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.
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@@ -165,12 +165,12 @@ elseif %arg% == set
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if %actor.eq(17)%
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if !%actor.varexists(set_life_counter)%
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set set_life_counter 1
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remote set_life_counter %actor.id%
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remote set_life_counter %actor.id%
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end
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if %actor.set_life_counter% < 14
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eval setReturn %self.room%
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eval setReturn %setReturn.vnum%
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eval return_room_staff %setReturn%
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eval return_room_staff %setReturn%
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eval set_life_counter %actor.set_life_counter% + 1
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set set_counter 0
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remote set_life_counter %actor.id%
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@@ -203,7 +203,7 @@ elseif %arg% == return
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end
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else
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%send% %actor% Huh?!? Who?!? What?!?
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end
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end
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~
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#13003
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recall staff drop~
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@@ -263,7 +263,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% ==
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eval direction %%room1.%dir%(vnum)%%
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eval where %%room1.%dir%(room)%%
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* checks to see if there is a target
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if !%target%
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if !%target%
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%send% %actor% Who are you trying to shoot?
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halt
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end
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@@ -291,7 +291,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% ==
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* halt
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* end
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*
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* Checks for the first item in inventory that is one of the
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* Checks for the first item in inventory that is one of the
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* specified arrows and sets its vnum as the one to be used.
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*
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eval inv %actor.inventory%
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@@ -344,7 +344,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% ==
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done
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eval finaldam %finaldam% + %bonus%
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*
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* If the actor has an arrow in inventory, and there are
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* If the actor has an arrow in inventory, and there are
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* people in the room specified, one of three random things
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* happens - Actor shoots but misses, Actor shoots and damages,
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* Actor shoots, damages, but loses the arrow.
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@@ -352,7 +352,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% ==
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if %arrow%
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if %target%
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* a hack of the formula used in the code to determine if something hits
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* based on dexterity...
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* based on dexterity...
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eval dex %actor.dex%
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eval odds %dex% * 4
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if %odds% > 99
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@@ -581,7 +581,7 @@ switch %random.8%
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%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
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break
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case 4
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* Once I wasn't Then I was Now I ain't again (44)
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* Once I wasn't Then I was Now I ain't again (44)
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%send% %actor% \@w\@0 \|=\|' '\|=\|\@n
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%send% %actor% \@w\@0 \|=\|' Once I wasn't '\|=\|\@n
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%send% %actor% \@w\@0 \|=\|' Then I was '\|=\|\@n
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@@ -828,7 +828,7 @@ Mist mob dies~
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~
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* Random
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* Mist mob's death
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*
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*
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*
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%load% obj 13010
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drop mist
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