TBA data file whitespace cleanups. (#66)
This just converts the few DOS text files still in here to standard text files (line-endings), removes all the trailing spaces on lines, removes all the trailing blank lines, and replaces all the tabs (except in .zon files, where they seem to be common) with expanded spaces. It's easy to confirm this is actually a non-change, except for whitespace: * `git show -w` shows this commit as only removing 8 trailing blank lines. This should make no difference to tbaMUD itself, but it will make working on these files, especially with scripts and automated tools, much easier. This is the base change for a set of other changes I will put up once/if this merges, without this, the others are just too complicated to wrangle.
This commit is contained in:
@@ -67,9 +67,9 @@ Tutorial II Guard Greet - 24~
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* This is a N S road so only greet players arriving from the south.
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if %direction% == south && %actor.is_pc%
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wait 1 sec
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emote snaps to attention.
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emote snaps to attention.
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wait 1 sec
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say Admittance to the city is 10 coins.
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say Admittance to the city is 10 coins.
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end
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~
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#5
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@@ -92,10 +92,10 @@ if %amount% >= 10
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unlock gateway
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wait 1 sec
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open gateway
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wait 10 sec
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close gateway
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wait 10 sec
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close gateway
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wait 1 sec
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lock gateway
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lock gateway
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* Else they gave too few! be nice and refund them.
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else
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say only %amount% coins, I require 10.
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@@ -109,9 +109,9 @@ shake~
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* By Rumble of The Builder Academy tbamud.com 9091
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* Numeric Arg: 2 means in character's carried inventory.
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* Command trigs do not work for level 33 and above.
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* There are 20 possible answers that the Magic Eight Ball can give.
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* Of these, nine are full positive, two are full negative, one is
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* mostly positive, three are mostly negative, and five are abstentions.
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* There are 20 possible answers that the Magic Eight Ball can give.
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* Of these, nine are full positive, two are full negative, one is
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* mostly positive, three are mostly negative, and five are abstentions.
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*
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* Check arguments if they match. /= checks abbreviations.
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set argcheck 'ball 'eightball
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@@ -123,13 +123,13 @@ if %argcheck.contains('%arg%)%
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switch %random.20%
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* Send the answer! %self% is the 8ball, or whatever the trig is attached to.
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* Only the actor sees the answer.
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* Case is what we are trying to match. Does %random.20% == 1?
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* Case is what we are trying to match. Does %random.20% == 1?
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case 1
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%send% %actor% %self.shortdesc% reveals the answer: Outlook Good
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%send% %actor% %self.shortdesc% reveals the answer: Outlook Good
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* We are done with this case so check the next one.
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break
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case 2
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%send% %actor% %self.shortdesc% reveals the answer: Outlook Not So Good
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%send% %actor% %self.shortdesc% reveals the answer: Outlook Not So Good
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break
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case 3
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%send% %actor% %self.shortdesc% reveals the answer: My Reply Is No
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@@ -144,19 +144,19 @@ if %argcheck.contains('%arg%)%
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%send% %actor% %self.shortdesc% reveals the answer: Ask Again Later
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break
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case 7
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%send% %actor% %self.shortdesc% reveals the answer: Most Likely
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%send% %actor% %self.shortdesc% reveals the answer: Most Likely
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break
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case 8
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%send% %actor% %self.shortdesc% reveals the answer: Cannot Predict Now
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break
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case 9
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%send% %actor% %self.shortdesc% reveals the answer: Yes
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%send% %actor% %self.shortdesc% reveals the answer: Yes
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break
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case 10
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%send% %actor% %self.shortdesc% reveals the answer: Yes, definitely
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break
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case 11
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%send% %actor% %self.shortdesc% reveals the answer: Better Not Tell You Now
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%send% %actor% %self.shortdesc% reveals the answer: Better Not Tell You Now
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break
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case 12
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%send% %actor% %self.shortdesc% reveals the answer: It Is Certain
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@@ -171,13 +171,13 @@ if %argcheck.contains('%arg%)%
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%send% %actor% %self.shortdesc% reveals the answer: Concentrate And Ask Again
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break
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case 16
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%send% %actor% %self.shortdesc% reveals the answer: Signs Point To Yes
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%send% %actor% %self.shortdesc% reveals the answer: Signs Point To Yes
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break
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case 17
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%send% %actor% %self.shortdesc% reveals the answer: My Sources Say No
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%send% %actor% %self.shortdesc% reveals the answer: My Sources Say No
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break
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case 18
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%send% %actor% %self.shortdesc% reveals the answer: Without A Doubt
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%send% %actor% %self.shortdesc% reveals the answer: Without A Doubt
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break
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case 19
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%send% %actor% %self.shortdesc% reveals the answer: Reply Hazy, Try Again
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@@ -193,7 +193,7 @@ if %argcheck.contains('%arg%)%
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done
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* The actor didn't use the command shake with arg ball or eightball.
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else
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* Return 0 allows the command to continue through to the MUD. The player will
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* Return 0 allows the command to continue through to the MUD. The player will
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* get the Huh!?! response or the shake social if you have one.
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return 0
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end
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@@ -206,8 +206,8 @@ The gate is opened from~
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* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
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* This is required to close the gate after someone opens it from the other
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* side.
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wait 5 sec
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close gate
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wait 5 sec
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close gate
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wait 1 sec
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lock gate
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~
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@@ -219,8 +219,8 @@ leaves north.~
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* A basic guard bribe trigger. Trigs 4, 5, 7, 8.
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* This is required to close the gate after the guard is bribed and someone
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* leaves to the north.
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wait 5 sec
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close gate
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wait 5 sec
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close gate
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wait 1 sec
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lock gate
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~
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@@ -260,25 +260,25 @@ end
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Tutorial Quest 1317 - Completion~
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0 j 100
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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* Quest Trigs 9-12. If the player returns the right object reward them.
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if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 47
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set solved_tutorial_quest_zone_0 1
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remote solved_tutorial_quest_zone_0 %actor.id%
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%purge% %object%
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dance
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wait 1 sec
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say Thank you, %actor.name%.
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nop %actor.exp(50)%
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nop %actor.gold(50)%
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say finally, now I can get some answers.
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wait 1 sec
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emote shakes the magic eight ball vigorously.
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wait 1 sec
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emote does not seem too pleased with his answer.
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else
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say I don't want that!
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junk %object.name%
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* By Rumble of The Builder Academy tbamud.com 9091
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* Quest Trigs 9-12. If the player returns the right object reward them.
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if !%actor.varexists(solved_tutorial_quest_zone_0)% && %object.vnum% == 47
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set solved_tutorial_quest_zone_0 1
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remote solved_tutorial_quest_zone_0 %actor.id%
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%purge% %object%
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dance
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wait 1 sec
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say Thank you, %actor.name%.
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nop %actor.exp(50)%
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nop %actor.gold(50)%
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say finally, now I can get some answers.
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wait 1 sec
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emote shakes the magic eight ball vigorously.
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wait 1 sec
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emote does not seem too pleased with his answer.
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else
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say I don't want that!
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junk %object.name%
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end
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~
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#12
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@@ -308,18 +308,18 @@ end
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Restorative Comfy Bed 1401 - Heal~
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1 b 100
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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* Healing Bed Trigs 13-15. Heals those who sleep on it.
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set room_var %actor.room%
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set target_char %room_var.people%
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while %target_char%
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set tmp_target %target_char.next_in_room%
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if %target_char.varexists(laying_in_comfy_bed_14)%
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%damage% %target_char% -10
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%send% %target_char% You feel refreshed from sleeping in the comfy bed.
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end
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set target_char %tmp_target%
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done
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* By Rumble of The Builder Academy tbamud.com 9091
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* Healing Bed Trigs 13-15. Heals those who sleep on it.
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set room_var %actor.room%
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set target_char %room_var.people%
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while %target_char%
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set tmp_target %target_char.next_in_room%
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if %target_char.varexists(laying_in_comfy_bed_14)%
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%damage% %target_char% -10
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%send% %target_char% You feel refreshed from sleeping in the comfy bed.
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end
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set target_char %tmp_target%
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done
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~
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#15
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Restorative Comfy Bed 1401 - Wake~
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@@ -360,7 +360,7 @@ Door Example~
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2 c 100
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move~
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* Example by Falstar for room 14520
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* The following trigger is designed to reveal a trapdoor leading down when
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* The following trigger is designed to reveal a trapdoor leading down when
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* Player types 'Move Chest'
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*
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* The following ARGument determines what can be MOVEd ('move' Command inserted
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@@ -386,9 +386,9 @@ if %arg% == chest
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%door% 14521 up room 14520
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%door% 14521 up description A wooden ladder leads up into a storeroom.
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%door% 14521 up key 14500
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* IMPORTANT: Note reverse of direction in both the commands and extra
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* descriptions and room numbers it can be very easy to get lost here and
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* probably get your adventurer lost too. Finally set up what happens when
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* IMPORTANT: Note reverse of direction in both the commands and extra
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* descriptions and room numbers it can be very easy to get lost here and
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* probably get your adventurer lost too. Finally set up what happens when
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* adventurer tries to move anything else and end the trigger
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else
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%send% %actor% Move what ?!
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@@ -400,7 +400,7 @@ end
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* %door% 23667 east flags abcd
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* %door% 23667 east key 23634
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* %door% 23667 east name vault
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* %door% 23667 east room 23668
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* %door% 23667 east room 23668
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* else
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* %send% %actor% Pull what ?!
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* end
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@@ -410,13 +410,13 @@ Switch Echo Example~
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2 g 100
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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* Since this is an ENTER trigger we must put a wait in here
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* Since this is an ENTER trigger we must put a wait in here
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* so it doesn't fire before the player enters the room
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wait 1
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switch %random.4%
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case 1
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* only the person (actor) entering the room will see this.
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%send% %actor% You trip over a root as you walk into the room.
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%send% %actor% You trip over a root as you walk into the room.
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* everyone in the room except the actor will see this.
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%echoaround% %actor% %actor.name% trips on a root while walking into the room.
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* everyone in the room will see this.
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@@ -425,7 +425,7 @@ switch %random.4%
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%zoneecho% %self.vnum% %actor.name% is a clutz.
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break
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case 2
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%send% %actor% You strut into the room.
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%send% %actor% You strut into the room.
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%echoaround% %actor% %actor.name% Seems to have a big head..
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%echo% A strong breeze kicks some leaves up into the air.
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break
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@@ -504,7 +504,7 @@ elseif %anumber% > 90
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* The second condition %anumber% > 90 is true.
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emote shrinks down to the size of a mouse.
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say Squeak squeak squeak!
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* If the first elseif condition was also false, the program looks for the
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* If the first elseif condition was also false, the program looks for the
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* next one.
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elseif %anumber% < 10
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* Here's a tricky one. If %anumber% equals 5, the program will already have
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@@ -518,18 +518,18 @@ else
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* Note that else has no condition.
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emote disappears in a cloud of blue smoke.
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%purge% %self%
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* For that to happen, all of this must be true: %anumber% is not five.
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* %anumber% is not greater than 90. %anumber% is not less than 10. If all
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* For that to happen, all of this must be true: %anumber% is not five.
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* %anumber% is not greater than 90. %anumber% is not less than 10. If all
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* those conditions are met, the mob will disappear in a cloud of blue smoke.
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* Finally, please don't forget the all-important...
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end
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* Ends are good. They tell the program when the if-block is over. After any of
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* the above sets of commands runs, the program skips to the next end.
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* Ends are good. They tell the program when the if-block is over. After any of
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* the above sets of commands runs, the program skips to the next end.
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*
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* We could have omitted the else. If we had, and none of the conditions had
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* We could have omitted the else. If we had, and none of the conditions had
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* been met, no commands in the if-block would run. However, there can never be
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* more than one else. There is only one default. There must always be the same
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* number of if's and end's. We could have had any number of ifelses, from zero
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* number of if's and end's. We could have had any number of ifelses, from zero
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* on up. To summarize, here is the basic format of an if-block:
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* if (condition)
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* (commands)
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@@ -689,13 +689,13 @@ if %actor.canbeseen% && %actor.is_pc%
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%echo% WEIGHT: %actor.weight%
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* Objects TSTAT 28, Rooms TSTAT 29, Text TSTAT 30, Special TSTAT 31.
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*
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* equipment positions: 0-18 or light, rfinger, lfinger, neck1, neck2,
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* body, head, legs, feet, hands, arms, shield, about, waist, rwrist,
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* equipment positions: 0-18 or light, rfinger, lfinger, neck1, neck2,
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* body, head, legs, feet, hands, arms, shield, about, waist, rwrist,
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* lwrist, wield, hold, inv
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* This example will check wield 16
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if %actor.eq(wield)%
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eval wield %actor.eq(wield)%
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%echo% WIELDING ID: %wield.id%, NAME: %wield.name%, SHORTDESC: %wield.shortdesc%, TIMER:: %wield.timer%, TYPE: %wield.type%, VAL0: %wield.val0%, VAL1: %wield.val1%, VAL2: %wield.val2%, VAL3: %wield.val3%, VNUM: %wield.vnum%,
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%echo% WIELDING ID: %wield.id%, NAME: %wield.name%, SHORTDESC: %wield.shortdesc%, TIMER:: %wield.timer%, TYPE: %wield.type%, VAL0: %wield.val0%, VAL1: %wield.val1%, VAL2: %wield.val2%, VAL3: %wield.val3%, VNUM: %wield.vnum%,
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%echo% CARRIED_BY: %wield.carried_by%, NEXT_IN_LIST: %wield.next_in_list%, WORN_BY: %wield.worn_by%, WEIGHT: %wield.weight%, COST: %wield.cost%, COST_PER_DAY: %wield.cost_per_day%
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end
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end
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@@ -737,7 +737,7 @@ Room Variables Example~
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* By Rumble of The Builder Academy tbamud.com 9091
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* A listing and demonstration of all room variables.
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%echo% CONTENTS: %self.contents%
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%echo% NORTH: %self.north% %self.north(vnum)%
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%echo% NORTH: %self.north% %self.north(vnum)%
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%echo% SOUTH: %self.south% %self.south(key)%
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%echo% SOUTH: %self.south% %self.south(vnum)%
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%echo% EAST: %self.east% %self.east(bits)%
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@@ -817,11 +817,11 @@ if !%has_it%
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break
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end
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done
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end
|
||||
end
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set i %next%
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done
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end
|
||||
*
|
||||
*
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if %has_it%
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say %actor.name% has that special item.
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else
|
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@@ -836,7 +836,7 @@ quote~
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eval w1max %random.21%
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eval w2max %random.21%
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eval w3max %random.21%
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eval w4max %random.21%
|
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eval w4max %random.21%
|
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eval w5max %random.11%
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eval w6max %random.21%l
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set w1[1] rapid
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@@ -1234,7 +1234,7 @@ Random Equipment Scatter and Teleport~
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wait 1 sec
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%send% %actor% You feel you must not have been worthy when a powerful force hurls you back through the gates.
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wait 2 sec
|
||||
eval stunned %actor.hitp% -1
|
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eval stunned %actor.hitp% -1
|
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%damage% %actor% %stunned%
|
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eval num %random.99% + 20300
|
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%teleport% %actor% %num%
|
||||
@@ -1244,14 +1244,14 @@ while %actor.inventory%
|
||||
while %item.contents%
|
||||
set stolen %item.contents.vnum%
|
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%echo% purging %item.contents.shortdesc% in container.
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%purge% %item.contents%
|
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%purge% %item.contents%
|
||||
eval num %random.99% + 2300
|
||||
%at% %num% %load% obj %stolen%
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||||
done
|
||||
end
|
||||
set item_to_purge %actor.inventory%
|
||||
set stolen %item.vnum%
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%purge% %item_to_purge%
|
||||
%purge% %item_to_purge%
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eval num %random.99% + 2300
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||||
%at% %num% %load% obj %stolen%
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done
|
||||
@@ -1262,11 +1262,11 @@ while %i% < 18
|
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set stolen %item.vnum%
|
||||
set item_to_purge %%actor.eq(%i%)%%
|
||||
%send% %actor% You drop %item.shortdesc%
|
||||
%purge% %item_to_purge%
|
||||
%purge% %item_to_purge%
|
||||
eval num %random.99% + 20300
|
||||
%at% %num% %load% obj %stolen%
|
||||
end
|
||||
eval i %i% + 1
|
||||
eval i %i% + 1
|
||||
done
|
||||
%force% %actor% look
|
||||
~
|
||||
@@ -1295,7 +1295,7 @@ Container with Personal Key~
|
||||
* By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/
|
||||
* Container script for use with no key
|
||||
if !%actor.is_pc%
|
||||
return 0
|
||||
return 0
|
||||
halt
|
||||
end
|
||||
*
|
||||
@@ -1335,7 +1335,7 @@ switch %cmd%
|
||||
case fingerprint
|
||||
if %arg% != open
|
||||
if %arg% != close
|
||||
%send% %actor% You must type either:
|
||||
%send% %actor% You must type either:
|
||||
%send% %actor% fingerprint open
|
||||
%send% %actor% or
|
||||
%send% %actor% fingerprint close
|
||||
@@ -1458,7 +1458,7 @@ if %self.worn_by%
|
||||
* Detaching trig since gun is out of ammo.
|
||||
detach 45 %self.id%
|
||||
halt
|
||||
end
|
||||
end
|
||||
* We also have to define the victim.
|
||||
set victim %actor.fighting%
|
||||
* Send the messages and do the damage.
|
||||
@@ -1524,7 +1524,7 @@ if %item%
|
||||
%purge% %item%
|
||||
else
|
||||
%echo% can't purge %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory because it may be a unique item.
|
||||
end
|
||||
end
|
||||
else
|
||||
%echo% I can't find %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory.
|
||||
%echo% I can't find an item in %actor.name%'s inventory.
|
||||
@@ -1536,7 +1536,7 @@ Object Command Assemble~
|
||||
join~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Assemble an orb onto a staff to make a new item. Trig attached to obj 189
|
||||
set currentroom %self.room%
|
||||
set currentroom %self.room%
|
||||
* Make sure they are in room 133 with the 2 objects.
|
||||
if %currentroom.vnum(133)%
|
||||
if %actor.inventory(189)% && %actor.inventory(191)%
|
||||
@@ -1573,11 +1573,11 @@ test~
|
||||
* the simplest way I can think of to explain it (assume %actor.level% = 34):
|
||||
*
|
||||
* Set stores the variable and will not process it until called.
|
||||
* In the example below %set_variable% will contain '34 + 1'
|
||||
* In the example below %set_variable% will contain '34 + 1'
|
||||
set set_variable %actor.level% + 1
|
||||
%echo% Set Variable: %set_variable%
|
||||
*
|
||||
* Eval immediately evaluates the variable.
|
||||
* Eval immediately evaluates the variable.
|
||||
* In the example below %eval_variable% will contain '35'
|
||||
eval eval_variable %actor.level% + 1
|
||||
%echo% Eval Variable: %eval_variable%
|
||||
@@ -1778,7 +1778,7 @@ say Hey! You don't belong here!
|
||||
emote mumbles, 'Now what was that spell...'
|
||||
wait 1 sec
|
||||
* Senile old guard casts random spells on intruders.
|
||||
* Don't cast if incapacitated
|
||||
* Don't cast if incapacitated
|
||||
if %self.hitp% > 0
|
||||
switch %random.17%
|
||||
case 1
|
||||
@@ -1868,7 +1868,7 @@ if %actor.is_pc%
|
||||
wait 1 sec
|
||||
* Check the actors sex.
|
||||
if %actor.sex% == male
|
||||
say Good day sir, what would you like?
|
||||
say Good day sir, what would you like?
|
||||
elseif %actor.sex% == female
|
||||
wait 1 sec
|
||||
say Good day maam, what can I get you?
|
||||
@@ -2143,7 +2143,7 @@ if %spellname% == magic missile
|
||||
return 0
|
||||
else
|
||||
%echo% %self.name%s shield spell doesn't protect %self.himher% from %actor.name%'s %spellname%.
|
||||
* Return 1 allows the trigger to continue and the spell to work. It is not needed
|
||||
* Return 1 allows the trigger to continue and the spell to work. It is not needed
|
||||
* since this is the normal return state of a trigger.
|
||||
return 1
|
||||
end
|
||||
@@ -2340,7 +2340,7 @@ push~
|
||||
if %pushed_red%
|
||||
set pushed_yellow 1
|
||||
global pushed_yellow
|
||||
else
|
||||
else
|
||||
set reset_buttons 1
|
||||
end
|
||||
elseif %arg% == green
|
||||
@@ -2585,7 +2585,7 @@ set text[51] Do illiterate people get the full effect of Alphabet Soup?
|
||||
set text[52] Did you ever notice that when you blow in a dog's face, he gets mad at you, but when you take him on a car ride, he sticks his head out the window?
|
||||
set text[53] My mind works like lightning one brilliant flash and it is gone.
|
||||
set text[54] 100,000 sperm and you were the fastest?
|
||||
set text[55] A closed mouth gathers no foot.
|
||||
set text[55] A closed mouth gathers no foot.
|
||||
set text[56] Someday, we'll all look back on this, laugh nervously and change the subject.
|
||||
set text[57] A diplomat is someone who can tell you to go to hell in such a way that you will look forward to the trip.
|
||||
set text[58] All generalizations are false, including this one.
|
||||
@@ -2594,47 +2594,47 @@ set text[60] What was the best thing BEFORE sliced bread?
|
||||
set text[61] All stressed out and no one to choke.
|
||||
set text[62] Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes.
|
||||
set text[63] Better to understand a little than to misunderstand a lot.
|
||||
set text[64] Bills travel through the mail at twice the speed of checks.
|
||||
set text[64] Bills travel through the mail at twice the speed of checks.
|
||||
set text[65] Do NOT start with me. You will NOT win.
|
||||
set text[66] Don't be irreplaceable; if you can't be replaced, you can't be promoted.
|
||||
set text[67] Don't piss me off! I'm running out of places to hide the bodies.
|
||||
set text[68] Don't take life too seriously, you won't get out alive.
|
||||
set text[69] Duct tape is like the force, it has a light side and a dark side and it holds the universe together.
|
||||
set text[70] Eagles may soar, but weasels don't get sucked into jet engines.
|
||||
set text[71] Ever stop to think, and forget to start again?
|
||||
set text[71] Ever stop to think, and forget to start again?
|
||||
set text[72] Forget world peace. Visualize using your turn signal.
|
||||
set text[73] Give me ambiguity or give me something else.
|
||||
set text[74] Why do people with closed minds always open their mouths?
|
||||
set text[75] He who laughs last thinks slowest.
|
||||
set text[76] I didn't say it was your fault, Relsqui. I said I was going to blame you.
|
||||
set text[77] I don't suffer from insanity. I enjoy every minute of it.
|
||||
set text[77] I don't suffer from insanity. I enjoy every minute of it.
|
||||
set text[78] I feel like I'm diagonally parked in a parallel universe.
|
||||
set text[79] I just got lost in thought. It was unfamiliar territory.
|
||||
set text[79] I just got lost in thought. It was unfamiliar territory.
|
||||
set text[80] I need someone really bad. Are you really bad?
|
||||
set text[81] I poured Spot remover on my dog. Now he's gone.
|
||||
set text[82] I used to be indecisive. Now I'm not sure.
|
||||
set text[83] I used to have a handle on life, and then it broke.
|
||||
set text[84] If ignorance is bliss, you must be orgasmic.
|
||||
set text[83] I used to have a handle on life, and then it broke.
|
||||
set text[84] If ignorance is bliss, you must be orgasmic.
|
||||
set text[85] Some people are alive only because it's illegal to kill them.
|
||||
set text[86] It is far more impressive when others discover your good qualities without your help.
|
||||
set text[87] It may be that your sole purpose in life is simply to serve as a warning to others.
|
||||
set text[88] Never mess up an apology with an excuse.
|
||||
set text[89] Okay, who put a stop payment on my reality check?
|
||||
set text[90] Of course I don't look busy... I did it right the first time.
|
||||
set text[91] Quantum mechanics: The dreams stuff is made of.
|
||||
set text[92] Save your breath. You'll need it to blow up your date!
|
||||
set text[91] Quantum mechanics: The dreams stuff is made of.
|
||||
set text[92] Save your breath. You'll need it to blow up your date!
|
||||
set text[93] Smith & Wesson: The original point and click interface.
|
||||
set text[94] Some days you are the bug, some days you are the windshield.
|
||||
set text[95] Some drink at the fountain of knowledge. Others just gargle.
|
||||
set text[96] The early bird may get the worm, but the second mouse gets the cheese.
|
||||
set text[97] The only substitute for good manners is fast reflexes.
|
||||
set text[96] The early bird may get the worm, but the second mouse gets the cheese.
|
||||
set text[97] The only substitute for good manners is fast reflexes.
|
||||
set text[98] The problem with the gene pool is that there is no lifeguard.
|
||||
set text[99] Remember my name - you'll be screaming it later.
|
||||
set text[100] The severity of the itch is inversely proportional to the ability to reach it.
|
||||
set text[101] Very funny Scotty, now beam down my clothes.
|
||||
set text[102] Why is abbreviation such a long word?
|
||||
set text[102] Why is abbreviation such a long word?
|
||||
set text[103] Why isn't phonetic spelled the way it sounds?
|
||||
set text[104] You're just jealous because the voices are talking to me and not you!
|
||||
set text[104] You're just jealous because the voices are talking to me and not you!
|
||||
set text[105] The proctologist called, they found your head.
|
||||
set text[106] Everyone has a photographic memory; some just don't have film.
|
||||
set text[107] Try not to let your mind wander. It is too small to be out by itself.
|
||||
@@ -2659,7 +2659,7 @@ set text[125] More people are killed annually by donkeys than die in air crashe
|
||||
set text[126] A 'jiffy' is an actual unit of time for 1/100th of a second.
|
||||
set text[127] Does your train of thought have a caboose?
|
||||
set text[128] Money isn't made out of paper, it's made out of cotton.
|
||||
set text[129] I got out of bed for this?
|
||||
set text[129] I got out of bed for this?
|
||||
set text[130] You, you and you: panic. The rest of you, come with me.
|
||||
set text[131] Stress is when you wake up screaming and you realize you haven't fallen asleep yet.
|
||||
set text[132] I'm not your type. I'm not inflatable.
|
||||
@@ -2692,7 +2692,7 @@ set text[158] I don't approve of political jokes...I've seen too many of them g
|
||||
set text[159] I love being married. It's so great to find that one special person you want to annoy for the rest of your life.
|
||||
set text[160] I am a nobody, nobody is perfect, therefore I am perfect.
|
||||
set text[161] Everyday I beat my own previous record for number of consecutive days I've stayed alive.
|
||||
set text[162] If carrots are so good for the eyes, how come I see so many dead rabbits on the highway?
|
||||
set text[162] If carrots are so good for the eyes, how come I see so many dead rabbits on the highway?
|
||||
set text[163] Welcome To Shit Creek - Sorry, We're Out of Paddles!
|
||||
set text[164] How come we choose from just two people to run for president and 50 for Miss America?
|
||||
set text[165] Ever notice that people who spend money on beer, cigarettes, and lottery tickets are always complaining about being broke and not feeling well?
|
||||
@@ -2780,7 +2780,7 @@ Mob Act - 98 Teleporter Give~
|
||||
0 e 0
|
||||
steps out of space and time.~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
if %actor.is_pc%
|
||||
if %actor.is_pc%
|
||||
if !%actor.eq(*)%
|
||||
%load% obj 50 %actor% light
|
||||
%load% obj 51 %actor% rfinger
|
||||
|
||||
@@ -86,7 +86,7 @@ Mob Greet Hannibal - 140~
|
||||
if %actor.is_pc%
|
||||
wait 1 sec
|
||||
if %actor.sex% == male
|
||||
say Good day sir, what would you like?
|
||||
say Good day sir, what would you like?
|
||||
elseif %actor.sex% == female
|
||||
wait 1 sec
|
||||
say Good day maam, what can I get you?
|
||||
@@ -331,7 +331,7 @@ Mob Greet Baker - 187~
|
||||
if %actor.is_pc%
|
||||
wait 1 sec
|
||||
say best bread in town.
|
||||
wait 1 sec
|
||||
wait 1 sec
|
||||
if %actor.sex% == male
|
||||
emote slams some dough down onto the counter.
|
||||
elseif %actor.sex% == female
|
||||
@@ -670,7 +670,7 @@ if %actor.is_pc%
|
||||
eval stolen %item_to_steal.vnum%
|
||||
eval name %item_to_steal.name%
|
||||
%load% obj %stolen%
|
||||
%purge% %item_to_steal%
|
||||
%purge% %item_to_steal%
|
||||
wait 2 sec
|
||||
* Lets go sell it to Morgan using its first keyword.
|
||||
down
|
||||
@@ -688,107 +688,107 @@ 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.
|
||||
* 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
|
||||
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.
|
||||
* 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% == %self%
|
||||
halt
|
||||
end
|
||||
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
|
||||
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.
|
||||
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% %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.
|
||||
set word %rest.car%
|
||||
set rest %rest.cdr%
|
||||
* 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% %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.
|
||||
set word %rest.car%
|
||||
set rest %rest.cdr%
|
||||
done
|
||||
~
|
||||
#140
|
||||
@@ -812,7 +812,7 @@ Quest 10 min Purge - 15, 16, 17~
|
||||
~
|
||||
* 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
|
||||
* Attached to quest objects 15-17. Purges itself 10 minutes after loading if
|
||||
* player does not finish the quest.
|
||||
* Make sure timer is being carried by a player.
|
||||
if %self.carried_by%
|
||||
@@ -820,7 +820,7 @@ if %self.carried_by%
|
||||
if %actor.is_pc%
|
||||
%send% %actor% Your quest time has run out. Try again.
|
||||
* Delete the on quest variable so they can try again.
|
||||
rdelete on_quest_zone_1 %actor.id%
|
||||
rdelete on_quest_zone_1 %actor.id%
|
||||
end
|
||||
end
|
||||
* Purge the timer.
|
||||
@@ -856,7 +856,7 @@ end
|
||||
wait 1 sec
|
||||
* If they had the head or the token.
|
||||
if %object.vnum% == 15 || %object.vnum% == 17
|
||||
rdelete on_quest_zone_1 %actor.id%
|
||||
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)%
|
||||
@@ -877,7 +877,7 @@ Quest Mob Loads Head - 15~
|
||||
~
|
||||
* 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
|
||||
* This is a load instead of a death trig because I want the head to purge 10
|
||||
* minutes after loading.
|
||||
%load% obj 17
|
||||
~
|
||||
@@ -909,7 +909,7 @@ set actor %random.char%
|
||||
* only continue if an actor is defined.
|
||||
if %actor%
|
||||
* If they have lost more than half their hitpoints heal them.
|
||||
if %actor.hitp% < %actor.maxhitp% / 2
|
||||
if %actor.hitp% < %actor.maxhitp% / 2
|
||||
wait 1 sec
|
||||
tell %actor.name% You are injured, let me help.
|
||||
wait 2 sec
|
||||
@@ -985,26 +985,26 @@ emote %string%
|
||||
Angel Receives Treats - 207~
|
||||
0 j 100
|
||||
~
|
||||
* 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
|
||||
wait 1 sec
|
||||
emote swallows %object.shortdesc% without even chewing.
|
||||
wait 1 sec
|
||||
emote looks up at %actor.name%, hoping for some more.
|
||||
if %object.vnum% == 164
|
||||
wait 1 sec
|
||||
mfollow %actor%
|
||||
end
|
||||
* 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
|
||||
wait 1 sec
|
||||
emote swallows %object.shortdesc% without even chewing.
|
||||
wait 1 sec
|
||||
emote looks up at %actor.name%, hoping for some more.
|
||||
if %object.vnum% == 164
|
||||
wait 1 sec
|
||||
mfollow %actor%
|
||||
end
|
||||
if %object.vnum% == 172
|
||||
halt
|
||||
end
|
||||
%purge% %object%
|
||||
else
|
||||
wait 1 s
|
||||
drop %object.name.car%
|
||||
end
|
||||
%purge% %object%
|
||||
else
|
||||
wait 1 s
|
||||
drop %object.name.car%
|
||||
end
|
||||
~
|
||||
#153
|
||||
Angel Follows Masters Commands - 207~
|
||||
@@ -1024,7 +1024,7 @@ if %self.master% == %actor%
|
||||
break
|
||||
case down
|
||||
sit
|
||||
emote lies down.
|
||||
emote lies down.
|
||||
wait 3 sec
|
||||
stand
|
||||
break
|
||||
@@ -1036,7 +1036,7 @@ if %self.master% == %actor%
|
||||
emote growls at %speech.cdr.name% menacingly.
|
||||
mkill %speech.cdr%
|
||||
else
|
||||
emote looks around for someone to attack.
|
||||
emote looks around for someone to attack.
|
||||
end
|
||||
break
|
||||
case rollover
|
||||
@@ -1164,7 +1164,7 @@ Puppy plays - 191~
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
if %actor.vnum% == 207
|
||||
wait 1 sec
|
||||
wait 1 sec
|
||||
emote growls playfully at %actor.name%, crouching down into a mock attack position.
|
||||
elseif %actor.is_pc%
|
||||
wait 1 sec
|
||||
@@ -1216,7 +1216,7 @@ set actor %random.char%
|
||||
* only continue if an actor is defined.
|
||||
if %actor.is_pc%
|
||||
* check if they are hurt.
|
||||
if %actor.hitp% < %actor.maxhitp%
|
||||
if %actor.hitp% < %actor.maxhitp%
|
||||
* heal them their level in hitpoints.
|
||||
%damage% %actor% -%actor.level%
|
||||
end
|
||||
@@ -1349,7 +1349,7 @@ elseif %cmd.mudcommand% == buy
|
||||
halt
|
||||
end
|
||||
*
|
||||
if %actor.questpoints% < %quest_item_cost%
|
||||
if %actor.questpoints% < %quest_item_cost%
|
||||
tell %actor.name% You don't have enough questpoints for that.
|
||||
else
|
||||
%load% obj %quest_item% %actor% inv
|
||||
@@ -1368,12 +1368,12 @@ Questpoint Setter - 44~
|
||||
questpoints~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Questpoint setter. For STAFF only! Make sure player has nohassle off.
|
||||
* Make sure name matches a player, purge mobs or use 0.name if you have
|
||||
* troubles.
|
||||
* Make sure name matches a player, purge mobs or use 0.name if you have
|
||||
* troubles.
|
||||
* Usage: questpoints <player> <#>
|
||||
if !%actor.is_pc% || %actor.level% < 32
|
||||
%send% %actor% Only human staff can use this.
|
||||
else
|
||||
else
|
||||
set victim %arg.car%
|
||||
if %victim.is_pc%
|
||||
set questpoints %arg.cdr%
|
||||
@@ -1402,7 +1402,7 @@ wa~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
if !%actor.has_item(83)% && %cmd.mudcommand% == wake
|
||||
nop %actor.pos(sitting)%
|
||||
%send% %actor% As you slowly regain consciousness you hear a shuffling of feet outside the door.
|
||||
%send% %actor% As you slowly regain consciousness you hear a shuffling of feet outside the door.
|
||||
wait 30 sec
|
||||
%echo% Two shadows pass in front of your cell. Glancing under the door you see a set of dirty manacled feet pause outside. A scrap of paper falls to the ground and is quickly kicked under the door. A grunt is heard as a set of booted feet soon follow pushing the captive that had stopped.
|
||||
%load% obj 83
|
||||
@@ -1765,7 +1765,7 @@ set text[5] You should just name your third kid Baby. Trust me -- it'll save y
|
||||
set text[6] You can have many different jobs and still be lazy.
|
||||
set text[7] I enjoy the great taste of Duff. Yes, Duff is the only beer for me. Smooth, creamy Duff . . . zzzzzzzzzzzzz.
|
||||
set text[8] You can get free stuff if you mention a product in a magazine interview. Like Chips Ahoy! cookies.
|
||||
set text[9] You may think it's easier to de-ice your windshield with a flamethrower, but there are repercussions. Serious repercussions.
|
||||
set text[9] You may think it's easier to de-ice your windshield with a flamethrower, but there are repercussions. Serious repercussions.
|
||||
set text[10] There are some things that just aren't meant to be eaten.
|
||||
set text[11] The intelligent man wins his battles with pointed words. I'm sorry -- I meant sticks. Pointed sticks.
|
||||
set text[12] There are way too many numbers. The world would be a better place if we lost half of them -- starting with 8. I've always hated 8.
|
||||
@@ -1867,7 +1867,7 @@ set txt[1] the judge will do some things to you which are thought to be terrifyi
|
||||
set txt[2] what are the benefits of a stoic life? It is an ancient and honorable package of advice on how to stay out of the clutches of those who are trying to get you on the hook, trying to give you a feeling of obligation, trying to get moral leverage.
|
||||
set txt[3] There can be no such thing as being the "victim" of another. You can only be a "victim" of yourself.
|
||||
set txt[4] Show me a man who though sick is happy, who though in danger is happy, who though in prison is happy, and I'll show you a Stoic.
|
||||
set txt[5] remember you are an actor in a drama of such sort as the Author chooses - if short, then in a short one. If long, then in a long one. If it be his pleasure that you should enact a poor man, or a cripple, or a ruler, see that you act it well.
|
||||
set txt[5] remember you are an actor in a drama of such sort as the Author chooses - if short, then in a short one. If long, then in a long one. If it be his pleasure that you should enact a poor man, or a cripple, or a ruler, see that you act it well.
|
||||
set txt[6] Things that are not within our own power, not without our Will, can by no means be either good or evil.
|
||||
set txt[7] For it is better to die of hunger, exempt from fear and guilt, than to live in affluence with perturbation.
|
||||
set txt[8] Lameness is an impediment to the leg, but not to the Will. Say this to yourself with regard to everything that happens. For you will find such things to be an impediment to something else, but not truly to yourself.
|
||||
@@ -1924,17 +1924,17 @@ Socrates - 17~
|
||||
~
|
||||
* Socrates - M17 - T183 By Rumble
|
||||
eval max %random.14%
|
||||
set txt[1] Let him that would move the world, first move himself.
|
||||
set txt[2] Employ your time in improving yourself by other men's writings, so that you shall gain easily what others have labored hard for.
|
||||
set txt[1] Let him that would move the world, first move himself.
|
||||
set txt[2] Employ your time in improving yourself by other men's writings, so that you shall gain easily what others have labored hard for.
|
||||
set txt[3] No evil can befall a good man
|
||||
set txt[4] You alone are in possession of the fundamental freedom of shaping your own attitude about what is going on.
|
||||
set txt[5] He is richest who is content with the least, for content is the wealth of nature.
|
||||
set txt[6] And in knowing that you know nothing, that makes you the smartest of all.
|
||||
set txt[7] To find yourself, think for yourself
|
||||
set txt[8] My belief is that to have no wants is divine
|
||||
set txt[9] I know nothing except the fact of my ignorance
|
||||
set txt[10] By all means get married, If you get a good wife you'll become happy; If you get a bad one, you'll become a philosopher
|
||||
set txt[11] As for me, all I know is that I know nothing.
|
||||
set txt[5] He is richest who is content with the least, for content is the wealth of nature.
|
||||
set txt[6] And in knowing that you know nothing, that makes you the smartest of all.
|
||||
set txt[7] To find yourself, think for yourself
|
||||
set txt[8] My belief is that to have no wants is divine
|
||||
set txt[9] I know nothing except the fact of my ignorance
|
||||
set txt[10] By all means get married, If you get a good wife you'll become happy; If you get a bad one, you'll become a philosopher
|
||||
set txt[11] As for me, all I know is that I know nothing.
|
||||
set txt[12] We have devised a series of operating signals. The second one says "yes," "go," "concur," "execute," "good." For this we use any two of anything - the most efficient signal except for the single beat "no" signal.
|
||||
set txt[13] Honor is often what remains after faith, love, and hope are lost.
|
||||
set txt[14] It is the wise leader who comes to the conclusion that he can't be had if he can't be made to feel guilty.
|
||||
@@ -1949,27 +1949,27 @@ Plato - 21~
|
||||
* Plato - M21 - T184 By Rumble
|
||||
eval max %random.22%
|
||||
set txt[1] Wise men speak because they have something to say; Fools because they have to say something
|
||||
set txt[2] Those who are too smart to engage in politics are punished by being governed by those who are dumber.
|
||||
set txt[3] This I know - that I know nothing.
|
||||
set txt[4] They do certainly give very strange, and newfangled, names to diseases.
|
||||
set txt[5] The measure of a man is what he does with power.
|
||||
set txt[6] The greatest wealth is to live content with little.
|
||||
set txt[7] The man who makes everything that leads to happiness depend upon himself, and not upon other men, has adopted the very best plan for living happily.
|
||||
set txt[2] Those who are too smart to engage in politics are punished by being governed by those who are dumber.
|
||||
set txt[3] This I know - that I know nothing.
|
||||
set txt[4] They do certainly give very strange, and newfangled, names to diseases.
|
||||
set txt[5] The measure of a man is what he does with power.
|
||||
set txt[6] The greatest wealth is to live content with little.
|
||||
set txt[7] The man who makes everything that leads to happiness depend upon himself, and not upon other men, has adopted the very best plan for living happily.
|
||||
set txt[8] For a man to conquer himself is the first and noblest of all victories.
|
||||
set txt[9] And now I depart hence condemned by you to suffer the penalty of death, and they, too, go their ways condemned by the truth to suffer the penalty of villainy and wrong; and I must abide by my award - let them abide by theirs.
|
||||
set txt[10] Be kind, for everyone you meet is fighting a harder battle.
|
||||
set txt[11] Necessity, who is the mother of invention.
|
||||
set txt[12] You can discover more about a person in an hour of play than in a year of conversation.
|
||||
set txt[13] When men speak ill of you, live so as nobody may believe them.
|
||||
set txt[14] Good people do not need laws to tell them to act responsibly, while bad people will find a way around the laws.
|
||||
set txt[9] And now I depart hence condemned by you to suffer the penalty of death, and they, too, go their ways condemned by the truth to suffer the penalty of villainy and wrong; and I must abide by my award - let them abide by theirs.
|
||||
set txt[10] Be kind, for everyone you meet is fighting a harder battle.
|
||||
set txt[11] Necessity, who is the mother of invention.
|
||||
set txt[12] You can discover more about a person in an hour of play than in a year of conversation.
|
||||
set txt[13] When men speak ill of you, live so as nobody may believe them.
|
||||
set txt[14] Good people do not need laws to tell them to act responsibly, while bad people will find a way around the laws.
|
||||
set txt[15] One of the penalties for refusing to participate in politics is that you end up being governed by your inferiors.
|
||||
set txt[16] The life which is unexamined is not worth living.
|
||||
set txt[17] Death is not the worst than can happen to men.
|
||||
set txt[18] Never discourage anyone...who continually makes progress, no matter how slow.
|
||||
set txt[19] Ignorance, the root and the stem of every evil.
|
||||
set txt[20] No human thing is of serious importance.
|
||||
set txt[21] Courage is simply endurance of the soul.
|
||||
set txt[22] Courage must be exercised in the presence of fear.
|
||||
set txt[19] Ignorance, the root and the stem of every evil.
|
||||
set txt[20] No human thing is of serious importance.
|
||||
set txt[21] Courage is simply endurance of the soul.
|
||||
set txt[22] Courage must be exercised in the presence of fear.
|
||||
set speech %%txt[%max%]%%
|
||||
eval speech %speech%
|
||||
say %speech%
|
||||
@@ -1994,18 +1994,18 @@ set txt[11] It is the mark of an educated mind to be able to entertain a thought
|
||||
set txt[12] Man perfected by society is the best of all animals; he is the most terrible of all when he lives without law, and without justice.
|
||||
set txt[13] I have gained this by philosophy: that I do without being commanded what others do only from fear of the law.
|
||||
set txt[14] It is possible to fail in many ways...while to succeed is possible only in one way.
|
||||
set txt[15] In poverty and other misfortunes of life, true friends are a sure refuge. The young they keep out of mischief; to the old they are a comfort and aid in their weakness, and those in the prime of life they incite to noble deeds.
|
||||
set txt[16] Happiness is the meaning and the purpose of life, the whole aim and end of human existence.
|
||||
set txt[17] He who is to be a good ruler must have first been ruled.
|
||||
set txt[18] There was never a genius without a tincture of madness.
|
||||
set txt[19] Those who educate children well are more to be honored than parents, for these only gave life, those the art of living well.
|
||||
set txt[20] Those that know, do. Those that understand, teach.
|
||||
set txt[21] I count him braver who overcomes his desires than him who conquers his enemies; for the hardest victory is over self.
|
||||
set txt[22] The unfortunate need people who will be kind to them; the prosperous need people to be kind to.
|
||||
set txt[23] Youth is easily deceived, because it is quick to hope.
|
||||
set txt[24] Teaching is the highest form of understanding.
|
||||
set txt[15] In poverty and other misfortunes of life, true friends are a sure refuge. The young they keep out of mischief; to the old they are a comfort and aid in their weakness, and those in the prime of life they incite to noble deeds.
|
||||
set txt[16] Happiness is the meaning and the purpose of life, the whole aim and end of human existence.
|
||||
set txt[17] He who is to be a good ruler must have first been ruled.
|
||||
set txt[18] There was never a genius without a tincture of madness.
|
||||
set txt[19] Those who educate children well are more to be honored than parents, for these only gave life, those the art of living well.
|
||||
set txt[20] Those that know, do. Those that understand, teach.
|
||||
set txt[21] I count him braver who overcomes his desires than him who conquers his enemies; for the hardest victory is over self.
|
||||
set txt[22] The unfortunate need people who will be kind to them; the prosperous need people to be kind to.
|
||||
set txt[23] Youth is easily deceived, because it is quick to hope.
|
||||
set txt[24] Teaching is the highest form of understanding.
|
||||
set txt[25] Excellence is an art won by training and habituation. We do not act rightly because we have virtue or excellence, but we rather have those because we have acted rightly. We are what we repeatedly do. Excellence, then, is not an act but a habit
|
||||
set txt[26] Courage is a man's ability to handle fear.
|
||||
set txt[26] Courage is a man's ability to handle fear.
|
||||
set speech %%txt[%max%]%%
|
||||
eval speech %speech%
|
||||
say %speech%
|
||||
@@ -2017,33 +2017,33 @@ Confucius - 23~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Confucius - M23 - T186 By Rumble
|
||||
set 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[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.
|
||||
set 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.
|
||||
set txt[12] If you know, to recognize that you know, If you don't know, to realize that you don't know: That is knowledge.
|
||||
set txt[13] Never hesitate to ask a lesser person.
|
||||
set txt[14] People with virtue must speak out; People who speak are not all virtuous.
|
||||
set txt[15] What you do not wish upon yourself, extend not to others.
|
||||
set txt[16] We take great pains to persuade other that we are happy than in endeavoring to think so ourselves.
|
||||
set txt[17] Better a diamond with a flaw than a pebble without.
|
||||
set txt[18] The people may be made to follow a path of action, but they may not be made to understand it.
|
||||
set txt[19] The superior man is modest in his speech, but exceeds in his actions.
|
||||
set txt[20] The superior man...does not set his mind either for anything, or against anything; what is right he will follow.
|
||||
set txt[21] To go beyond is as wrong as to fall short.
|
||||
set txt[22] Virtue is not left to stand alone. He who practices it will have neighbors.
|
||||
set txt[23] What the superior man seeks is in himself. What the mean man seeks is in others.
|
||||
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[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.
|
||||
set txt[12] If you know, to recognize that you know, If you don't know, to realize that you don't know: That is knowledge.
|
||||
set txt[13] Never hesitate to ask a lesser person.
|
||||
set txt[14] People with virtue must speak out; People who speak are not all virtuous.
|
||||
set txt[15] What you do not wish upon yourself, extend not to others.
|
||||
set txt[16] We take great pains to persuade other that we are happy than in endeavoring to think so ourselves.
|
||||
set txt[17] Better a diamond with a flaw than a pebble without.
|
||||
set txt[18] The people may be made to follow a path of action, but they may not be made to understand it.
|
||||
set txt[19] The superior man is modest in his speech, but exceeds in his actions.
|
||||
set txt[20] The superior man...does not set his mind either for anything, or against anything; what is right he will follow.
|
||||
set txt[21] To go beyond is as wrong as to fall short.
|
||||
set txt[22] Virtue is not left to stand alone. He who practices it will have neighbors.
|
||||
set txt[23] What the superior man seeks is in himself. What the mean man seeks is in others.
|
||||
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 txt[27] The superior man understands what is right; the inferior man understands what is accepted by a majority.
|
||||
eval speech %%txt[%max%]%%
|
||||
say %speech%
|
||||
~
|
||||
@@ -2081,7 +2081,7 @@ set txt[25] Wittgenstein is known for, "If it comes easy, it ain't worth a damn.
|
||||
set txt[26] Fr. Marius recalls someone remarking, "The important thing is not what they've made of you, but what you made of what they've made of you."
|
||||
set txt[27] It was only when I lay there on the rotting prison straw that I sensed within myself the first stirrings of good. Gradually it was disclosed to me that the line separating good and evil passes not between states nor between classes nor between political parties, but right through every human heart, through all human hearts. And that is why I turn back to the years of my imprisonment and say, "Bless you, prison, for having been a part of my life."
|
||||
set txt[28] my rules are: BACK US: Don't Bow in public, stay off the Air, admit no Crimes, never Kiss them goodbye, Unity over Self. Never negotiate for yourself but only for us all. Not less than significant pain should cause you to submit.
|
||||
set txt[29] The lecture-room of the philosopher is a hospital, students ought not to walk out of it in pleasure, but in pain.
|
||||
set txt[29] The lecture-room of the philosopher is a hospital, students ought not to walk out of it in pleasure, but in pain.
|
||||
set txt[30] I knew I could contain material - so long as they didn't know I knew it.
|
||||
set txt[31] Opportunities don't roll in as a saturating fog bank. They come as incidents. And you need spontaneity and instinct to capture them.
|
||||
set txt[32] Society's main objective is to instill virtue in its citizenry and that specific laws are a secondary concern.
|
||||
@@ -2211,9 +2211,9 @@ if %actor.is_pc%
|
||||
if %actor.varexists(TBA_greeting)%
|
||||
say Welcome back %actor.name%. Read through these rooms whenever you need a refresher.
|
||||
else
|
||||
say Welcome to The Builder Academy %actor.name%.
|
||||
say Welcome to The Builder Academy %actor.name%.
|
||||
wait 1 sec
|
||||
say Within this zone you can learn all the immortal commands and how to build.
|
||||
say Within this zone you can learn all the immortal commands and how to build.
|
||||
wait 2 sec
|
||||
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
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -115,9 +115,9 @@ if %actor.is_pc%
|
||||
say Hello there young one.
|
||||
wait 2 sec
|
||||
say I am the village elder, the oldest and wisest of them all.
|
||||
wait 4 sec
|
||||
wait 4 sec
|
||||
say %actor.name%, if you bring me back the item from the center of the maze, I will reward you with great riches and power.
|
||||
wait 4 sec
|
||||
wait 4 sec
|
||||
say Will you accept my quest? Will you go to the center of the maze and retrieve the sacred item?
|
||||
end
|
||||
end
|
||||
@@ -175,7 +175,7 @@ if %object.vnum% == 10429
|
||||
wait 2 s
|
||||
%send% %actor% %self.name% hands you the coins, you feel a slight surge of energy.
|
||||
%echoaround% %actor% %self.name% rummages through a bag and pulls out a couple coins.
|
||||
wait 2 s
|
||||
wait 2 s
|
||||
%echoaround% %actor% %self.name% hands the coins to %actor.name% , a small light emits from the coins.
|
||||
nop %actor.gold(150)%
|
||||
nop %actor.exp(400)%
|
||||
|
||||
@@ -1,26 +1,26 @@
|
||||
#10600
|
||||
Armourer - 10634~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if %actor.sex% == male
|
||||
say Good day to ya sir, my friend to the east has my wares for sale, we have a partnership.
|
||||
chuckle
|
||||
elseif %actor.sex% == female
|
||||
say Good day to ya maam, my friend to the east has my wares for sale, we have a partnership.
|
||||
smirk
|
||||
end
|
||||
end
|
||||
~
|
||||
#10601
|
||||
Near Death Trap - 10650~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 1 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods pity you enough to allow you to survive.
|
||||
~
|
||||
$~
|
||||
#10600
|
||||
Armourer - 10634~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if %actor.sex% == male
|
||||
say Good day to ya sir, my friend to the east has my wares for sale, we have a partnership.
|
||||
chuckle
|
||||
elseif %actor.sex% == female
|
||||
say Good day to ya maam, my friend to the east has my wares for sale, we have a partnership.
|
||||
smirk
|
||||
end
|
||||
end
|
||||
~
|
||||
#10601
|
||||
Near Death Trap - 10650~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 1 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods pity you enough to allow you to survive.
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,28 +1,28 @@
|
||||
#10700
|
||||
Vault Throw - 10737~
|
||||
2 c 100
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && vault /= %arg%
|
||||
%send% %actor% As you attempt to enter the vault an unseen spirit throws you from the room.
|
||||
%send% %actor% You are damaged by the fall.
|
||||
%echoaround% %actor% %actor.name% tries to enter the vault and is instead thrown out of the room, by some unseen force.
|
||||
%teleport% %actor% 10719
|
||||
%damage% %actor% 20
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% is thrown into the room.
|
||||
else
|
||||
%send% %actor% Enter what?!
|
||||
end
|
||||
~
|
||||
#10701
|
||||
Near Death Trap Sink Hole - 10773~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods pity you enough to allow you to survive.
|
||||
~
|
||||
$~
|
||||
#10700
|
||||
Vault Throw - 10737~
|
||||
2 c 100
|
||||
en~
|
||||
if %cmd.mudcommand% == enter && vault /= %arg%
|
||||
%send% %actor% As you attempt to enter the vault an unseen spirit throws you from the room.
|
||||
%send% %actor% You are damaged by the fall.
|
||||
%echoaround% %actor% %actor.name% tries to enter the vault and is instead thrown out of the room, by some unseen force.
|
||||
%teleport% %actor% 10719
|
||||
%damage% %actor% 20
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% is thrown into the room.
|
||||
else
|
||||
%send% %actor% Enter what?!
|
||||
end
|
||||
~
|
||||
#10701
|
||||
Near Death Trap Sink Hole - 10773~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods pity you enough to allow you to survive.
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -710,7 +710,7 @@ case default
|
||||
%send% %actor% %Self.name% damaged itself trying to go %nextdir%.
|
||||
if %damage%
|
||||
eval damage %self.damage%+10
|
||||
else
|
||||
else
|
||||
set damage 10
|
||||
end
|
||||
global damage
|
||||
@@ -1053,21 +1053,21 @@ global llc
|
||||
global lmc
|
||||
global lrc
|
||||
%echo% @n _______________
|
||||
%echo% @n| %ulc%_@Y%UL1% %ulc%_ %umc%_@Y%UM1% %umc%_ %urc%_@Y%UR1% %urc%_@n |
|
||||
%echo% @n| %ulc%| | %umc%| | %urc%| |@n|
|
||||
%echo% @n| %ulc%_@Y%UL1% %ulc%_ %umc%_@Y%UM1% %umc%_ %urc%_@Y%UR1% %urc%_@n |
|
||||
%echo% @n| %ulc%| | %umc%| | %urc%| |@n|
|
||||
%echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n|
|
||||
%echo% @n| %ulc%|@u%ULn%@n %ulc%| %umc%|@u%UMn%@n %umc%| %urc%|@u%URn%@n %urc%|@n|
|
||||
%echo% @n| %ulc%|_@Y%UL3% %ulc%_| %umc%|_@Y%UM3% %umc%_| %urc%|_@Y%UR3% %urc%_|@n|
|
||||
%echo% @n| %mlc% _@Y%ML1% %mlc%_ %mmc%_@Y%MM1% %mmc%_ %mrc%_@Y%MR1% %mrc%_@n |
|
||||
%echo% @n| %mlc%| | %mmc%| | %mrc%| |@n|
|
||||
%echo% @n| %ulc%|@u%ULn%@n %ulc%| %umc%|@u%UMn%@n %umc%| %urc%|@u%URn%@n %urc%|@n|
|
||||
%echo% @n| %ulc%|_@Y%UL3% %ulc%_| %umc%|_@Y%UM3% %umc%_| %urc%|_@Y%UR3% %urc%_|@n|
|
||||
%echo% @n| %mlc% _@Y%ML1% %mlc%_ %mmc%_@Y%MM1% %mmc%_ %mrc%_@Y%MR1% %mrc%_@n |
|
||||
%echo% @n| %mlc%| | %mmc%| | %mrc%| |@n|
|
||||
%echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n|
|
||||
%echo% @n| %mlc%|@u%MLn%@n %mlc%| %mmc%|@u%MMn%@n %mmc%| %mrc%|@u%MRn%@n %mrc%|@n|
|
||||
%echo% @n| %mlc%|_@Y%ML3% %mlc%_| %mmc%|_@Y%MM3% %mmc%_| %mrc%|_@Y%MR3% %mrc%_|@n|
|
||||
%echo% @n| %llc% _@Y%LL1% %llc%_ %lmc%_@Y%LM1% %lmc%_ %lrc%_@Y%LR1% %lrc%_ @n|
|
||||
%echo% @n| %llc%| | %lmc%| | %lrc%| |@n|
|
||||
%echo% @n| %mlc%|@u%MLn%@n %mlc%| %mmc%|@u%MMn%@n %mmc%| %mrc%|@u%MRn%@n %mrc%|@n|
|
||||
%echo% @n| %mlc%|_@Y%ML3% %mlc%_| %mmc%|_@Y%MM3% %mmc%_| %mrc%|_@Y%MR3% %mrc%_|@n|
|
||||
%echo% @n| %llc% _@Y%LL1% %llc%_ %lmc%_@Y%LM1% %lmc%_ %lrc%_@Y%LR1% %lrc%_ @n|
|
||||
%echo% @n| %llc%| | %lmc%| | %lrc%| |@n|
|
||||
%echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n|
|
||||
%echo% @n| %llc%|@u%LLn%@n %llc%| %lmc%|@u%LMn%@n %lmc%| %lrc%|@u%LRn%@n %lrc%|@n|
|
||||
%echo% @n| %llc%|_@Y%LL3% %llc%_| %lmc%|_@Y%LM3% %lmc%_| %lrc%|_@Y%LR3% %lrc%_|@n|
|
||||
%echo% @n| %llc%|@u%LLn%@n %llc%| %lmc%|@u%LMn%@n %lmc%| %lrc%|@u%LRn%@n %lrc%|@n|
|
||||
%echo% @n| %llc%|_@Y%LL3% %llc%_| %lmc%|_@Y%LM3% %lmc%_| %lrc%|_@Y%LR3% %lrc%_|@n|
|
||||
%echo% @n|_______________|
|
||||
~
|
||||
#1140
|
||||
@@ -1326,21 +1326,21 @@ show board~
|
||||
2 c 100
|
||||
show~
|
||||
%echo% @n _______________
|
||||
%echo% @n| %ulc%_@Y%UL1% %ulc%_ %umc%_@Y%UM1% %umc%_ %urc%_@Y%UR1% %urc%_@n |
|
||||
%echo% @n| %ulc%| | %umc%| | %urc%| |@n|
|
||||
%echo% @n| %ulc%_@Y%UL1% %ulc%_ %umc%_@Y%UM1% %umc%_ %urc%_@Y%UR1% %urc%_@n |
|
||||
%echo% @n| %ulc%| | %umc%| | %urc%| |@n|
|
||||
%echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n|
|
||||
%echo% @n| %ulc%|@u%ULn%@n %ulc%| %umc%|@u%UMn%@n %umc%| %urc%|@u%URn%@n %urc%|@n|
|
||||
%echo% @n| %ulc%|_@Y%UL3% %ulc%_| %umc%|_@Y%UM3% %umc%_| %urc%|_@Y%UR3% %urc%_|@n|
|
||||
%echo% @n| %mlc% _@Y%ML1% %mlc%_ %mmc%_@Y%MM1% %mmc%_ %mrc%_@Y%MR1% %mrc%_@n |
|
||||
%echo% @n| %mlc%| | %mmc%| | %mrc%| |@n|
|
||||
%echo% @n| %ulc%|@u%ULn%@n %ulc%| %umc%|@u%UMn%@n %umc%| %urc%|@u%URn%@n %urc%|@n|
|
||||
%echo% @n| %ulc%|_@Y%UL3% %ulc%_| %umc%|_@Y%UM3% %umc%_| %urc%|_@Y%UR3% %urc%_|@n|
|
||||
%echo% @n| %mlc% _@Y%ML1% %mlc%_ %mmc%_@Y%MM1% %mmc%_ %mrc%_@Y%MR1% %mrc%_@n |
|
||||
%echo% @n| %mlc%| | %mmc%| | %mrc%| |@n|
|
||||
%echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n|
|
||||
%echo% @n| %mlc%|@u%MLn%@n %mlc%| %mmc%|@u%MMn%@n %mmc%| %mrc%|@u%MRn%@n %mrc%|@n|
|
||||
%echo% @n| %mlc%|_@Y%ML3% %mlc%_| %mmc%|_@Y%MM3% %mmc%_| %mrc%|_@Y%MR3% %mrc%_|@n|
|
||||
%echo% @n| %llc% _@Y%LL1% %llc%_ %lmc%_@Y%LM1% %lmc%_ %lrc%_@Y%LR1% %lrc%_ @n|
|
||||
%echo% @n| %llc%| | %lmc%| | %lrc%| |@n|
|
||||
%echo% @n| %mlc%|@u%MLn%@n %mlc%| %mmc%|@u%MMn%@n %mmc%| %mrc%|@u%MRn%@n %mrc%|@n|
|
||||
%echo% @n| %mlc%|_@Y%ML3% %mlc%_| %mmc%|_@Y%MM3% %mmc%_| %mrc%|_@Y%MR3% %mrc%_|@n|
|
||||
%echo% @n| %llc% _@Y%LL1% %llc%_ %lmc%_@Y%LM1% %lmc%_ %lrc%_@Y%LR1% %lrc%_ @n|
|
||||
%echo% @n| %llc%| | %lmc%| | %lrc%| |@n|
|
||||
%echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n|
|
||||
%echo% @n| %llc%|@u%LLn%@n %llc%| %lmc%|@u%LMn%@n %lmc%| %lrc%|@u%LRn%@n %lrc%|@n|
|
||||
%echo% @n| %llc%|_@Y%LL3% %llc%_| %lmc%|_@Y%LM3% %lmc%_| %lrc%|_@Y%LR3% %lrc%_|@n|
|
||||
%echo% @n| %llc%|@u%LLn%@n %llc%| %lmc%|@u%LMn%@n %lmc%| %lrc%|@u%LRn%@n %lrc%|@n|
|
||||
%echo% @n| %llc%|_@Y%LL3% %llc%_| %lmc%|_@Y%LM3% %lmc%_| %lrc%|_@Y%LR3% %lrc%_|@n|
|
||||
%echo% @n|_______________|
|
||||
~
|
||||
#1144
|
||||
@@ -1351,6 +1351,6 @@ test~
|
||||
%echo% var2 is %var2%
|
||||
%echo% coloured var is @Y%var%@n
|
||||
set col Y
|
||||
%echo% var coloured var is %col%%var%@n
|
||||
%echo% var coloured var is %col%%var%@n
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#11523
|
||||
Man Trigger~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 5
|
||||
#11523
|
||||
Man Trigger~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 5
|
||||
Say "Run, Run, Fast, Fast, Get Out Of Here !! "
|
||||
end
|
||||
~
|
||||
$~
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -195,7 +195,7 @@ shoot~
|
||||
if %actor.fighting% && !%arg%
|
||||
set arg %actor.fighting%
|
||||
end
|
||||
if !%arg%
|
||||
if !%arg%
|
||||
%send% %actor% Shoot Who?
|
||||
halt
|
||||
else
|
||||
@@ -216,7 +216,7 @@ set i %next%
|
||||
done
|
||||
if %quiver%
|
||||
%force% %actor% take arrow quiver
|
||||
end
|
||||
end
|
||||
if %actor.inventory(11728)%
|
||||
%damage% %arg% 10
|
||||
%send% %actor% You fire your arrow at your opponent.
|
||||
@@ -414,7 +414,7 @@ wait 2s
|
||||
wait 2s
|
||||
%send% %actor% %self.name% says: Or you can find the password to get into the Empresss Chamber. Every Official has one letter of the nine letter password memorized. You must track down the hidden officials and get the letter from them.
|
||||
wait 2s
|
||||
%send% %actor% %self.name% says: I know that the letters of the people still here are recorded on something that all of the councilors have in their office Try searching whatever that may be.
|
||||
%send% %actor% %self.name% says: I know that the letters of the people still here are recorded on something that all of the councilors have in their office Try searching whatever that may be.
|
||||
wait 2s
|
||||
%send% %actor% %self.name% says: The letters will also be out of order. You must find the document that says: what the word is once you get all the letters. Im sure the missing Officials will give you a subtle hint when you find them.
|
||||
%send% %actor% %self.name% says: Then, speak the password in front of Verno, the guard, and you know how to take it from there! Good luck! By the way, my letter is A.
|
||||
|
||||
@@ -131,7 +131,7 @@ if %cmd.mudcommand% == close && eye /= %arg% && %arg%
|
||||
%echoaround% %actor% %actor.name% suddenly appears in a haze of mist.
|
||||
%send% %actor% You close the eye.
|
||||
wait 1 s
|
||||
%send% %actor% A hazy mist swirls up and around you, blurring your vision for a second before clearing away.
|
||||
%send% %actor% A hazy mist swirls up and around you, blurring your vision for a second before clearing away.
|
||||
wait 1 s
|
||||
%force% %actor% look
|
||||
%purge% %self%
|
||||
@@ -205,12 +205,12 @@ if %object.vnum% == 11807
|
||||
eval num %num% + 1
|
||||
if %actor.varexists(zn118_birddone)%
|
||||
eval num %num% + 1
|
||||
if %actor.varexists(zn118_ridleydone)%
|
||||
if %actor.varexists(zn118_ridleydone)%
|
||||
eval num %num% + 1
|
||||
if %actor.varexists(zn118_knifedone)%
|
||||
eval num %num% + 1
|
||||
if %actor.varexists(zn118_tunneldone)%
|
||||
eval num %num% + 1
|
||||
eval num %num% + 1
|
||||
if %actor.varexists(zn118_ruthdone)%
|
||||
eval num %num% + 1
|
||||
if %actor.varexists(zn118_thindone)%
|
||||
@@ -1137,7 +1137,7 @@ if %arg.mudcommand% == north || %arg.mudcommand% == east || %arg.mudcommand% ==
|
||||
%force% %actor% take arrow quiver
|
||||
end
|
||||
*
|
||||
* Checks for the first item in inventory that is one of the
|
||||
* Checks for the first item in inventory that is one of the
|
||||
* specified arrows and sets its vnum as the one to be used.
|
||||
*
|
||||
eval inv %actor.inventory%
|
||||
@@ -1183,9 +1183,9 @@ if %arg.mudcommand% == north || %arg.mudcommand% == east || %arg.mudcommand% ==
|
||||
*
|
||||
set dice %random.3%
|
||||
eval finaldam ((%dice% * %dam%) + %bonus%)
|
||||
%echo% Hits for total of %finaldam%.
|
||||
%echo% Hits for total of %finaldam%.
|
||||
*
|
||||
* If the actor has an arrow in inventory, and there are
|
||||
* If the actor has an arrow in inventory, and there are
|
||||
* people in the room specified, one of three random things
|
||||
* happens - Actor shoots but misses, Actor shoots and damages,
|
||||
* Actor shoots, damages, but loses the arrow.
|
||||
@@ -1529,21 +1529,21 @@ if %speech% == start
|
||||
eval z %1%
|
||||
eval 1 %3%
|
||||
eval 3 %z%
|
||||
|
||||
|
||||
break
|
||||
case 2
|
||||
emote swaps the third cup with the second cup.
|
||||
eval z %2%
|
||||
eval 2 %3%
|
||||
eval 3 %z%
|
||||
|
||||
|
||||
break
|
||||
case 3
|
||||
emote switches the second cup with the first cup.
|
||||
eval z %2%
|
||||
eval 2 %1%
|
||||
eval 1 %z%
|
||||
|
||||
|
||||
break
|
||||
case 4
|
||||
emote slides the first cup to third place.
|
||||
@@ -1551,21 +1551,21 @@ if %speech% == start
|
||||
eval 1 %2%
|
||||
eval 2 %3%
|
||||
eval 3 %z%
|
||||
|
||||
|
||||
break
|
||||
case 5
|
||||
emote moves the second cup to the third position.
|
||||
eval z %2%
|
||||
eval 2 %3%
|
||||
eval 3 %z%
|
||||
|
||||
|
||||
break
|
||||
case 6
|
||||
emote moves the second cup into first place.
|
||||
eval z %2%
|
||||
eval 2 %1%
|
||||
eval 1 %z%
|
||||
|
||||
|
||||
break
|
||||
case 7
|
||||
emote moves the third cup into the first position.
|
||||
@@ -1573,11 +1573,11 @@ if %speech% == start
|
||||
eval 3 %2%
|
||||
eval 2 %1%
|
||||
eval 1 %z%
|
||||
|
||||
|
||||
break
|
||||
default
|
||||
%echo% Something is broken, please report.
|
||||
|
||||
|
||||
break
|
||||
done
|
||||
eval tries %tries% - 1
|
||||
@@ -1743,7 +1743,7 @@ if %cmd.mudcommand% == look || %cmd.mudcommand% == examine
|
||||
set align with a dark tinge of evil
|
||||
else
|
||||
set align with a purity of goodness
|
||||
end
|
||||
end
|
||||
if %actor.class% == Cleric
|
||||
set class healer
|
||||
elseif %actor.class% == Warrior
|
||||
@@ -2027,7 +2027,7 @@ elseif %object.vnum% == 11807
|
||||
wait 2 s
|
||||
nop %actor.exp(10000)%
|
||||
give journal %actor.name%
|
||||
drop journal
|
||||
drop journal
|
||||
rdelete zn118_ruthwrite %actor.id%
|
||||
set zn118_ruthdone 1
|
||||
remote zn118_ruthdone %actor.id%
|
||||
@@ -2598,7 +2598,7 @@ elseif %object.vnum% == 11807
|
||||
wait 2 s
|
||||
nop %actor.exp(10000)%
|
||||
give journal %actor.name%
|
||||
drop journal
|
||||
drop journal
|
||||
rdelete zn118_scarredwrite %actor.id%
|
||||
set zn118_scarreddone 1
|
||||
remote zn118_scarreddone %actor.id%
|
||||
@@ -2675,7 +2675,7 @@ if %self.name% /= %arg%
|
||||
else
|
||||
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
|
||||
end
|
||||
%send% %actor% .
|
||||
%send% %actor% .
|
||||
if %actor.varexists(zn118_ridleydone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
|
||||
%send% %actor% . Riddles to speak what couldn't be said
|
||||
%send% %actor% . uncover the truth within
|
||||
@@ -2688,7 +2688,7 @@ if %self.name% /= %arg%
|
||||
else
|
||||
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
|
||||
end
|
||||
%send% %actor% .
|
||||
%send% %actor% .
|
||||
if %actor.varexists(zn118_tunneldone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
|
||||
%send% %actor% . The mind offers the chance for desperate escapes,
|
||||
%send% %actor% . any place other than here.
|
||||
@@ -2701,59 +2701,59 @@ if %self.name% /= %arg%
|
||||
else
|
||||
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
|
||||
end
|
||||
%send% %actor% .
|
||||
%send% %actor% .
|
||||
if %actor.varexists(zn118_thindone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
|
||||
%send% %actor% . Surrender means giving up all that you are,
|
||||
%send% %actor% . forfeit if you cannot pay.
|
||||
else
|
||||
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
|
||||
end
|
||||
end
|
||||
if %actor.varexists(zn118_mutedone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
|
||||
%send% %actor% . Silence is screaming its rage to the void,
|
||||
%send% %actor% . run inside if you can't run away.
|
||||
else
|
||||
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
|
||||
end
|
||||
%send% %actor% .
|
||||
%send% %actor% .
|
||||
if %actor.varexists(zn118_runningdone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
|
||||
%send% %actor% . I showed you with actions,
|
||||
%send% %actor% . and with words between words.
|
||||
else
|
||||
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
|
||||
end
|
||||
end
|
||||
if %actor.varexists(zn118_angrydone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
|
||||
%send% %actor% . I lashed out and fought you,
|
||||
%send% %actor% . as a creature that hurts.
|
||||
else
|
||||
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
|
||||
end
|
||||
%send% %actor% .
|
||||
%send% %actor% .
|
||||
if %actor.varexists(zn118_blinddone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
|
||||
%send% %actor% . How to show you a monster where you saw a man?
|
||||
%send% %actor% . Tell you I hated the one that you loved?
|
||||
else
|
||||
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
|
||||
end
|
||||
end
|
||||
if %actor.varexists(zn118_weepingdone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
|
||||
%send% %actor% . How to deny whose eyes I see in the mirror?
|
||||
%send% %actor% . Disown what I'm bound to with blood.
|
||||
else
|
||||
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
|
||||
end
|
||||
%send% %actor% .
|
||||
%send% %actor% .
|
||||
if %actor.varexists(zn118_scarreddone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)%
|
||||
%send% %actor% . Ah time, the great healer, will pale the scars,
|
||||
%send% %actor% . my book sealed and returned to its shelf.
|
||||
else
|
||||
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
|
||||
end
|
||||
end
|
||||
if %actor.varexists(zn118_gravedone)%
|
||||
%send% %actor% . The ghosts shall be buried, I choose to forget,
|
||||
%send% %actor% . and learn to forgive myself.
|
||||
else
|
||||
%send% %actor% . - - - - - - - - - - - - - - - - - - - - - - -
|
||||
end
|
||||
%send% %actor% .
|
||||
%send% %actor% .
|
||||
else
|
||||
return 0
|
||||
end
|
||||
|
||||
@@ -132,7 +132,7 @@ en~
|
||||
if %cmd.mudcommand% == enter && portal /= %arg%
|
||||
wait 1
|
||||
%send% %actor% A whirl of white light falls into your eyes, you fall into a huge water fall.
|
||||
%echoaround% %actor% A whirl of white light falls into %actor.name% eyes, and %actor.heshe% falls into a huge water fall that appears under %actor.hisher% feet.
|
||||
%echoaround% %actor% A whirl of white light falls into %actor.name% eyes, and %actor.heshe% falls into a huge water fall that appears under %actor.hisher% feet.
|
||||
%teleport% %actor% 3001
|
||||
wait 1
|
||||
%force% %actor% look
|
||||
@@ -143,72 +143,72 @@ Object Affects Example~
|
||||
1 n 100
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
if %self.affects(BLIND)%
|
||||
if %self.affects(BLIND)%
|
||||
%echo% This object is affected with blind.
|
||||
end
|
||||
if %self.affects(INVIS)%
|
||||
end
|
||||
if %self.affects(INVIS)%
|
||||
%echo% This object is affected with invisibility.
|
||||
end
|
||||
if %self.affects(DET-ALIGN)%
|
||||
end
|
||||
if %self.affects(DET-ALIGN)%
|
||||
%echo% This object is affected with detect alignment.
|
||||
end
|
||||
if %self.affects(DET-INVIS)%
|
||||
end
|
||||
if %self.affects(DET-INVIS)%
|
||||
%echo% This object is affected with detect invisibility.
|
||||
end
|
||||
if %self.affects(DET-MAGIC)%
|
||||
end
|
||||
if %self.affects(DET-MAGIC)%
|
||||
%echo% This object is affected with detect magic.
|
||||
end
|
||||
if %self.affects(SENSE-LIFE)%
|
||||
end
|
||||
if %self.affects(SENSE-LIFE)%
|
||||
%echo% This object is affected with sense life.
|
||||
end
|
||||
if %self.affects(WATWALK)%
|
||||
end
|
||||
if %self.affects(WATWALK)%
|
||||
%echo% This object is affected with water walk.
|
||||
end
|
||||
if %self.affects(SANCT)%
|
||||
end
|
||||
if %self.affects(SANCT)%
|
||||
%echo% This object is affected with sanctuary.
|
||||
end
|
||||
if %self.affects(GROUP)%
|
||||
end
|
||||
if %self.affects(GROUP)%
|
||||
%echo% This object is affected with group.
|
||||
end
|
||||
if %self.affects(CURSE)%
|
||||
end
|
||||
if %self.affects(CURSE)%
|
||||
%echo% This object is affected with curse.
|
||||
end
|
||||
if %self.affects(INFRA)%
|
||||
end
|
||||
if %self.affects(INFRA)%
|
||||
%echo% This object is affected with infravision.
|
||||
end
|
||||
if %self.affects(POISON)%
|
||||
end
|
||||
if %self.affects(POISON)%
|
||||
%echo% This object is affected with poison.
|
||||
end
|
||||
if %self.affects(PROT-EVIL)%
|
||||
end
|
||||
if %self.affects(PROT-EVIL)%
|
||||
%echo% This object is affected with protection from evil.
|
||||
end
|
||||
if %self.affects(PROT-GOOD)%
|
||||
end
|
||||
if %self.affects(PROT-GOOD)%
|
||||
%echo% This object is affected with protection from good.
|
||||
end
|
||||
if %self.affects(SLEEP)%
|
||||
end
|
||||
if %self.affects(SLEEP)%
|
||||
%echo% This object is affected with sleep.
|
||||
end
|
||||
if %self.affects(NO_TRACK)%
|
||||
end
|
||||
if %self.affects(NO_TRACK)%
|
||||
%echo% This object is affected with no track.
|
||||
end
|
||||
if %self.affects(FLYING)%
|
||||
end
|
||||
if %self.affects(FLYING)%
|
||||
%echo% This object is affected with flying.
|
||||
end
|
||||
if %self.affects(SCUBA)%
|
||||
end
|
||||
if %self.affects(SCUBA)%
|
||||
%echo% This object is affected with scuba.
|
||||
end
|
||||
if %self.affects(SNEAK)%
|
||||
end
|
||||
if %self.affects(SNEAK)%
|
||||
%echo% This object is affected with sneak.
|
||||
end
|
||||
if %self.affects(HIDE)%
|
||||
end
|
||||
if %self.affects(HIDE)%
|
||||
%echo% This object is affected with hide.
|
||||
end
|
||||
if %self.affects(UNUSED)%
|
||||
end
|
||||
if %self.affects(UNUSED)%
|
||||
%echo% This object is affected with unused.
|
||||
end
|
||||
if %self.affects(CHARM)%
|
||||
end
|
||||
if %self.affects(CHARM)%
|
||||
%echo% This object is affected with charm.
|
||||
end
|
||||
end
|
||||
~
|
||||
#1206
|
||||
(1207) Capturing~
|
||||
@@ -339,61 +339,61 @@ end
|
||||
Actor Pref Checking~
|
||||
2 q 100
|
||||
~
|
||||
if %actor.pref(BRIEF)%
|
||||
if %actor.pref(BRIEF)%
|
||||
%send% %actor% You have BRIEF on.
|
||||
end
|
||||
if %actor.pref(COMPACT)%
|
||||
%send% %actor% You have COMPACT on.
|
||||
end
|
||||
if %actor.pref(NO_SHOUT)%
|
||||
if %actor.pref(NO_SHOUT)%
|
||||
%send% %actor% You have NO_SHOUT on.
|
||||
end
|
||||
if %actor.pref(NO_TELL)%
|
||||
%send% %actor% You have NO_TELL on.
|
||||
end
|
||||
if %actor.pref(D_HP)%
|
||||
if %actor.pref(D_HP)%
|
||||
%send% %actor% You have D_HP on.
|
||||
end
|
||||
if %actor.pref(D_MANA)%
|
||||
%send% %actor% You have D_MANA on.
|
||||
end
|
||||
if %actor.pref(D_MOVE)%
|
||||
if %actor.pref(D_MOVE)%
|
||||
%send% %actor% You have D_MOVE on.
|
||||
end
|
||||
if %actor.pref(AUTOEX)%
|
||||
%send% %actor% You have AUTOEX on.
|
||||
end
|
||||
if %actor.pref(NO_HASS)%
|
||||
if %actor.pref(NO_HASS)%
|
||||
%send% %actor% You have NO_HASS on.
|
||||
end
|
||||
if %actor.pref(QUEST)%
|
||||
%send% %actor% You have QUEST on.
|
||||
end
|
||||
if %actor.pref(SUMN)%
|
||||
if %actor.pref(SUMN)%
|
||||
%send% %actor% You have SUMN on.
|
||||
end
|
||||
if %actor.pref(NO_REP)%
|
||||
%send% %actor% You have NO_REP on.
|
||||
end
|
||||
if %actor.pref(LIGHT)%
|
||||
if %actor.pref(LIGHT)%
|
||||
%send% %actor% You have LIGHT on.
|
||||
end
|
||||
if %actor.pref(C1)%
|
||||
%send% %actor% You have C1 on.
|
||||
end
|
||||
if %actor.pref(NO_WIZ)%
|
||||
if %actor.pref(NO_WIZ)%
|
||||
%send% %actor% You have NO_WIZ on.
|
||||
end
|
||||
if %actor.pref(L1)%
|
||||
%send% %actor% You have L1 on.
|
||||
end
|
||||
if %actor.pref(L2)%
|
||||
if %actor.pref(L2)%
|
||||
%send% %actor% You have L2 on.
|
||||
end
|
||||
if %actor.pref(NO_AUC)%
|
||||
%send% %actor% You have NO_AUC on.
|
||||
end
|
||||
if %actor.pref(NO_GOS)%
|
||||
if %actor.pref(NO_GOS)%
|
||||
%send% %actor% You have NO_GOS on.
|
||||
end
|
||||
if %actor.pref(RMFLG)%
|
||||
@@ -402,13 +402,13 @@ end
|
||||
if %actor.pref(D_AUTO)%
|
||||
%send% %actor% You have D_AUTO on.
|
||||
end
|
||||
if %actor.pref(CLS)%
|
||||
if %actor.pref(CLS)%
|
||||
%send% %actor% You have CLS on.
|
||||
end
|
||||
if %actor.pref(BLDWLK)%
|
||||
%send% %actor% You have BLDWLK on.
|
||||
end
|
||||
if %actor.pref(AFK)%
|
||||
if %actor.pref(AFK)%
|
||||
%send% %actor% You have AFK on.
|
||||
end
|
||||
if %actor.pref(AUTOLOOT)%
|
||||
@@ -417,13 +417,13 @@ end
|
||||
if %actor.pref(AUTOGOLD)%
|
||||
%send% %actor% You have AUTOGOLD on.
|
||||
end
|
||||
if %actor.pref(AUTOSPLIT)%
|
||||
if %actor.pref(AUTOSPLIT)%
|
||||
%send% %actor% You have AUTOSPLIT on.
|
||||
end
|
||||
if %actor.pref(AUTOSAC)%
|
||||
%send% %actor% You have AUTOSAC on.
|
||||
end
|
||||
if %actor.pref(AUTOASSIST)%
|
||||
if %actor.pref(AUTOASSIST)%
|
||||
%send% %actor% You have AUTOASSIST on.
|
||||
end
|
||||
~
|
||||
@@ -899,7 +899,7 @@ wait 1
|
||||
%echo% O=#==NAME============\|=Level=\|=Points==\|=EXP=========O
|
||||
set i 1
|
||||
set j 1
|
||||
while %self.varexists(%j%)%
|
||||
while %self.varexists(%j%)%
|
||||
eval r %%self.%j%%%
|
||||
eval nam %r.car%
|
||||
extract ll 2 %r%
|
||||
@@ -988,7 +988,7 @@ Multiple Command Example Trig~
|
||||
2 c 100
|
||||
t~
|
||||
if %cmd% == test
|
||||
* Careful not to use Arguments * or this trig will freeze you.
|
||||
* Careful not to use Arguments * or this trig will freeze you.
|
||||
* set the first arg
|
||||
set command %arg.car%
|
||||
* set the rest of the arg string
|
||||
@@ -1006,45 +1006,45 @@ end
|
||||
Roomflag Test Trigger~
|
||||
2 g 100
|
||||
~
|
||||
if %self.roomflag(DARK)%
|
||||
%echo% This is a dark room.
|
||||
end
|
||||
if %self.roomflag(DEATH)%
|
||||
%echo% This is a death trap - goodbye!
|
||||
end
|
||||
if %self.roomflag(NO_MOB)%
|
||||
%echo% Mobiles cannot enter this room.
|
||||
end
|
||||
if %self.roomflag(INDOORS)%
|
||||
%echo% This room is indoors.
|
||||
end
|
||||
if %self.roomflag(PEACEFUL)%
|
||||
%echo% You can't kill anything in this room.
|
||||
end
|
||||
if %self.roomflag(NO_TRACK)%
|
||||
%echo% You cannot track anything through this room.
|
||||
end
|
||||
if %self.roomflag(NO_MAGIC)%
|
||||
%echo% You cannot cast spells in here!
|
||||
end
|
||||
if %self.roomflag(TUNNEL)%
|
||||
%echo% This room is a narrow tunnel.
|
||||
end
|
||||
if %self.roomflag(PRIVATE)%
|
||||
%echo% This is a private room.
|
||||
end
|
||||
if %self.roomflag(GODROOM)%
|
||||
%echo% Only Gods can enter this room.
|
||||
end
|
||||
if %self.roomflag(HOUSE)%
|
||||
%echo% This is a house.
|
||||
end
|
||||
if %self.roomflag(HCRSH)%
|
||||
%echo% This is a house which will crash-save.
|
||||
end
|
||||
if %self.roomflag(ATRIUM)%
|
||||
%echo% This is an atrium for a house.
|
||||
end
|
||||
if %self.roomflag(DARK)%
|
||||
%echo% This is a dark room.
|
||||
end
|
||||
if %self.roomflag(DEATH)%
|
||||
%echo% This is a death trap - goodbye!
|
||||
end
|
||||
if %self.roomflag(NO_MOB)%
|
||||
%echo% Mobiles cannot enter this room.
|
||||
end
|
||||
if %self.roomflag(INDOORS)%
|
||||
%echo% This room is indoors.
|
||||
end
|
||||
if %self.roomflag(PEACEFUL)%
|
||||
%echo% You can't kill anything in this room.
|
||||
end
|
||||
if %self.roomflag(NO_TRACK)%
|
||||
%echo% You cannot track anything through this room.
|
||||
end
|
||||
if %self.roomflag(NO_MAGIC)%
|
||||
%echo% You cannot cast spells in here!
|
||||
end
|
||||
if %self.roomflag(TUNNEL)%
|
||||
%echo% This room is a narrow tunnel.
|
||||
end
|
||||
if %self.roomflag(PRIVATE)%
|
||||
%echo% This is a private room.
|
||||
end
|
||||
if %self.roomflag(GODROOM)%
|
||||
%echo% Only Gods can enter this room.
|
||||
end
|
||||
if %self.roomflag(HOUSE)%
|
||||
%echo% This is a house.
|
||||
end
|
||||
if %self.roomflag(HCRSH)%
|
||||
%echo% This is a house which will crash-save.
|
||||
end
|
||||
if %self.roomflag(ATRIUM)%
|
||||
%echo% This is an atrium for a house.
|
||||
end
|
||||
~
|
||||
#1221
|
||||
Test Trigger~
|
||||
@@ -1105,7 +1105,7 @@ if %arg% == drawer
|
||||
%load% obj 7711
|
||||
%echo% The small drawer appears to be nothing more than a mere crack underneath the
|
||||
%echo% desk. The only thing that gives it away is the small keyhole that winks at you
|
||||
%echo% upon closer inspection.
|
||||
%echo% upon closer inspection.
|
||||
else
|
||||
return 0
|
||||
end
|
||||
@@ -1245,19 +1245,19 @@ Deal a single card from a deck~
|
||||
deal~
|
||||
switch %random.4%
|
||||
case 1
|
||||
set col
|
||||
set col
|
||||
set suit Diamond
|
||||
break
|
||||
case 2
|
||||
set col
|
||||
set col
|
||||
set suit Heart
|
||||
break
|
||||
case 3
|
||||
set col
|
||||
set col
|
||||
set suit Club
|
||||
break
|
||||
case 4
|
||||
set col
|
||||
set col
|
||||
set suit Spade
|
||||
break
|
||||
default
|
||||
@@ -1418,19 +1418,19 @@ elseif %cmd% == deal
|
||||
%echo% while begins.
|
||||
switch %random.4%
|
||||
case 1
|
||||
set col
|
||||
set col
|
||||
set suit Diamonds
|
||||
break
|
||||
case 2
|
||||
set col
|
||||
set col
|
||||
set suit Hearts
|
||||
break
|
||||
case 3
|
||||
set col
|
||||
set col
|
||||
set suit Clubs
|
||||
break
|
||||
case 4
|
||||
set col
|
||||
set col
|
||||
set suit Spades
|
||||
break
|
||||
default
|
||||
@@ -1480,7 +1480,7 @@ Damage trigger~
|
||||
eval num_hitp %actor.hitp%/2
|
||||
%echo% half hitp = %num_hitp%
|
||||
eval rx %%random.%num_hitp%%%
|
||||
%echo% rx %rx%
|
||||
%echo% rx %rx%
|
||||
%damage% %actor% %rx%
|
||||
~
|
||||
#1286
|
||||
@@ -1724,11 +1724,11 @@ Quest object loader~
|
||||
~
|
||||
context %actor.id%
|
||||
say object vnum: %object.vnum%
|
||||
|
||||
|
||||
set answer_yes say Yes, I want that object :)
|
||||
set answer_no say I already have that object !
|
||||
set answer_reward say There you go. Here's an object for you. Thanks!
|
||||
|
||||
|
||||
if (%object.vnum% == 1301)
|
||||
if (%zone_12_object1%)
|
||||
%answer_no%
|
||||
@@ -1769,17 +1769,17 @@ else
|
||||
say I do not want that object!
|
||||
return 0
|
||||
end
|
||||
|
||||
if (%zone_12_object1% && %zone_12_object2% && %zone_12_object3% && %zone_12_object4%)
|
||||
|
||||
if (%zone_12_object1% && %zone_12_object2% && %zone_12_object3% && %zone_12_object4%)
|
||||
%answer_reward%
|
||||
eval zone_12_reward_number %actor.zone_12_reward_number%+1
|
||||
|
||||
|
||||
* cap this to a max of 12 rewards.
|
||||
if %zone_12_reward_number%>12
|
||||
set zone_12_reward_number 12
|
||||
end
|
||||
remote zone_12_reward_number %actor.id%
|
||||
|
||||
|
||||
* make sure all objects from 3016 and upwards have 'reward' as an alias
|
||||
eval loadnum 3015+%zone_12_reward_number%
|
||||
%load% o %loadnum%
|
||||
|
||||
@@ -4,7 +4,7 @@ Near Death Trap Lions - 12017~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 1 sec
|
||||
set stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The lions grow bored once you stop struggling and leave you to die.
|
||||
@@ -101,24 +101,24 @@ end
|
||||
Room Zone Number~
|
||||
2 bg 100
|
||||
~
|
||||
set room %room.vnum%
|
||||
eval number %room.strlen%
|
||||
switch %number%
|
||||
case 3
|
||||
set zone %room.charat(1)%
|
||||
break
|
||||
case 4
|
||||
set 1st %room.charat(1)%
|
||||
set 2nd %room.charat(2)%
|
||||
set zone %1st%%2nd%
|
||||
break
|
||||
case 5
|
||||
set 1st %room.charat(1)%
|
||||
set 2nd %room.charat(2)%
|
||||
set 3rd %room.charat(3)%
|
||||
set zone %1st%%2nd%%3rd%
|
||||
break
|
||||
done
|
||||
%echo% Room #%room.vnum% is part of zone: %zone%
|
||||
set room %room.vnum%
|
||||
eval number %room.strlen%
|
||||
switch %number%
|
||||
case 3
|
||||
set zone %room.charat(1)%
|
||||
break
|
||||
case 4
|
||||
set 1st %room.charat(1)%
|
||||
set 2nd %room.charat(2)%
|
||||
set zone %1st%%2nd%
|
||||
break
|
||||
case 5
|
||||
set 1st %room.charat(1)%
|
||||
set 2nd %room.charat(2)%
|
||||
set 3rd %room.charat(3)%
|
||||
set zone %1st%%2nd%%3rd%
|
||||
break
|
||||
done
|
||||
%echo% Room #%room.vnum% is part of zone: %zone%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -7,7 +7,7 @@ if %actor.is_pc% && %actor.level% == 1
|
||||
if %actor.varexists(mortal_greeting_for_TBA)%
|
||||
say Welcome back %actor.name%. Tell someone level 32 or above when you complete the application.
|
||||
else
|
||||
say Welcome to The Builder Academy %actor.name%.
|
||||
say Welcome to The Builder Academy %actor.name%.
|
||||
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
|
||||
@@ -72,9 +72,9 @@ if %actor.is_pc%
|
||||
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%.
|
||||
say Welcome to The Builder Academy %actor.name%.
|
||||
wait 1 sec
|
||||
say Within this zone you can learn all the immortal commands and how to build.
|
||||
say Within this zone you can learn all the immortal commands and how to build.
|
||||
wait 2 sec
|
||||
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
|
||||
@@ -96,12 +96,12 @@ Trial Vnum Assigner - 1332~
|
||||
tbalim~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Trial vnum assigner. For STAFF only! Make sure player has nohassle off.
|
||||
* Make sure name matches a player, purge mobs or use 0.name if you have
|
||||
* Make sure name matches a player, purge mobs or use 0.name if you have
|
||||
* troubles. They are given an assigner in the mortal start room.
|
||||
* Usage: tbalim player vnum | purge
|
||||
if !%actor.is_pc% || %actor.level% < 32
|
||||
%send% %actor% Only human staff can use this limiter.
|
||||
else
|
||||
else
|
||||
set victim %arg.car%
|
||||
if %victim.is_pc%
|
||||
if purge /= %arg.cdr% && %victim.has_item(1332)%
|
||||
@@ -141,7 +141,7 @@ while %actor.inventory%
|
||||
while %item.contents%
|
||||
eval stolen %item.contents.vnum%
|
||||
%echo% purging %item.contents.shortdesc% in container.
|
||||
%purge% %item.contents%
|
||||
%purge% %item.contents%
|
||||
eval num %random.99% + 100
|
||||
%at% %num% %load% obj %stolen%
|
||||
done
|
||||
@@ -149,7 +149,7 @@ while %actor.inventory%
|
||||
eval item_to_purge %%actor.inventory(%item.vnum%)%%
|
||||
eval stolen %item.vnum%
|
||||
%echo% purging %item.shortdesc%.
|
||||
%purge% %item_to_purge%
|
||||
%purge% %item_to_purge%
|
||||
eval num %random.99% + 100
|
||||
%at% %num% %load% obj %stolen%
|
||||
done
|
||||
@@ -242,21 +242,21 @@ Room Door Example~
|
||||
move~
|
||||
*%door% <vnum> < direction> < field> [value]
|
||||
*Used for adding, deleting, and modifying doors in room #vnum.
|
||||
*Direction determines which door is being changed, and can be north, south, east, west, up, or down.
|
||||
*If the door does not exist first, a new door will be created.
|
||||
*Direction determines which door is being changed, and can be north, south, east, west, up, or down.
|
||||
*If the door does not exist first, a new door will be created.
|
||||
*Field is what property of the door is being changed. Valid fields are:
|
||||
*
|
||||
*purge - remove the exit in the direction specified - no value needed
|
||||
*description - value will become the new exit description
|
||||
*flags - value will be the new door flags bitvector as defined here:
|
||||
* a - Exit is a door that can be opened and closed.
|
||||
* b - The door is closed.
|
||||
* c - The door is locked.
|
||||
* d - The door is pick-proof.
|
||||
* a - Exit is a door that can be opened and closed.
|
||||
* b - The door is closed.
|
||||
* c - The door is locked.
|
||||
* d - The door is pick-proof.
|
||||
*key - value is the vnum of the key to the door in this direction
|
||||
*name - value is the name of the door in the specified direction
|
||||
*room - value is the vnum of the room this direction leads to
|
||||
|
||||
|
||||
*Example by Falstar for room 14520
|
||||
*The following trigger is designed to reveal a trapdoor leading down when Player types 'Move Chest'
|
||||
*
|
||||
@@ -357,7 +357,7 @@ wait 1
|
||||
switch %random.3%
|
||||
case 1
|
||||
* only the person entering the room will see this.
|
||||
%send% %actor% You trip over a root as you walk into the room.
|
||||
%send% %actor% You trip over a root as you walk into the room.
|
||||
* everyone in the room except the actor will see this.
|
||||
%echoaround% %actor% %actor.name% trips on a root walking into the room.
|
||||
* everyone in the room will see this.
|
||||
@@ -366,7 +366,7 @@ switch %random.3%
|
||||
%zoneecho% %self.vnum% %actor.name% is a clutz.
|
||||
break
|
||||
case 2
|
||||
%send% %actor% You strut into the room.
|
||||
%send% %actor% You strut into the room.
|
||||
%echoaround% %actor% %actor.name% Seems to have a big head..
|
||||
%echo% A strong breeze kicks some leaves up into the air.
|
||||
break
|
||||
@@ -443,7 +443,7 @@ if !%has_it%
|
||||
set next_in_bag %in_bag.next_in_list%
|
||||
%echo% %next_in_bag.vnum%
|
||||
if %in_bag.vnum%==1300
|
||||
%echo% has it in bag
|
||||
%echo% has it in bag
|
||||
set has_it 1
|
||||
break
|
||||
end
|
||||
@@ -452,7 +452,7 @@ if !%has_it%
|
||||
set i %next%
|
||||
done
|
||||
end
|
||||
*
|
||||
*
|
||||
if %has_it%
|
||||
say %actor.name% has that special item.
|
||||
else
|
||||
@@ -637,7 +637,7 @@ if %object.vnum% == 1300
|
||||
say Thank you %actor.name%!
|
||||
wait 1 sec
|
||||
tell %actor.name% Here is a small reward for your hard work!
|
||||
%echo% %self.name% thanks %actor.name%
|
||||
%echo% %self.name% thanks %actor.name%
|
||||
kiss %actor.name%
|
||||
%purge% app
|
||||
%load% obj 1301
|
||||
@@ -678,84 +678,84 @@ Mobile Random Example~
|
||||
*(Alan Menken / Howard Ashman)
|
||||
*Steve Martin
|
||||
*
|
||||
%echo% %self.name% sings, When I was young and just a bad little kid,
|
||||
%echo% %self.name% sings, When I was young and just a bad little kid,
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, My momma noticed funny things I did.
|
||||
%echo% %self.name% sings, My momma noticed funny things I did.
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, Like shootin' puppies with a BB-Gun.
|
||||
%echo% %self.name% sings, Like shootin' puppies with a BB-Gun.
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, I'd poison guppies, and when I was done,
|
||||
%echo% %self.name% sings, I'd poison guppies, and when I was done,
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, I'd find a pussy-cat and bash in it's head.
|
||||
%echo% %self.name% sings, I'd find a pussy-cat and bash in it's head.
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, That's when my momma said...
|
||||
%echo% %self.name% sings, That's when my momma said...
|
||||
wait 3 sec
|
||||
%echo% A chorus from above sings, 'What did she say?'
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, She said my boy I think someday
|
||||
%echo% %self.name% sings, She said my boy I think someday
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, You'll find a way
|
||||
%echo% %self.name% sings, You'll find a way
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, To make your natural tendencies pay...
|
||||
%echo% %self.name% sings, To make your natural tendencies pay...
|
||||
wait 6 sec
|
||||
%echo% %self.name% sings, You'll be a dentist.
|
||||
%echo% %self.name% sings, You'll be a dentist.
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, You have a talent for causing things pain!
|
||||
%echo% %self.name% sings, You have a talent for causing things pain!
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, Son, be a dentist.
|
||||
%echo% %self.name% sings, Son, be a dentist.
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, People will pay you to be inhumane!
|
||||
%echo% %self.name% sings, People will pay you to be inhumane!
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, You're temperment's wrong for the priesthood,
|
||||
%echo% %self.name% sings, You're temperment's wrong for the priesthood,
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, And teaching would suit you still less.
|
||||
%echo% %self.name% sings, And teaching would suit you still less.
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, Son, be a dentist.
|
||||
%echo% %self.name% sings, Son, be a dentist.
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, You'll be a success.
|
||||
%echo% %self.name% sings, You'll be a success.
|
||||
wait 6 sec
|
||||
%echo% A chorus from above sings, "Here he is folks, the leader of the plaque."
|
||||
%echo% A chorus from above sings, "Here he is folks, the leader of the plaque."
|
||||
wait 3 sec
|
||||
%echo% A chorus from above sings, "Watch him suck up that gas. Oh My God!"
|
||||
%echo% A chorus from above sings, "Watch him suck up that gas. Oh My God!"
|
||||
wait 3 sec
|
||||
%echo% A chorus from above sings, "He's a dentist and he'll never ever be any good."
|
||||
%echo% A chorus from above sings, "He's a dentist and he'll never ever be any good."
|
||||
wait 3 sec
|
||||
%echo% A chorus from above sings, "Who wants their teeth done by the Marqui DeSade?"
|
||||
%echo% A chorus from above sings, "Who wants their teeth done by the Marqui DeSade?"
|
||||
wait 6 sec
|
||||
%echo% An innocent dental patient screams, "Oh, that hurts! Wait! I'm not numb!"
|
||||
%echo% %self.name% sings, "Eh, Shut Up! Open Wide! Here I Come!"
|
||||
%echo% An innocent dental patient screams, "Oh, that hurts! Wait! I'm not numb!"
|
||||
%echo% %self.name% sings, "Eh, Shut Up! Open Wide! Here I Come!"
|
||||
wait 6 sec
|
||||
%echo% %self.name% sings, I am your dentist.
|
||||
%echo% %self.name% sings, I am your dentist.
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, And I enjoy the career that I picked.
|
||||
%echo% %self.name% sings, And I enjoy the career that I picked.
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, I'm your dentist.
|
||||
%echo% %self.name% sings, I'm your dentist.
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, And I get off on the pain I inflict!
|
||||
%echo% %self.name% sings, And I get off on the pain I inflict!
|
||||
wait 6 sec
|
||||
%echo% %self.name% sings, When I start extracting those mollars
|
||||
%echo% %self.name% sings, When I start extracting those mollars
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, Girls, you'll be screaming like holy rollers
|
||||
%echo% %self.name% sings, Girls, you'll be screaming like holy rollers
|
||||
wait 6 sec
|
||||
%echo% %self.name% sings, And though it may cause my patients distress.
|
||||
%echo% %self.name% sings, And though it may cause my patients distress.
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, Somewhere...Somewhere in heaven above me...
|
||||
%echo% %self.name% sings, Somewhere...Somewhere in heaven above me...
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, I know...I know that my momma's proud of me.
|
||||
%echo% %self.name% sings, I know...I know that my momma's proud of me.
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, "Oh, Momma..."
|
||||
%echo% %self.name% sings, "Oh, Momma..."
|
||||
wait 6 sec
|
||||
%echo% %self.name% sings, 'Cause I'm a dentist...
|
||||
%echo% %self.name% sings, 'Cause I'm a dentist...
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, And a success!
|
||||
%echo% %self.name% sings, And a success!
|
||||
wait 6 sec
|
||||
%echo% %self.name% sings, "Say ahh..."
|
||||
%echo% %self.name% sings, "Say ahh..."
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, "Say AHhhh..."
|
||||
%echo% %self.name% sings, "Say AHhhh..."
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, "Say AAARRRHHHH!!!"
|
||||
%echo% %self.name% sings, "Say AAARRRHHHH!!!"
|
||||
wait 3 sec
|
||||
%echo% %self.name% sings, "Now Spit!"
|
||||
%echo% %self.name% sings, "Now Spit!"
|
||||
%purge% %self%
|
||||
~
|
||||
#1332
|
||||
@@ -972,7 +972,7 @@ set text[51] Do illiterate people get the full effect of Alphabet Soup?
|
||||
set text[52] Did you ever notice that when you blow in a dog's face, he gets mad at you, but when you take him on a car ride, he sticks his head out the window?
|
||||
set text[53] My mind works like lightning one brilliant flash and it is gone.
|
||||
set text[54] 100,000 sperm and you were the fastest?
|
||||
set text[55] A closed mouth gathers no foot.
|
||||
set text[55] A closed mouth gathers no foot.
|
||||
set text[56] Someday, we'll all look back on this, laugh nervously and change the subject.
|
||||
set text[57] A diplomat is someone who can tell you to go to hell in such a way that you will look forward to the trip.
|
||||
set text[58] All generalizations are false, including this one.
|
||||
@@ -981,47 +981,47 @@ set text[60] What was the best thing BEFORE sliced bread?
|
||||
set text[61] All stressed out and no one to choke.
|
||||
set text[62] Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes.
|
||||
set text[63] Better to understand a little than to misunderstand a lot.
|
||||
set text[64] Bills travel through the mail at twice the speed of checks.
|
||||
set text[64] Bills travel through the mail at twice the speed of checks.
|
||||
set text[65] Do NOT start with me. You will NOT win.
|
||||
set text[66] Don't be irreplaceable; if you can't be replaced, you can't be promoted.
|
||||
set text[67] Don't piss me off! I'm running out of places to hide the bodies.
|
||||
set text[68] Don't take life too seriously, you won't get out alive.
|
||||
set text[69] Duct tape is like the force, it has a light side and a dark side and it holds the universe together.
|
||||
set text[70] Eagles may soar, but weasels don't get sucked into jet engines.
|
||||
set text[71] Ever stop to think, and forget to start again?
|
||||
set text[71] Ever stop to think, and forget to start again?
|
||||
set text[72] Forget world peace. Visualize using your turn signal.
|
||||
set text[73] Give me ambiguity or give me something else.
|
||||
set text[74] Why do people with closed minds always open their mouths?
|
||||
set text[75] He who laughs last thinks slowest.
|
||||
set text[76] I didn't say it was your fault, Relsqui. I said I was going to blame you.
|
||||
set text[77] I don't suffer from insanity. I enjoy every minute of it.
|
||||
set text[77] I don't suffer from insanity. I enjoy every minute of it.
|
||||
set text[78] I feel like I'm diagonally parked in a parallel universe.
|
||||
set text[79] I just got lost in thought. It was unfamiliar territory.
|
||||
set text[79] I just got lost in thought. It was unfamiliar territory.
|
||||
set text[80] I need someone really bad. Are you really bad?
|
||||
set text[81] I poured Spot remover on my dog. Now he's gone.
|
||||
set text[82] I used to be indecisive. Now I'm not sure.
|
||||
set text[83] I used to have a handle on life, and then it broke.
|
||||
set text[84] If ignorance is bliss, you must be orgasmic.
|
||||
set text[83] I used to have a handle on life, and then it broke.
|
||||
set text[84] If ignorance is bliss, you must be orgasmic.
|
||||
set text[85] Some people are alive only because it's illegal to kill them.
|
||||
set text[86] It is far more impressive when others discover your good qualities without your help.
|
||||
set text[87] It may be that your sole purpose in life is simply to serve as a warning to others.
|
||||
set text[88] Never mess up an apology with an excuse.
|
||||
set text[89] Okay, who put a stop payment on my reality check?
|
||||
set text[90] Of course I don't look busy... I did it right the first time.
|
||||
set text[91] Quantum mechanics: The dreams stuff is made of.
|
||||
set text[92] Save your breath. You'll need it to blow up your date!
|
||||
set text[91] Quantum mechanics: The dreams stuff is made of.
|
||||
set text[92] Save your breath. You'll need it to blow up your date!
|
||||
set text[93] Smith & Wesson: The original point and click interface.
|
||||
set text[94] Some days you are the bug, some days you are the windshield.
|
||||
set text[95] Some drink at the fountain of knowledge. Others just gargle.
|
||||
set text[96] The early bird may get the worm, but the second mouse gets the cheese.
|
||||
set text[97] The only substitute for good manners is fast reflexes.
|
||||
set text[96] The early bird may get the worm, but the second mouse gets the cheese.
|
||||
set text[97] The only substitute for good manners is fast reflexes.
|
||||
set text[98] The problem with the gene pool is that there is no lifeguard.
|
||||
set text[99] Remember my name - you'll be screaming it later.
|
||||
set text[100] The severity of the itch is inversely proportional to the ability to reach it.
|
||||
set text[101] Very funny Scotty, now beam down my clothes.
|
||||
set text[102] Why is abbreviation such a long word?
|
||||
set text[102] Why is abbreviation such a long word?
|
||||
set text[103] Why isn't phonetic spelled the way it sounds?
|
||||
set text[104] You're just jealous because the voices are talking to me and not you!
|
||||
set text[104] You're just jealous because the voices are talking to me and not you!
|
||||
set text[105] The proctologist called, they found your head.
|
||||
set text[106] Everyone has a photographic memory; some just don't have film.
|
||||
set text[107] Try not to let your mind wander. It is too small to be out by itself.
|
||||
@@ -1046,7 +1046,7 @@ set text[125] More people are killed annually by donkeys than die in air crashe
|
||||
set text[126] A 'jiffy' is an actual unit of time for 1/100th of a second.
|
||||
set text[127] Does your train of thought have a caboose?
|
||||
set text[128] Money isn't made out of paper, it's made out of cotton.
|
||||
set text[129] I got out of bed for this?
|
||||
set text[129] I got out of bed for this?
|
||||
set text[130] You, you and you: panic. The rest of you, come with me.
|
||||
set text[131] Stress is when you wake up screaming and you realize you haven't fallen asleep yet.
|
||||
set text[132] I'm not your type. I'm not inflatable.
|
||||
@@ -1079,7 +1079,7 @@ set text[158] I don't approve of political jokes...I've seen too many of them g
|
||||
set text[159] I love being married. It's so great to find that one special person you want to annoy for the rest of your life.
|
||||
set text[160] I am a nobody, nobody is perfect, therefore I am perfect.
|
||||
set text[161] Everyday I beat my own previous record for number of consecutive days I've stayed alive.
|
||||
set text[162] If carrots are so good for the eyes, how come I see so many dead rabbits on the highway?
|
||||
set text[162] If carrots are so good for the eyes, how come I see so many dead rabbits on the highway?
|
||||
set text[163] Welcome To Shit Creek - Sorry, We're Out of Paddles!
|
||||
set text[164] How come we choose from just two people to run for president and 50 for Miss America?
|
||||
set text[165] Ever notice that people who spend money on beer, cigarettes, and lottery tickets are always complaining about being broke and not feeling well?
|
||||
@@ -1172,7 +1172,7 @@ set book default reached
|
||||
*wait 5 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%.
|
||||
*wait 3 s
|
||||
*wait 3 s
|
||||
%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.
|
||||
@@ -1395,7 +1395,7 @@ end
|
||||
Mob Random Master Test~
|
||||
0 b 100
|
||||
~
|
||||
if (%actor.master%)
|
||||
if (%actor.master%)
|
||||
eval master %self.master%
|
||||
if %master.fighting%
|
||||
say I will save you Master %master.name%
|
||||
@@ -1459,7 +1459,7 @@ eval name %actor.car%
|
||||
eval test %%name.varexists(%speech.cdr%)%%
|
||||
if %test%
|
||||
eval var %%name.%speech.cdr%%%
|
||||
%echo% %name.name% has remote variable %speech.cdr% which has the
|
||||
%echo% %name.name% has remote variable %speech.cdr% which has the
|
||||
value of '%var%'.
|
||||
else
|
||||
%echo% %name.name% doesnt have the variable %speech.cdr%.
|
||||
@@ -1608,7 +1608,7 @@ end
|
||||
if (%room.vnum% == 3166)
|
||||
unset getting_up
|
||||
end
|
||||
if (%getting_up%)
|
||||
if (%getting_up%)
|
||||
* so we know he's going from his bedroom to his throne room
|
||||
switch %room.vnum%
|
||||
case 3193
|
||||
@@ -1722,7 +1722,7 @@ eval i %self.inventory%
|
||||
while (%i%)
|
||||
set next %i.next_in_list%
|
||||
%purge% %i%
|
||||
set i %next%
|
||||
set i %next%
|
||||
done
|
||||
~
|
||||
#1360
|
||||
@@ -1734,7 +1734,7 @@ eval person %self.people%
|
||||
%echo% There are %person% people here.
|
||||
wait 1 sec
|
||||
*While there are still people in the room.
|
||||
while (%person%)
|
||||
while (%person%)
|
||||
%send% %person% You are next!
|
||||
%echo% I am targetting %person.name%.
|
||||
%echoaround% %person% %person.name% is struck by a bolt of lightning. Leaving only a pile of ash.
|
||||
@@ -1753,7 +1753,7 @@ Free~
|
||||
Deodorant Bottle - 1391~
|
||||
1 c 7
|
||||
spray~
|
||||
if %arg%
|
||||
if %arg%
|
||||
%echoaround% %actor% %actor.name% soaks %arg% with the deodorant spray.
|
||||
%send% %actor% You soak %arg% with the deodorant spray.
|
||||
else
|
||||
@@ -1846,7 +1846,7 @@ if %actor.level% > 30 && %actor.varexists(TBA_trial_vnum)%
|
||||
%send% %actor% You cannot enable nohassle until you finish your trial vnum.
|
||||
elseif %cmd.mudcommand% == buildwalk || (%cmd.mudcommand% == toggle && buildwalk /= %arg.car%)
|
||||
%send% %actor% You cannot enable buildwalk until you finish your trial vnum.
|
||||
elseif %cmd.mudcommand% == sedit || %cmd.mudcommand% == qedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete
|
||||
elseif %cmd.mudcommand% == sedit || %cmd.mudcommand% == qedit || %cmd.mudcommand% == trigedit || %cmd.mudcommand% == dig || %cmd.mudcommand% == rclone || %cmd.mudcommand% == attach || %cmd.mudcommand% == detach || %cmd.mudcommand% == vdelete
|
||||
%send% %actor% Sedit, Trigedit, Qedit, Dig, Rclone, Attach, Detach, and Vdelete are not required for your trial vnum.
|
||||
elseif %cmd.mudcommand% == zpurge
|
||||
%send% %actor% Zpurge is not required for your trial vnum. Use 'purge' or 'purge item.'
|
||||
@@ -1883,7 +1883,7 @@ set food[4] 9
|
||||
set food[5] 10
|
||||
set food[6] 14
|
||||
set food[7] 109
|
||||
set food[8] 110
|
||||
set food[8] 110
|
||||
set food[9] 111
|
||||
set food[10] 112
|
||||
set food[11] 114
|
||||
@@ -1903,7 +1903,7 @@ set food[24] 502
|
||||
set food[25] 521
|
||||
set food[26] 537
|
||||
set food[27] 383
|
||||
set food[28] 622
|
||||
set food[28] 622
|
||||
set food[29] 635
|
||||
set food[30] 637
|
||||
set food[31] 638
|
||||
@@ -2194,15 +2194,15 @@ Rumble's Poofs~
|
||||
has entered the game.~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* To generate random poofs at login just set your loadroom to wherever this
|
||||
* mob is.
|
||||
* mob is.
|
||||
eval maxpoofin %random.24%
|
||||
set poofins[1] appears with a strange wooshing sound and climbs out of a pneumatic air
|
||||
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
|
||||
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.
|
||||
@@ -2220,7 +2220,7 @@ 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,
|
||||
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%]%%
|
||||
@@ -2276,7 +2276,7 @@ return 0
|
||||
Random Mob Purge~
|
||||
2 b 100
|
||||
~
|
||||
* This script checks if anyone is in the room. If so each mob has a 50
|
||||
* This script checks if anyone is in the room. If so each mob has a 50
|
||||
* percent chance of being purged 5 percent of the time.
|
||||
eval target %self.people%
|
||||
while %target%
|
||||
@@ -2369,7 +2369,7 @@ Command Test~
|
||||
2 c 100
|
||||
l~
|
||||
if %cmd.mudcommand% == look && rodent /= %arg%
|
||||
return 0
|
||||
return 0
|
||||
wait 2 sec
|
||||
%send% %actor% A soft, pleasant voice calls 'Welcome, do come inside.'
|
||||
else
|
||||
@@ -2639,7 +2639,7 @@ push~
|
||||
if %pushed_red%
|
||||
set pushed_yellow 1
|
||||
global pushed_yellow
|
||||
else
|
||||
else
|
||||
set reset_buttons 1
|
||||
end
|
||||
elseif %arg% == green
|
||||
@@ -2693,7 +2693,7 @@ eval item %actor.inventory%
|
||||
eval item_to_purge %%actor.inventory(%item.vnum%)%%
|
||||
if %item_to_purge%
|
||||
%echo% purging %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory.
|
||||
%purge% %item_to_purge%
|
||||
%purge% %item_to_purge%
|
||||
else
|
||||
%echo% I cant find %item.shortdesc% with vnum %item.vnum% in %actor.name%'s inventory.
|
||||
%echo% I cant find an item in %actor.name%'s inventory.
|
||||
@@ -2710,7 +2710,7 @@ Detach 1388 %self.id%
|
||||
FREE~
|
||||
1 c 7
|
||||
join~
|
||||
eval currentroom %self.room%
|
||||
eval currentroom %self.room%
|
||||
if ((%currentroom.vnum% == 1233) && (%actor.inventory(1315)%) && (%actor.inventory(1316)%))
|
||||
%echo% room check correct: %currentroom.vnum%
|
||||
%purge% %actor.inventory(1316)%
|
||||
@@ -2758,19 +2758,19 @@ free~
|
||||
1 c 2
|
||||
shake~
|
||||
* Numeric Arg: 2 means in character's carried inventory
|
||||
* There are 20 possible answers that the Magic Eight Ball can give.
|
||||
* Of these, nine are full positive, two are full negative, one is
|
||||
* mostly positive, three are mostly negative, and five are abstentions.
|
||||
* There are 20 possible answers that the Magic Eight Ball can give.
|
||||
* Of these, nine are full positive, two are full negative, one is
|
||||
* mostly positive, three are mostly negative, and five are abstentions.
|
||||
*
|
||||
if ball /= %arg% || eightball /= %arg%
|
||||
%echoaround% %actor% %actor.name% shakes the magic eight ball vigorously.
|
||||
%send% %actor% You shake the magic eight ball vigorously.
|
||||
switch %random.20%
|
||||
case 1
|
||||
%send% %actor% The magic eight ball reveals the answer: Outlook Good
|
||||
%send% %actor% The magic eight ball reveals the answer: Outlook Good
|
||||
break
|
||||
case 2
|
||||
%send% %actor% The magic eight ball reveals the answer: Outlook Not So Good
|
||||
%send% %actor% The magic eight ball reveals the answer: Outlook Not So Good
|
||||
break
|
||||
case 3
|
||||
%send% %actor% The magic eight ball reveals the answer: My Reply Is No
|
||||
@@ -2785,19 +2785,19 @@ if ball /= %arg% || eightball /= %arg%
|
||||
%send% %actor% The magic eight ball reveals the answer: Ask Again Later
|
||||
break
|
||||
case 7
|
||||
%send% %actor% The magic eight ball reveals the answer: Most Likely
|
||||
%send% %actor% The magic eight ball reveals the answer: Most Likely
|
||||
break
|
||||
case 8
|
||||
%send% %actor% The magic eight ball reveals the answer: Cannot Predict Now
|
||||
break
|
||||
case 9
|
||||
%send% %actor% The magic eight ball reveals the answer: Yes
|
||||
%send% %actor% The magic eight ball reveals the answer: Yes
|
||||
break
|
||||
case 10
|
||||
%send% %actor% The magic eight ball reveals the answer: Yes, definitely
|
||||
break
|
||||
case 11
|
||||
%send% %actor% The magic eight ball reveals the answer: Better Not Tell You Now
|
||||
%send% %actor% The magic eight ball reveals the answer: Better Not Tell You Now
|
||||
break
|
||||
case 12
|
||||
%send% %actor% The magic eight ball reveals the answer: It Is Certain
|
||||
@@ -2812,13 +2812,13 @@ if ball /= %arg% || eightball /= %arg%
|
||||
%send% %actor% The magic eight ball reveals the answer: Concentrate And Ask Again
|
||||
break
|
||||
case 16
|
||||
%send% %actor% The magic eight ball reveals the answer: Signs Point To Yes
|
||||
%send% %actor% The magic eight ball reveals the answer: Signs Point To Yes
|
||||
break
|
||||
case 17
|
||||
%send% %actor% The magic eight ball reveals the answer: My Sources Say No
|
||||
%send% %actor% The magic eight ball reveals the answer: My Sources Say No
|
||||
break
|
||||
case 18
|
||||
%send% %actor% The magic eight ball reveals the answer: Without A Doubt
|
||||
%send% %actor% The magic eight ball reveals the answer: Without A Doubt
|
||||
break
|
||||
case 19
|
||||
%send% %actor% The magic eight ball reveals the answer: Reply Hazy, Try Again
|
||||
@@ -2985,7 +2985,7 @@ while %target%
|
||||
* Don't let the bunny kill players or itself.
|
||||
if ((%target.vnum% != -1) && (%target.name% != %self.name%))
|
||||
* Do the deed with a little pause in between.
|
||||
emote hops towards %target.name% and looks up innocently.
|
||||
emote hops towards %target.name% and looks up innocently.
|
||||
wait 2 sec
|
||||
emote strikes with lightning speed, decapitating %target.name%.
|
||||
* bye bye.
|
||||
|
||||
@@ -165,12 +165,12 @@ elseif %arg% == set
|
||||
if %actor.eq(17)%
|
||||
if !%actor.varexists(set_life_counter)%
|
||||
set set_life_counter 1
|
||||
remote set_life_counter %actor.id%
|
||||
remote set_life_counter %actor.id%
|
||||
end
|
||||
if %actor.set_life_counter% < 14
|
||||
eval setReturn %self.room%
|
||||
eval setReturn %setReturn.vnum%
|
||||
eval return_room_staff %setReturn%
|
||||
eval return_room_staff %setReturn%
|
||||
eval set_life_counter %actor.set_life_counter% + 1
|
||||
set set_counter 0
|
||||
remote set_life_counter %actor.id%
|
||||
@@ -203,7 +203,7 @@ elseif %arg% == return
|
||||
end
|
||||
else
|
||||
%send% %actor% Huh?!? Who?!? What?!?
|
||||
end
|
||||
end
|
||||
~
|
||||
#13003
|
||||
recall staff drop~
|
||||
@@ -263,7 +263,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% ==
|
||||
eval direction %%room1.%dir%(vnum)%%
|
||||
eval where %%room1.%dir%(room)%%
|
||||
* checks to see if there is a target
|
||||
if !%target%
|
||||
if !%target%
|
||||
%send% %actor% Who are you trying to shoot?
|
||||
halt
|
||||
end
|
||||
@@ -291,7 +291,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% ==
|
||||
* halt
|
||||
* end
|
||||
*
|
||||
* Checks for the first item in inventory that is one of the
|
||||
* Checks for the first item in inventory that is one of the
|
||||
* specified arrows and sets its vnum as the one to be used.
|
||||
*
|
||||
eval inv %actor.inventory%
|
||||
@@ -344,7 +344,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% ==
|
||||
done
|
||||
eval finaldam %finaldam% + %bonus%
|
||||
*
|
||||
* If the actor has an arrow in inventory, and there are
|
||||
* If the actor has an arrow in inventory, and there are
|
||||
* people in the room specified, one of three random things
|
||||
* happens - Actor shoots but misses, Actor shoots and damages,
|
||||
* Actor shoots, damages, but loses the arrow.
|
||||
@@ -352,7 +352,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% ==
|
||||
if %arrow%
|
||||
if %target%
|
||||
* a hack of the formula used in the code to determine if something hits
|
||||
* based on dexterity...
|
||||
* based on dexterity...
|
||||
eval dex %actor.dex%
|
||||
eval odds %dex% * 4
|
||||
if %odds% > 99
|
||||
@@ -581,7 +581,7 @@ switch %random.8%
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
break
|
||||
case 4
|
||||
* Once I wasn't Then I was Now I ain't again (44)
|
||||
* Once I wasn't Then I was Now I ain't again (44)
|
||||
%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' Once I wasn't '\|=\|\@n
|
||||
%send% %actor% \@w\@0 \|=\|' Then I was '\|=\|\@n
|
||||
@@ -828,7 +828,7 @@ Mist mob dies~
|
||||
~
|
||||
* Random
|
||||
* Mist mob's death
|
||||
*
|
||||
*
|
||||
*
|
||||
%load% obj 13010
|
||||
drop mist
|
||||
|
||||
@@ -82,13 +82,13 @@ if %amount% >= 10
|
||||
* otherwise they must have given exactly 10 coins, open the gate.
|
||||
say thank you.
|
||||
wait 1 sec
|
||||
unlock gate
|
||||
unlock gate
|
||||
wait 1 sec
|
||||
open gate
|
||||
wait 10 sec
|
||||
close gate
|
||||
open gate
|
||||
wait 10 sec
|
||||
close gate
|
||||
wait 1 sec
|
||||
lock gate
|
||||
lock gate
|
||||
* else they gave too few! be nice and refund them
|
||||
else
|
||||
say only %amount% coins, I require 10.
|
||||
@@ -105,19 +105,19 @@ free~
|
||||
free~
|
||||
0 e 0
|
||||
The gate is opened from~
|
||||
wait 5 sec
|
||||
close gate
|
||||
wait 5 sec
|
||||
close gate
|
||||
wait 1 sec
|
||||
lock gate
|
||||
lock gate
|
||||
~
|
||||
#1408
|
||||
free~
|
||||
0 e 0
|
||||
leaves north.~
|
||||
wait 1 sec
|
||||
close gate
|
||||
close gate
|
||||
wait 1 sec
|
||||
lock gate
|
||||
lock gate
|
||||
~
|
||||
#1409
|
||||
free~
|
||||
@@ -289,21 +289,21 @@ while %start% < 12
|
||||
set opening1 Upon opening the pack a strong vanilla note hits me,
|
||||
set opening2 A slight hint of vanilla hits me as I open the pack,
|
||||
set opening3 There was a slight hint of vanilla when I opened the pack,
|
||||
set opening4 Opening the pack I was treated to a lovely vanilla scented
|
||||
set opening4 Opening the pack I was treated to a lovely vanilla scented
|
||||
tobacco,
|
||||
set opening5 This particular pouch smells rather sweet, possibly vanilla,
|
||||
set opening5 This particular pouch smells rather sweet, possibly vanilla,
|
||||
set opening6 First let me say that this pouch was really sweet smelling,
|
||||
set opening7 This sweet smelling pouch made me wonder about the quality of the
|
||||
tobacco,
|
||||
set opening8 I had a bit of trouble with the tin,
|
||||
set opening7 This sweet smelling pouch made me wonder about the quality of the
|
||||
tobacco,
|
||||
set opening8 I had a bit of trouble with the tin,
|
||||
set look1 but inside was an excellent well rubbed tobacco.
|
||||
set look2 and inside I was treated to a nice well rubbed tobacco.
|
||||
set look3 but I found a nice rubbed tobacco inside.
|
||||
set look4 but it produced a nice pinch of reddish tobacco.
|
||||
set look5 yet it was filled with beautiful flakes of tobacco.
|
||||
set look6 but the tobacco was too lightly packed. It was uneven and packed
|
||||
set look6 but the tobacco was too lightly packed. It was uneven and packed
|
||||
funny into the pipe.
|
||||
set look7 and I couldn't help noticing how great this would be for the room
|
||||
set look7 and I couldn't help noticing how great this would be for the room
|
||||
note.
|
||||
set look8 and yet I found an excellent nugget of tobacco waiting inside.
|
||||
set moisture1 It was a bit wet at first,
|
||||
@@ -316,53 +316,53 @@ set drying1 but I let it sit on a napkin for %random.3% hours.
|
||||
set drying2 but I air-dried it and it turned out fine.
|
||||
set drying3 so I put it in a napkin for a bit to make it smokeable.
|
||||
set drying4 so I wrapped it in a napkin and forgot about it for a few hours.
|
||||
set drying5 so being me, I tried lighting it as it was. Big mistake. My next
|
||||
set drying5 so being me, I tried lighting it as it was. Big mistake. My next
|
||||
batch I let sit out before lighting up.
|
||||
set drying6 but this was easily fixed by letting it dry out on my desk.
|
||||
set drying7 but I like my tobacco a bit on the wet side, so I only aired it
|
||||
set drying7 but I like my tobacco a bit on the wet side, so I only aired it
|
||||
for 20 minutes.
|
||||
set drying8 and it took a while to dry, but it lit beautifully afterwards.
|
||||
set mix1 A well honed mix of Virginia and Burley, this mix stood the test of
|
||||
set mix1 A well honed mix of Virginia and Burley, this mix stood the test of
|
||||
time.
|
||||
set mix2 This mix suited my briar quite well as I'd smoked plenty of
|
||||
set mix2 This mix suited my briar quite well as I'd smoked plenty of
|
||||
Virginia/Burley in the past in it.
|
||||
set mix3 It was worth it, this is an excellent mix of Virginia and Burley.
|
||||
set mix4 I quite enjoyed the Virginia notes inside of the Burley base of this
|
||||
set mix4 I quite enjoyed the Virginia notes inside of the Burley base of this
|
||||
tobacco.
|
||||
set mix5 Your standard Virginia and Burley mixed, this particular mix stands
|
||||
set mix6 A pleasant Virginia/Burley, although nothing out of the ordinary.
|
||||
set mix7 I could taste a strong note of Burley on this particular specimen,
|
||||
set mix7 I could taste a strong note of Burley on this particular specimen,
|
||||
but not sure what else.
|
||||
set mix8 As always, this excellent blend worked well for my morning pipe.
|
||||
set burn1 The burn on this batch was rather mild flavored, but not any more
|
||||
set burn1 The burn on this batch was rather mild flavored, but not any more
|
||||
than you'd normally suspect.
|
||||
set burn2 Rather mild, but quite aromatic. I quite liked this pouch.
|
||||
set burn3 Nice and mild, but with a slight kick to it. I was enjoying it so
|
||||
set burn3 Nice and mild, but with a slight kick to it. I was enjoying it so
|
||||
much I went a bit too fast.
|
||||
set burn4 Rather bland flavor to be honest, but I like my tobacco strong and
|
||||
set burn4 Rather bland flavor to be honest, but I like my tobacco strong and
|
||||
my coffee black.
|
||||
set burn5 A bit on the softer side as far as burn goes, but a rich, smooth
|
||||
set burn5 A bit on the softer side as far as burn goes, but a rich, smooth
|
||||
flavor.
|
||||
set burn6 Great mild taste, but pretty well beginner only.
|
||||
set burn7 The tobacco itself had a mild taste, but would make an excellent
|
||||
set burn7 The tobacco itself had a mild taste, but would make an excellent
|
||||
pipe for after dessert.
|
||||
set burn8 I didn't pack my pipe properly, so I didn't get to enjoy this as
|
||||
set burn8 I didn't pack my pipe properly, so I didn't get to enjoy this as
|
||||
much as I'd have liked to.
|
||||
set price1 Definitely worth the price.
|
||||
set price2 Pretty cheap tobacco, but for good reason.
|
||||
set price3 I think given the flavor and quality of the tobacco the price
|
||||
set price3 I think given the flavor and quality of the tobacco the price
|
||||
matches up.
|
||||
set price4 The price is pretty reasonable for what you're getting. It's an
|
||||
set price4 The price is pretty reasonable for what you're getting. It's an
|
||||
excellent beginners pouch.
|
||||
set price5 A nice starter-oriented price. This tobacco won't break the bank
|
||||
set price5 A nice starter-oriented price. This tobacco won't break the bank
|
||||
and is mild enough to start with, but any true conniseur will move on soon.
|
||||
set price6 With today's gas prices, I don't know why I spend so much on
|
||||
set price6 With today's gas prices, I don't know why I spend so much on
|
||||
tobacco. Must be the addiction.
|
||||
set price7 Excellently priced, as usual.
|
||||
set price8 This bowl really took me back to my college days when I first tried
|
||||
set price8 This bowl really took me back to my college days when I first tried
|
||||
this mix.
|
||||
set openingamt 8
|
||||
set lookamt 8
|
||||
set lookamt 8
|
||||
set moistureamt 6
|
||||
set dryamt 8
|
||||
set mixamt 8
|
||||
@@ -394,7 +394,7 @@ end
|
||||
if %which% == 6
|
||||
%echo% %opening% %look% %mix% %burn% %price%
|
||||
end
|
||||
%echo%
|
||||
%echo%
|
||||
eval start %start%+1
|
||||
done
|
||||
~
|
||||
@@ -437,7 +437,7 @@ end
|
||||
* %teleport% %actor% 3001
|
||||
* %force% %actor% look
|
||||
* %echoaround% %actor% %actor.name% steps through a portal.
|
||||
* else
|
||||
* else
|
||||
* %send% %actor% Enter what?!
|
||||
* end
|
||||
~
|
||||
@@ -836,7 +836,7 @@ if %direction% == NORTH
|
||||
say don't tell anyone I let you in.
|
||||
else
|
||||
say let me see your ID.
|
||||
return 0
|
||||
return 0
|
||||
end
|
||||
end
|
||||
* Don't let nuetrals pass
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#14000
|
||||
new trigger~
|
||||
0 g 100
|
||||
~
|
||||
%echo% This trigger commandlist is not complete!
|
||||
~
|
||||
$~
|
||||
#14000
|
||||
new trigger~
|
||||
0 g 100
|
||||
~
|
||||
%echo% This trigger commandlist is not complete!
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#1556
|
||||
Room Drop Example~
|
||||
2 h 100
|
||||
~
|
||||
if %object.type% == TRASH
|
||||
%echo% No Littering!
|
||||
return 0
|
||||
end
|
||||
~
|
||||
$~
|
||||
#1556
|
||||
Room Drop Example~
|
||||
2 h 100
|
||||
~
|
||||
if %object.type% == TRASH
|
||||
%echo% No Littering!
|
||||
return 0
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -6,7 +6,7 @@ Pentagram Entry Half Damage~
|
||||
* Damage the actor by 1/2 of their hitpoints on entry.
|
||||
wait 1 s
|
||||
eval num_hitp %actor.hitp%/2
|
||||
%damage% %actor% %num_hitp%
|
||||
%damage% %actor% %num_hitp%
|
||||
%send% %actor% The searing heat is causing your skin to blister and burn.
|
||||
%echoaround% %actor% %actor.name% screams in pain as his skin begins to blister.
|
||||
%asound% You hear someone screaming in pain close by
|
||||
@@ -18,7 +18,7 @@ new trigger~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Damage the actor by 1/2 of their hitpoints on exit.
|
||||
eval num_hitp %actor.hitp%/2
|
||||
%damage% %actor% %num_hitp%
|
||||
%damage% %actor% %num_hitp%
|
||||
%send% %actor% As you pass through the pentagram the pain intensifies almost to the point of unconsciounsness. Then you are through.
|
||||
%echoaround% %actor% %actor.name% screams in agony as he steps out of the pentagram.
|
||||
%asound% You hear someone screaming in pain close by.
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -22,7 +22,7 @@ end
|
||||
Excalibur - two handed sword - 1702~
|
||||
1 c 1
|
||||
ho~
|
||||
if %cmd.mudcommand% == hold
|
||||
if %cmd.mudcommand% == hold
|
||||
%echo% You will have to remove %self.shortdesc% to hold anything else.
|
||||
end
|
||||
~
|
||||
|
||||
@@ -1,177 +1,177 @@
|
||||
#17500
|
||||
All-Exit Guardian~
|
||||
0 q 100
|
||||
none~
|
||||
if %actor.is_pc% && %actor.level% < 30
|
||||
say Pass here %actor.name% not. Mistress see %actor.name% not! Begone!
|
||||
return 0
|
||||
else
|
||||
say Mistress see %actor.name%. Pass here %actor.name% may.
|
||||
return 1
|
||||
end
|
||||
~
|
||||
#17501
|
||||
Guardian Elemental~
|
||||
0 q 100
|
||||
none~
|
||||
if %direction% == north
|
||||
if %actor.level%<30
|
||||
say You are not permitted to leave in that direction, %actor.name%. Trilless does not wish to see you.
|
||||
return 0
|
||||
else
|
||||
say You are permitted to enter, %actor.name%. Trilless will see you.
|
||||
return 1
|
||||
end
|
||||
end
|
||||
~
|
||||
#17502
|
||||
Riddle #1~
|
||||
2 d 0
|
||||
e~
|
||||
%door% 17519 down flags a
|
||||
%door% 17517 up flags a
|
||||
%echo% *CLICK*
|
||||
%echo% The porthole slides open!
|
||||
~
|
||||
#17503
|
||||
Riddle #1 Restore~
|
||||
2 g 100
|
||||
~
|
||||
%door% 17517 u flags bcd
|
||||
%door% 17519 d flags bcd
|
||||
wait 1 sec
|
||||
%echo% The porthole has closed!
|
||||
set %porthole_opened% 0
|
||||
~
|
||||
#17504
|
||||
Spectre Greeting~
|
||||
0 g 100
|
||||
~
|
||||
%echo% Shadimar says, 'Greetings, %actor.name%. I have a message for you.
|
||||
%echo%
|
||||
%echo% Carcophan protects himself with riddles. You must answer them to get from room to room.
|
||||
%echo%
|
||||
%echo% If you have trouble with the riddle, return to this room and say 'help'. I will leave a clue here for you.
|
||||
%echo%
|
||||
%echo% Farewell, %actor.name%. Until we meet again.'
|
||||
%echo%
|
||||
%echo% %self.name% vanishes in a puff of smoke!
|
||||
%echo%
|
||||
%purge% spectre
|
||||
~
|
||||
#17505
|
||||
Clue #1~
|
||||
2 d 0
|
||||
help~
|
||||
if %actor.vnum% != 17509
|
||||
%echo% You can hear Shadimar's voice echoing in the room:
|
||||
%echo% I know not the answer to Carcophan's riddles, but this advice I give you:
|
||||
%echo% Carcophan's riddles be minced and ground,
|
||||
%echo% But look to the letters, and your answer be found.'
|
||||
%echo% I hope this helps you on your way.'
|
||||
end
|
||||
~
|
||||
#17506
|
||||
No-exit room~
|
||||
2 q 100
|
||||
~
|
||||
%send% %actor% You feel no need to travel %direction%. The desert to the %direction% looks no different to where you are now.
|
||||
return 0
|
||||
~
|
||||
#17507
|
||||
Riddle #2~
|
||||
2 d 1
|
||||
night~
|
||||
%send% %actor% A red light glows around you for a moment, and you feel the world shift under your feet.
|
||||
%echoaround% %actor% A red light glows around %actor.name%, and after a moment %actor.himher% is gone.
|
||||
%teleport% %actor% 17520
|
||||
~
|
||||
#17508
|
||||
Riddle #3~
|
||||
2 d 1
|
||||
vowel vowels~
|
||||
%door% 17521 down flags a
|
||||
%door% 17520 up flags a
|
||||
%echo% *CLICK*
|
||||
%echo% The grate swings open!
|
||||
~
|
||||
#17509
|
||||
Riddle #3 Restore~
|
||||
2 g 100
|
||||
~
|
||||
%echoaround% %actor% %actor.name% enters the chimney, and the grate closes behind %actor.himher%.
|
||||
%door% 17520 up flags bcd
|
||||
%door% 17521 down flags bcd
|
||||
wait 1 sec
|
||||
%send% %actor% The grate has closed behind you!
|
||||
~
|
||||
#17510
|
||||
Riddle #4~
|
||||
2 d 1
|
||||
wind~
|
||||
%send% %actor% The wind dies down for a moment, and suddenly darkness pours out from the grate above and engulfs you completely.
|
||||
%echoaround% %actor% The wind dies down for a moment, and suddenly darkness pours out from the grate above and engulfs %actor.name% completely. Just as fast the darkness recedes, and %actor.heshe% is gone.
|
||||
%teleport% %actor% 17523
|
||||
~
|
||||
#17511
|
||||
Riddle #5~
|
||||
0 g 100
|
||||
~
|
||||
%echo% %self.name% cackles with glee.
|
||||
wait 1 sec
|
||||
%echo% %self.name% 'Answer me this riddle, fool, and an audience I shall grant you.'
|
||||
%echo% 'Cannot be seen,
|
||||
%echo% Cannot be felt,
|
||||
%echo% Cannot be heard,
|
||||
%echo% Cannot be smelt.'
|
||||
wait 1 sec
|
||||
%echo% %self.name% laughs with dark delight, before absorbing itself into nonexistence.
|
||||
%purge% Spectre
|
||||
~
|
||||
#17512
|
||||
Riddle #5 Solution~
|
||||
2 d 1
|
||||
dark darkness~
|
||||
%door% 17524 east flags a
|
||||
%door% 17522 west flags a
|
||||
%echo% *CLICK*
|
||||
%echo% A section of darkness to the west falls away!
|
||||
~
|
||||
#17513
|
||||
Carcophan's Flight~
|
||||
0 g 100
|
||||
~
|
||||
if %variable% != 1
|
||||
say Congratulations on finding me, but you'll take me not, mortal.
|
||||
east
|
||||
south
|
||||
set %variable% 1
|
||||
end
|
||||
~
|
||||
#17514
|
||||
Salamander's block~
|
||||
0 q 100
|
||||
~
|
||||
if %actor.vnum% == 17511
|
||||
return 1
|
||||
%echo% The Salamander bows respectfully before Carcophan, and allows him to pass unhindered.
|
||||
elseif %actor.level%<40
|
||||
%send% %actor% The Salamander growls at you menacingly, and blocks your path.
|
||||
%echoaround% %actor% The Salamander growls at %actor.name% menacingly, and blocks %actor.himher%!
|
||||
return 0
|
||||
else
|
||||
%send% %actor% The Salamander sneers at you, but allows you to pass on your way.
|
||||
return 1
|
||||
%echoaround% %actor% The Salamander sneers at %actor.name%, but allows %actor.himher% to pass.
|
||||
end
|
||||
~
|
||||
#17515
|
||||
Carcophan's Death~
|
||||
0 f 100
|
||||
~
|
||||
%door% 17522 east flags a
|
||||
%door% 17513 west flags a
|
||||
%echo% You feel Shadimar's presence in the room.
|
||||
%echo% 'Well done, %actor.name%,' Shadimar's voice echoes. 'Your way is now open.'
|
||||
~
|
||||
$~
|
||||
#17500
|
||||
All-Exit Guardian~
|
||||
0 q 100
|
||||
none~
|
||||
if %actor.is_pc% && %actor.level% < 30
|
||||
say Pass here %actor.name% not. Mistress see %actor.name% not! Begone!
|
||||
return 0
|
||||
else
|
||||
say Mistress see %actor.name%. Pass here %actor.name% may.
|
||||
return 1
|
||||
end
|
||||
~
|
||||
#17501
|
||||
Guardian Elemental~
|
||||
0 q 100
|
||||
none~
|
||||
if %direction% == north
|
||||
if %actor.level%<30
|
||||
say You are not permitted to leave in that direction, %actor.name%. Trilless does not wish to see you.
|
||||
return 0
|
||||
else
|
||||
say You are permitted to enter, %actor.name%. Trilless will see you.
|
||||
return 1
|
||||
end
|
||||
end
|
||||
~
|
||||
#17502
|
||||
Riddle #1~
|
||||
2 d 0
|
||||
e~
|
||||
%door% 17519 down flags a
|
||||
%door% 17517 up flags a
|
||||
%echo% *CLICK*
|
||||
%echo% The porthole slides open!
|
||||
~
|
||||
#17503
|
||||
Riddle #1 Restore~
|
||||
2 g 100
|
||||
~
|
||||
%door% 17517 u flags bcd
|
||||
%door% 17519 d flags bcd
|
||||
wait 1 sec
|
||||
%echo% The porthole has closed!
|
||||
set %porthole_opened% 0
|
||||
~
|
||||
#17504
|
||||
Spectre Greeting~
|
||||
0 g 100
|
||||
~
|
||||
%echo% Shadimar says, 'Greetings, %actor.name%. I have a message for you.
|
||||
%echo%
|
||||
%echo% Carcophan protects himself with riddles. You must answer them to get from room to room.
|
||||
%echo%
|
||||
%echo% If you have trouble with the riddle, return to this room and say 'help'. I will leave a clue here for you.
|
||||
%echo%
|
||||
%echo% Farewell, %actor.name%. Until we meet again.'
|
||||
%echo%
|
||||
%echo% %self.name% vanishes in a puff of smoke!
|
||||
%echo%
|
||||
%purge% spectre
|
||||
~
|
||||
#17505
|
||||
Clue #1~
|
||||
2 d 0
|
||||
help~
|
||||
if %actor.vnum% != 17509
|
||||
%echo% You can hear Shadimar's voice echoing in the room:
|
||||
%echo% I know not the answer to Carcophan's riddles, but this advice I give you:
|
||||
%echo% Carcophan's riddles be minced and ground,
|
||||
%echo% But look to the letters, and your answer be found.'
|
||||
%echo% I hope this helps you on your way.'
|
||||
end
|
||||
~
|
||||
#17506
|
||||
No-exit room~
|
||||
2 q 100
|
||||
~
|
||||
%send% %actor% You feel no need to travel %direction%. The desert to the %direction% looks no different to where you are now.
|
||||
return 0
|
||||
~
|
||||
#17507
|
||||
Riddle #2~
|
||||
2 d 1
|
||||
night~
|
||||
%send% %actor% A red light glows around you for a moment, and you feel the world shift under your feet.
|
||||
%echoaround% %actor% A red light glows around %actor.name%, and after a moment %actor.himher% is gone.
|
||||
%teleport% %actor% 17520
|
||||
~
|
||||
#17508
|
||||
Riddle #3~
|
||||
2 d 1
|
||||
vowel vowels~
|
||||
%door% 17521 down flags a
|
||||
%door% 17520 up flags a
|
||||
%echo% *CLICK*
|
||||
%echo% The grate swings open!
|
||||
~
|
||||
#17509
|
||||
Riddle #3 Restore~
|
||||
2 g 100
|
||||
~
|
||||
%echoaround% %actor% %actor.name% enters the chimney, and the grate closes behind %actor.himher%.
|
||||
%door% 17520 up flags bcd
|
||||
%door% 17521 down flags bcd
|
||||
wait 1 sec
|
||||
%send% %actor% The grate has closed behind you!
|
||||
~
|
||||
#17510
|
||||
Riddle #4~
|
||||
2 d 1
|
||||
wind~
|
||||
%send% %actor% The wind dies down for a moment, and suddenly darkness pours out from the grate above and engulfs you completely.
|
||||
%echoaround% %actor% The wind dies down for a moment, and suddenly darkness pours out from the grate above and engulfs %actor.name% completely. Just as fast the darkness recedes, and %actor.heshe% is gone.
|
||||
%teleport% %actor% 17523
|
||||
~
|
||||
#17511
|
||||
Riddle #5~
|
||||
0 g 100
|
||||
~
|
||||
%echo% %self.name% cackles with glee.
|
||||
wait 1 sec
|
||||
%echo% %self.name% 'Answer me this riddle, fool, and an audience I shall grant you.'
|
||||
%echo% 'Cannot be seen,
|
||||
%echo% Cannot be felt,
|
||||
%echo% Cannot be heard,
|
||||
%echo% Cannot be smelt.'
|
||||
wait 1 sec
|
||||
%echo% %self.name% laughs with dark delight, before absorbing itself into nonexistence.
|
||||
%purge% Spectre
|
||||
~
|
||||
#17512
|
||||
Riddle #5 Solution~
|
||||
2 d 1
|
||||
dark darkness~
|
||||
%door% 17524 east flags a
|
||||
%door% 17522 west flags a
|
||||
%echo% *CLICK*
|
||||
%echo% A section of darkness to the west falls away!
|
||||
~
|
||||
#17513
|
||||
Carcophan's Flight~
|
||||
0 g 100
|
||||
~
|
||||
if %variable% != 1
|
||||
say Congratulations on finding me, but you'll take me not, mortal.
|
||||
east
|
||||
south
|
||||
set %variable% 1
|
||||
end
|
||||
~
|
||||
#17514
|
||||
Salamander's block~
|
||||
0 q 100
|
||||
~
|
||||
if %actor.vnum% == 17511
|
||||
return 1
|
||||
%echo% The Salamander bows respectfully before Carcophan, and allows him to pass unhindered.
|
||||
elseif %actor.level%<40
|
||||
%send% %actor% The Salamander growls at you menacingly, and blocks your path.
|
||||
%echoaround% %actor% The Salamander growls at %actor.name% menacingly, and blocks %actor.himher%!
|
||||
return 0
|
||||
else
|
||||
%send% %actor% The Salamander sneers at you, but allows you to pass on your way.
|
||||
return 1
|
||||
%echoaround% %actor% The Salamander sneers at %actor.name%, but allows %actor.himher% to pass.
|
||||
end
|
||||
~
|
||||
#17515
|
||||
Carcophan's Death~
|
||||
0 f 100
|
||||
~
|
||||
%door% 17522 east flags a
|
||||
%door% 17513 west flags a
|
||||
%echo% You feel Shadimar's presence in the room.
|
||||
%echo% 'Well done, %actor.name%,' Shadimar's voice echoes. 'Your way is now open.'
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1,27 +1,27 @@
|
||||
#18700
|
||||
Matrissa~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if %direction% == north
|
||||
say Welcome, %actor.name% come enjoy yourself in our wonderful circus.
|
||||
else
|
||||
say Leaving so soon %actor.name%? Hope you enjoyed your visit.
|
||||
end
|
||||
end
|
||||
~
|
||||
#18701
|
||||
croc~
|
||||
0 g 50
|
||||
~
|
||||
if %actor.is_pc%
|
||||
say What do you think you are looking at punk?
|
||||
end
|
||||
~
|
||||
#18702
|
||||
Kablooey~
|
||||
0 g 100
|
||||
~
|
||||
say Hi there, %actor.name% pull my finger!
|
||||
~
|
||||
$~
|
||||
#18700
|
||||
Matrissa~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if %direction% == north
|
||||
say Welcome, %actor.name% come enjoy yourself in our wonderful circus.
|
||||
else
|
||||
say Leaving so soon %actor.name%? Hope you enjoyed your visit.
|
||||
end
|
||||
end
|
||||
~
|
||||
#18701
|
||||
croc~
|
||||
0 g 50
|
||||
~
|
||||
if %actor.is_pc%
|
||||
say What do you think you are looking at punk?
|
||||
end
|
||||
~
|
||||
#18702
|
||||
Kablooey~
|
||||
0 g 100
|
||||
~
|
||||
say Hi there, %actor.name% pull my finger!
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -653,7 +653,7 @@ end
|
||||
1 h 100
|
||||
~
|
||||
eval where %self.room.vnum%
|
||||
if %where% == 1982
|
||||
if %where% == 1982
|
||||
wait 1 sec
|
||||
%echo% The ground rumbles as a heavy stone slab slides back into place in the northern wall.
|
||||
%door% 1982 north purge
|
||||
@@ -913,7 +913,7 @@ set next %i.next_in_list%
|
||||
set next_in_bag %in_bag.next_in_list%
|
||||
%echo% contains: %in_bag.vnum%
|
||||
break
|
||||
|
||||
|
||||
set in_bag %next_in_bag%
|
||||
done
|
||||
set i %next%
|
||||
@@ -971,7 +971,7 @@ tur~
|
||||
*This trig is meant to be used as part of a trio (1954, 1960, 1961)
|
||||
*This one is what gives you the finished product after tallying up
|
||||
*all the ingredients.
|
||||
*If everything has been done properly, a lovely coloured potion is
|
||||
*If everything has been done properly, a lovely coloured potion is
|
||||
*the reward. Otherwise, you end up with nothing.. or a big mess ;)
|
||||
**************
|
||||
set product 1949
|
||||
@@ -1287,7 +1287,7 @@ test while~
|
||||
~
|
||||
%at% 1900 %load% obj 1901
|
||||
%send% %actor% You are not worthy!!
|
||||
set stunned %actor.hitp% - 1
|
||||
set stunned %actor.hitp% - 1
|
||||
%damage% %actor% %stunned%
|
||||
eval num %random.99% + 1900
|
||||
%teleport% %actor% %num%
|
||||
@@ -1295,7 +1295,7 @@ while %actor.inventory%
|
||||
eval item %actor.inventory%
|
||||
eval item_to_purge %%actor.inventory(%item.vnum%)%%
|
||||
eval stolen %item.vnum%
|
||||
%purge% %item_to_purge%
|
||||
%purge% %item_to_purge%
|
||||
eval num2 %random.99% + 1900
|
||||
%at% %num2% %load% obj %stolen%
|
||||
done
|
||||
@@ -1305,11 +1305,11 @@ while %i% < 18
|
||||
if %item%
|
||||
eval stolen %item.vnum%
|
||||
eval item_to_purge %%actor.eq(%i%)%%
|
||||
%purge% %item_to_purge%
|
||||
%purge% %item_to_purge%
|
||||
eval num3 %random.99% + 1900
|
||||
%at% %num3% %load% obj %stolen%
|
||||
end
|
||||
eval i %i% + 1
|
||||
eval i %i% + 1
|
||||
done
|
||||
~
|
||||
#1980
|
||||
@@ -1427,7 +1427,7 @@ if fireworks /= %arg%
|
||||
set sou[7] a shower of sparks
|
||||
set sound %%sou[%sx%]%%
|
||||
eval sound %sound%
|
||||
%echo% With %sound%, a %colour% F I R E W O R K@n explodes into light.@n
|
||||
%echo% With %sound%, a %colour% F I R E W O R K@n explodes into light.@n
|
||||
%purge% self
|
||||
else
|
||||
%send% %actor% Light what?
|
||||
|
||||
@@ -43,7 +43,7 @@ c~
|
||||
if %cmd.mudcommand% == cast && fireshield /= %arg%
|
||||
if %actor.class% == Magic User
|
||||
%echoaround% %actor% %self.shortdesc% that %actor.name% is wearing glows brightly for a moment.
|
||||
%send% %actor% Your %self.shortdesc% glows brightly for a moment.
|
||||
%send% %actor% Your %self.shortdesc% glows brightly for a moment.
|
||||
dg_cast 'armor' %actor%
|
||||
end
|
||||
eval ward_major %ward_major%+1
|
||||
@@ -111,14 +111,14 @@ Crystal Ball to Locate a Mob.~
|
||||
1 c 7
|
||||
locate~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
set find %arg%
|
||||
set find %arg%
|
||||
if !%find.is_pc%
|
||||
eval rname %find.room%
|
||||
%send% %actor% As you gaze into the ball, it starts to glow. You see an image of %find.name% in %rname.name%.
|
||||
else
|
||||
%send% %actor% All that you see is a blurry haze.
|
||||
end
|
||||
%echoaround% %actor% %actor.name% peers into %actor.hisher% gently glowing crystal ball.
|
||||
eval rname %find.room%
|
||||
%send% %actor% As you gaze into the ball, it starts to glow. You see an image of %find.name% in %rname.name%.
|
||||
else
|
||||
%send% %actor% All that you see is a blurry haze.
|
||||
end
|
||||
%echoaround% %actor% %actor.name% peers into %actor.hisher% gently glowing crystal ball.
|
||||
~
|
||||
#206
|
||||
Smelly Bum - M168~
|
||||
@@ -163,7 +163,7 @@ global from_room
|
||||
Mob Blocks opening of chest~
|
||||
2 c 100
|
||||
o~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* 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.
|
||||
@@ -200,24 +200,24 @@ Open a Chest once per zone reset~
|
||||
1 c 100
|
||||
open~
|
||||
* By Mordecai
|
||||
if chest /= %arg%
|
||||
* Verify that the player typed 'open chest'
|
||||
* Has the player already opened this chest?
|
||||
context %actor.id%
|
||||
if %already_opened_chest%
|
||||
%send% %actor% The chest has already been opened, and emptied.
|
||||
else
|
||||
* The first time! OK, open the chest.
|
||||
if chest /= %arg%
|
||||
* Verify that the player typed 'open chest'
|
||||
* Has the player already opened this chest?
|
||||
context %actor.id%
|
||||
if %already_opened_chest%
|
||||
%send% %actor% The chest has already been opened, and emptied.
|
||||
else
|
||||
* The first time! OK, open the chest.
|
||||
%send% %actor% You get a jar of naphthalene from an iron bound chest.
|
||||
%load% obj 306 %actor% inv
|
||||
* Remember that the player has already opened this chest until next reboot/copyover. This limits this item to only be found once per boot per player.
|
||||
set already_opened_chest 1
|
||||
set already_opened_chest 1
|
||||
global already_opened_chest
|
||||
return 0
|
||||
end
|
||||
else
|
||||
* Not 'open chest' - pass control back to the command parser
|
||||
return 0
|
||||
return 0
|
||||
end
|
||||
else
|
||||
* Not 'open chest' - pass control back to the command parser
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#210
|
||||
@@ -261,7 +261,7 @@ else
|
||||
%load% obj 184
|
||||
set phoenix_deaths 0
|
||||
%echo% Something in the pile of ashes glimmers brightly.
|
||||
end
|
||||
end
|
||||
* Remember the count for the next time this trig fires
|
||||
global phoenix_deaths
|
||||
~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#20011
|
||||
Captain~
|
||||
0 g 100
|
||||
~
|
||||
say wow am i ever soaked. Im lucky to be alive I would say.
|
||||
~
|
||||
$~
|
||||
#20011
|
||||
Captain~
|
||||
0 g 100
|
||||
~
|
||||
say wow am i ever soaked. Im lucky to be alive I would say.
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -59,7 +59,7 @@ waves + wind~
|
||||
eval line %random.2%
|
||||
switch %line%
|
||||
case 1
|
||||
%echo% @WHarsh, cold wind tears at you in all directions.@n
|
||||
%echo% @WHarsh, cold wind tears at you in all directions.@n
|
||||
break
|
||||
default
|
||||
%echo% @BThe waves rush in as the ocean body shifts...@n
|
||||
@@ -73,7 +73,7 @@ wind+pounding~
|
||||
eval line %random.2%
|
||||
switch %line%
|
||||
case 1
|
||||
%echo% @WHarsh, cold wind tears at you in all directions.@n
|
||||
%echo% @WHarsh, cold wind tears at you in all directions.@n
|
||||
return 0
|
||||
break
|
||||
default
|
||||
@@ -90,7 +90,7 @@ test~
|
||||
m 1233.
|
||||
%echo% There is %findobj.1233(1332664)% object of ID 1332605 in r
|
||||
oom 1233.
|
||||
%echo% There are %findobj.1233(app)% objects of name app in room
|
||||
%echo% There are %findobj.1233(app)% objects of name app in room
|
||||
1233.
|
||||
%echo% There are %findobj.1233(apprehension)% objects of name app
|
||||
in room 1233.
|
||||
@@ -110,7 +110,7 @@ if ( %time.hour% <=7 || %time.hour% >=19)
|
||||
default
|
||||
break
|
||||
done
|
||||
else
|
||||
else
|
||||
eval line %random.10%
|
||||
switch %line%
|
||||
case 1
|
||||
@@ -349,7 +349,7 @@ Waking up - 20146~
|
||||
eval person %self.people%
|
||||
wait 1 sec
|
||||
*While there are still people in the room.
|
||||
while (%person%)
|
||||
while (%person%)
|
||||
%echo% Darkness surrounds you...
|
||||
set worthy_oceana 1
|
||||
remote worthy_oceana %person.id%
|
||||
@@ -758,9 +758,9 @@ while (%i%)
|
||||
set next %i.next_in_list%
|
||||
if %i.vnum%==20115
|
||||
eval no_of_shards %no_of_shards%+1
|
||||
set i %next%
|
||||
set i %next%
|
||||
else
|
||||
set i %next%
|
||||
set i %next%
|
||||
end
|
||||
done
|
||||
say %actor.name%, you currently have %no_of_shards% number of prism shards in your inventory.
|
||||
@@ -788,9 +788,9 @@ while (%i%)
|
||||
set next %i.next_in_list%
|
||||
if %i.vnum%==20115
|
||||
eval no_of_shards %no_of_shards%+1
|
||||
set i %next%
|
||||
set i %next%
|
||||
else
|
||||
set i %next%
|
||||
set i %next%
|
||||
end
|
||||
done
|
||||
if (%no_of_shards%<10)
|
||||
@@ -805,7 +805,7 @@ else
|
||||
while (%n%>0)
|
||||
%purge% %actor.inventory(20115)%
|
||||
eval n %n%-1
|
||||
|
||||
|
||||
done
|
||||
%load% obj 20116 %actor% inv
|
||||
end
|
||||
@@ -820,9 +820,9 @@ while (%i%)
|
||||
set next %i.next_in_list%
|
||||
if %i.vnum%==20116
|
||||
eval no_of_shells %no_of_shells%+1
|
||||
set i %next%
|
||||
set i %next%
|
||||
else
|
||||
set i %next%
|
||||
set i %next%
|
||||
end
|
||||
done
|
||||
if (%arg%==anklet)
|
||||
@@ -853,7 +853,7 @@ else
|
||||
say You do not have enough shells for me, %actor.name%.
|
||||
end
|
||||
else
|
||||
if (%arg%==dress)
|
||||
if (%arg%==dress)
|
||||
if (%no_of_shells%>=15)
|
||||
%send% %actor% You hand the shells to the Fool, who gives you a @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n in return.
|
||||
%echoaround% %actor% %actor.name% hands a few shells to the Fool, who in return gives %actor.name% a @MP@Wr@Mi@ms@Wm @MD@Wr@Me@ms@Ws@n.
|
||||
@@ -922,7 +922,7 @@ new trigger~
|
||||
~
|
||||
say When you sleep you have it, yet you cannot get it.
|
||||
wait 2 secs
|
||||
say You can get the other, but it is just not solid enough.
|
||||
say You can get the other, but it is just not solid enough.
|
||||
wait 2 secs
|
||||
think
|
||||
wait 2 secs
|
||||
|
||||
@@ -50,14 +50,14 @@ switch %speech.car%
|
||||
else
|
||||
emote starts to lay out the cards.
|
||||
%echo% @n The voice seems to surround you now.
|
||||
%echo% @c 'When you're ready, please go up to start your reading. Once you@n
|
||||
%echo% @c start, you won't be able to come back. Of course, you can always@n
|
||||
%echo% @c come back for another reading.@n
|
||||
%echo% @c 'When you're ready, please go up to start your reading. Once you@n
|
||||
%echo% @c start, you won't be able to come back. Of course, you can always@n
|
||||
%echo% @c come back for another reading.@n
|
||||
wait 2 sec
|
||||
%echo% @c At each room, LOOK CARD to see the meaning. Reverse means@n
|
||||
%echo% @c that the card laid out upsidedown which changes the meaning.@n
|
||||
%echo% @c Don't worry about it. The card will show the reversed meaning.@n
|
||||
%echo% @c The room name will explain what the placement of the card means.'@n
|
||||
%echo% @c At each room, LOOK CARD to see the meaning. Reverse means@n
|
||||
%echo% @c that the card laid out upsidedown which changes the meaning.@n
|
||||
%echo% @c Don't worry about it. The card will show the reversed meaning.@n
|
||||
%echo% @c The room name will explain what the placement of the card means.'@n
|
||||
wait 1 sec
|
||||
%door% %self.room.vnum% up flags a
|
||||
emote opens the door to the stairway.
|
||||
@@ -67,7 +67,7 @@ switch %speech.car%
|
||||
eval temp %%self.varexists(%card%)%%
|
||||
eval hascard %temp%
|
||||
if %hascard%
|
||||
mgoto %room%
|
||||
mgoto %room%
|
||||
set rand %random.2%
|
||||
if %rand% == 1
|
||||
%load% obj %zone%99
|
||||
@@ -82,7 +82,7 @@ switch %speech.car%
|
||||
global layout
|
||||
set Cards_Dealt 1
|
||||
global Cards_Dealt
|
||||
else
|
||||
else
|
||||
end
|
||||
done
|
||||
halt
|
||||
@@ -253,17 +253,17 @@ wait 2 sec
|
||||
%echo% @n The voice of %self.name% seems to fill your head.
|
||||
%echo% @c 'Ahh, you have something on your mind? Let us see what the@n
|
||||
%echo% @c cards have to say. Unfortunately, you cannot hold or shuffle@n
|
||||
%echo% @c my cards, but concentrate on your question and say shuffle.@n
|
||||
%echo% @c my cards, but concentrate on your question and say shuffle.@n
|
||||
%echo% @c When you feel that the cards know your question, say deal and@n
|
||||
%echo% @c I shall lay out the cards for you to examine.@n
|
||||
wait 3 sec
|
||||
%echo% @c Usually I would interpret the cards for you, but that is@n
|
||||
%echo% @c forbidden me in this space and time. All I am allowed is to@n
|
||||
%echo% @c show you the cards and you must decide their meanings in your@n
|
||||
%echo% @c own mind. Move from card to card. Each space and each card@n
|
||||
%echo% @c will explain itself to you. 'LOOK CARD' in each room to see@n
|
||||
%echo% @c the explanation. These are very simplified meanings so they@n
|
||||
%echo% @c are very general.@n
|
||||
%echo% @c Usually I would interpret the cards for you, but that is@n
|
||||
%echo% @c forbidden me in this space and time. All I am allowed is to@n
|
||||
%echo% @c show you the cards and you must decide their meanings in your@n
|
||||
%echo% @c own mind. Move from card to card. Each space and each card@n
|
||||
%echo% @c will explain itself to you. 'LOOK CARD' in each room to see@n
|
||||
%echo% @c the explanation. These are very simplified meanings so they@n
|
||||
%echo% @c are very general.@n
|
||||
wait 3 sec
|
||||
%echo% @c Remember, this is just a game and should not be taken@n
|
||||
%echo% @c seriously any more than you would run your life by newspaper@n
|
||||
@@ -291,11 +291,11 @@ if %self.room.vnum% != %zone%02
|
||||
halt
|
||||
end
|
||||
end
|
||||
if %actor% == %self%
|
||||
if %actor% == %self%
|
||||
halt
|
||||
end
|
||||
* This loop goes through the entire string of words the actor says. .car is the
|
||||
* word and .cdr is the remaining string.
|
||||
* word and .cdr is the remaining string.
|
||||
eval word %speech.car%
|
||||
eval rest %speech.cdr%
|
||||
while %word%
|
||||
@@ -304,7 +304,7 @@ while %word%
|
||||
switch %word%
|
||||
* Appointment starts the conversation.
|
||||
* Objxxx98 keeps trigger from reacting to other conversations.
|
||||
* if %actor.is_pc% &&
|
||||
* if %actor.is_pc% &&
|
||||
case appointment
|
||||
* Check to see if someone is already trying to get an appointment.
|
||||
if %self.has_item(%zone%98)% && !%actor.varexists(Making_Tarot_Appointment_%zone%)%
|
||||
@@ -328,7 +328,7 @@ while %word%
|
||||
eval available %available% + 1
|
||||
eval readerno %readerno% + 1
|
||||
set reader%readerno% Sibyl
|
||||
else
|
||||
else
|
||||
eval unreaderno %unreaderno% + 1
|
||||
set unreader%unreaderno% Sibyl
|
||||
end
|
||||
@@ -338,7 +338,7 @@ while %word%
|
||||
eval available %available% + 1
|
||||
eval readerno %readerno% + 1
|
||||
set reader%readerno% Esmerelda
|
||||
else
|
||||
else
|
||||
eval unreaderno %unreaderno% + 1
|
||||
set unreader%unreaderno% Esmerelda
|
||||
end
|
||||
@@ -348,7 +348,7 @@ while %word%
|
||||
eval available %available% + 1
|
||||
eval readerno %readerno% + 1
|
||||
set reader%readerno% Jaelle
|
||||
else
|
||||
else
|
||||
eval unreaderno %unreaderno% + 1
|
||||
set unreader%unreaderno% Jaelle
|
||||
end
|
||||
@@ -634,7 +634,7 @@ if get == %cmd.mudcommand% || sacrifice == %cmd.mudcommand%
|
||||
set testernumber 2
|
||||
else
|
||||
set testernumber 1
|
||||
end
|
||||
end
|
||||
set arg _%arg%
|
||||
eval inroom %self.room%
|
||||
eval obj %inroom.contents%
|
||||
@@ -642,7 +642,7 @@ if get == %cmd.mudcommand% || sacrifice == %cmd.mudcommand%
|
||||
while %obj%
|
||||
set next_obj %obj.next_in_list%
|
||||
set objlist %obj.name%
|
||||
set keywordlist _%obj.name.car%
|
||||
set keywordlist _%obj.name.car%
|
||||
set keywordrest _%obj.name.cdr%
|
||||
while %keywordlist%
|
||||
* while an object is in the room
|
||||
@@ -660,7 +660,7 @@ if get == %cmd.mudcommand% || sacrifice == %cmd.mudcommand%
|
||||
set testernumber 2
|
||||
else
|
||||
set testernumber 1
|
||||
end
|
||||
end
|
||||
if %tester% < %testernumber%
|
||||
%at% %zone%02 %load% obj %self.vnum%
|
||||
end
|
||||
|
||||
@@ -1,68 +1,68 @@
|
||||
#22000
|
||||
The Spaghetti Greet - attached to mob 22006~
|
||||
0 g 100
|
||||
~
|
||||
if (%direction% == down)
|
||||
say Hey!
|
||||
say You pulled my noodle!
|
||||
kill %actor.name%
|
||||
else
|
||||
end
|
||||
~
|
||||
#22001
|
||||
The Snuffins Greet - attached to mob 22001~
|
||||
0 g 100
|
||||
~
|
||||
wait 3 sec
|
||||
say Oh, hello there. My name is Snuffins.
|
||||
say Take a look around, I have many maps to look at. I used to travel all the time...
|
||||
wait 2 sec
|
||||
sigh
|
||||
say That is, until I met Oreo. That horrible cat chases me everytime I try to leave this place!
|
||||
wait 2 sec
|
||||
say Can you help me? I'll give you my most prized possession if you do.
|
||||
wait 1 sec
|
||||
say Erm, 'dispose' of Oreo and bring me her collar!
|
||||
~
|
||||
#22002
|
||||
Snuffins Happy - attached to mob 22001~
|
||||
0 j 100
|
||||
~
|
||||
* check to see if its the collar
|
||||
if %object.vnum%==22001
|
||||
wait 1
|
||||
say Thank you very much, stranger!
|
||||
smile
|
||||
give cheese %actor.name%
|
||||
wait 5
|
||||
junk collar
|
||||
else
|
||||
* bastards. Don't mess with Snuffins.
|
||||
say This isn't Oreo's collar! Bring me her collar!
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#22003
|
||||
The Sandwich Greet - attached to mob 22007~
|
||||
0 g 100
|
||||
~
|
||||
wait 1 sec
|
||||
mumble
|
||||
say ...they tell stories of a fantastic monster...
|
||||
mumble
|
||||
wait 1 sec
|
||||
say ...but I wouldn't know...I can't even move...
|
||||
mumble
|
||||
wait 1 sec
|
||||
say ...they say he's somewhere really high and cold...but I wouldn't know...
|
||||
mumble
|
||||
~
|
||||
#22004
|
||||
The Heat Wave - attached to room 22022~
|
||||
2 g 100
|
||||
~
|
||||
%send% %actor% @DThe intense @Rheat @Dscalds your skin!@n
|
||||
%echoaround% %actor% @w%actor.name% is @rburnt @Dfrom the intense @Dheat.@n
|
||||
%damage% %actor% 3
|
||||
~
|
||||
$~
|
||||
#22000
|
||||
The Spaghetti Greet - attached to mob 22006~
|
||||
0 g 100
|
||||
~
|
||||
if (%direction% == down)
|
||||
say Hey!
|
||||
say You pulled my noodle!
|
||||
kill %actor.name%
|
||||
else
|
||||
end
|
||||
~
|
||||
#22001
|
||||
The Snuffins Greet - attached to mob 22001~
|
||||
0 g 100
|
||||
~
|
||||
wait 3 sec
|
||||
say Oh, hello there. My name is Snuffins.
|
||||
say Take a look around, I have many maps to look at. I used to travel all the time...
|
||||
wait 2 sec
|
||||
sigh
|
||||
say That is, until I met Oreo. That horrible cat chases me everytime I try to leave this place!
|
||||
wait 2 sec
|
||||
say Can you help me? I'll give you my most prized possession if you do.
|
||||
wait 1 sec
|
||||
say Erm, 'dispose' of Oreo and bring me her collar!
|
||||
~
|
||||
#22002
|
||||
Snuffins Happy - attached to mob 22001~
|
||||
0 j 100
|
||||
~
|
||||
* check to see if its the collar
|
||||
if %object.vnum%==22001
|
||||
wait 1
|
||||
say Thank you very much, stranger!
|
||||
smile
|
||||
give cheese %actor.name%
|
||||
wait 5
|
||||
junk collar
|
||||
else
|
||||
* bastards. Don't mess with Snuffins.
|
||||
say This isn't Oreo's collar! Bring me her collar!
|
||||
return 0
|
||||
end
|
||||
~
|
||||
#22003
|
||||
The Sandwich Greet - attached to mob 22007~
|
||||
0 g 100
|
||||
~
|
||||
wait 1 sec
|
||||
mumble
|
||||
say ...they tell stories of a fantastic monster...
|
||||
mumble
|
||||
wait 1 sec
|
||||
say ...but I wouldn't know...I can't even move...
|
||||
mumble
|
||||
wait 1 sec
|
||||
say ...they say he's somewhere really high and cold...but I wouldn't know...
|
||||
mumble
|
||||
~
|
||||
#22004
|
||||
The Heat Wave - attached to room 22022~
|
||||
2 g 100
|
||||
~
|
||||
%send% %actor% @DThe intense @Rheat @Dscalds your skin!@n
|
||||
%echoaround% %actor% @w%actor.name% is @rburnt @Dfrom the intense @Dheat.@n
|
||||
%damage% %actor% 3
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1,36 +1,36 @@
|
||||
#23400
|
||||
Open Door - 23441~
|
||||
2 c 100
|
||||
push~
|
||||
if %arg% == button
|
||||
%send% %actor% You push the button, and reveal a secret door!
|
||||
%echoaround% %actor% As %actor.name% pushes a button, a secret door is revealed.
|
||||
%door% 23441 west flags a
|
||||
%door% 23441 west name door
|
||||
%door% 23441 west room 23471
|
||||
else
|
||||
%send% %actor% Push what ?!
|
||||
end
|
||||
~
|
||||
#23401
|
||||
Open Door - 23471~
|
||||
2 c 100
|
||||
push~
|
||||
if %arg% == button
|
||||
%send% %actor% You push the button, and reveal a secret door!
|
||||
%echoaround% %actor% As %actor.name% pushes a button, a secret door is revealed.
|
||||
%door% 23471 east room 23441
|
||||
else
|
||||
%send% %actor% Push what ?!
|
||||
end
|
||||
~
|
||||
#23402
|
||||
Close Door - 23471~
|
||||
2 g 100
|
||||
~
|
||||
wait 2 sec
|
||||
%door% 23471 east purge 0
|
||||
%door% 23441 west purge 0
|
||||
%echo% A wall slams down shut!
|
||||
~
|
||||
$~
|
||||
#23400
|
||||
Open Door - 23441~
|
||||
2 c 100
|
||||
push~
|
||||
if %arg% == button
|
||||
%send% %actor% You push the button, and reveal a secret door!
|
||||
%echoaround% %actor% As %actor.name% pushes a button, a secret door is revealed.
|
||||
%door% 23441 west flags a
|
||||
%door% 23441 west name door
|
||||
%door% 23441 west room 23471
|
||||
else
|
||||
%send% %actor% Push what ?!
|
||||
end
|
||||
~
|
||||
#23401
|
||||
Open Door - 23471~
|
||||
2 c 100
|
||||
push~
|
||||
if %arg% == button
|
||||
%send% %actor% You push the button, and reveal a secret door!
|
||||
%echoaround% %actor% As %actor.name% pushes a button, a secret door is revealed.
|
||||
%door% 23471 east room 23441
|
||||
else
|
||||
%send% %actor% Push what ?!
|
||||
end
|
||||
~
|
||||
#23402
|
||||
Close Door - 23471~
|
||||
2 g 100
|
||||
~
|
||||
wait 2 sec
|
||||
%door% 23471 east purge 0
|
||||
%door% 23441 west purge 0
|
||||
%echo% A wall slams down shut!
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,17 +1,17 @@
|
||||
#23500
|
||||
Knight - 23500~
|
||||
0 g 100
|
||||
~
|
||||
say Get out of here before I smash you!
|
||||
wait 2 sec
|
||||
say I think I smell my lunch.
|
||||
wait 1 sec
|
||||
emote stares at you hungrily.
|
||||
~
|
||||
#23503
|
||||
Teenager - 23503~
|
||||
0 g 100
|
||||
~
|
||||
say I can't find my brother, have you seen him?
|
||||
~
|
||||
$~
|
||||
#23500
|
||||
Knight - 23500~
|
||||
0 g 100
|
||||
~
|
||||
say Get out of here before I smash you!
|
||||
wait 2 sec
|
||||
say I think I smell my lunch.
|
||||
wait 1 sec
|
||||
emote stares at you hungrily.
|
||||
~
|
||||
#23503
|
||||
Teenager - 23503~
|
||||
0 g 100
|
||||
~
|
||||
say I can't find my brother, have you seen him?
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -32,7 +32,7 @@ if tapestries /= %arg%
|
||||
%door% 23667 east flags abcd
|
||||
%door% 23667 east key 23634
|
||||
%door% 23667 east name vault
|
||||
%door% 23667 east room 23668
|
||||
%door% 23667 east room 23668
|
||||
else
|
||||
%send% %actor% Pull what ?!
|
||||
end
|
||||
@@ -240,19 +240,19 @@ Mine Crane - 23674~
|
||||
enter~
|
||||
* funtions
|
||||
set passup %echoaround% %actor% %actor.name% passes you in a basket, going up.
|
||||
set passdown %echoaround% %actor% %actor.name% passes you in a basket, going down.
|
||||
set passdown %echoaround% %actor% %actor.name% passes you in a basket, going down.
|
||||
set look wforce %actor% look
|
||||
|
||||
|
||||
* the crane itself
|
||||
if %arg% == basket
|
||||
if %self.vnum% == 23674
|
||||
%send% %actor% As you enter the basket, the crane starts moving.
|
||||
%send% %actor% As you enter the basket, the crane starts moving.
|
||||
%echoaround% %actor% As %actor.name% enters the basket it starts moving upwards.
|
||||
wait 2 s
|
||||
%teleport% %actor% 23673
|
||||
%passup%
|
||||
%look%
|
||||
%send% %actor% You lean back and relax the ride, while you are lifted out of the mine.
|
||||
%send% %actor% You lean back and relax the ride, while you are lifted out of the mine.
|
||||
wait 2 s
|
||||
%teleport% %actor% 23672
|
||||
%passup%
|
||||
@@ -273,13 +273,13 @@ if %arg% == basket
|
||||
%send% %actor% Having arrived at the top level, you quickly jump out of the basket.
|
||||
%echoaround% %actor% %actor.name% quickly jumps out of the basket.
|
||||
else if %self.vnum% == 23622
|
||||
%send% %actor% As you sit in the basket, it lowers slowly into the mine.
|
||||
%send% %actor% As you sit in the basket, it lowers slowly into the mine.
|
||||
%echoaround% %actor% As %actor.name% enters the basket, it lowers slowly into the mine.
|
||||
wait 2 s
|
||||
%teleport% %actor% 23670
|
||||
%passdown%
|
||||
%look%
|
||||
%send% %actor% You lean back and relax the ride, while you are slowly descending the mine.
|
||||
%send% %actor% You lean back and relax the ride, while you are slowly descending the mine.
|
||||
wait 2 s
|
||||
%teleport% %actor% 23671
|
||||
%passdown%
|
||||
@@ -307,22 +307,22 @@ end
|
||||
Bad Stairs Trap - 23672~
|
||||
2 g 100
|
||||
~
|
||||
* Variable definitions
|
||||
* Variable definitions
|
||||
if %direction% == up
|
||||
set todir down
|
||||
else
|
||||
set todir up
|
||||
end
|
||||
|
||||
|
||||
eval temp %random.6%
|
||||
|
||||
|
||||
switch %temp%
|
||||
case 1
|
||||
set slip foot
|
||||
set hurt hit
|
||||
set part head
|
||||
eval damage %actor.hitp% / 2
|
||||
break
|
||||
eval damage %actor.hitp% / 2
|
||||
break
|
||||
case 2
|
||||
set slip hand
|
||||
set hurt strain
|
||||
@@ -349,10 +349,10 @@ switch %temp%
|
||||
break
|
||||
done
|
||||
* the actual trap part :
|
||||
wait 1
|
||||
wait 1
|
||||
%send% %actor% As you step %todir%, your %slip% slips and you %hurt% your %part%. OUCH!
|
||||
%echoaround% %actor% As %actor.name% steps %todir%, %actor.hisher% %slip% slips and %actor.heshe% %hurt%s %actor.hisher% %part%. It looks painful.
|
||||
|
||||
|
||||
wdamage %actor% %damage%
|
||||
~
|
||||
#23608
|
||||
@@ -372,7 +372,7 @@ switch %random.6%
|
||||
default
|
||||
sing
|
||||
break
|
||||
done
|
||||
done
|
||||
~
|
||||
#23609
|
||||
Poisonous Spider - NOT ATTACHED~
|
||||
@@ -388,22 +388,22 @@ if %self.vnum% == 23638
|
||||
return 0
|
||||
%echoaround% %actor% As %actor.name% touches the pile of titanium, the bell rings.
|
||||
%send% %actor% As you touch the pile of titanium, the bell rings.
|
||||
|
||||
|
||||
wait 1
|
||||
|
||||
|
||||
%echo% Some miners heard the bell, and come running as fast as they possibly can.
|
||||
wait 1
|
||||
%echo% A miner has arrived.
|
||||
%load% mob 23626
|
||||
wait 2
|
||||
wait 1
|
||||
%echo% A miner has arrived.
|
||||
%load% mob 23626
|
||||
wait 2
|
||||
%echo% A miner has arrived.
|
||||
%load% mob 23626
|
||||
wait 2
|
||||
|
||||
%echo% The bell falls to the ground.
|
||||
wait 2
|
||||
%echo% A miner has arrived.
|
||||
%load% mob 23626
|
||||
wait 2
|
||||
|
||||
%echo% The bell falls to the ground.
|
||||
otransform 23639
|
||||
else
|
||||
return 1
|
||||
@@ -424,7 +424,7 @@ wait 1
|
||||
* The price is 400 coins to pass. Player must 'give 400 coin leader.'
|
||||
if %amount% < 400
|
||||
say Did you really think I was that cheap, %actor.name%.
|
||||
snarl
|
||||
snarl
|
||||
else
|
||||
* Context saves the global with the players ID so multiple players can bribe.
|
||||
context %actor.id%
|
||||
@@ -518,7 +518,7 @@ Near Death Trap Fall - 12684~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 5 sec
|
||||
set stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
|
||||
@@ -1,359 +1,359 @@
|
||||
#23700
|
||||
Trader Walkabout - NOT ATTACHED~
|
||||
0 ab 100
|
||||
~
|
||||
if (%self.fighting%)
|
||||
halt
|
||||
end
|
||||
context %self.id%
|
||||
eval inroom %self.room%
|
||||
if (%inroom.vnum% == 23607)
|
||||
set trader_leaving 1
|
||||
global trader_leaving
|
||||
end
|
||||
|
||||
if (%inroom.vnum% == 3036)
|
||||
unset trader_leaving
|
||||
end
|
||||
|
||||
if %trader_leaving%
|
||||
switch %inroom.vnum%
|
||||
* start room 23607
|
||||
case 23607
|
||||
* Start room - need a speech here.
|
||||
say We'll leave at dawn.
|
||||
rest
|
||||
wait until 07:00
|
||||
stand
|
||||
wait 1 t
|
||||
say Are you ready to find adventure, men ?
|
||||
wait 6 s
|
||||
say Are you ready to fight every hardheaded orc on the way ?
|
||||
wait 6 s
|
||||
say Don your gear, and follow 'll bring the name of Aldin to Radidan.
|
||||
wait 6 s
|
||||
say Let's go!
|
||||
wait 1 s
|
||||
south
|
||||
break
|
||||
case 23717
|
||||
say Be careful around here. I've heard of dragons east of here.
|
||||
wait 3 s
|
||||
south
|
||||
break
|
||||
case 3551
|
||||
say Those large people never learned to built a decent road.
|
||||
emote kicks up some dust.
|
||||
wait 5 s
|
||||
south
|
||||
break
|
||||
case 3501
|
||||
west
|
||||
break
|
||||
case 23602
|
||||
wait 2 s
|
||||
* fall through
|
||||
case 23601
|
||||
case 23700
|
||||
case 23701
|
||||
case 23703
|
||||
case 23704
|
||||
case 23706
|
||||
case 23709
|
||||
case 23710
|
||||
case 23711
|
||||
case 23712
|
||||
case 23718
|
||||
case 23719
|
||||
case 23720
|
||||
case 23721
|
||||
case 23722
|
||||
case 23723
|
||||
case 23724
|
||||
case 3550
|
||||
case 3549
|
||||
case 3547
|
||||
case 3546
|
||||
case 3545
|
||||
case 3544
|
||||
case 3543
|
||||
case 3526
|
||||
case 3525
|
||||
case 3524
|
||||
case 3515
|
||||
case 3513
|
||||
case 3512
|
||||
south
|
||||
break
|
||||
case 23702
|
||||
case 3542
|
||||
case 3541
|
||||
case 3540
|
||||
case 3539
|
||||
case 3533
|
||||
case 3532
|
||||
case 3531
|
||||
case 3530
|
||||
case 3528
|
||||
case 3527
|
||||
case 3523
|
||||
case 3522
|
||||
case 3521
|
||||
case 3518
|
||||
case 3517
|
||||
case 3516
|
||||
case 3511
|
||||
case 3510
|
||||
case 3508
|
||||
case 3507
|
||||
case 3506
|
||||
case 3505
|
||||
case 3504
|
||||
case 3503
|
||||
case 3502
|
||||
case 3051
|
||||
case 3050
|
||||
case 3049
|
||||
case 3048
|
||||
case 3047
|
||||
case 3039
|
||||
west
|
||||
break
|
||||
case 3538
|
||||
case 3537
|
||||
case 3535
|
||||
case 3534
|
||||
case 3529
|
||||
case 3520
|
||||
case 3519
|
||||
case 3509
|
||||
north
|
||||
break
|
||||
case 23705
|
||||
case 23713
|
||||
case 23715
|
||||
case 23716
|
||||
case 3548
|
||||
case 3536
|
||||
case 3514
|
||||
east
|
||||
break
|
||||
default
|
||||
* we dont want him roaming where he might get hurt :)
|
||||
say I don't think I've ever been to this side of the city before...
|
||||
wait 6 s
|
||||
say I'd better go home.
|
||||
wait 6 s
|
||||
emote pulls a small scroll from a hidden pocket and quickly recites it.
|
||||
emote disappears in a puff of smoke.
|
||||
mgoto 23607
|
||||
break
|
||||
done
|
||||
else
|
||||
switch %inroom.vnum%
|
||||
case 3036
|
||||
say The negociators told me they'd meet us here.
|
||||
wait 1 t
|
||||
twiddle
|
||||
wait 1 t
|
||||
say It doesn't look like they're coming.
|
||||
wait 1
|
||||
say What a pity. For them.
|
||||
wait 10 s
|
||||
say We'll be going home again, tomorrow morning.
|
||||
wait until 07:00
|
||||
say Let's go!
|
||||
wait 2 s
|
||||
east
|
||||
break
|
||||
case 23703
|
||||
case 3541
|
||||
case 3540
|
||||
case 3539
|
||||
case 3538
|
||||
case 3532
|
||||
case 3531
|
||||
case 3530
|
||||
case 3529
|
||||
case 3527
|
||||
case 3526
|
||||
case 3522
|
||||
case 3521
|
||||
case 3520
|
||||
case 3517
|
||||
case 3516
|
||||
case 3515
|
||||
case 3510
|
||||
case 3509
|
||||
case 3507
|
||||
case 3506
|
||||
case 3505
|
||||
case 3504
|
||||
case 3503
|
||||
case 3502
|
||||
case 3501
|
||||
case 3051
|
||||
case 3050
|
||||
case 3049
|
||||
case 3048
|
||||
case 3047
|
||||
case 3039
|
||||
east
|
||||
break
|
||||
case 3537
|
||||
case 3536
|
||||
case 3534
|
||||
case 3533
|
||||
case 3528
|
||||
case 3519
|
||||
case 3518
|
||||
case 3508
|
||||
south
|
||||
break
|
||||
case 23706
|
||||
case 23715
|
||||
case 23716
|
||||
case 23717
|
||||
case 3547
|
||||
case 3535
|
||||
case 3513
|
||||
west
|
||||
break
|
||||
case 23602
|
||||
case 23601
|
||||
case 23700
|
||||
case 23701
|
||||
case 23702
|
||||
case 23704
|
||||
case 23705
|
||||
case 23706
|
||||
case 23709
|
||||
case 23710
|
||||
case 23711
|
||||
case 23712
|
||||
case 23713
|
||||
case 23718
|
||||
case 23719
|
||||
case 23720
|
||||
case 23721
|
||||
case 23722
|
||||
case 23723
|
||||
case 23724
|
||||
case 3551
|
||||
case 3550
|
||||
case 3549
|
||||
case 3548
|
||||
case 3546
|
||||
case 3545
|
||||
case 3544
|
||||
case 3543
|
||||
case 3542
|
||||
case 3525
|
||||
case 3524
|
||||
case 3523
|
||||
case 3514
|
||||
case 3512
|
||||
case 3511
|
||||
north
|
||||
break
|
||||
default
|
||||
* we dont want him roaming where he might get hurt :)
|
||||
say I don't think I've ever been to this side of the city before...
|
||||
wait 6
|
||||
say I'd better go home.
|
||||
wait 6
|
||||
emote pulls a small scroll from a hidden pocket and quickly recites it.
|
||||
emote disappears in a puff of smoke.
|
||||
mgoto 23607
|
||||
break
|
||||
done
|
||||
end
|
||||
~
|
||||
#23701
|
||||
Orc Attacks Trader - NOT ATTACHED~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.vnum% == 23705
|
||||
wait 1
|
||||
say YYEEHAA! I got you now, dwarf! Give me your gold and I might spare you.
|
||||
wait 1
|
||||
emote charge forward, attacking the dwarven trader.
|
||||
%kill% trader
|
||||
else
|
||||
growl %actor.name%
|
||||
end
|
||||
~
|
||||
#23702
|
||||
Trader Attacks Orc - 23705~
|
||||
0 h 100
|
||||
~
|
||||
if %actor.vnum%==3501 || %actor.vnum%==4401 || %actor.vnum%==4402 || %actor.vnum%==4403
|
||||
wait 1
|
||||
say DIE! Orc scum!
|
||||
wait 1
|
||||
emote charge forward, attacking the orc.
|
||||
%kill% orc
|
||||
end
|
||||
~
|
||||
#23703
|
||||
Bodyguard Yes - 23706~
|
||||
0 d 0
|
||||
Are you ready to find adventure, men ?~
|
||||
wait 1
|
||||
emote snaps to attention, and says promptly 'Yes, Sir!'
|
||||
~
|
||||
#23704
|
||||
Bodyguard Yes - 23706~
|
||||
0 d 0
|
||||
Are you ready to fight every hardheaded orc on the way ?~
|
||||
wait 1
|
||||
say Yes, Sir!
|
||||
~
|
||||
#23705
|
||||
Bodyguard Follow - 23706~
|
||||
0 d 0
|
||||
Don your gear, and follow me.~
|
||||
wait 1
|
||||
follow trader
|
||||
~
|
||||
#23706
|
||||
Trader Cry for Help - 23705~
|
||||
0 l 90
|
||||
~
|
||||
say HELP! I'm under attack!
|
||||
wait 60 s
|
||||
* so he doesn't say it ALL the time :)
|
||||
~
|
||||
#23707
|
||||
Bodyguard Assist - 23706~
|
||||
0 d 0
|
||||
HELP! I'm under attack!~
|
||||
wait 1
|
||||
assist trader
|
||||
~
|
||||
#23708
|
||||
Trader Sac Corpse - 23705~
|
||||
0 d 0
|
||||
AAARRRGGH!!~
|
||||
wait 1
|
||||
sac corpse
|
||||
~
|
||||
#23709
|
||||
Attach Test - NOT ATTACHED~
|
||||
2 g 100
|
||||
~
|
||||
wait 2
|
||||
attach 23703 %self.id%
|
||||
%echo% script attached.
|
||||
~
|
||||
#23710
|
||||
Test - NOT ATTACHED~
|
||||
2 p 100
|
||||
~
|
||||
%echo% actor name %actor.name%
|
||||
%echo% spell number %spell%
|
||||
%echo% spell name %spellname%
|
||||
%echo% arg %arg%
|
||||
return 0
|
||||
~
|
||||
$~
|
||||
#23700
|
||||
Trader Walkabout - NOT ATTACHED~
|
||||
0 ab 100
|
||||
~
|
||||
if (%self.fighting%)
|
||||
halt
|
||||
end
|
||||
context %self.id%
|
||||
eval inroom %self.room%
|
||||
if (%inroom.vnum% == 23607)
|
||||
set trader_leaving 1
|
||||
global trader_leaving
|
||||
end
|
||||
|
||||
if (%inroom.vnum% == 3036)
|
||||
unset trader_leaving
|
||||
end
|
||||
|
||||
if %trader_leaving%
|
||||
switch %inroom.vnum%
|
||||
* start room 23607
|
||||
case 23607
|
||||
* Start room - need a speech here.
|
||||
say We'll leave at dawn.
|
||||
rest
|
||||
wait until 07:00
|
||||
stand
|
||||
wait 1 t
|
||||
say Are you ready to find adventure, men ?
|
||||
wait 6 s
|
||||
say Are you ready to fight every hardheaded orc on the way ?
|
||||
wait 6 s
|
||||
say Don your gear, and follow 'll bring the name of Aldin to Radidan.
|
||||
wait 6 s
|
||||
say Let's go!
|
||||
wait 1 s
|
||||
south
|
||||
break
|
||||
case 23717
|
||||
say Be careful around here. I've heard of dragons east of here.
|
||||
wait 3 s
|
||||
south
|
||||
break
|
||||
case 3551
|
||||
say Those large people never learned to built a decent road.
|
||||
emote kicks up some dust.
|
||||
wait 5 s
|
||||
south
|
||||
break
|
||||
case 3501
|
||||
west
|
||||
break
|
||||
case 23602
|
||||
wait 2 s
|
||||
* fall through
|
||||
case 23601
|
||||
case 23700
|
||||
case 23701
|
||||
case 23703
|
||||
case 23704
|
||||
case 23706
|
||||
case 23709
|
||||
case 23710
|
||||
case 23711
|
||||
case 23712
|
||||
case 23718
|
||||
case 23719
|
||||
case 23720
|
||||
case 23721
|
||||
case 23722
|
||||
case 23723
|
||||
case 23724
|
||||
case 3550
|
||||
case 3549
|
||||
case 3547
|
||||
case 3546
|
||||
case 3545
|
||||
case 3544
|
||||
case 3543
|
||||
case 3526
|
||||
case 3525
|
||||
case 3524
|
||||
case 3515
|
||||
case 3513
|
||||
case 3512
|
||||
south
|
||||
break
|
||||
case 23702
|
||||
case 3542
|
||||
case 3541
|
||||
case 3540
|
||||
case 3539
|
||||
case 3533
|
||||
case 3532
|
||||
case 3531
|
||||
case 3530
|
||||
case 3528
|
||||
case 3527
|
||||
case 3523
|
||||
case 3522
|
||||
case 3521
|
||||
case 3518
|
||||
case 3517
|
||||
case 3516
|
||||
case 3511
|
||||
case 3510
|
||||
case 3508
|
||||
case 3507
|
||||
case 3506
|
||||
case 3505
|
||||
case 3504
|
||||
case 3503
|
||||
case 3502
|
||||
case 3051
|
||||
case 3050
|
||||
case 3049
|
||||
case 3048
|
||||
case 3047
|
||||
case 3039
|
||||
west
|
||||
break
|
||||
case 3538
|
||||
case 3537
|
||||
case 3535
|
||||
case 3534
|
||||
case 3529
|
||||
case 3520
|
||||
case 3519
|
||||
case 3509
|
||||
north
|
||||
break
|
||||
case 23705
|
||||
case 23713
|
||||
case 23715
|
||||
case 23716
|
||||
case 3548
|
||||
case 3536
|
||||
case 3514
|
||||
east
|
||||
break
|
||||
default
|
||||
* we dont want him roaming where he might get hurt :)
|
||||
say I don't think I've ever been to this side of the city before...
|
||||
wait 6 s
|
||||
say I'd better go home.
|
||||
wait 6 s
|
||||
emote pulls a small scroll from a hidden pocket and quickly recites it.
|
||||
emote disappears in a puff of smoke.
|
||||
mgoto 23607
|
||||
break
|
||||
done
|
||||
else
|
||||
switch %inroom.vnum%
|
||||
case 3036
|
||||
say The negociators told me they'd meet us here.
|
||||
wait 1 t
|
||||
twiddle
|
||||
wait 1 t
|
||||
say It doesn't look like they're coming.
|
||||
wait 1
|
||||
say What a pity. For them.
|
||||
wait 10 s
|
||||
say We'll be going home again, tomorrow morning.
|
||||
wait until 07:00
|
||||
say Let's go!
|
||||
wait 2 s
|
||||
east
|
||||
break
|
||||
case 23703
|
||||
case 3541
|
||||
case 3540
|
||||
case 3539
|
||||
case 3538
|
||||
case 3532
|
||||
case 3531
|
||||
case 3530
|
||||
case 3529
|
||||
case 3527
|
||||
case 3526
|
||||
case 3522
|
||||
case 3521
|
||||
case 3520
|
||||
case 3517
|
||||
case 3516
|
||||
case 3515
|
||||
case 3510
|
||||
case 3509
|
||||
case 3507
|
||||
case 3506
|
||||
case 3505
|
||||
case 3504
|
||||
case 3503
|
||||
case 3502
|
||||
case 3501
|
||||
case 3051
|
||||
case 3050
|
||||
case 3049
|
||||
case 3048
|
||||
case 3047
|
||||
case 3039
|
||||
east
|
||||
break
|
||||
case 3537
|
||||
case 3536
|
||||
case 3534
|
||||
case 3533
|
||||
case 3528
|
||||
case 3519
|
||||
case 3518
|
||||
case 3508
|
||||
south
|
||||
break
|
||||
case 23706
|
||||
case 23715
|
||||
case 23716
|
||||
case 23717
|
||||
case 3547
|
||||
case 3535
|
||||
case 3513
|
||||
west
|
||||
break
|
||||
case 23602
|
||||
case 23601
|
||||
case 23700
|
||||
case 23701
|
||||
case 23702
|
||||
case 23704
|
||||
case 23705
|
||||
case 23706
|
||||
case 23709
|
||||
case 23710
|
||||
case 23711
|
||||
case 23712
|
||||
case 23713
|
||||
case 23718
|
||||
case 23719
|
||||
case 23720
|
||||
case 23721
|
||||
case 23722
|
||||
case 23723
|
||||
case 23724
|
||||
case 3551
|
||||
case 3550
|
||||
case 3549
|
||||
case 3548
|
||||
case 3546
|
||||
case 3545
|
||||
case 3544
|
||||
case 3543
|
||||
case 3542
|
||||
case 3525
|
||||
case 3524
|
||||
case 3523
|
||||
case 3514
|
||||
case 3512
|
||||
case 3511
|
||||
north
|
||||
break
|
||||
default
|
||||
* we dont want him roaming where he might get hurt :)
|
||||
say I don't think I've ever been to this side of the city before...
|
||||
wait 6
|
||||
say I'd better go home.
|
||||
wait 6
|
||||
emote pulls a small scroll from a hidden pocket and quickly recites it.
|
||||
emote disappears in a puff of smoke.
|
||||
mgoto 23607
|
||||
break
|
||||
done
|
||||
end
|
||||
~
|
||||
#23701
|
||||
Orc Attacks Trader - NOT ATTACHED~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.vnum% == 23705
|
||||
wait 1
|
||||
say YYEEHAA! I got you now, dwarf! Give me your gold and I might spare you.
|
||||
wait 1
|
||||
emote charge forward, attacking the dwarven trader.
|
||||
%kill% trader
|
||||
else
|
||||
growl %actor.name%
|
||||
end
|
||||
~
|
||||
#23702
|
||||
Trader Attacks Orc - 23705~
|
||||
0 h 100
|
||||
~
|
||||
if %actor.vnum%==3501 || %actor.vnum%==4401 || %actor.vnum%==4402 || %actor.vnum%==4403
|
||||
wait 1
|
||||
say DIE! Orc scum!
|
||||
wait 1
|
||||
emote charge forward, attacking the orc.
|
||||
%kill% orc
|
||||
end
|
||||
~
|
||||
#23703
|
||||
Bodyguard Yes - 23706~
|
||||
0 d 0
|
||||
Are you ready to find adventure, men ?~
|
||||
wait 1
|
||||
emote snaps to attention, and says promptly 'Yes, Sir!'
|
||||
~
|
||||
#23704
|
||||
Bodyguard Yes - 23706~
|
||||
0 d 0
|
||||
Are you ready to fight every hardheaded orc on the way ?~
|
||||
wait 1
|
||||
say Yes, Sir!
|
||||
~
|
||||
#23705
|
||||
Bodyguard Follow - 23706~
|
||||
0 d 0
|
||||
Don your gear, and follow me.~
|
||||
wait 1
|
||||
follow trader
|
||||
~
|
||||
#23706
|
||||
Trader Cry for Help - 23705~
|
||||
0 l 90
|
||||
~
|
||||
say HELP! I'm under attack!
|
||||
wait 60 s
|
||||
* so he doesn't say it ALL the time :)
|
||||
~
|
||||
#23707
|
||||
Bodyguard Assist - 23706~
|
||||
0 d 0
|
||||
HELP! I'm under attack!~
|
||||
wait 1
|
||||
assist trader
|
||||
~
|
||||
#23708
|
||||
Trader Sac Corpse - 23705~
|
||||
0 d 0
|
||||
AAARRRGGH!!~
|
||||
wait 1
|
||||
sac corpse
|
||||
~
|
||||
#23709
|
||||
Attach Test - NOT ATTACHED~
|
||||
2 g 100
|
||||
~
|
||||
wait 2
|
||||
attach 23703 %self.id%
|
||||
%echo% script attached.
|
||||
~
|
||||
#23710
|
||||
Test - NOT ATTACHED~
|
||||
2 p 100
|
||||
~
|
||||
%echo% actor name %actor.name%
|
||||
%echo% spell number %spell%
|
||||
%echo% spell name %spellname%
|
||||
%echo% arg %arg%
|
||||
return 0
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,101 +1,101 @@
|
||||
#23900
|
||||
Dwarven Snow Runes - 23918~
|
||||
2 d 0
|
||||
Friend of NewHaven~
|
||||
%send% %actor% You enter the runed door.
|
||||
%echoaround% %actor% The Runed Door teleports %actor.name%.
|
||||
%teleport% %actor% 23919
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% is transported from the Runed Door.
|
||||
~
|
||||
#23901
|
||||
Dwarven Entrance Runes - 23919~
|
||||
2 d 0
|
||||
Farewell King~
|
||||
%send% %actor% You enter the runed door.
|
||||
%echoaround% %actor% The Runed Door teleports %actor.name%.
|
||||
%teleport% %actor% 23918
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% is transported from the Runed Door.
|
||||
~
|
||||
#23902
|
||||
Follow a Hidden Path - 23922~
|
||||
2 c 100
|
||||
fol~
|
||||
if %cmd.mudcommand% == follow && path /= %arg%
|
||||
%send% %actor% You follow a hidden path.
|
||||
%echoaround% %actor% %actor.name% follows the hidden path.
|
||||
%teleport% %actor% 23923
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% comes from the hidden path.
|
||||
end
|
||||
~
|
||||
#23903
|
||||
Portal to Follow a Hidden Path - 23923~
|
||||
2 c 100
|
||||
fol~
|
||||
if %cmd.mudcommand% == follow && path /= %arg%
|
||||
%send% %actor% You follow a hidden path.
|
||||
%echoaround% %actor% %actor.name% follows the hidden path.
|
||||
%teleport% %actor% 23922
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% comes from the hidden path.
|
||||
end
|
||||
~
|
||||
#23904
|
||||
Climb a Pondersoa Pine - 23925~
|
||||
2 c 100
|
||||
cli~
|
||||
if climb /= %cmd% && tree /= %arg%
|
||||
%send% %actor% You climb up the ponderosa pine.
|
||||
%echoaround% %actor% %actor.name% climbs up the trunk of the tree.
|
||||
%teleport% %actor% 23927
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% climbs up the tree trunk.
|
||||
end
|
||||
~
|
||||
#23905
|
||||
Battle Story Greeting - 23917~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
say Greetings Adventurer, I have a tale to tell, if you care to listen
|
||||
end
|
||||
~
|
||||
#23906
|
||||
Listen to a Battle Tale - 23917~
|
||||
0 c 100
|
||||
listen~
|
||||
%force% %actor% look newhaven
|
||||
~
|
||||
#23907
|
||||
Fighting Guard Disuasion - 23923~
|
||||
0 l 50
|
||||
0~
|
||||
context %self.id%
|
||||
if %already_fighting%
|
||||
wait 10 sec
|
||||
unset already_fighting
|
||||
else
|
||||
say I fight for my honor and my Priestess.
|
||||
wait 10 sec
|
||||
say You fight in vain, I fight for Lolth.
|
||||
wait 10 sec
|
||||
say The drow god Lolth will assist me in battle.
|
||||
set already_fighting 1
|
||||
global already_fighting
|
||||
end
|
||||
~
|
||||
#23908
|
||||
Death of Drow Priestess - 23924~
|
||||
0 f 100
|
||||
~
|
||||
%echo% %self.name% screams, 'Lolth will have you yet %actor.name%.'
|
||||
~
|
||||
#23909
|
||||
Hermit's Area Hints - 23929~
|
||||
0 g 100
|
||||
~
|
||||
%force% %actor% look hints
|
||||
~
|
||||
$~
|
||||
#23900
|
||||
Dwarven Snow Runes - 23918~
|
||||
2 d 0
|
||||
Friend of NewHaven~
|
||||
%send% %actor% You enter the runed door.
|
||||
%echoaround% %actor% The Runed Door teleports %actor.name%.
|
||||
%teleport% %actor% 23919
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% is transported from the Runed Door.
|
||||
~
|
||||
#23901
|
||||
Dwarven Entrance Runes - 23919~
|
||||
2 d 0
|
||||
Farewell King~
|
||||
%send% %actor% You enter the runed door.
|
||||
%echoaround% %actor% The Runed Door teleports %actor.name%.
|
||||
%teleport% %actor% 23918
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% is transported from the Runed Door.
|
||||
~
|
||||
#23902
|
||||
Follow a Hidden Path - 23922~
|
||||
2 c 100
|
||||
fol~
|
||||
if %cmd.mudcommand% == follow && path /= %arg%
|
||||
%send% %actor% You follow a hidden path.
|
||||
%echoaround% %actor% %actor.name% follows the hidden path.
|
||||
%teleport% %actor% 23923
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% comes from the hidden path.
|
||||
end
|
||||
~
|
||||
#23903
|
||||
Portal to Follow a Hidden Path - 23923~
|
||||
2 c 100
|
||||
fol~
|
||||
if %cmd.mudcommand% == follow && path /= %arg%
|
||||
%send% %actor% You follow a hidden path.
|
||||
%echoaround% %actor% %actor.name% follows the hidden path.
|
||||
%teleport% %actor% 23922
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% comes from the hidden path.
|
||||
end
|
||||
~
|
||||
#23904
|
||||
Climb a Pondersoa Pine - 23925~
|
||||
2 c 100
|
||||
cli~
|
||||
if climb /= %cmd% && tree /= %arg%
|
||||
%send% %actor% You climb up the ponderosa pine.
|
||||
%echoaround% %actor% %actor.name% climbs up the trunk of the tree.
|
||||
%teleport% %actor% 23927
|
||||
%force% %actor% look
|
||||
%echoaround% %actor% %actor.name% climbs up the tree trunk.
|
||||
end
|
||||
~
|
||||
#23905
|
||||
Battle Story Greeting - 23917~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
say Greetings Adventurer, I have a tale to tell, if you care to listen
|
||||
end
|
||||
~
|
||||
#23906
|
||||
Listen to a Battle Tale - 23917~
|
||||
0 c 100
|
||||
listen~
|
||||
%force% %actor% look newhaven
|
||||
~
|
||||
#23907
|
||||
Fighting Guard Disuasion - 23923~
|
||||
0 l 50
|
||||
0~
|
||||
context %self.id%
|
||||
if %already_fighting%
|
||||
wait 10 sec
|
||||
unset already_fighting
|
||||
else
|
||||
say I fight for my honor and my Priestess.
|
||||
wait 10 sec
|
||||
say You fight in vain, I fight for Lolth.
|
||||
wait 10 sec
|
||||
say The drow god Lolth will assist me in battle.
|
||||
set already_fighting 1
|
||||
global already_fighting
|
||||
end
|
||||
~
|
||||
#23908
|
||||
Death of Drow Priestess - 23924~
|
||||
0 f 100
|
||||
~
|
||||
%echo% %self.name% screams, 'Lolth will have you yet %actor.name%.'
|
||||
~
|
||||
#23909
|
||||
Hermit's Area Hints - 23929~
|
||||
0 g 100
|
||||
~
|
||||
%force% %actor% look hints
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -248,7 +248,7 @@ get~
|
||||
if get /= %cmd.mudcommand% && spacesuit /= %arg% && %arg%
|
||||
%send% %actor% You carefully lift down one of the spacesuits.
|
||||
%echoaround% %actor% %actor.name% carefully lifts down one of the spacesuits.
|
||||
%purge% %actor.inventory(24126)%
|
||||
%purge% %actor.inventory(24126)%
|
||||
%load% o 24126 %actor% inv
|
||||
else
|
||||
return 0
|
||||
@@ -292,7 +292,7 @@ set food[4] 9
|
||||
set food[5] 10
|
||||
set food[6] 14
|
||||
set food[7] 109
|
||||
set food[8] 110
|
||||
set food[8] 110
|
||||
set food[9] 111
|
||||
set food[10] 112
|
||||
set food[11] 114
|
||||
@@ -312,7 +312,7 @@ set food[24] 502
|
||||
set food[25] 521
|
||||
set food[26] 537
|
||||
set food[27] 383
|
||||
set food[28] 622
|
||||
set food[28] 622
|
||||
set food[29] 635
|
||||
set food[30] 637
|
||||
set food[31] 638
|
||||
@@ -747,7 +747,7 @@ elseif %speech% == data09
|
||||
elseif %speech% == laforge11
|
||||
* %echo% A pleasant English garden comes into focus.
|
||||
* %teleport% all 35923
|
||||
%echo% A female voice announces, 'That program is temporarily unavailable'
|
||||
%echo% A female voice announces, 'That program is temporarily unavailable'
|
||||
elseif %speech% == programs
|
||||
%echo% A female voice announces, 'The following programs exist:'
|
||||
%echo% A female voice announces, 'Worf01'
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
#24300
|
||||
Near Death Trap Fall - 24391~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 5 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods pity your puny existence and allow you to live.
|
||||
~
|
||||
$~
|
||||
#24300
|
||||
Near Death Trap Fall - 24391~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 5 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The Gods pity your puny existence and allow you to live.
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
#24400
|
||||
Near Death Trap - 24411, 13, 41, 48, 51-54~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
~
|
||||
$~
|
||||
#24400
|
||||
Near Death Trap - 24411, 13, 41, 48, 51-54~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1,50 +1,50 @@
|
||||
#24700
|
||||
Demilich - 24712~
|
||||
0 k 5
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if %actor.level% > %self.level%
|
||||
%send% %actor% %self.name% tried to capture your soul.
|
||||
%echoaround% %actor% %self.name% gives %actor.name% an icy cold stare.
|
||||
else
|
||||
%send% %actor% %self.name% sucks you into one of his gems.
|
||||
%echoaround% %actor% %actor.name% disappears into one of %self.name%'s eyes.
|
||||
%send% %actor% Your soul is trapped within the demilich.
|
||||
%send% %actor% Slowly you feel your life-force drain away...
|
||||
%teleport% %actor% 0
|
||||
* once we can modify hit/mana/move this should be set to 1/0/0
|
||||
end
|
||||
end
|
||||
~
|
||||
#24701
|
||||
Ghoul Bite - 24705~
|
||||
0 k 5
|
||||
~
|
||||
if %actor.is_pc%
|
||||
%send% %actor% %self.name% bites you.
|
||||
%echoaround% %actor% %self.name% bites %actor.name%.
|
||||
dg_cast 'poison' %actor%
|
||||
end
|
||||
~
|
||||
#24702
|
||||
Priest Align - 24703~
|
||||
0 b 100
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor.is_pc%
|
||||
if %actor.fighting%
|
||||
say You are commiting blasphemy!
|
||||
if %actor.align% > 300
|
||||
say You, %actor.name%, follow the True Path and are blessed.
|
||||
dg_cast 'bless' %actor%
|
||||
elseif %actor.align% > -300
|
||||
say it is not too late for you to mend your ways.
|
||||
else
|
||||
emote grins and says, 'You, %actor.name%, are truly wretched.'
|
||||
say Blasphemy! %actor.name%, your presence will stain this temple no more!
|
||||
kill %actor.name%
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
#24700
|
||||
Demilich - 24712~
|
||||
0 k 5
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if %actor.level% > %self.level%
|
||||
%send% %actor% %self.name% tried to capture your soul.
|
||||
%echoaround% %actor% %self.name% gives %actor.name% an icy cold stare.
|
||||
else
|
||||
%send% %actor% %self.name% sucks you into one of his gems.
|
||||
%echoaround% %actor% %actor.name% disappears into one of %self.name%'s eyes.
|
||||
%send% %actor% Your soul is trapped within the demilich.
|
||||
%send% %actor% Slowly you feel your life-force drain away...
|
||||
%teleport% %actor% 0
|
||||
* once we can modify hit/mana/move this should be set to 1/0/0
|
||||
end
|
||||
end
|
||||
~
|
||||
#24701
|
||||
Ghoul Bite - 24705~
|
||||
0 k 5
|
||||
~
|
||||
if %actor.is_pc%
|
||||
%send% %actor% %self.name% bites you.
|
||||
%echoaround% %actor% %self.name% bites %actor.name%.
|
||||
dg_cast 'poison' %actor%
|
||||
end
|
||||
~
|
||||
#24702
|
||||
Priest Align - 24703~
|
||||
0 b 100
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor.is_pc%
|
||||
if %actor.fighting%
|
||||
say You are commiting blasphemy!
|
||||
if %actor.align% > 300
|
||||
say You, %actor.name%, follow the True Path and are blessed.
|
||||
dg_cast 'bless' %actor%
|
||||
elseif %actor.align% > -300
|
||||
say it is not too late for you to mend your ways.
|
||||
else
|
||||
emote grins and says, 'You, %actor.name%, are truly wretched.'
|
||||
say Blasphemy! %actor.name%, your presence will stain this temple no more!
|
||||
kill %actor.name%
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
#24800
|
||||
Near Death Trap Fall - 24825~
|
||||
0 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
~
|
||||
$~
|
||||
#24800
|
||||
Near Death Trap Fall - 24825~
|
||||
0 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -98,7 +98,7 @@ set actor %random.char%
|
||||
* only continue if an actor is defined.
|
||||
if %actor%
|
||||
* if they have lost more than half their hitpoints heal em
|
||||
if %actor.hitp% < %actor.maxhitp% / 2
|
||||
if %actor.hitp% < %actor.maxhitp% / 2
|
||||
wait 1 sec
|
||||
say You are injured, let me help.
|
||||
wait 2 sec
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
#25000
|
||||
Near Death Trap Acid - 25042~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
~
|
||||
$~
|
||||
#25000
|
||||
Near Death Trap Acid - 25042~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1,129 +1,129 @@
|
||||
#25300
|
||||
Entry Guard Heel Click~
|
||||
0 g 75
|
||||
~
|
||||
wait 1 s
|
||||
emote clicks his heels together sharply and stands up just a little more straight.
|
||||
wait 2 s
|
||||
say Password and name, please.
|
||||
~
|
||||
#25301
|
||||
Swordfish~
|
||||
0 d 100
|
||||
Swordfish~
|
||||
wait 1 s
|
||||
say You got to be kidding me. Swordfish!? That was a STUPID movie.
|
||||
wait 1 s
|
||||
say There is *no way* that could be this week's password.
|
||||
wait 1 s
|
||||
say Bob, is that this week's password?
|
||||
~
|
||||
#25302
|
||||
I hate Elves~
|
||||
0 d 0
|
||||
I hate elves~
|
||||
wait 1 s
|
||||
say Well now. I know diggity-darn well that ain't the password since it
|
||||
say ain't a word at all but actually...
|
||||
wait 2 s
|
||||
wait 1 s
|
||||
emote pauses a second to count.
|
||||
wait 2 s
|
||||
wait 1 s
|
||||
say ... its actually six gilly-durn words!
|
||||
wait 1 s
|
||||
say But then, since you hate them durned elves much as me and Bob here, you
|
||||
say pass right on through. Have a good day now, %actor.name%.
|
||||
~
|
||||
#25303
|
||||
Duh~
|
||||
0 d 0
|
||||
this week~
|
||||
wait 1 s
|
||||
say Fish? We're having fish?
|
||||
wait 2 s
|
||||
wait 1 s
|
||||
mecho Bob looks around hungrily.
|
||||
~
|
||||
#25304
|
||||
Duh II~
|
||||
0 d 0
|
||||
good day now~
|
||||
wait 10 s
|
||||
mecho Bob twitches just slightly, like he just woke up or something.
|
||||
wait 2 s
|
||||
say Elves? Where's them elves? Lemme at 'em, lemme at 'em!
|
||||
~
|
||||
#25305
|
||||
Slap moron~
|
||||
0 d 0
|
||||
lemme at~
|
||||
wait 2 s
|
||||
emote slaps Bob on the forehead.
|
||||
wait 1 s
|
||||
say Shuddup, you moron.
|
||||
~
|
||||
#25306
|
||||
You an elf?~
|
||||
0 g 50
|
||||
~
|
||||
wait 2 s
|
||||
emote squints at you for just a moment.
|
||||
wait 1 s
|
||||
say You an elf?
|
||||
~
|
||||
#25307
|
||||
Yep, I'm an elf~
|
||||
0 d 100
|
||||
Yes~
|
||||
wait 1 s
|
||||
say Well, no offense or nothin', but I'm an elf-hater and because of that
|
||||
say I'm gonna have to kill ya. Sorry.
|
||||
wait 2 s
|
||||
kill %actor.name%
|
||||
~
|
||||
#25308
|
||||
Nope, no elves here~
|
||||
0 d 100
|
||||
No~
|
||||
wait 1 s
|
||||
say Schwew! Are here I thought I was gonna have to kill ya!
|
||||
wait 2 s
|
||||
say You may proceed within.
|
||||
wait 1 s
|
||||
emote taps his heels together once and salutes.
|
||||
~
|
||||
#25309
|
||||
Um, you sposed to be here?~
|
||||
0 g 10
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 1 s
|
||||
say Um, hm. Uh. You sposed ta' be here?
|
||||
wait 2 s
|
||||
say Cause I don't think I know ya, and I'm a-sposed ta' kill anyone I don't know.
|
||||
wait 2 s
|
||||
emote looks decidely uncomfortable.
|
||||
end
|
||||
~
|
||||
#25310
|
||||
Sorry, gotta kill ya~
|
||||
0 g 10
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 2 s
|
||||
say Now, I know I never seen you before.
|
||||
wait 2 s
|
||||
say And there was somethin' about people I ain't seen before.
|
||||
wait 2 s
|
||||
emote puts his hand to his chin and think real hard.
|
||||
wait 5 s
|
||||
emote snaps his fingers!
|
||||
wait 1 s
|
||||
say That's it! I'm sposed to kill ya!
|
||||
wait 2 s
|
||||
emote shrugs.
|
||||
kill %actor.name%
|
||||
end
|
||||
~
|
||||
$~
|
||||
#25300
|
||||
Entry Guard Heel Click~
|
||||
0 g 75
|
||||
~
|
||||
wait 1 s
|
||||
emote clicks his heels together sharply and stands up just a little more straight.
|
||||
wait 2 s
|
||||
say Password and name, please.
|
||||
~
|
||||
#25301
|
||||
Swordfish~
|
||||
0 d 100
|
||||
Swordfish~
|
||||
wait 1 s
|
||||
say You got to be kidding me. Swordfish!? That was a STUPID movie.
|
||||
wait 1 s
|
||||
say There is *no way* that could be this week's password.
|
||||
wait 1 s
|
||||
say Bob, is that this week's password?
|
||||
~
|
||||
#25302
|
||||
I hate Elves~
|
||||
0 d 0
|
||||
I hate elves~
|
||||
wait 1 s
|
||||
say Well now. I know diggity-darn well that ain't the password since it
|
||||
say ain't a word at all but actually...
|
||||
wait 2 s
|
||||
wait 1 s
|
||||
emote pauses a second to count.
|
||||
wait 2 s
|
||||
wait 1 s
|
||||
say ... its actually six gilly-durn words!
|
||||
wait 1 s
|
||||
say But then, since you hate them durned elves much as me and Bob here, you
|
||||
say pass right on through. Have a good day now, %actor.name%.
|
||||
~
|
||||
#25303
|
||||
Duh~
|
||||
0 d 0
|
||||
this week~
|
||||
wait 1 s
|
||||
say Fish? We're having fish?
|
||||
wait 2 s
|
||||
wait 1 s
|
||||
mecho Bob looks around hungrily.
|
||||
~
|
||||
#25304
|
||||
Duh II~
|
||||
0 d 0
|
||||
good day now~
|
||||
wait 10 s
|
||||
mecho Bob twitches just slightly, like he just woke up or something.
|
||||
wait 2 s
|
||||
say Elves? Where's them elves? Lemme at 'em, lemme at 'em!
|
||||
~
|
||||
#25305
|
||||
Slap moron~
|
||||
0 d 0
|
||||
lemme at~
|
||||
wait 2 s
|
||||
emote slaps Bob on the forehead.
|
||||
wait 1 s
|
||||
say Shuddup, you moron.
|
||||
~
|
||||
#25306
|
||||
You an elf?~
|
||||
0 g 50
|
||||
~
|
||||
wait 2 s
|
||||
emote squints at you for just a moment.
|
||||
wait 1 s
|
||||
say You an elf?
|
||||
~
|
||||
#25307
|
||||
Yep, I'm an elf~
|
||||
0 d 100
|
||||
Yes~
|
||||
wait 1 s
|
||||
say Well, no offense or nothin', but I'm an elf-hater and because of that
|
||||
say I'm gonna have to kill ya. Sorry.
|
||||
wait 2 s
|
||||
kill %actor.name%
|
||||
~
|
||||
#25308
|
||||
Nope, no elves here~
|
||||
0 d 100
|
||||
No~
|
||||
wait 1 s
|
||||
say Schwew! Are here I thought I was gonna have to kill ya!
|
||||
wait 2 s
|
||||
say You may proceed within.
|
||||
wait 1 s
|
||||
emote taps his heels together once and salutes.
|
||||
~
|
||||
#25309
|
||||
Um, you sposed to be here?~
|
||||
0 g 10
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 1 s
|
||||
say Um, hm. Uh. You sposed ta' be here?
|
||||
wait 2 s
|
||||
say Cause I don't think I know ya, and I'm a-sposed ta' kill anyone I don't know.
|
||||
wait 2 s
|
||||
emote looks decidely uncomfortable.
|
||||
end
|
||||
~
|
||||
#25310
|
||||
Sorry, gotta kill ya~
|
||||
0 g 10
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 2 s
|
||||
say Now, I know I never seen you before.
|
||||
wait 2 s
|
||||
say And there was somethin' about people I ain't seen before.
|
||||
wait 2 s
|
||||
emote puts his hand to his chin and think real hard.
|
||||
wait 5 s
|
||||
emote snaps his fingers!
|
||||
wait 1 s
|
||||
say That's it! I'm sposed to kill ya!
|
||||
wait 2 s
|
||||
emote shrugs.
|
||||
kill %actor.name%
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1,108 +1,108 @@
|
||||
#25600
|
||||
Firetender msg~
|
||||
0 b 5
|
||||
~
|
||||
emote pokes at the coals in the fire with an iron rod.
|
||||
~
|
||||
#25601
|
||||
Firetender msg II~
|
||||
0 b 5
|
||||
~
|
||||
emote grabs a few pieces of wood from a pile in the corner of the room and adds it to the fire.
|
||||
~
|
||||
#25602
|
||||
Firetender Greet Female~
|
||||
0 g 100
|
||||
~
|
||||
if (%actor.sex% == MALE)
|
||||
wait 1 s
|
||||
say Oh my! But you cannot be in here! Ladies only, m'lord!
|
||||
else
|
||||
wait 1 s
|
||||
say A Bath, m'lady?
|
||||
end
|
||||
~
|
||||
#25603
|
||||
Firetender Greet Male~
|
||||
0 g 100
|
||||
~
|
||||
if (%actor.sex% == FEMALE)
|
||||
wait 1 s
|
||||
emote stares at you with round eyes, aghast.
|
||||
wait 1 s
|
||||
say M'lady! Thou canst not enter this chamber for fear of spoiling thy virtue!
|
||||
wait 1 s
|
||||
say I beg thee, m'lady - please avert thine eyes and leave!
|
||||
else if (%actor.sex% == MALE)
|
||||
wait 1 s
|
||||
say A bath for m'lord?
|
||||
end
|
||||
~
|
||||
#25604
|
||||
Maid Greet~
|
||||
0 g 15
|
||||
~
|
||||
wait 1 s
|
||||
emote lowers her eyes and offers a quick curtsy as she busies herself with her work.
|
||||
~
|
||||
#25605
|
||||
Servant Secret~
|
||||
0 g 10
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 1 s
|
||||
emote looks both ways before turning to you quickly.
|
||||
wait 1 s
|
||||
say Shh... the Lord does not tolerate dawdling service. At least not since the Lady Penelope was taken for ransom by Mordecai.
|
||||
end
|
||||
~
|
||||
#25606
|
||||
Lord's Guest Goose~
|
||||
0 b 5
|
||||
~
|
||||
mecho You feel a sudden pain, a sharp pinch on your butt-cheek.
|
||||
wait 1 s
|
||||
mecho You look around the room, but the only other person you see is the Lord's guest
|
||||
mecho and he's facing the away from you, studying a portrait on the wall.
|
||||
wait 1 s
|
||||
mecho What in the heck could that have been?
|
||||
~
|
||||
#25607
|
||||
Lord's Guest Leave Room~
|
||||
0 q 7
|
||||
~
|
||||
if (%actor.sex% == MALE)
|
||||
emote gives you a sly wink as he leaves the room.
|
||||
end
|
||||
~
|
||||
#25608
|
||||
Kitchen Hustle-Bustle I~
|
||||
0 b 5
|
||||
~
|
||||
mecho A servant hurries in, grabs up a platter of vegetables and hurries back out.
|
||||
~
|
||||
#25609
|
||||
Kitchen Hustle-Bustle II~
|
||||
0 b 5
|
||||
~
|
||||
mecho The cook grabs a pan from a ceiling hook and begins filling it with water.
|
||||
~
|
||||
#25610
|
||||
Kitchen Hustle-Bustle III~
|
||||
0 b 5
|
||||
~
|
||||
mecho A servant shuffles in quickly, grabs a small hunk of cheese for himself, then leaves just as quickly as he came.
|
||||
~
|
||||
#25611
|
||||
Kitchen Hustle-Bustle IV~
|
||||
0 b 5
|
||||
~
|
||||
mecho One of the cooks throws a chunk of wood on the fire.
|
||||
~
|
||||
#25612
|
||||
Kitchen Hustle-Bustle V~
|
||||
0 b 5
|
||||
~
|
||||
emote whistles a merry tune while slicing a carrot.
|
||||
~
|
||||
$~
|
||||
#25600
|
||||
Firetender msg~
|
||||
0 b 5
|
||||
~
|
||||
emote pokes at the coals in the fire with an iron rod.
|
||||
~
|
||||
#25601
|
||||
Firetender msg II~
|
||||
0 b 5
|
||||
~
|
||||
emote grabs a few pieces of wood from a pile in the corner of the room and adds it to the fire.
|
||||
~
|
||||
#25602
|
||||
Firetender Greet Female~
|
||||
0 g 100
|
||||
~
|
||||
if (%actor.sex% == MALE)
|
||||
wait 1 s
|
||||
say Oh my! But you cannot be in here! Ladies only, m'lord!
|
||||
else
|
||||
wait 1 s
|
||||
say A Bath, m'lady?
|
||||
end
|
||||
~
|
||||
#25603
|
||||
Firetender Greet Male~
|
||||
0 g 100
|
||||
~
|
||||
if (%actor.sex% == FEMALE)
|
||||
wait 1 s
|
||||
emote stares at you with round eyes, aghast.
|
||||
wait 1 s
|
||||
say M'lady! Thou canst not enter this chamber for fear of spoiling thy virtue!
|
||||
wait 1 s
|
||||
say I beg thee, m'lady - please avert thine eyes and leave!
|
||||
else if (%actor.sex% == MALE)
|
||||
wait 1 s
|
||||
say A bath for m'lord?
|
||||
end
|
||||
~
|
||||
#25604
|
||||
Maid Greet~
|
||||
0 g 15
|
||||
~
|
||||
wait 1 s
|
||||
emote lowers her eyes and offers a quick curtsy as she busies herself with her work.
|
||||
~
|
||||
#25605
|
||||
Servant Secret~
|
||||
0 g 10
|
||||
~
|
||||
if %actor.is_pc%
|
||||
wait 1 s
|
||||
emote looks both ways before turning to you quickly.
|
||||
wait 1 s
|
||||
say Shh... the Lord does not tolerate dawdling service. At least not since the Lady Penelope was taken for ransom by Mordecai.
|
||||
end
|
||||
~
|
||||
#25606
|
||||
Lord's Guest Goose~
|
||||
0 b 5
|
||||
~
|
||||
mecho You feel a sudden pain, a sharp pinch on your butt-cheek.
|
||||
wait 1 s
|
||||
mecho You look around the room, but the only other person you see is the Lord's guest
|
||||
mecho and he's facing the away from you, studying a portrait on the wall.
|
||||
wait 1 s
|
||||
mecho What in the heck could that have been?
|
||||
~
|
||||
#25607
|
||||
Lord's Guest Leave Room~
|
||||
0 q 7
|
||||
~
|
||||
if (%actor.sex% == MALE)
|
||||
emote gives you a sly wink as he leaves the room.
|
||||
end
|
||||
~
|
||||
#25608
|
||||
Kitchen Hustle-Bustle I~
|
||||
0 b 5
|
||||
~
|
||||
mecho A servant hurries in, grabs up a platter of vegetables and hurries back out.
|
||||
~
|
||||
#25609
|
||||
Kitchen Hustle-Bustle II~
|
||||
0 b 5
|
||||
~
|
||||
mecho The cook grabs a pan from a ceiling hook and begins filling it with water.
|
||||
~
|
||||
#25610
|
||||
Kitchen Hustle-Bustle III~
|
||||
0 b 5
|
||||
~
|
||||
mecho A servant shuffles in quickly, grabs a small hunk of cheese for himself, then leaves just as quickly as he came.
|
||||
~
|
||||
#25611
|
||||
Kitchen Hustle-Bustle IV~
|
||||
0 b 5
|
||||
~
|
||||
mecho One of the cooks throws a chunk of wood on the fire.
|
||||
~
|
||||
#25612
|
||||
Kitchen Hustle-Bustle V~
|
||||
0 b 5
|
||||
~
|
||||
emote whistles a merry tune while slicing a carrot.
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,94 +1,94 @@
|
||||
#25700
|
||||
Cleric Guildguard - 25774~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* 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
|
||||
~
|
||||
#25701
|
||||
Mage Guildguard - 25773~
|
||||
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% != 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
|
||||
~
|
||||
#25702
|
||||
Ranger Guildguard - 25776~
|
||||
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% != Ranger
|
||||
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
|
||||
~
|
||||
#25703
|
||||
Warrior Guildguard - 25775~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* 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
|
||||
~
|
||||
#25704
|
||||
Thief Guildguard - 25777~
|
||||
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
|
||||
~
|
||||
#25705
|
||||
Blood Bank - 25704~
|
||||
2 c 100
|
||||
g~
|
||||
* By Rumble
|
||||
* Make sure the command is give, check for any abbrev of blood
|
||||
if %cmd.mudcommand% == give && blood /= %arg%
|
||||
* let the player stun themselves, they will recover.
|
||||
if %actor.hitp% < 18
|
||||
%send% %actor% You try to give blood. But, the nurse refuses since you are white as a ghost and can barely stand.
|
||||
%echoaround% %actor% %actor.name% tries to give blood. But, the nurse laughs in %actor.hisher% face since he is whiate as a ghost and can barely stand.
|
||||
else
|
||||
%send% %actor% The nurse jabs a thick needle into your arm and quickly draws a small amount of blood. She gives you a small pile of coins.
|
||||
%echoaround% %actor% The nurse jabs %actor.name% in the arm and quickly draws a small amount of blood. She then gives %actor.name% a small pile of coins.
|
||||
nop %actor.gold(20)%
|
||||
%damage% %actor% 20
|
||||
end
|
||||
else
|
||||
* If it doesn't match let the command continue.
|
||||
%send% %actor% Give what to who?
|
||||
return 0
|
||||
end
|
||||
~
|
||||
$~
|
||||
#25700
|
||||
Cleric Guildguard - 25774~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* 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
|
||||
~
|
||||
#25701
|
||||
Mage Guildguard - 25773~
|
||||
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% != 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
|
||||
~
|
||||
#25702
|
||||
Ranger Guildguard - 25776~
|
||||
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% != Ranger
|
||||
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
|
||||
~
|
||||
#25703
|
||||
Warrior Guildguard - 25775~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* 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
|
||||
~
|
||||
#25704
|
||||
Thief Guildguard - 25777~
|
||||
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
|
||||
~
|
||||
#25705
|
||||
Blood Bank - 25704~
|
||||
2 c 100
|
||||
g~
|
||||
* By Rumble
|
||||
* Make sure the command is give, check for any abbrev of blood
|
||||
if %cmd.mudcommand% == give && blood /= %arg%
|
||||
* let the player stun themselves, they will recover.
|
||||
if %actor.hitp% < 18
|
||||
%send% %actor% You try to give blood. But, the nurse refuses since you are white as a ghost and can barely stand.
|
||||
%echoaround% %actor% %actor.name% tries to give blood. But, the nurse laughs in %actor.hisher% face since he is whiate as a ghost and can barely stand.
|
||||
else
|
||||
%send% %actor% The nurse jabs a thick needle into your arm and quickly draws a small amount of blood. She gives you a small pile of coins.
|
||||
%echoaround% %actor% The nurse jabs %actor.name% in the arm and quickly draws a small amount of blood. She then gives %actor.name% a small pile of coins.
|
||||
nop %actor.gold(20)%
|
||||
%damage% %actor% 20
|
||||
end
|
||||
else
|
||||
* If it doesn't match let the command continue.
|
||||
%send% %actor% Give what to who?
|
||||
return 0
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -8,7 +8,7 @@ wait 1 sec
|
||||
%echoaround% %actor% %actor.name% jumps into the pool of water and disappears.
|
||||
%teleport% %actor% 26122
|
||||
wait 1 sec
|
||||
nop %actor.pos(resting)%
|
||||
nop %actor.pos(resting)%
|
||||
%echoaround% %actor% %actor.name% falls from above screaming %actor.hisher% lungs out. %actor.heshe% hits lands in the center of the bed with a soft thump!
|
||||
%send% %actor% You fall into the middle of a soft bed.
|
||||
%force% %actor% look
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -90,7 +90,7 @@ Near Death Trap - 26744~
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 3 sec
|
||||
%send% %actor% The Gods allow your puny existence to continue.
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#26800
|
||||
Near Death Trap Iron Maiden - 26801~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
#26800
|
||||
Near Death Trap Iron Maiden - 26801~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
#26900
|
||||
Lemming Follow - 26904~
|
||||
0 g 50
|
||||
~
|
||||
if %actor.is_pc%
|
||||
mfollow %actor.name%
|
||||
end
|
||||
~
|
||||
$~
|
||||
#26900
|
||||
Lemming Follow - 26904~
|
||||
0 g 50
|
||||
~
|
||||
if %actor.is_pc%
|
||||
mfollow %actor.name%
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -6,13 +6,13 @@ eval rwrist %actor.eq(rwrist)%
|
||||
eval lwrist %actor.eq(lwrist)%
|
||||
if (%rwrist.vnum% == 2708)
|
||||
%send% %actor% A magical force seems to ebb, allowing you to pass.
|
||||
|
||||
|
||||
elseif (%lwrist.vnum% == 2708)
|
||||
%send% %actor% A magical force seems to ebb, allowing you to pass.
|
||||
|
||||
|
||||
elseif (%actor.varexists(Zn27_shacklepass)%)
|
||||
%send% %actor% A magical force seems to ebb, allowing you to pass.
|
||||
|
||||
|
||||
else
|
||||
%send% %actor% A powerful force seems to repel you, preventing you from entering.
|
||||
%force% %actor% sit
|
||||
@@ -53,7 +53,7 @@ else
|
||||
wait 3 s
|
||||
%send% %actor% The guard whispers to you 'She is most cruel, and if you can rid us of her we would be eternally grateful.'
|
||||
wait 2 s
|
||||
%send% %actor% The guard whispers to you 'I will let you pass, though it may cost my life.'
|
||||
%send% %actor% The guard whispers to you 'I will let you pass, though it may cost my life.'
|
||||
wait 2 s
|
||||
%send% %actor% The guard whispers to you 'Please do not let us down!'
|
||||
set Zn27_greeted 1
|
||||
@@ -245,7 +245,7 @@ wait 1 s
|
||||
wait 1 s
|
||||
clap
|
||||
wait 1 s
|
||||
%send% %actor% A blind child feels for your arm and grips it.
|
||||
%send% %actor% A blind child feels for your arm and grips it.
|
||||
fol %actor.name%
|
||||
wait 1 s
|
||||
%send% %actor% A blind child tells you 'Please pat me when you want me to stop following.'
|
||||
@@ -274,11 +274,11 @@ wait 2 s
|
||||
say I think if he were here he would want you to have it though.
|
||||
wait 2 s
|
||||
say I hid it in that cupboard where you found me... in the floorboards.
|
||||
|
||||
|
||||
set Zn27_childquest 1
|
||||
remote Zn27_childquest %actor.id%
|
||||
|
||||
|
||||
|
||||
|
||||
else
|
||||
wait 1 s
|
||||
follow %self%
|
||||
@@ -324,7 +324,7 @@ wait 2 s
|
||||
rdelete Zn27_shacklereject %actor.id%
|
||||
else
|
||||
return 0
|
||||
end
|
||||
end
|
||||
~
|
||||
#2717
|
||||
(2707) Room resets shacklepass~
|
||||
@@ -1258,14 +1258,14 @@ wait 5 s
|
||||
wait 4 s
|
||||
say Very rarely, a Tor will suddenly fail whenever balance shifts extremely in the universe. These occasional shifts demand redirection of Imari focus, causing the power of the Tor to weaken and allowing the lifeform to awaken and emerge.
|
||||
wait 7 s
|
||||
say The lifeform that emerges from a Tor is called a Nevim, a potent and unnatural concentration of lamen life, closest in power to the Imari themselves.
|
||||
say The lifeform that emerges from a Tor is called a Nevim, a potent and unnatural concentration of lamen life, closest in power to the Imari themselves.
|
||||
wait 4 s
|
||||
say Nevim do not feel the pull of Navi and do not perceive the greater state of the cosmos, using their powers according to their own will and wreaking havoc upon the universal balance.
|
||||
say Nevim do not feel the pull of Navi and do not perceive the greater state of the cosmos, using their powers according to their own will and wreaking havoc upon the universal balance.
|
||||
wait 5 s
|
||||
say Shunned through fear and isolated from every other form of life, Nevim become bitter and angry, forces of destruction and causing much pain in an attempt to exorcise their own.
|
||||
wait 1 s
|
||||
elseif %room.vnum% == 2793
|
||||
say The second wave brings forth the Denuo, the lesser beings, the second-born who live and die without changing form, colouring the lamen that flows through them but being entirely of miru.
|
||||
say The second wave brings forth the Denuo, the lesser beings, the second-born who live and die without changing form, colouring the lamen that flows through them but being entirely of miru.
|
||||
wait 3 s
|
||||
say The Khan'li, the Dynar, and myself of Memlin kind, are all examples of Denuo life.
|
||||
elseif %room.vnum% == 2794
|
||||
@@ -1273,7 +1273,7 @@ elseif %room.vnum% == 2794
|
||||
wait 4 s
|
||||
say Black and red are their colours and they enjoy sharp points, reflective surfaces for their inclination to repel light and singular works of beauty, believing themselves superior as the firstborn.
|
||||
wait 4 s
|
||||
say They live mainly underground or in caves, seeking to escape the occasional rains and sculpting their showy palaces into mountains.
|
||||
say They live mainly underground or in caves, seeking to escape the occasional rains and sculpting their showy palaces into mountains.
|
||||
wait 3 s
|
||||
say They believe in domination of the strong over the weak and have hardly any sense of guilt or compassion, taking no pleasure in cruelty but exercising it without hesitation for the slightest benefit.
|
||||
wait 4 s
|
||||
@@ -1281,7 +1281,7 @@ elseif %room.vnum% == 2794
|
||||
wait 4 s
|
||||
say They are passionate, ambitious, powerful, proud, single-minded and fearless.
|
||||
elseif %room.vnum% == 2795
|
||||
say Dynar are smaller than the Khan'li, but just as adept at fighting, extremely fast, able to contort their bodies amazingly and putting their skills to use in the construction of elaborate weapons and studying of the world.
|
||||
say Dynar are smaller than the Khan'li, but just as adept at fighting, extremely fast, able to contort their bodies amazingly and putting their skills to use in the construction of elaborate weapons and studying of the world.
|
||||
wait 4 s
|
||||
say Pale-skinned, their blood is as the milky sap of trees, having slight phosphorescent properties which causes them to glow faintly in darkness.
|
||||
wait 3 s
|
||||
@@ -1666,7 +1666,7 @@ wait 2 s
|
||||
yes~
|
||||
emote smiles happily.
|
||||
wait 1 s
|
||||
say Its like this, see...
|
||||
say Its like this, see...
|
||||
wait 1 s
|
||||
emote stands up and traces a circle in the sand.
|
||||
wait 2 s
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -309,7 +309,7 @@ switch %random.9%
|
||||
emote growls menacingly.
|
||||
break
|
||||
case 6
|
||||
say Decadence is the credence of the abominable.
|
||||
say Decadence is the credence of the abominable.
|
||||
break
|
||||
case 7
|
||||
say I look at you and get a wonderful sense of impending doom.
|
||||
@@ -365,7 +365,7 @@ switch %random.13%
|
||||
emote flips over and walks around on his hands.
|
||||
break
|
||||
case 6
|
||||
emote cartwheels around the room.
|
||||
emote cartwheels around the room.
|
||||
break
|
||||
case 7
|
||||
say How many ogres does it take to screw in a light bulb?
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -11,7 +11,7 @@ dg_cast 'sanctuary' %actor.name%
|
||||
wait 5
|
||||
dg_cast 'fly' %actor.name%
|
||||
wait 5
|
||||
say Go with God.
|
||||
say Go with God.
|
||||
~
|
||||
#27401
|
||||
Barney - 27404~
|
||||
@@ -151,7 +151,7 @@ if %actor.is_pc%
|
||||
SAY Get lost you bitch... I am not into Women!
|
||||
say what a whacko pervert!
|
||||
else
|
||||
Say Sotrry I'm not into Neuterless ones!
|
||||
Say Sotrry I'm not into Neuterless ones!
|
||||
end
|
||||
else
|
||||
say Take off you Mob Swine!
|
||||
|
||||
@@ -1,57 +1,57 @@
|
||||
#27500
|
||||
Mage Guildguard - 27568~
|
||||
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% != 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
|
||||
~
|
||||
#27501
|
||||
Cleric Guildguard - 27569~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* 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
|
||||
~
|
||||
#27502
|
||||
Thief Guildguard - 27570~
|
||||
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% != 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
|
||||
~
|
||||
#27503
|
||||
Warrior Guildguard - 27571~
|
||||
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% != 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
|
||||
~
|
||||
$~
|
||||
#27500
|
||||
Mage Guildguard - 27568~
|
||||
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% != 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
|
||||
~
|
||||
#27501
|
||||
Cleric Guildguard - 27569~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* 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
|
||||
~
|
||||
#27502
|
||||
Thief Guildguard - 27570~
|
||||
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% != 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
|
||||
~
|
||||
#27503
|
||||
Warrior Guildguard - 27571~
|
||||
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% != 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
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,109 +1,109 @@
|
||||
#27700
|
||||
Shire Gossip~
|
||||
0 b 40
|
||||
~
|
||||
eval one %random.22%
|
||||
eval two %random.14%
|
||||
eval three %random.25%
|
||||
eval four %random.29%
|
||||
set exclaim[1] And wouldn't you know...
|
||||
set exclaim[2] By eck!
|
||||
set exclaim[3] Belt up, and listen to this...
|
||||
set exclaim[4] Would you Adam & Eve it?!
|
||||
set exclaim[5] Blimey!
|
||||
set exclaim[6] Straight up now...
|
||||
set exclaim[7] Button it! Thats not what I heard!
|
||||
set exclaim[8] Well, while we're chewing the fat...
|
||||
set exclaim[9] Shut your cake 'ole, thats not the story!
|
||||
set exclaim[10] Ah thats a load of old rubbish!
|
||||
set exclaim[11] Crikey!
|
||||
set exclaim[12] Codswallop!
|
||||
set exclaim[13] Heres summat for you.
|
||||
set exclaim[14] Wet your whistle and let me do the talking...
|
||||
set exclaim[15] Flaming Nora!
|
||||
set exclaim[16] Its a load of tripe mate...
|
||||
set exclaim[17] Open your lug 'oles!
|
||||
set exclaim[18] Heres a bit of malarky for you...
|
||||
set exclaim[19] Nathen, me old china...
|
||||
set exclaim[20] Lets have one for the road!
|
||||
set exclaim[21] Now I'm not telling porkies!
|
||||
set exclaim[22] Well this takes the biscuit...
|
||||
set story[1] I heard that
|
||||
set story[2] A little bird told me
|
||||
set story[3] The words around that
|
||||
set story[4] The actual problem was that
|
||||
set story[5] Apparently
|
||||
set story[6] What really happened is
|
||||
set story[7] Its my humble opinion that
|
||||
set story[8] The story is that
|
||||
set story[9] The truth of the matter is
|
||||
set story[10] He told me
|
||||
set story[11] She told me
|
||||
set story[12] They seemed to think
|
||||
set story[13] Popular opinion is that
|
||||
set story[14] If you ask me...
|
||||
set person[1] the cheap git
|
||||
set person[2] the grumpy old bag
|
||||
set person[3] the old gaffer
|
||||
set person[4] that blabbermouth
|
||||
set person[5] the silly twit
|
||||
set person[6] the birdbrain
|
||||
set person[7] that silly slapper
|
||||
set person[8] the bobby-dazzler
|
||||
set person[9] the big tosser
|
||||
set person[10] that foolish berk
|
||||
set person[11] the toe rag
|
||||
set person[12] the wee nipper
|
||||
set person[13] that plonker
|
||||
set person[14] the scallywag
|
||||
set person[15] the tart
|
||||
set person[16] the old codger
|
||||
set person[17] the geezer
|
||||
set person[18] the young lad
|
||||
set person[19] the bloke
|
||||
set person[20] that misery-guts
|
||||
set person[21] the wally
|
||||
set person[22] the little lass
|
||||
set person[23] the clever cloggs
|
||||
set person[24] that cheeky monkey
|
||||
set person[25] me old mate
|
||||
set did[1] went and done a runner.
|
||||
set did[2] just got all brassed off.
|
||||
set did[3] has gone a bit barmy.
|
||||
set did[4] actually clocked him one!
|
||||
set did[5] is not a full shilling.
|
||||
set did[6] told her she could be a bit of alright if she tried.
|
||||
set did[7] is working up to a bit of an argy-bargy.
|
||||
set did[8] told him he was all mouth and no trousers.
|
||||
set did[9] went and threw a wobbly.
|
||||
set did[10] is nothing but aggro.
|
||||
set did[11] left him all on his tod again.
|
||||
set did[12] is a bit of a nutter.
|
||||
set did[13] is completely crackers!
|
||||
set did[14] told me he nearly popped his clogs.
|
||||
set did[15] got in a bit of a cock up!
|
||||
set did[16] went absolutely doole alley!
|
||||
set did[17] reckons he'll come a cropper if he caries on.
|
||||
set did[18] is thick as two short planks.
|
||||
set did[19] had a big old bit of barney the other day.
|
||||
set did[20] is daft as a brush!
|
||||
set did[21] figures he lost his bottle.
|
||||
set did[22] is up the swanny.
|
||||
set did[23] got in a strop.
|
||||
set did[24] seems a bit dodgy to me.
|
||||
set did[25] went on a bender.
|
||||
set did[26] figured it was a good way to make a bob or two.
|
||||
set did[27] was well chuffed about it!
|
||||
set did[28] was like a bull in a china shop.
|
||||
set did[29] got all cheesed off!
|
||||
set first %%exclaim[%one%]%%
|
||||
set second %%story[%two%]%%
|
||||
set third %%person[%three%]%%
|
||||
set fourth %%did[%four%]%%
|
||||
eval first %first%
|
||||
eval second %second%
|
||||
eval third %third%
|
||||
eval fourth %fourth%
|
||||
say %first% %second% %third% %fourth%
|
||||
~
|
||||
$~
|
||||
#27700
|
||||
Shire Gossip~
|
||||
0 b 40
|
||||
~
|
||||
eval one %random.22%
|
||||
eval two %random.14%
|
||||
eval three %random.25%
|
||||
eval four %random.29%
|
||||
set exclaim[1] And wouldn't you know...
|
||||
set exclaim[2] By eck!
|
||||
set exclaim[3] Belt up, and listen to this...
|
||||
set exclaim[4] Would you Adam & Eve it?!
|
||||
set exclaim[5] Blimey!
|
||||
set exclaim[6] Straight up now...
|
||||
set exclaim[7] Button it! Thats not what I heard!
|
||||
set exclaim[8] Well, while we're chewing the fat...
|
||||
set exclaim[9] Shut your cake 'ole, thats not the story!
|
||||
set exclaim[10] Ah thats a load of old rubbish!
|
||||
set exclaim[11] Crikey!
|
||||
set exclaim[12] Codswallop!
|
||||
set exclaim[13] Heres summat for you.
|
||||
set exclaim[14] Wet your whistle and let me do the talking...
|
||||
set exclaim[15] Flaming Nora!
|
||||
set exclaim[16] Its a load of tripe mate...
|
||||
set exclaim[17] Open your lug 'oles!
|
||||
set exclaim[18] Heres a bit of malarky for you...
|
||||
set exclaim[19] Nathen, me old china...
|
||||
set exclaim[20] Lets have one for the road!
|
||||
set exclaim[21] Now I'm not telling porkies!
|
||||
set exclaim[22] Well this takes the biscuit...
|
||||
set story[1] I heard that
|
||||
set story[2] A little bird told me
|
||||
set story[3] The words around that
|
||||
set story[4] The actual problem was that
|
||||
set story[5] Apparently
|
||||
set story[6] What really happened is
|
||||
set story[7] Its my humble opinion that
|
||||
set story[8] The story is that
|
||||
set story[9] The truth of the matter is
|
||||
set story[10] He told me
|
||||
set story[11] She told me
|
||||
set story[12] They seemed to think
|
||||
set story[13] Popular opinion is that
|
||||
set story[14] If you ask me...
|
||||
set person[1] the cheap git
|
||||
set person[2] the grumpy old bag
|
||||
set person[3] the old gaffer
|
||||
set person[4] that blabbermouth
|
||||
set person[5] the silly twit
|
||||
set person[6] the birdbrain
|
||||
set person[7] that silly slapper
|
||||
set person[8] the bobby-dazzler
|
||||
set person[9] the big tosser
|
||||
set person[10] that foolish berk
|
||||
set person[11] the toe rag
|
||||
set person[12] the wee nipper
|
||||
set person[13] that plonker
|
||||
set person[14] the scallywag
|
||||
set person[15] the tart
|
||||
set person[16] the old codger
|
||||
set person[17] the geezer
|
||||
set person[18] the young lad
|
||||
set person[19] the bloke
|
||||
set person[20] that misery-guts
|
||||
set person[21] the wally
|
||||
set person[22] the little lass
|
||||
set person[23] the clever cloggs
|
||||
set person[24] that cheeky monkey
|
||||
set person[25] me old mate
|
||||
set did[1] went and done a runner.
|
||||
set did[2] just got all brassed off.
|
||||
set did[3] has gone a bit barmy.
|
||||
set did[4] actually clocked him one!
|
||||
set did[5] is not a full shilling.
|
||||
set did[6] told her she could be a bit of alright if she tried.
|
||||
set did[7] is working up to a bit of an argy-bargy.
|
||||
set did[8] told him he was all mouth and no trousers.
|
||||
set did[9] went and threw a wobbly.
|
||||
set did[10] is nothing but aggro.
|
||||
set did[11] left him all on his tod again.
|
||||
set did[12] is a bit of a nutter.
|
||||
set did[13] is completely crackers!
|
||||
set did[14] told me he nearly popped his clogs.
|
||||
set did[15] got in a bit of a cock up!
|
||||
set did[16] went absolutely doole alley!
|
||||
set did[17] reckons he'll come a cropper if he caries on.
|
||||
set did[18] is thick as two short planks.
|
||||
set did[19] had a big old bit of barney the other day.
|
||||
set did[20] is daft as a brush!
|
||||
set did[21] figures he lost his bottle.
|
||||
set did[22] is up the swanny.
|
||||
set did[23] got in a strop.
|
||||
set did[24] seems a bit dodgy to me.
|
||||
set did[25] went on a bender.
|
||||
set did[26] figured it was a good way to make a bob or two.
|
||||
set did[27] was well chuffed about it!
|
||||
set did[28] was like a bull in a china shop.
|
||||
set did[29] got all cheesed off!
|
||||
set first %%exclaim[%one%]%%
|
||||
set second %%story[%two%]%%
|
||||
set third %%person[%three%]%%
|
||||
set fourth %%did[%four%]%%
|
||||
eval first %first%
|
||||
eval second %second%
|
||||
eval third %third%
|
||||
eval fourth %fourth%
|
||||
say %first% %second% %third% %fourth%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,33 +1,33 @@
|
||||
#27800
|
||||
Sea Serpent Fireball - 27801~
|
||||
0 k 5
|
||||
~
|
||||
if %actor.is_pc%
|
||||
emote utters the words, 'hisssssss'.
|
||||
dg_cast 'fireball' %actor%
|
||||
end
|
||||
~
|
||||
#27802
|
||||
Leviathan - 27803~
|
||||
0 k 5
|
||||
~
|
||||
if %actor.is_pc%
|
||||
switch %random.3%
|
||||
case 1
|
||||
emote utters the words, 'transvecta aqua'.
|
||||
%echo% a tidal wave smashes into %actor.name%.
|
||||
%damage% %actor% 50
|
||||
break
|
||||
case 2
|
||||
emote looks at you with the deepest sorrow.
|
||||
break
|
||||
case 3
|
||||
emote utters the words, 'transvecta talon'.
|
||||
dg_cast 'cure critic' %self%
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
end
|
||||
~
|
||||
$~
|
||||
#27800
|
||||
Sea Serpent Fireball - 27801~
|
||||
0 k 5
|
||||
~
|
||||
if %actor.is_pc%
|
||||
emote utters the words, 'hisssssss'.
|
||||
dg_cast 'fireball' %actor%
|
||||
end
|
||||
~
|
||||
#27802
|
||||
Leviathan - 27803~
|
||||
0 k 5
|
||||
~
|
||||
if %actor.is_pc%
|
||||
switch %random.3%
|
||||
case 1
|
||||
emote utters the words, 'transvecta aqua'.
|
||||
%echo% a tidal wave smashes into %actor.name%.
|
||||
%damage% %actor% 50
|
||||
break
|
||||
case 2
|
||||
emote looks at you with the deepest sorrow.
|
||||
break
|
||||
case 3
|
||||
emote utters the words, 'transvecta talon'.
|
||||
dg_cast 'cure critic' %self%
|
||||
break
|
||||
default
|
||||
break
|
||||
done
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#2800
|
||||
new trigger~
|
||||
0 g 100
|
||||
~
|
||||
%echo% This trigger commandlist is not complete!
|
||||
~
|
||||
$~
|
||||
#2800
|
||||
new trigger~
|
||||
0 g 100
|
||||
~
|
||||
%echo% This trigger commandlist is not complete!
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#28400
|
||||
Near Death Trap Spikes - 28499~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
#28400
|
||||
Near Death Trap Spikes - 28499~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -30,7 +30,7 @@ eval new_current_hp %current_hp% - %dmg%
|
||||
eval dmgpc (%dmg% * 100) / %current_hp%
|
||||
if %dmgpc% == 0
|
||||
set vp misses
|
||||
elseif %dmgpc% <= 4
|
||||
elseif %dmgpc% <= 4
|
||||
set vp scratches
|
||||
elseif %dmgpc% <= 8
|
||||
set vp grazes
|
||||
@@ -119,7 +119,7 @@ eval new_current_hp %current_hp% - %dmg%
|
||||
eval dmgpc (%dmg% * 100) / %current_hp%
|
||||
if %dmgpc% == 0
|
||||
set vp misses
|
||||
elseif %dmgpc% <= 4
|
||||
elseif %dmgpc% <= 4
|
||||
set vp scratches
|
||||
elseif %dmgpc% <= 8
|
||||
set vp grazes
|
||||
@@ -185,7 +185,7 @@ eval dmgpc (%dmg% * 100) / %current_hp%
|
||||
set spellname fire breath
|
||||
if %dmgpc% == 0
|
||||
set vp misses
|
||||
elseif %dmgpc% <= 4
|
||||
elseif %dmgpc% <= 4
|
||||
set vp scratches
|
||||
elseif %dmgpc% <= 8
|
||||
set vp grazes
|
||||
@@ -237,7 +237,7 @@ eval dmgpc (%dmg% * 100) / %current_hp%
|
||||
set spellname acid breath
|
||||
if %dmgpc% == 0
|
||||
set vp misses
|
||||
elseif %dmgpc% <= 4
|
||||
elseif %dmgpc% <= 4
|
||||
set vp scratches
|
||||
elseif %dmgpc% <= 8
|
||||
set vp grazes
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#29100
|
||||
Near Death Trap - 29132~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
#29100
|
||||
Near Death Trap - 29132~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1,52 +1,52 @@
|
||||
#29200
|
||||
Cleric Guildguard - 29226~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* 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
|
||||
~
|
||||
#29201
|
||||
Thief Guildguard - 29203~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* 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
|
||||
~
|
||||
#29202
|
||||
Warrior Guildguard - 29228~
|
||||
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
|
||||
~
|
||||
#29204
|
||||
Near Death Trigger - 29267~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
#29200
|
||||
Cleric Guildguard - 29226~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* 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
|
||||
~
|
||||
#29201
|
||||
Thief Guildguard - 29203~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == west
|
||||
* 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
|
||||
~
|
||||
#29202
|
||||
Warrior Guildguard - 29228~
|
||||
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
|
||||
~
|
||||
#29204
|
||||
Near Death Trigger - 29267~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1 +1 @@
|
||||
$~
|
||||
$~
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#29900
|
||||
Near Death Trap - 29954~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
#29900
|
||||
Near Death Trap - 29954~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 3 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
~
|
||||
$~
|
||||
|
||||
@@ -24,7 +24,7 @@ if %actor.is_pc%
|
||||
say I believe the wellmaster should have something of clay that will work as a container.
|
||||
end
|
||||
else
|
||||
say Good day %actor.name%.
|
||||
say Good day %actor.name%.
|
||||
wait 1 sec
|
||||
emote looks around suspiciously.
|
||||
wait 1 sec
|
||||
@@ -35,7 +35,7 @@ if %actor.is_pc%
|
||||
say people aren't very friendly towards me since the last fire.
|
||||
emote looks down into the cauldron lost in thought with a grimace on her face.
|
||||
wait 3 sec
|
||||
say But I have perfected it this time, don't listen to what they say.
|
||||
say But I have perfected it this time, don't listen to what they say.
|
||||
wait 1 sec
|
||||
say Bring me some Naphthalene, Palmitite and a proper container. I will give you a sampling of my liquid fire as payment.
|
||||
set 3_napalm_search 1
|
||||
@@ -226,7 +226,7 @@ end
|
||||
Room Command - Anti-quit~
|
||||
2 c 100
|
||||
quit~
|
||||
%send% %actor% Powerful forces keep you here.
|
||||
%send% %actor% Powerful forces keep you here.
|
||||
~
|
||||
#315
|
||||
Obj Command - No quit~
|
||||
@@ -400,7 +400,7 @@ if %self.carried_by% == 0
|
||||
switch %self.vnum%
|
||||
case 201
|
||||
%damage% %actor% -10
|
||||
break
|
||||
break
|
||||
case 202
|
||||
%damage% %actor% 10
|
||||
%send% %actor% Ouch, that hurt a little!
|
||||
@@ -479,7 +479,7 @@ if napalm /= %cmd%
|
||||
if %actor.fighting% && !%arg%
|
||||
set arg %actor.fighting%
|
||||
end
|
||||
if !%arg%
|
||||
if !%arg%
|
||||
%send% %actor% Throw it at Who?
|
||||
halt
|
||||
end
|
||||
@@ -488,12 +488,12 @@ if napalm /= %cmd%
|
||||
halt
|
||||
end
|
||||
%send% %actor% You throw the napalm at %arg.name%, it strikes %arg.himher% and shatters, exploding into a ball of fire consuming %arg.himher% completely.
|
||||
%echoaround% %actor% %actor.name% throws the napalm at %arg.name%. It shatters and explodes into a ball of fire consuming %arg.himher%.
|
||||
%echoaround% %actor% %actor.name% throws the napalm at %arg.name%. It shatters and explodes into a ball of fire consuming %arg.himher%.
|
||||
%asound% A large explosion is heard close by.
|
||||
set stunned %arg.hitp%
|
||||
set stunned %arg.hitp%
|
||||
%damage% %arg% %stunned%
|
||||
wait 5 sec
|
||||
%echoaround% %arg% %arg.name% collapses to the ground as the flames die down. %arg.heshe% seems to still be alive, but barely.
|
||||
%echoaround% %arg% %arg.name% collapses to the ground as the flames die down. %arg.heshe% seems to still be alive, but barely.
|
||||
end
|
||||
~
|
||||
#338
|
||||
@@ -535,7 +535,7 @@ elseif %cmd.mudcommand% == buy
|
||||
halt
|
||||
end
|
||||
*
|
||||
if %actor.gold% < %pet_cost%
|
||||
if %actor.gold% < %pet_cost%
|
||||
tell %actor.name% You don't have enough gold for that.
|
||||
else
|
||||
* Need to load the mob, have it follow the player AND set the affect
|
||||
@@ -566,7 +566,7 @@ recall~
|
||||
Mob Greet - Kind Soul - 13~
|
||||
0 g 100
|
||||
~
|
||||
if %actor.is_pc%
|
||||
if %actor.is_pc%
|
||||
wait 2 sec
|
||||
if !%actor.eq(light)%
|
||||
Say you really shouldn't be wondering these parts without a light source %actor.name%.
|
||||
|
||||
@@ -2,15 +2,15 @@
|
||||
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
|
||||
* 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~
|
||||
@@ -163,7 +163,7 @@ Near Death Trap~
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Near Death Trap stuns actor
|
||||
set stunned %actor.hitp%
|
||||
set 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.
|
||||
@@ -223,7 +223,7 @@ 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)%
|
||||
* TODO: if %item.wearflag(take)%
|
||||
* Check for fountains and expensive items.
|
||||
if %item.type% != FOUNTAIN && %item.cost% <= 15
|
||||
take %item.name%
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user