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:
@@ -4,7 +4,7 @@ A Long Hallway~
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offer ample lighting. The smokeless kerosene that is used leaves a strange
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smell. The Hall is bare, only a few small paintings cover the walls. Clerics
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have very little need for decorations of any kind. A small waiting room is to
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the west.
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the west.
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~
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3 0 0 0 0 1
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D0
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@@ -56,7 +56,7 @@ Clerics Avenue~
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The cobblestone road is in decent shape, though a few stones have been
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overturned leaving gaping holes. No wagons travel down this part of the city.
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Everyone knows clerics have no need for anything besides what they can provide
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by themselves.
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by themselves.
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~
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3 0 0 0 0 1
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D0
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@@ -90,7 +90,7 @@ Magi Avenue~
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The Tower of the Magi lies to the southwest. Just to the south one can see
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where the inner city wall turns to the west. This avenue runs deep within the
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Magi's Quarter. Accidents have been known to happen around here. People must
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be careful for who knows what an inexperienced student may do.
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be careful for who knows what an inexperienced student may do.
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~
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3 0 0 0 0 1
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D0
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@@ -106,7 +106,7 @@ S
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An Elegant Hall~
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Drawings of ancient battles in which the Magi slaughter their foes line both
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sides of the hallway. Depicted on these drawings are a myriad of creatures
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ranging from ogres, orcs, goblins, and demons to humans, elves, and dwarves.
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ranging from ogres, orcs, goblins, and demons to humans, elves, and dwarves.
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One of the paintings looks oddly familiar.
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~
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3 8 0 0 0 1
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@@ -207,7 +207,7 @@ D2
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S
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#309
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Clerics Alley~
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Within the Clerics' Quarters an adventurer has very little to worry about.
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Within the Clerics' Quarters an adventurer has very little to worry about.
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Even those would be vandals, pickpockets, and thugs shy away out of their
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respect of the clerics. To be a cleric is to be respected second only to that
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of the Master Magi.
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@@ -263,7 +263,7 @@ Clerics Alley~
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The inner city wall opens up just to the east into the southern road which
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runs from the south gate directly to the heart of Sanctus inside the temple. A
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few apprentice healers in flowing robes rush between the Temple and the Clerics'
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Quarters, no doubt on an errand from the Council.
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Quarters, no doubt on an errand from the Council.
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~
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3 0 0 0 0 1
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D1
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@@ -279,7 +279,7 @@ S
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The Southern Road~
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A large gate has been built into the inner city wall here to allow
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adventurers to pass between the temple and the southern half of the city. The
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clerics' quarters lie to the west while the magi quarters are to the east.
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clerics' quarters lie to the west while the magi quarters are to the east.
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Within their centers rises the Tower of the High Council of Clerics and the
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Tower of the Magi respectively.
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~
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@@ -306,7 +306,7 @@ Magi Alley~
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The black Tower of the Magi casts an intimidating shadow over the
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surroundings and the underlying alley. Within the tower lie many secrets that
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the average citizen is not privileged enough to be told about. Rumours abound,
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especially about the Orb of Sanctum the gods left in the Master Magi's care.
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especially about the Orb of Sanctum the gods left in the Master Magi's care.
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~
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3 0 0 0 0 1
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D1
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@@ -323,7 +323,7 @@ Magi Alley~
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The sound of voices from above are impossible to locate. They could be
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coming either from on top of the inner city wall to the north or from an open
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window of the Tower of the Magi south of here. The voices are too low to be
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discernable.
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discernable.
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~
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3 0 0 0 0 1
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D1
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@@ -340,7 +340,7 @@ Magi Alley~
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The inner city wall is used to separate the city into two separate
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battlefields. In case of an attack by superior numbers the citizens will fall
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back into the inner city as a last measure of defense. Luckily, the army has
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been very successful in protecting the city and it has never come to that.
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been very successful in protecting the city and it has never come to that.
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~
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3 0 0 0 0 1
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D1
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@@ -396,7 +396,7 @@ An Elegant Hall~
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drawings. All of them depicting various battles in which the Magi have fought
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in. In the one infront of you the army of Sanctus stands on the verge of
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defeat, except for the constant bombardment of fireballs, lightning, and meteors
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hurled from the battlements by the Magi.
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hurled from the battlements by the Magi.
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~
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3 0 0 0 0 1
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D0
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@@ -439,7 +439,7 @@ A Room of Prayer~
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others remain unlit. Cushions are arranged along the floor facing the candles,
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so that one can give thanks for all that has been given in this simple room of
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prayer. The walls are unadorned, everything looks to be plain and only used for
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its intended purpose.
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its intended purpose.
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~
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3 0 0 0 0 1
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D0
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@@ -482,7 +482,7 @@ Clerics Avenue~
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are just to the south. One can see a small intersection to the north where the
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inner city wall begins. Many people come to this quarter to seek aid from the
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clerics, whether it be healing in the tower or to settle disputes within the
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Hall.
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Hall.
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~
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3 0 0 0 0 1
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D0
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@@ -499,7 +499,7 @@ A Training Room~
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Within this tower new clerics are taken to be trained in the art of healing.
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Very few are selected for this great honor, and even fewer ever achieve a
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mastery in the art of restoring health. Several of the older clerics are here
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bestowing their knowledge and wisdom to their students.
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bestowing their knowledge and wisdom to their students.
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~
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3 0 0 0 0 1
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D1
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@@ -515,7 +515,7 @@ S
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A Training Room~
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A rug lines the floor where several clerics in training listen intently to a
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gray-haired man who is drawing something on a board. He often uses words of a
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different language that are very hard to follow and impossible to understand.
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different language that are very hard to follow and impossible to understand.
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~
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3 8 0 0 0 1
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D1
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@@ -536,7 +536,7 @@ A Training Room~
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A group of clerics in training surround a poor frightened white cat. The cat
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is shivering in fright. It seems to have broken its foot and the soon to be
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healers are practicing their skills on it. Better than expirementing with live
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humans.
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humans.
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~
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3 0 0 0 0 1
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D1
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@@ -558,7 +558,7 @@ An Advanced Training Room~
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robes. One of them lays a gentle hand on the child's forehead causing the young
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boy to instantly fall asleep. Another cleric takes the boys arm which has been
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badly bruised and possibly broken and begins chanting mysterious words. The
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bruises fade away without a trace.
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bruises fade away without a trace.
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~
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3 8 0 0 0 1
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D2
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@@ -592,7 +592,7 @@ The Training Room~
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Several apprentices sit patiently waiting for their next lesson. Classes
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are held within this tower no matter what time of day. The Magi are searching
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relentlessly for the next Master Magi. They are short by two and the five
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existing are all old and nearly finished in their lives.
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existing are all old and nearly finished in their lives.
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~
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3 0 0 0 0 1
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D1
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@@ -606,10 +606,10 @@ D2
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S
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#330
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The Training Room~
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The Magi within the tower train to help protect the city from invasion.
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The Magi within the tower train to help protect the city from invasion.
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Though the army is generally all that is required to handle most battles, the
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Magi are sometimes called upon to prevent heavy casualties or counter any
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magical abilities the attackers may possess.
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magical abilities the attackers may possess.
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~
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3 8 0 0 0 1
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D1
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@@ -669,7 +669,7 @@ Magi Avenue~
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can hear strange incantations coming from an open window in the black tower, far
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above the other buildings. The Magi train young students within to take their
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place, but fewer and fewer meet the requirements and actually survive the
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training.
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training.
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~
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D0
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@@ -687,7 +687,7 @@ The Foyier~
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Magi have come to call their home. Curtains of deep maroon velvet drape over
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the windows. Rugs of the colors of the Magi line the floors. Everything is
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spotless and well maintained. Living here would be what many would consider as
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living the good life.
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living the good life.
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~
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3 8 0 0 0 1
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D0
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@@ -705,7 +705,7 @@ A Back Hall~
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traveling unseen from one section of the mansion to another. The Magi live an
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extravagant life and hold themselves to be very prestigious and elegant. No one
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would ever dare call them otherwise. The hall is unkempt and bare of any
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furnishings.
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furnishings.
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~
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3 8 0 0 0 1
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D0
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@@ -738,9 +738,9 @@ S
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#337
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The Hall of Clerics~
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This building holds the majority of the clerics within the city of Sanctus.
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It is here the High Council convenes to help citizens solve minor disputes.
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It is here the High Council convenes to help citizens solve minor disputes.
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The building is barren of any luxuries. That is the way a cleric must live,
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without desires or wants.
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without desires or wants.
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~
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3 8 0 0 0 1
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D0
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@@ -762,7 +762,7 @@ The Clerics' Quarters~
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of the High Council respectively. To the south a small shop displaying a sign
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with multi-colored herbs swings in the gentle breeze. The Tower rises far
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above, its two spires reaching almost as high as the Temple. In contrast the
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hall looks very mundane.
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hall looks very mundane.
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~
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D0
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@@ -812,7 +812,7 @@ The Tower of Clerics~
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A wide staircase covered by a large tan rug leads up into the heart of the
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tower towards the High Council's chambers. Many famous healers reside within
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this tower's magical walls. It is said that just by standing in certain rooms
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of the tower one can heal at unnatural rates.
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of the tower one can heal at unnatural rates.
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~
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D0
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@@ -870,7 +870,7 @@ The Tower of the High Council of Clerics~
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the Southern Towers and the Temple of Sanctus. This junction lies at the
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entrance of the revered Tower of the High Council. High above is where the
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councillors make many important decisions on how to uphold the welfare and
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health of the city.
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health of the city.
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~
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3 8 0 0 0 1
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D0
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@@ -943,9 +943,9 @@ S
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#345
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The Tower of the Magi~
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A large spiral staircase winds up into the heart of the tower. A slight
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tinge of sulphur hangs in the air, probably a spell that went haywire.
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tinge of sulphur hangs in the air, probably a spell that went haywire.
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Students roam the halls in deep thought, oblivious to the normal reality you
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live in. Training Rooms lie in all directions.
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live in. Training Rooms lie in all directions.
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~
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D0
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@@ -973,7 +973,7 @@ S
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The Tower of the Magi~
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A pair of circular stairwells wind their way higher into the tower. The
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sounds of people chanting echo off the pitch black walls that almost appear
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depthless. Most likely a simple trick of the eye, but then again, maybe not.
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depthless. Most likely a simple trick of the eye, but then again, maybe not.
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~
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3 8 0 0 0 1
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D0
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@@ -1052,7 +1052,7 @@ The Magi Mansion~
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The walls are adorned in fancy draperies and expensive tapestries of every
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style and design imaginable. The Magi believe in a life of service to their
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discipline, but they also believe that they should be able to live in comfort.
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This building is one of the most elaborate within the entire city.
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This building is one of the most elaborate within the entire city.
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~
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3 8 0 0 0 1
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D0
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@@ -1095,7 +1095,7 @@ The Healer's Shop~
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Small indoor gardens have been set up within this small house to grow the
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herbs required for the mixes and salves the clerics require. They are rumoured
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to sometimes sell some of their remedies, though this is very rare and at a very
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steep price.
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steep price.
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~
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3 0 0 0 0 1
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D0
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@@ -1108,7 +1108,7 @@ Clerics in Training~
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Several beds lie in columns and rows spaced evenly apart. The smell of some
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form of antiseptic stings in the air. All the beds are empty, must be the
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healers here are well-versed in their craft. The Temple continues to the north
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and west.
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and west.
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~
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3 0 0 0 0 1
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D0
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@@ -1146,7 +1146,7 @@ Clerics' Hallway~
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The smell of exotic medicines fills the entire tower. A large open area to
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the north, the center of the tower, holds a set of stairs leading higher up into
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the tower. Small benches line the walls here, allowing people to rest from
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their adentures.
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their adentures.
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~
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3 8 0 0 0 1
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D0
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@@ -1184,7 +1184,7 @@ The Southern Road~
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To the east the Tower of the High Council of Clerics glows a bright white,
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its polished surfaces reflecting all light down onto the Clerics' Quarters which
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it protects. To the west the Tower of the Magi does the exact opposite, seeming
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to absorb all light surrounding it. There must be balance in all things.
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to absorb all light surrounding it. There must be balance in all things.
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~
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3 0 0 0 0 1
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D0
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@@ -1198,9 +1198,9 @@ D2
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S
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#357
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The Magi Training Room~
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Bookshelves line the two walls of this small open area within the tower.
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Bookshelves line the two walls of this small open area within the tower.
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The smell of dust and musty old papers emanates from them. Many centuries of
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knowledge lie within these books that were salvaged from the lands beyond.
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knowledge lie within these books that were salvaged from the lands beyond.
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Many more have yet to be found.
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~
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3 0 0 0 0 1
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@@ -1239,7 +1239,7 @@ The Magi Hallway~
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The seven Orders of the Magi are slowly dying out. That is why they rarely
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fight in battles any longer. They have instead devoted their time to training
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future Magi to take their places. But, good students have become even harder
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to come by these days.
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to come by these days.
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~
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3 0 0 0 0 1
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D0
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@@ -1257,11 +1257,11 @@ D3
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S
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#360
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A Magi Training Room~
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Short tables with cushions surrounding them are placed about the room.
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Short tables with cushions surrounding them are placed about the room.
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These cushions are obviously meant to kneel on and the tables are overflowing
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with various books. This must be some sort of study room for the Magi. The
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black walls seem to absorb the white light coming from strange bulbs hanging
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from the ceiling.
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from the ceiling.
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~
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3 8 0 0 0 1
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D0
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@@ -1275,11 +1275,11 @@ D3
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S
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#361
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Sareth's Scrolls~
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The smell of old paper that is slowly crumbling to dust fills the room.
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The smell of old paper that is slowly crumbling to dust fills the room.
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Thousands of books, scroll, parchments, and even some tablets fill the
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bookshelves, tables and the floor of this under sized room. It is here a vast
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amount of the Magi have left thei findings when delving into the depths of
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their magic.
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their magic.
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~
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3 0 0 0 0 1
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D0
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@@ -1329,7 +1329,7 @@ room is known as the storeroom. All that is required in the storeroom is to
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load one of each mob you wish to be a pet. This room can not have any exits and
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will never be used by mortals. Although a pet shopkeeper is not required it is
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recommended. In order to implement a pet shop the actual mud code has to be
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modified. Just ask Rumble to do it for you.
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modified. Just ask Rumble to do it for you.
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~
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3 1024 0 0 0 1
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S
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@@ -1362,7 +1362,7 @@ S
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#367
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Hazel's Living Quarters~
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The room is cluttered with various water container and filtration canisters
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overflowing the desks and shelves. A small cot is crowded into one corner.
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overflowing the desks and shelves. A small cot is crowded into one corner.
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Though there is very little room to move around the room is surprisingly clean
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and well kept. A single door leads down to the shop below.
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~
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@@ -1385,15 +1385,15 @@ S
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#399
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Welcome to the Builder Academy~
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A builder is a term usually used to describe a person who designs MUD zones
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for other characters to explore. Any player with motivation, ideas, and good
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writing style can be a builder as well as a player. As a Builder, your job is
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to create the virtual world in which players can roam around, solve puzzles,
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find treasures, and gain experience. A Builder creates the rooms, objects,
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mobs, shops, and triggers with which players will interact.
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for other characters to explore. Any player with motivation, ideas, and good
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writing style can be a builder as well as a player. As a Builder, your job is
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to create the virtual world in which players can roam around, solve puzzles,
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find treasures, and gain experience. A Builder creates the rooms, objects,
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mobs, shops, and triggers with which players will interact.
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If this is something you are interested in doing then you have come to the
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right place. Be warned, building is not easy and will require hard work,
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right place. Be warned, building is not easy and will require hard work,
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patience, and the ability to take constructive criticism.
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Your first task is to apply for builder status at:
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Your first task is to apply for builder status at:
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http://tbamud.com/
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When you finish and submit the application tell anyone level 32 or higher
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and they will advance you to begin your training.
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Reference in New Issue
Block a user