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:
Steaphan Greene
2019-11-18 09:53:47 -08:00
committed by wyld-sw
parent 9856fca4e3
commit c59c321d5d
874 changed files with 33218 additions and 33226 deletions

View File

@@ -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%