||||
eval ax 10
|
||||
end
|
||||
break
|
||||
case 3
|
||||
if %ay%!=1
|
||||
eval ay %ay%-1
|
||||
else
|
||||
eval ay 10
|
||||
end
|
||||
break
|
||||
case 4
|
||||
if %ay%!=10
|
||||
eval ay %ay%+1
|
||||
else
|
||||
eval ay 1
|
||||
end
|
||||
break
|
||||
done
|
||||
set animal %ax% %ay%
|
||||
global animal
|
||||
end
|
||||
eval [%ay%][%ax%] @Ra@n
|
||||
eval ch_3 %%[%py%][%px%]%%
|
||||
set ch_3 %ch_3%
|
||||
if %ch_3.contains(a)%
|
||||
if %chase%
|
||||
eval pointinc %nextlev%*%random.10%
|
||||
eval points (%points%+%pointinc%)
|
||||
global points
|
||||
eval exo %nextlev%*7000
|
||||
nop %actor.exp(%exo%)%
|
||||
eval nextlev %nextlev%+1
|
||||
global nextlev
|
||||
set alert You kill the animal. You gain %pointinc% points and a new level. (%nextlev%)
|
||||
unset created
|
||||
set ax 1
|
||||
set ay 1
|
||||
set px 10
|
||||
set py 10
|
||||
%force% %actor% createnewgame
|
||||
else
|
||||
set alert You have been eaten by the @Ranimal@n.
|
||||
set points 0
|
||||
global points
|
||||
set nextlev 0
|
||||
global nextlev
|
||||
unset created
|
||||
unset chase
|
||||
set exx 0
|
||||
global exx
|
||||
%force% %actor% createnewgame
|
||||
end
|
||||
end
|
||||
eval h 11
|
||||
while (%h%>1)
|
||||
eval h (%h%)-1
|
||||
eval printrow%h% %%[%h%][1]%% %%[%h%][2]%% %%[%h%][3]%% %%[%h%][4]%% %%[%h%][5]%% %%[%h%][6]%% %%[%h%][7]%% %%[%h%][8]%% %%[%h%][9]%% %%[%h%][10]%%
|
||||
*eval printrow%h% %%row%h%%%
|
||||
done
|
||||
if %numofprizes%<10
|
||||
set numop 0%numofprizes%
|
||||
else
|
||||
set numop %numofprizes%
|
||||
end
|
||||
if %prize_count%<10
|
||||
set przc 0%prize_count%
|
||||
else
|
||||
set przc %prize_count%
|
||||
end
|
||||
if %nextlev%<10
|
||||
set levlev 000%nextlev%
|
||||
elseif %nextlev%<100
|
||||
set levlev 00%nextlev%
|
||||
elseif %nextlev%<1000
|
||||
set levlev 0%nextlev%
|
||||
else
|
||||
set levlev %nextlev%
|
||||
end
|
||||
eval exx (%exo%+%exx%)-(%dd%)
|
||||
if %exx%<=0
|
||||
set exx 0
|
||||
end
|
||||
global exx
|
||||
eval cht %chase%-1
|
||||
if %cht%>0
|
||||
set chy You can FLY and chase the animal %cht% more times.
|
||||
end
|
||||
set snd %send% %actor% @n
|
||||
%force% %actor% cls
|
||||
%snd% ) \\ / (
|
||||
%snd% /\|\\ )\\_/( /\|\\
|
||||
%snd% \* / \| \\ (/\\\|/\\) / \| \\ \*
|
||||
%snd% \|\`._____________/__\|__o____\\\`\|'/___o__\|__\\______.'\|
|
||||
%snd% \| '\^\` \| \\\|/ '\^\` \|
|
||||
%snd% \| \| V level: %levlev% \| Dir: @C %arg%@n
|
||||
%snd% \| %printrow10% \| @M@@@n = Bottomless Pit \| Points: @Y%points%@n
|
||||
%snd% \| %printrow9% \| @yY@n = Power Up \| Exp: @C%exx%@n
|
||||
%snd% \| %printrow8% \| @Wp@n = Prize \| AMU: %dedu%
|
||||
%snd% \| %printrow7% \| @Go@n = You \|
|
||||
%snd% \| %printrow6% \| @Ra@n = Animal \|
|
||||
%snd% \| %printrow5% \| @cTo Move Type:@n \|
|
||||
%snd% \| %printrow4% \| @Cgo <up\|down\|left\|right>@n\|
|
||||
%snd% \| %printrow3% \| \|
|
||||
%snd% \| %printrow2% \| @BCost of AMU exp per MV@n \|
|
||||
%snd% \| %printrow1% \| @BIf you have exp.@n \|
|
||||
%snd% \| \| \|
|
||||
%snd% \| \| NEEDED: @R%numop%@n HAVE: @G%przc%@n \|
|
||||
%snd% \| .______________________\|______________________. \|
|
||||
%snd% \|' l /\\ / \\\\ \\ /\\ l \`\|
|
||||
%snd% \* l / V )) V \\ l \*
|
||||
%snd% l/ // \\I
|
||||
%snd% V
|
||||
%snd% %alert%
|
||||
%snd% %chy%
|
||||
%snd% Animal: ax:%ax% ay:%ay% You: px:%px% py:%py%
|
||||
end
|
||||
~
|
||||
#1213
|
||||
new trigger~
|
||||
2 h 100
|
||||
~
|
||||
set testvar This is a Test!! :)
|
||||
%echo% %testvar%
|
||||
remote testvar %actor.id%
|
||||
Animal Chase Board - Newgame - O1212~
|
||||
1 c 100
|
||||
newgame~
|
||||
* By Mordecai
|
||||
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
|
||||
if %arg.cdr% == %actor.id%
|
||||
eval nextlev %arg.car%
|
||||
global nextlev
|
||||
end
|
||||
if %nextlev%>1&&%points%>0
|
||||
set dd scoreboardmob
|
||||
if %dd.vnum%>0
|
||||
set nums 1
|
||||
while %nums%
|
||||
eval j %j%+1
|
||||
eval nums %dd.varexists(%j%)%
|
||||
if %nums%
|
||||
eval nums2 %%dd.%j%%%
|
||||
if (%nums2%/=%actor.name%)
|
||||
extract partlev 2 %nums2%
|
||||
set added 1
|
||||
if %partlev%<%nextlev%
|
||||
set %j% %actor.name% %nextlev% %points% %exx%
|
||||
remote %j% %dd.id%
|
||||
end
|
||||
end
|
||||
else
|
||||
if !%added%
|
||||
set %j% %actor.name% %nextlev% %points% %exx%
|
||||
remote %j% %dd.id%
|
||||
end
|
||||
end
|
||||
done
|
||||
end
|
||||
end
|
||||
unset chase
|
||||
set tail 1
|
||||
global tail
|
||||
eval animal 1 1
|
||||
global animal
|
||||
eval playerco 10 10
|
||||
global playerco
|
||||
set [1][1] @ra@n
|
||||
set [10][10] @Go@n
|
||||
global [1][1]
|
||||
global [10][10]
|
||||
eval numofprizes 0
|
||||
global numofprizes
|
||||
set prize_count 0
|
||||
global prize_count
|
||||
set created 1
|
||||
global created
|
||||
eval ww 11
|
||||
while (%ww%>1)
|
||||
eval ww %ww%-1
|
||||
eval n %ww%
|
||||
eval row %random.10%
|
||||
eval r_col (%random.3%-1)
|
||||
set [%n%][1] @c.@n
|
||||
global [%n%][1]
|
||||
set [%n%][2] @c.@n
|
||||
global [%n%][2]
|
||||
set [%n%][3] @c.@n
|
||||
global [%n%][3]
|
||||
set [%n%][4] @c.@n
|
||||
global [%n%][4]
|
||||
set [%n%][5] @c.@n
|
||||
global [%n%][5]
|
||||
set [%n%][6] @c.@n
|
||||
global [%n%][6]
|
||||
set [%n%][7] @c.@n
|
||||
global [%n%][7]
|
||||
set [%n%][8] @c.@n
|
||||
global [%n%][8]
|
||||
set [%n%][9] @c.@n
|
||||
global [%n%][9]
|
||||
set [%n%][10] @c.@n
|
||||
global [%n%][10]
|
||||
if (%r_col%)
|
||||
while (%r_col%<3)
|
||||
eval r_col %r_col%+1
|
||||
eval jj %random.10%
|
||||
if !(%posis%/=[%n%][%jj%])
|
||||
eval numofprizes %numofprizes%+1
|
||||
global numofprizes
|
||||
eval [%n%][%jj%] @Wp@n
|
||||
global [%n%][%jj%]
|
||||
set posis %posis% [%n%][%jj%]
|
||||
end
|
||||
done
|
||||
end
|
||||
done
|
||||
eval r_ttt %nextlev%-35
|
||||
if (%r_ttt%>0)
|
||||
eval hrt (%random.6%-1)+(%nextlev%/20)
|
||||
while %hrt%>0
|
||||
eval hrt %hrt%-1
|
||||
eval j8 %random.10%
|
||||
eval j9 %random.10%
|
||||
eval cer %%[%j9%][%j8%]%%
|
||||
if !(%cer%/=p)
|
||||
eval [%j9%][%j8%] @M\@@@n
|
||||
global [%j9%][%j8%]
|
||||
end
|
||||
done
|
||||
end
|
||||
if !(%[10][10]%/=p)
|
||||
set [10][10] @c.@n
|
||||
global [10][10]
|
||||
end
|
||||
~
|
||||
#1214
|
||||
Room random echo to test spec-var's~
|
||||
2 bg 100
|
||||
~
|
||||
%echo% This trigger commandlist is not complete!
|
||||
%echo% ^% ^* test
|
||||
Scoreboard Mob~
|
||||
0 d 100
|
||||
score scores~
|
||||
* By Mordecai
|
||||
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
|
||||
set j 1
|
||||
while %self.varexists(%j%)%
|
||||
eval r %%self.%j%%%
|
||||
eval nam %r.car%
|
||||
eval k %nam.strlen%
|
||||
while %k%<15
|
||||
eval k %k%+1
|
||||
eval sgg %%s%j%%%
|
||||
set s%j% %sgg%-
|
||||
done
|
||||
eval j %j%+1
|
||||
done
|
||||
%echo% @yO===============SCORE======BOARD=====================O@n
|
||||
wait 1
|
||||
%echo% O=#==NAME============\|=Level=\|=Points==\|=EXP=========O
|
||||
set i 1
|
||||
set j 1
|
||||
while %self.varexists(%j%)%
|
||||
eval r %%self.%j%%%
|
||||
eval nam %r.car%
|
||||
extract ll 2 %r%
|
||||
extract points 3 %r%
|
||||
extract exp 4 %r%
|
||||
eval sp %%s%j%%%
|
||||
if %ll%<10
|
||||
set ll 0000%ll%
|
||||
elseif %ll%<100
|
||||
set ll 000%ll%
|
||||
elseif %ll%<1000
|
||||
set ll 00%ll%
|
||||
elseif %ll%<10000
|
||||
set ll 0%ll%
|
||||
end
|
||||
if %points%<10
|
||||
set points 000000%points%
|
||||
elseif %points%<100
|
||||
set points 00000%points%
|
||||
elseif %points%<1000
|
||||
set points 0000%points%
|
||||
elseif %points%<10000
|
||||
set points 000%points%
|
||||
elseif %points%<100000
|
||||
set points 00%points%
|
||||
elseif %points%<1000000
|
||||
set points 0%points%
|
||||
end
|
||||
eval d %j%
|
||||
if %d%<9
|
||||
set d 0%j%
|
||||
end
|
||||
%echo% \|@g%d%@n: @w%nam%@n %sp%\| @c%ll%@n \| @y%points%@n \| @W%exp%@n
|
||||
eval j %j%+1
|
||||
done
|
||||
%echo% O=#==================================================O
|
||||
~
|
||||
#1217
|
||||
new trigger~
|
||||
|
||||
@@ -1484,7 +1484,7 @@ free~
|
||||
Drop While Example - Grenade 01301~
|
||||
1 h 100
|
||||
~
|
||||
* By Rumble of The Builder Academy builderacademy.net 9091
|
||||
* By Rumble of The Builder Academy 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%
|
||||
|
||||
@@ -1234,4 +1234,12 @@ while %here%
|
||||
set here %others%
|
||||
done
|
||||
~
|
||||
#1995
|
||||
fix for immortals~
|
||||
2 c 100
|
||||
immortalcheat~
|
||||
rdelete zn118_thinwrite %actor.id%
|
||||
set zn118_thindone 1
|
||||
remote zn118_thindone %actor.id%
|
||||
~
|
||||
$~
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user