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:
@@ -132,7 +132,7 @@ en~
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if %cmd.mudcommand% == enter && portal /= %arg%
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wait 1
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%send% %actor% A whirl of white light falls into your eyes, you fall into a huge water fall.
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%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.
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%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.
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%teleport% %actor% 3001
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wait 1
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%force% %actor% look
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@@ -143,72 +143,72 @@ Object Affects Example~
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1 n 100
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~
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* By Rumble of The Builder Academy tbamud.com 9091
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if %self.affects(BLIND)%
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if %self.affects(BLIND)%
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%echo% This object is affected with blind.
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end
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if %self.affects(INVIS)%
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end
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if %self.affects(INVIS)%
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%echo% This object is affected with invisibility.
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end
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if %self.affects(DET-ALIGN)%
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end
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if %self.affects(DET-ALIGN)%
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%echo% This object is affected with detect alignment.
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end
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if %self.affects(DET-INVIS)%
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end
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if %self.affects(DET-INVIS)%
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%echo% This object is affected with detect invisibility.
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end
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if %self.affects(DET-MAGIC)%
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end
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if %self.affects(DET-MAGIC)%
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%echo% This object is affected with detect magic.
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end
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if %self.affects(SENSE-LIFE)%
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end
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if %self.affects(SENSE-LIFE)%
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%echo% This object is affected with sense life.
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end
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if %self.affects(WATWALK)%
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end
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if %self.affects(WATWALK)%
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%echo% This object is affected with water walk.
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end
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if %self.affects(SANCT)%
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end
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if %self.affects(SANCT)%
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%echo% This object is affected with sanctuary.
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end
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if %self.affects(GROUP)%
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end
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if %self.affects(GROUP)%
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%echo% This object is affected with group.
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end
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if %self.affects(CURSE)%
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end
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if %self.affects(CURSE)%
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%echo% This object is affected with curse.
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end
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if %self.affects(INFRA)%
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end
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if %self.affects(INFRA)%
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%echo% This object is affected with infravision.
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end
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if %self.affects(POISON)%
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end
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if %self.affects(POISON)%
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%echo% This object is affected with poison.
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end
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if %self.affects(PROT-EVIL)%
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end
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if %self.affects(PROT-EVIL)%
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%echo% This object is affected with protection from evil.
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end
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if %self.affects(PROT-GOOD)%
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end
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if %self.affects(PROT-GOOD)%
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%echo% This object is affected with protection from good.
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end
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if %self.affects(SLEEP)%
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end
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if %self.affects(SLEEP)%
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%echo% This object is affected with sleep.
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end
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if %self.affects(NO_TRACK)%
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end
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if %self.affects(NO_TRACK)%
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%echo% This object is affected with no track.
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end
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if %self.affects(FLYING)%
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end
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if %self.affects(FLYING)%
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%echo% This object is affected with flying.
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end
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if %self.affects(SCUBA)%
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end
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if %self.affects(SCUBA)%
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%echo% This object is affected with scuba.
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end
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if %self.affects(SNEAK)%
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end
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if %self.affects(SNEAK)%
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%echo% This object is affected with sneak.
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end
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if %self.affects(HIDE)%
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end
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if %self.affects(HIDE)%
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%echo% This object is affected with hide.
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end
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if %self.affects(UNUSED)%
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end
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if %self.affects(UNUSED)%
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%echo% This object is affected with unused.
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end
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if %self.affects(CHARM)%
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end
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if %self.affects(CHARM)%
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%echo% This object is affected with charm.
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end
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end
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~
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#1206
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(1207) Capturing~
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@@ -339,61 +339,61 @@ end
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Actor Pref Checking~
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2 q 100
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~
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if %actor.pref(BRIEF)%
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if %actor.pref(BRIEF)%
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%send% %actor% You have BRIEF on.
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end
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if %actor.pref(COMPACT)%
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%send% %actor% You have COMPACT on.
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end
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if %actor.pref(NO_SHOUT)%
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if %actor.pref(NO_SHOUT)%
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%send% %actor% You have NO_SHOUT on.
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end
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if %actor.pref(NO_TELL)%
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%send% %actor% You have NO_TELL on.
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end
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if %actor.pref(D_HP)%
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if %actor.pref(D_HP)%
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%send% %actor% You have D_HP on.
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end
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if %actor.pref(D_MANA)%
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%send% %actor% You have D_MANA on.
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end
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if %actor.pref(D_MOVE)%
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if %actor.pref(D_MOVE)%
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%send% %actor% You have D_MOVE on.
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end
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if %actor.pref(AUTOEX)%
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%send% %actor% You have AUTOEX on.
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end
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if %actor.pref(NO_HASS)%
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if %actor.pref(NO_HASS)%
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%send% %actor% You have NO_HASS on.
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end
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if %actor.pref(QUEST)%
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%send% %actor% You have QUEST on.
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end
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if %actor.pref(SUMN)%
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if %actor.pref(SUMN)%
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%send% %actor% You have SUMN on.
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end
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if %actor.pref(NO_REP)%
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%send% %actor% You have NO_REP on.
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end
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if %actor.pref(LIGHT)%
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if %actor.pref(LIGHT)%
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%send% %actor% You have LIGHT on.
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end
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if %actor.pref(C1)%
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%send% %actor% You have C1 on.
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end
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if %actor.pref(NO_WIZ)%
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if %actor.pref(NO_WIZ)%
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%send% %actor% You have NO_WIZ on.
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end
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if %actor.pref(L1)%
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%send% %actor% You have L1 on.
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end
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if %actor.pref(L2)%
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if %actor.pref(L2)%
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%send% %actor% You have L2 on.
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end
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if %actor.pref(NO_AUC)%
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%send% %actor% You have NO_AUC on.
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end
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if %actor.pref(NO_GOS)%
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if %actor.pref(NO_GOS)%
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%send% %actor% You have NO_GOS on.
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end
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if %actor.pref(RMFLG)%
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@@ -402,13 +402,13 @@ end
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if %actor.pref(D_AUTO)%
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%send% %actor% You have D_AUTO on.
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end
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if %actor.pref(CLS)%
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if %actor.pref(CLS)%
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%send% %actor% You have CLS on.
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end
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if %actor.pref(BLDWLK)%
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%send% %actor% You have BLDWLK on.
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end
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if %actor.pref(AFK)%
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if %actor.pref(AFK)%
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%send% %actor% You have AFK on.
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end
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if %actor.pref(AUTOLOOT)%
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@@ -417,13 +417,13 @@ end
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if %actor.pref(AUTOGOLD)%
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%send% %actor% You have AUTOGOLD on.
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end
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if %actor.pref(AUTOSPLIT)%
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if %actor.pref(AUTOSPLIT)%
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%send% %actor% You have AUTOSPLIT on.
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end
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if %actor.pref(AUTOSAC)%
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%send% %actor% You have AUTOSAC on.
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end
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if %actor.pref(AUTOASSIST)%
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if %actor.pref(AUTOASSIST)%
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%send% %actor% You have AUTOASSIST on.
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end
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~
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@@ -899,7 +899,7 @@ wait 1
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%echo% O=#==NAME============\|=Level=\|=Points==\|=EXP=========O
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set i 1
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set j 1
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while %self.varexists(%j%)%
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while %self.varexists(%j%)%
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eval r %%self.%j%%%
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eval nam %r.car%
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extract ll 2 %r%
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@@ -988,7 +988,7 @@ Multiple Command Example Trig~
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2 c 100
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t~
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if %cmd% == test
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* Careful not to use Arguments * or this trig will freeze you.
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* Careful not to use Arguments * or this trig will freeze you.
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* set the first arg
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set command %arg.car%
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* set the rest of the arg string
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@@ -1006,45 +1006,45 @@ end
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Roomflag Test Trigger~
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2 g 100
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~
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if %self.roomflag(DARK)%
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%echo% This is a dark room.
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end
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if %self.roomflag(DEATH)%
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%echo% This is a death trap - goodbye!
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end
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if %self.roomflag(NO_MOB)%
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%echo% Mobiles cannot enter this room.
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end
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if %self.roomflag(INDOORS)%
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%echo% This room is indoors.
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end
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if %self.roomflag(PEACEFUL)%
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%echo% You can't kill anything in this room.
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end
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if %self.roomflag(NO_TRACK)%
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%echo% You cannot track anything through this room.
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end
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if %self.roomflag(NO_MAGIC)%
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%echo% You cannot cast spells in here!
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end
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if %self.roomflag(TUNNEL)%
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%echo% This room is a narrow tunnel.
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end
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if %self.roomflag(PRIVATE)%
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%echo% This is a private room.
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end
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if %self.roomflag(GODROOM)%
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%echo% Only Gods can enter this room.
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end
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if %self.roomflag(HOUSE)%
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%echo% This is a house.
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end
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if %self.roomflag(HCRSH)%
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%echo% This is a house which will crash-save.
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end
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if %self.roomflag(ATRIUM)%
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%echo% This is an atrium for a house.
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end
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if %self.roomflag(DARK)%
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%echo% This is a dark room.
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end
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if %self.roomflag(DEATH)%
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%echo% This is a death trap - goodbye!
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end
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if %self.roomflag(NO_MOB)%
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%echo% Mobiles cannot enter this room.
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end
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if %self.roomflag(INDOORS)%
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%echo% This room is indoors.
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end
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if %self.roomflag(PEACEFUL)%
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%echo% You can't kill anything in this room.
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end
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if %self.roomflag(NO_TRACK)%
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%echo% You cannot track anything through this room.
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end
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if %self.roomflag(NO_MAGIC)%
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%echo% You cannot cast spells in here!
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end
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if %self.roomflag(TUNNEL)%
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%echo% This room is a narrow tunnel.
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end
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if %self.roomflag(PRIVATE)%
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%echo% This is a private room.
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end
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if %self.roomflag(GODROOM)%
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%echo% Only Gods can enter this room.
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end
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if %self.roomflag(HOUSE)%
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%echo% This is a house.
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end
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if %self.roomflag(HCRSH)%
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%echo% This is a house which will crash-save.
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end
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if %self.roomflag(ATRIUM)%
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%echo% This is an atrium for a house.
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end
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~
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#1221
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Test Trigger~
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@@ -1105,7 +1105,7 @@ if %arg% == drawer
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%load% obj 7711
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%echo% The small drawer appears to be nothing more than a mere crack underneath the
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%echo% desk. The only thing that gives it away is the small keyhole that winks at you
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%echo% upon closer inspection.
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%echo% upon closer inspection.
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else
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return 0
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end
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@@ -1245,19 +1245,19 @@ Deal a single card from a deck~
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deal~
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switch %random.4%
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case 1
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set col
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set col
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set suit Diamond
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break
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case 2
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set col
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set col
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set suit Heart
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break
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case 3
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set col
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set col
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set suit Club
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break
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case 4
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set col
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set col
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set suit Spade
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break
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default
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@@ -1418,19 +1418,19 @@ elseif %cmd% == deal
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%echo% while begins.
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switch %random.4%
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case 1
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set col
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set col
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set suit Diamonds
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break
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case 2
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set col
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set col
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set suit Hearts
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break
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case 3
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set col
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set col
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set suit Clubs
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break
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case 4
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set col
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set col
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set suit Spades
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break
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default
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@@ -1480,7 +1480,7 @@ Damage trigger~
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eval num_hitp %actor.hitp%/2
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%echo% half hitp = %num_hitp%
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eval rx %%random.%num_hitp%%%
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%echo% rx %rx%
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%echo% rx %rx%
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%damage% %actor% %rx%
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~
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#1286
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@@ -1724,11 +1724,11 @@ Quest object loader~
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~
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context %actor.id%
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say object vnum: %object.vnum%
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set answer_yes say Yes, I want that object :)
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set answer_no say I already have that object !
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set answer_reward say There you go. Here's an object for you. Thanks!
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if (%object.vnum% == 1301)
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if (%zone_12_object1%)
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%answer_no%
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@@ -1769,17 +1769,17 @@ else
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say I do not want that object!
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return 0
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end
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if (%zone_12_object1% && %zone_12_object2% && %zone_12_object3% && %zone_12_object4%)
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if (%zone_12_object1% && %zone_12_object2% && %zone_12_object3% && %zone_12_object4%)
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%answer_reward%
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eval zone_12_reward_number %actor.zone_12_reward_number%+1
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* cap this to a max of 12 rewards.
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if %zone_12_reward_number%>12
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set zone_12_reward_number 12
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end
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remote zone_12_reward_number %actor.id%
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* make sure all objects from 3016 and upwards have 'reward' as an alias
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eval loadnum 3015+%zone_12_reward_number%
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%load% o %loadnum%
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|
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Reference in New Issue
Block a user