[Oct 10 2007] - Rumble Added OLC menu options for Copying. The Xcopy option is still available for GODs and above. Player table is now created if it does not exist. (thanks Rhade) [Oct 08 2007] - Rumble Removed top_shop_offset variable, hopefully fixing the infamous sedit bug. Fixed memory leaks from not freeing new zone builders and new zone commands. (thanks Neme)
1644 lines
36 KiB
Plaintext
1644 lines
36 KiB
Plaintext
#1200
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General trigger keeper. Only for use in room 0.~
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2 a 100
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~
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* Not used for anything but variable storage. No Script!
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* Without this trig attached you will get the error:
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* Trying to access Global var list of void. Apparently this has not been set up!
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~
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#1201
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Calculator By Mordecai~
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2 d 100
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*~
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* By Mordecai
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if %actor.is_pc%
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Return 0
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Eval sum %speech%
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Eval test1 "%speech%"
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Eval test %test1.strlen%
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Eval che %sum%/1
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If %che% == %sum%
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%echo% @WComputing results...@n
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if (%speech%/===)
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if (%sum%==1)
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set sum Yes
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elseif (%sum%==0)
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set sum No
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end
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end
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Eval st 2+%test%
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Eval o .
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Eval sumslen "%sum%
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Eval len %st% - (%sumslen.strlen%-2)
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If %len% > 0
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Eval dif (%len%/2)
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While %y.strlen% < %st%
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Eval o .%o%
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Eval y %o%
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Eval m ?%m%
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Eval p %m%
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If %dif% == %y.strlen%
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Eval wid1 %p%
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end
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done
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end
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eval opt1 8 + %test%
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eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5
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%echo% @WWizzzzzzzzzz....@n
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if (%opt1%-2) == (%opt2%)
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%echo% @c...%y%...@n
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%echo% @c:@C..%y%..@c:@n
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%echo% @c:@C:@G %speech% @C :@c:@n
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%echo% @c:@C:.%y%.:@c:@n
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%echo% @c:@C: %wid1%@G %sum% @C%wid1% :@c:@n
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%echo% @c:@C:.%y%.:@c:@n
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%echo% @c:..%y%..:@n
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else
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%echo% @r....%y%...@n
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%echo% @r:@R...%y%..@r:@n
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%echo% @r:@R:@G %speech% @R :@r:@n
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%echo% @r:@R:..%y%.:@r:@n
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%echo% @r:@R: %wid1%@G %sum% @R%wid1% :@r:@n
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%echo% @r:@R:..%y%.:@r:@n
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%echo% @r:...%y%..:@n
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end
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end
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end
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~
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#1202
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Justice sword~
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1 j 100
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~
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* test trigger
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%echo% actor : %actor%
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wait 10
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if %actor.level% < 34
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%send% %actor% The sword whispers: I will not serve you!
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wait 2
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%echoaround% %actor% The sword exclaims: 'I will not serve those without honor.'
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%damage% %actor% 100
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%purge% self
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else
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%send% %actor% The sword whispers: I was made to serve, great one!
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wait 2
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%echoaround% %actor% The sword exclaims: 'I will serve you honorable one..'
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end
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~
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#1203
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Mynah Bird~
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0 d 100
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*~
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if %actor.is_pc%
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if %c%<20
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eval c 20
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global c
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end
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if !(%speech%/=!)
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eval c (%c%)+1
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global c
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set %c% %speech%
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global %c%
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eval 1 Hello
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eval 2 Yes
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eval 3 Killed him
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eval 4 Food?
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eval 5 Dig dig dig.
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eval 6 Freddy says hi.
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eval 7 Inconceivable.
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eval 8 Stop mimicking me.
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eval 9 I love you.
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eval 10 Do you like me?
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eval 11 Freak.
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eval 12 You are not funny.
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eval 13 Don't you ever shut up?.
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eval 14 Eat my shorts.
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eval 15 I'm pretty. Pretty bird.
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eval 16 Let's tango.
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eval 17 Doh.
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eval 18 Who rang that bell??
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eval 19 Beam me up.
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eval 20 Shut up and get me a drink.
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eval count %%random.%c%%%
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eval ans %%%count%%%
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wait %random.5%
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say %ans%
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endif
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endif
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~
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#1204
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Portal-Main Chamber~
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1 c 100
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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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%teleport% %actor% 3001
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wait 1
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%force% %actor% look
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end
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~
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#1205
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(1207) Heiach's Faeries~
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0 e 0
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entered~
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if %actor.name% == Heiach
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wait 1 sec
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say welcome back Heiach!
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wait 1 sec
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giggle
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elseif %actor.name% == Elorien
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wait 1 sec
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say Oh my, it's Elorien! Welcome mistress!
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bow elorien
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else
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wait 1 sec
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say Hey! Who are you?!
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wait 5
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%send% %actor% You are enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light!
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%echoaround% %actor% %actor.name% is enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light and disappears.
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%teleport% %actor% 3001
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end
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~
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#1206
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(1207) Capturing~
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2 c 0
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*~
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if %actor.name% !=Heiach
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%echoaround% %actor% %cmd% %arg% (%actor.name%)
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return 0
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else
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return 0
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end
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~
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#1207
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(1207) Heiach's Random Forest Sound Script~
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2 b 2
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~
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eval forest_sounds %random.25%
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switch %forest_sounds%
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case 1
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%echo% @gThe gently chirping of crickets peacefully resonate across the forest.@n
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break
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case 2
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%echo% A haze of @yfir@Wefl@yies@n dart inbetween some ancient cedars.
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break
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case 3
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%echo% @DA thick fog drifts in, dampening the moss.@n
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break
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case 4
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%echo% @DThe area is surrounded by a visually impeneratable mist.@n
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break
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case 5
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%echo% @DThe grey haze starts to glow a dim silvery shade as the moonlight strikes it.@n
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break
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case 6
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%echo% @DThe damp fallen clouds swirl slightly in an eddying wind.@n
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break
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case 7
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%echo% @DThe thick brume shifts and ebbs away slightly.@n
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break
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case 8
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%echo% A hushed whispering sound seems to emanate from the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n.
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break
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case 9
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%echo% The largest @rt@wo@ra@wd@rs@wt@ro@wo@rl@n yawns openly and mumbles something to one of its friends.
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break
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case 10
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%echo% Like a diminutive choir, the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n let loose a high-pitched song of peace.
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break
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case 11
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%echo% From the east, tiny voices talk amongst themselves in their own plant-like language.
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break
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case 12
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%echo% The patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n sway synchronisingly in the silver moonlight.
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break
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case 13
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%echo% The peaceful chirping of bird-song floats down from above.
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break
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case 14
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%echo% @gA piping little note sings down to you from above.@n
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break
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case 15
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%echo% The tweeting of a newly born bird calling to its mother echoes around the forest.
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break
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case 16
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%echo% The trill bird call of love emanates from the branches above.
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break
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case 17
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%echo% The sound of ruffling and the snapping of small twigs reaches your ears.
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break
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case 18
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%echo% @gA rapid chattering drifts down from the giant trees to the northeast.@n
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break
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case 19
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%echo% With inequable grace, a snowy white owl ghosts in on silent wings.
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break
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case 20
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%echo% A @dblack @Dbat@n flutters across the forest, high above.
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break
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case 21
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%echo% @gA relaxed nattering can be heard in the top of a tree to the south.@n
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break
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case 22
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%echo% A hedgehog slowly wanders inbetween some trees and out of view.
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break
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case 23
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%echo% A faint wind breathes in from all directions, steeping the mists.
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break
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case 24
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%echo% A @rr@ya@bi@gn@cb@mo@rw@n-colored butterfly floats across the clearing.
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break
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case 25
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%echo% A strange @Yglowing @wluminescence@n drifts off to the north, fading into the damp fog.
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break
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default
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break
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done
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~
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#1208
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Welcor test trigger~
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2 d 100
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*~
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%echo% self.var is %self.var%.
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wait 10 s
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%echo% actor.eq(hold) is %actor.eq(hold)%
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%echo% testvar is %testvar%
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eval testvar %actor.eq(hold)%
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%echo% testvar is %testvar%
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%echo% testvar.id is %testvar.id% (%testvar.name%)
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%echo% test is %.id% (%.name%)
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%echo% sends the text $$2 to the room.
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~
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#1209
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(1209) Taylors Chair Script~
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1 c 100
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si~
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if %cmd.mudcommand% == sit && chair /= %arg%
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if (%actor.id% == 4891)
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%echoaround% %actor% %actor.name% rest himself in the armchair.
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%send% %actor% You rest yourself comfortably in the armchair.
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%force% %actor% sit
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else
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if %cmd.mudcommand% == sit && chair /= %arg%
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%echoaround% %actor% %actor.name% tries to sit in the chair but a magical force prevents him.
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%send% %actor% You try to sit in the chair but a magical force prevents you.
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end
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end
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end
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~
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#1210
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Remove From Room~
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2 g 100
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~
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if %actor.level% == 31
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%echo% GET OUT!
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%teleport% %actor% 0
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else
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%echo% Welcome %actor.name%, please enjoy.
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%force% %actor% look
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end
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~
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#1211
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Questpoints Test~
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2 b 100
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~
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set actor %random.char%
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%echo% QP: %actor.questpoints%
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nop %actor.questpoints(2)%
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%echo% QP+2: %actor.questpoints%
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nop %actor.questpoints(-1)%
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%echo% QP-1: %actor.questpoints%
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~
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#1212
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Animal Chase Board Game - O1212~
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1 c 4
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go~
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* By Mordecai
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* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
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if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg%==stay)
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return 0
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if %cmd%!=gos
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%send% %actor% Type: go < up | down | left | right >
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end
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halt
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end
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if %arg%
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eval dedu %nextlev%*105
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if %exx%>%dedu%
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nop %actor.exp(-%dedu%)%
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set dd %dedu%
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end
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end
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if !%nextlev%
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set nextlev 1
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global nextlev
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elseif %nextlev_s%
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eval nextlev %nextlev_s%
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global nextlev
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end
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if !%created%
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%force% %actor% createnewgame
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end
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if %created%
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set p_dir %arg%
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extract px 1 %playerco%
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extract py 2 %playerco%
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set [%py%][%px%] @g\*@n
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switch %p_dir%
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case right
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if %px%!=10
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eval px %px%+1
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else
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eval px 1
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end
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break
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case left
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if %px%!=1
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eval px %px%-1
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else
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eval px 10
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end
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break
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case down
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if %py%!=1
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eval py %py%-1
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else
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eval py 10
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end
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break
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case up
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if %py%!=10
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eval py %py%+1
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else
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eval py 1
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end
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break
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done
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if %chase%>0
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eval chase %chase%-1
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global chase
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end
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if ([%py%][%px%]==%spec_prize%)
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set spec_prize
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global spec_prize
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eval exo (%nextlev%*2000)
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nop %actor.exp(%exo%)%
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eval points %points%+(%nextlev%*2)
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global points
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set alert You can now FLY and kill the animal!
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eval chase 5+(%nextlev%/70)+(%chase%)
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global chase
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end
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eval holech %%[%py%][%px%]%%
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if %holech%/=@@
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if !(%chase%>0)
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set alert @MYou fall into a bottomless pit!@n
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unset points
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set nextlev 0
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global nextlev
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unset created
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unset exx
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set ax 1
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set ay 1
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set px 10
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set py 10
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%force% %actor% createnewgame
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else
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set alert You FLY over the pit!
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end
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end
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eval prz_ch %%[%py%][%px%]%%
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if (%prz_ch.contains(p)%)
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eval points (%points%+%nextlev%)
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global points
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eval exo (%nextlev%*950)
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nop %actor.exp(%exo%)%
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set [%py%][%px%] @c.@n
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global [%py%][%px%]
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eval prize_count (%prize_count%)+1
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set winner [%prize_count%]
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if %prize_count%>=%numofprizes%
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eval nextlev (%nextlev%)+1
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global nextlev
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set winner @YYou Win!!!@n Moving to level %nextlev%.
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set px 10
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set py 10
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set ax 1
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set ay 1
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set created
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global created
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set prize_count 0
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set numofprizes 0
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%force% %actor% createnewgame
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end
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global prize_count
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set alert You collect a prize. %winner%
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end
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set playerco %px% %py%
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global playerco
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if (%random.15%==1)||(%spec_on%)
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if !%spec_on%
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eval spec_on %random.4%+(%nextlev%/90)
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global spec_on
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end
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eval spec_on (%spec_on%)-1
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global spec_on
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if !%spec_prize%
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eval spec_prize [%random.10%][%random.10%]
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global spec_prize
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else
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set %spec_prize% @yY@n
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eval spec_prize
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global spec_prize
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end
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end
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if %sizem%
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set [%py%][%px%] @GO@n
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unset sizem
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else
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set [%py%][%px%] @Go@n
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set sizem 1
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global sizem
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end
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extract ax 1 %animal%
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extract ay 2 %animal%
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set [%ay%][%ax%] @r\*@n
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if !%dir_chosen%
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set dir_chosen 1
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if %px%>%ax%
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eval dis_x (%px%-%ax%)
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eval move_x 1
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elseif %px%<%ax%
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eval dis_x (%ax%-%px%)
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eval move_x 2
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end
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if %py%>%ay%
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eval dis_y (%py%-%ay%)
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eval move_y 4
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elseif %py%<%ay%
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eval dis_y (%ay%-%py%)
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eval move_y 3
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end
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if %dis_x%>%dis_y%
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set ani_dir %move_x%
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else %dis_x%<%dis_y%
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set ani_dir %move_y%
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end
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eval dificulty 100-(%nextlev%*4)
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if (%random.100%)<=(%dificulty%)
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eval ani_dir %random.4%
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end
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if %chase%
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if %ani_dir%==1
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eval ani_dir 2
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elseif %ani_dir%==2
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eval ani_dir 1
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elseif %ani_dir%==3
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eval ani_dir 4
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elseif %ani_dir%==4
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eval ani_dir 3
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end
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end
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if !%arg%
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set ani_dir 5
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end
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switch %ani_dir%
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case 1
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if %ax%!=10
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eval ax %ax%+1
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else
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eval ax 1
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end
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break
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case 2
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if %ax%!=1
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eval ax %ax%-1
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else
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eval ax 10
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end
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break
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case 3
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if %ay%!=1
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eval ay %ay%-1
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else
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eval ay 10
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end
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break
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case 4
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if %ay%!=10
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eval ay %ay%+1
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else
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eval ay 1
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end
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break
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done
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set animal %ax% %ay%
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global animal
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end
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eval [%ay%][%ax%] @Ra@n
|
|
eval ch_3 %%[%py%][%px%]%%
|
|
set ch_3 %ch_3%
|
|
if %ch_3.contains(a)%
|
|
if %chase%
|
|
eval pointinc %nextlev%*%random.10%
|
|
eval points (%points%+%pointinc%)
|
|
global points
|
|
eval exo %nextlev%*7000
|
|
nop %actor.exp(%exo%)%
|
|
eval nextlev %nextlev%+1
|
|
global nextlev
|
|
set alert You kill the animal. You gain %pointinc% points and a new level. (%nextlev%)
|
|
unset created
|
|
set ax 1
|
|
set ay 1
|
|
set px 10
|
|
set py 10
|
|
%force% %actor% createnewgame
|
|
else
|
|
set alert You have been eaten by the @Ranimal@n.
|
|
set points 0
|
|
global points
|
|
set nextlev 0
|
|
global nextlev
|
|
unset created
|
|
unset chase
|
|
set exx 0
|
|
global exx
|
|
%force% %actor% createnewgame
|
|
end
|
|
end
|
|
eval h 11
|
|
while (%h%>1)
|
|
eval h (%h%)-1
|
|
eval printrow%h% %%[%h%][1]%% %%[%h%][2]%% %%[%h%][3]%% %%[%h%][4]%% %%[%h%][5]%% %%[%h%][6]%% %%[%h%][7]%% %%[%h%][8]%% %%[%h%][9]%% %%[%h%][10]%%
|
|
*eval printrow%h% %%row%h%%%
|
|
done
|
|
if %numofprizes%<10
|
|
set numop 0%numofprizes%
|
|
else
|
|
set numop %numofprizes%
|
|
end
|
|
if %prize_count%<10
|
|
set przc 0%prize_count%
|
|
else
|
|
set przc %prize_count%
|
|
end
|
|
if %nextlev%<10
|
|
set levlev 000%nextlev%
|
|
elseif %nextlev%<100
|
|
set levlev 00%nextlev%
|
|
elseif %nextlev%<1000
|
|
set levlev 0%nextlev%
|
|
else
|
|
set levlev %nextlev%
|
|
end
|
|
eval exx (%exo%+%exx%)-(%dd%)
|
|
if %exx%<=0
|
|
set exx 0
|
|
end
|
|
global exx
|
|
eval cht %chase%-1
|
|
if %cht%>0
|
|
set chy You can FLY and chase the animal %cht% more times.
|
|
end
|
|
set snd %send% %actor% @n
|
|
%force% %actor% cls
|
|
%snd% ) \\ / (
|
|
%snd% /\|\\ )\\_/( /\|\\
|
|
%snd% \* / \| \\ (/\\\|/\\) / \| \\ \*
|
|
%snd% \|\`._____________/__\|__o____\\\`\|'/___o__\|__\\______.'\|
|
|
%snd% \| '\^\` \| \\\|/ '\^\` \|
|
|
%snd% \| \| V level: %levlev% \| Dir: @C %arg%@n
|
|
%snd% \| %printrow10% \| @M@@@n = Bottomless Pit \| Points: @Y%points%@n
|
|
%snd% \| %printrow9% \| @yY@n = Power Up \| Exp: @C%exx%@n
|
|
%snd% \| %printrow8% \| @Wp@n = Prize \| AMU: %dedu%
|
|
%snd% \| %printrow7% \| @Go@n = You \|
|
|
%snd% \| %printrow6% \| @Ra@n = Animal \|
|
|
%snd% \| %printrow5% \| @cTo Move Type:@n \|
|
|
%snd% \| %printrow4% \| @Cgo <up\|down\|left\|right>@n\|
|
|
%snd% \| %printrow3% \| \|
|
|
%snd% \| %printrow2% \| @BCost of AMU exp per MV@n \|
|
|
%snd% \| %printrow1% \| @BIf you have exp.@n \|
|
|
%snd% \| \| \|
|
|
%snd% \| \| NEEDED: @R%numop%@n HAVE: @G%przc%@n \|
|
|
%snd% \| .______________________\|______________________. \|
|
|
%snd% \|' l /\\ / \\\\ \\ /\\ l \`\|
|
|
%snd% \* l / V )) V \\ l \*
|
|
%snd% l/ // \\I
|
|
%snd% V
|
|
%snd% %alert%
|
|
%snd% %chy%
|
|
%snd% Animal: ax:%ax% ay:%ay% You: px:%px% py:%py%
|
|
end
|
|
~
|
|
#1213
|
|
Animal Chase Board - Newgame - O1212~
|
|
1 c 100
|
|
newgame~
|
|
* By Mordecai
|
|
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
|
|
if %arg.cdr% == %actor.id%
|
|
eval nextlev %arg.car%
|
|
global nextlev
|
|
end
|
|
if %nextlev%>1&&%points%>0
|
|
set dd scoreboardmob
|
|
if %dd.vnum%>0
|
|
set nums 1
|
|
while %nums%
|
|
eval j %j%+1
|
|
eval nums %dd.varexists(%j%)%
|
|
if %nums%
|
|
eval nums2 %%dd.%j%%%
|
|
if (%nums2%/=%actor.name%)
|
|
extract partlev 2 %nums2%
|
|
set added 1
|
|
if %partlev%<%nextlev%
|
|
set %j% %actor.name% %nextlev% %points% %exx%
|
|
remote %j% %dd.id%
|
|
end
|
|
end
|
|
else
|
|
if !%added%
|
|
set %j% %actor.name% %nextlev% %points% %exx%
|
|
remote %j% %dd.id%
|
|
end
|
|
end
|
|
done
|
|
end
|
|
end
|
|
unset chase
|
|
set tail 1
|
|
global tail
|
|
eval animal 1 1
|
|
global animal
|
|
eval playerco 10 10
|
|
global playerco
|
|
set [1][1] @ra@n
|
|
set [10][10] @Go@n
|
|
global [1][1]
|
|
global [10][10]
|
|
eval numofprizes 0
|
|
global numofprizes
|
|
set prize_count 0
|
|
global prize_count
|
|
set created 1
|
|
global created
|
|
eval ww 11
|
|
while (%ww%>1)
|
|
eval ww %ww%-1
|
|
eval n %ww%
|
|
eval row %random.10%
|
|
eval r_col (%random.3%-1)
|
|
set [%n%][1] @c.@n
|
|
global [%n%][1]
|
|
set [%n%][2] @c.@n
|
|
global [%n%][2]
|
|
set [%n%][3] @c.@n
|
|
global [%n%][3]
|
|
set [%n%][4] @c.@n
|
|
global [%n%][4]
|
|
set [%n%][5] @c.@n
|
|
global [%n%][5]
|
|
set [%n%][6] @c.@n
|
|
global [%n%][6]
|
|
set [%n%][7] @c.@n
|
|
global [%n%][7]
|
|
set [%n%][8] @c.@n
|
|
global [%n%][8]
|
|
set [%n%][9] @c.@n
|
|
global [%n%][9]
|
|
set [%n%][10] @c.@n
|
|
global [%n%][10]
|
|
if (%r_col%)
|
|
while (%r_col%<3)
|
|
eval r_col %r_col%+1
|
|
eval jj %random.10%
|
|
if !(%posis%/=[%n%][%jj%])
|
|
eval numofprizes %numofprizes%+1
|
|
global numofprizes
|
|
eval [%n%][%jj%] @Wp@n
|
|
global [%n%][%jj%]
|
|
set posis %posis% [%n%][%jj%]
|
|
end
|
|
done
|
|
end
|
|
done
|
|
eval r_ttt %nextlev%-35
|
|
if (%r_ttt%>0)
|
|
eval hrt (%random.6%-1)+(%nextlev%/20)
|
|
while %hrt%>0
|
|
eval hrt %hrt%-1
|
|
eval j8 %random.10%
|
|
eval j9 %random.10%
|
|
eval cer %%[%j9%][%j8%]%%
|
|
if !(%cer%/=p)
|
|
eval [%j9%][%j8%] @M\@@@n
|
|
global [%j9%][%j8%]
|
|
end
|
|
done
|
|
end
|
|
if !(%[10][10]%/=p)
|
|
set [10][10] @c.@n
|
|
global [10][10]
|
|
end
|
|
~
|
|
#1214
|
|
Scoreboard Mob~
|
|
0 d 100
|
|
score scores~
|
|
* By Mordecai
|
|
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
|
|
set j 1
|
|
while %self.varexists(%j%)%
|
|
eval r %%self.%j%%%
|
|
eval nam %r.car%
|
|
eval k %nam.strlen%
|
|
while %k%<15
|
|
eval k %k%+1
|
|
eval sgg %%s%j%%%
|
|
set s%j% %sgg%-
|
|
done
|
|
eval j %j%+1
|
|
done
|
|
%echo% @yO===============SCORE======BOARD=====================O@n
|
|
wait 1
|
|
%echo% O=#==NAME============\|=Level=\|=Points==\|=EXP=========O
|
|
set i 1
|
|
set j 1
|
|
while %self.varexists(%j%)%
|
|
eval r %%self.%j%%%
|
|
eval nam %r.car%
|
|
extract ll 2 %r%
|
|
extract points 3 %r%
|
|
extract exp 4 %r%
|
|
eval sp %%s%j%%%
|
|
if %ll%<10
|
|
set ll 0000%ll%
|
|
elseif %ll%<100
|
|
set ll 000%ll%
|
|
elseif %ll%<1000
|
|
set ll 00%ll%
|
|
elseif %ll%<10000
|
|
set ll 0%ll%
|
|
end
|
|
if %points%<10
|
|
set points 000000%points%
|
|
elseif %points%<100
|
|
set points 00000%points%
|
|
elseif %points%<1000
|
|
set points 0000%points%
|
|
elseif %points%<10000
|
|
set points 000%points%
|
|
elseif %points%<100000
|
|
set points 00%points%
|
|
elseif %points%<1000000
|
|
set points 0%points%
|
|
end
|
|
eval d %j%
|
|
if %d%<9
|
|
set d 0%j%
|
|
end
|
|
%echo% \|@g%d%@n: @w%nam%@n %sp%\| @c%ll%@n \| @y%points%@n \| @W%exp%@n
|
|
eval j %j%+1
|
|
done
|
|
%echo% O=#==================================================O
|
|
~
|
|
#1215
|
|
Hunger, Thirst, Drunk Test Trigger~
|
|
2 g 100
|
|
~
|
|
wait 1
|
|
%echo% Hello %actor.name%
|
|
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
|
nop %actor.hunger(50)
|
|
nop %actor.thirst(50)
|
|
nop %actor.drunk(50)
|
|
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
|
nop %actor.hunger(-10)
|
|
nop %actor.thirst(-10)
|
|
nop %actor.drunk(-10)
|
|
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
|
nop %actor.hunger(20)
|
|
nop %actor.thirst(21)
|
|
nop %actor.drunk(22)
|
|
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
|
*
|
|
while %actor.hunger% >= 0
|
|
nop %actor.hunger(-1)
|
|
done
|
|
while %actor.thirst% >= 0
|
|
nop %actor.thirst(-1)
|
|
done
|
|
while %actor.drunk% >= 0
|
|
nop %actor.drunk(-1)
|
|
done
|
|
~
|
|
#1216
|
|
Crash Test Trigger~
|
|
1 g 100
|
|
~
|
|
wait 1
|
|
%force% %random.char% get %self.shortdesc%
|
|
return 0
|
|
~
|
|
#1217
|
|
Argument Testing Trigger~
|
|
2 c 100
|
|
target~
|
|
%echo% %actor.name% is targetting %arg% IS_PC: %arg.is_pc%
|
|
if %arg.is_pc% == 1
|
|
%echo% It is a player.
|
|
elseif %arg.is_pc% == 0
|
|
%echo% It is a mob.
|
|
else
|
|
%echo It is an object.
|
|
end
|
|
~
|
|
#1218
|
|
Multiple Command Example Trig~
|
|
2 c 100
|
|
t~
|
|
if %cmd% == test
|
|
* Careful not to use Arguments * or this trig will freeze you.
|
|
* evaluate the first arg
|
|
eval command %arg.car%
|
|
* evaluate the rest of the arg string
|
|
eval therest %arg.cdr%
|
|
* while there is an arg keep going
|
|
while %command%
|
|
%echo% the first arg is: %command%
|
|
%echo% the remaining arg is: %therest%
|
|
eval command %therest.car%
|
|
eval therest %therest.cdr%
|
|
done
|
|
end
|
|
~
|
|
#1220
|
|
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
|
|
~
|
|
#1221
|
|
Test Trigger~
|
|
2 c 100
|
|
*~
|
|
set plr %self.people%
|
|
set plr2 0
|
|
*
|
|
while %plr%
|
|
set next %plr.next_in_room%
|
|
if %plr% != %actor% && %plr.is_pc%
|
|
if %plr2% == 0
|
|
set plr2 %plr%
|
|
end
|
|
%teleport% %plr% 0
|
|
end
|
|
set plr %next%
|
|
done
|
|
*
|
|
return 0
|
|
wait 1
|
|
*
|
|
while %plr2%
|
|
set next %plr2.next_in_room%
|
|
if %plr2.is_pc%
|
|
%teleport% %plr2% %self.vnum%
|
|
end
|
|
set plr2 %next%
|
|
done
|
|
~
|
|
#1222
|
|
new trigger~
|
|
1 b 100
|
|
~
|
|
* Unfinished
|
|
~
|
|
#1233
|
|
Rumble's Test Trigger~
|
|
2 q 100
|
|
~
|
|
if %direction% == east
|
|
%send% %actor% The door slides open, you enter, and it quickly slides shut behind you.
|
|
wait 1
|
|
%echoaround% %actor% The door slides open, %actor.name% walks in, and the door slides shut.
|
|
wait 1
|
|
elseif %direction% == west
|
|
wait 1
|
|
%send% %actor% The door slides open, you leave, and it quickly slides shut behind you.
|
|
%echoaround% %actor% The door slides open, %actor.name% walks out, and the door slides shut.
|
|
end
|
|
~
|
|
#1267
|
|
secret drawer magic~
|
|
1 c 4
|
|
look~
|
|
if %arg% == drawer
|
|
%purge% 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.
|
|
return 1
|
|
else
|
|
return 0
|
|
end
|
|
~
|
|
#1268
|
|
autolook for (rm 1269) Elaseth's Oubliette~
|
|
2 g 100
|
|
~
|
|
%echo% @n
|
|
%echo% @n
|
|
%echo% @DWelcome to hell. Next time heed the gods, they don't play games.@n
|
|
~
|
|
#1269
|
|
harp~
|
|
0 d 100
|
|
play~
|
|
%echo% Hello Mister Sam. Tu joues comme un fou!
|
|
~
|
|
#1270
|
|
switch~
|
|
1 j 100
|
|
~
|
|
wait 5
|
|
if (%actor.name% != windwillow)
|
|
osend %actor% The switch says, 'Geez.'
|
|
opurge self
|
|
%damage% %actor% 2020
|
|
else
|
|
osend %actor% The switch says, 'Fine... fine.'
|
|
end
|
|
~
|
|
#1282
|
|
Teleport room enter test~
|
|
2 g 100
|
|
~
|
|
%echo% %self.name% squints at ~%actor.name% asdf'
|
|
%echo% buh-bye
|
|
%teleport% %actor% 3
|
|
~
|
|
#1283
|
|
deal deck~
|
|
1 c 7
|
|
deal~
|
|
switch %random.4%
|
|
case 1
|
|
eval col
|
|
eval suit Diamond
|
|
break
|
|
case 2
|
|
eval col
|
|
eval suit Heart
|
|
break
|
|
case 3
|
|
eval col
|
|
eval suit Club
|
|
break
|
|
case 4
|
|
eval col
|
|
eval suit Spade
|
|
break
|
|
default
|
|
eval suit JOKER!
|
|
break
|
|
done
|
|
%echo% suit generated = %suit%
|
|
*
|
|
eval r %random.13%
|
|
if %r% == 1
|
|
eval rank Ace
|
|
elseif %r% == 11
|
|
eval rank Jack
|
|
elseif %r% == 12
|
|
eval rank Queen
|
|
elseif %r% == 13
|
|
eval rank King
|
|
else
|
|
eval rank %r%
|
|
end
|
|
%echo% ranks generated = %rank%
|
|
%echo% should check if card %rank%%suit% exists now.
|
|
%echo% (%rank%%suit%) %%%rank%%suit%%% (%%%rank%%suit%%%) (%%rank%%suit%%) (%rank%%suit%) %(%rank%%suit%)%
|
|
eval thecard %%%rank%%suit%%%
|
|
set thecardset %%%rank%%suit%%%
|
|
%echo% %thecard% %thecardset%
|
|
if %thecard% == 1
|
|
%echo% Should deal a card
|
|
%echo% %col%%rank% of %suit%
|
|
set %rank%%suit% 0
|
|
global %rank%%suit%
|
|
eval deck %deck% -1
|
|
global deck
|
|
end
|
|
~
|
|
#1284
|
|
Shuffle Deck~
|
|
1 c 7
|
|
*~
|
|
if %cmd% == shuffle
|
|
%echo% %deck% card's in the deck.
|
|
set deck 52
|
|
global deck
|
|
*
|
|
set Ace_Spade's 1
|
|
global Ace_Spade's
|
|
set 2_Spade's 1
|
|
global 2_Spade's
|
|
set 3_Spade's 1
|
|
global 3_Spade's
|
|
set 4_Spade's 1
|
|
global 4_Spade's
|
|
set 5_Spade's 1
|
|
global 5_Spade's
|
|
set 6_Spade's 1
|
|
global 6_Spade's
|
|
set 7_Spade's 1
|
|
global 7_Spade's
|
|
set 8_Spade's 1
|
|
global 8_Spade's
|
|
set 9_Spade's 1
|
|
global 9_Spade's
|
|
set 10_Spade's 1
|
|
global 10_spade's
|
|
set Jack_Spade's 1
|
|
global Jack_Spade's
|
|
set Queen_Spade's 1
|
|
global Queen_Spade's
|
|
set King_Spade's 1
|
|
global King_Spade's
|
|
*
|
|
set Ace_Heart's 1
|
|
global Ace_Heart's
|
|
set 2_Heart's 1
|
|
global 2_Heart's
|
|
set 3_Heart's 1
|
|
global 3_Heart's
|
|
set 4_Heart's 1
|
|
global 4_Heart's
|
|
set 5_Heart's 1
|
|
global 5_Heart's
|
|
set 6_Heart's 1
|
|
global 6_Heart's
|
|
set 7_Heart's 1
|
|
global 7_Heart's
|
|
set 8_Heart's 1
|
|
global 8_Heart's
|
|
set 9_Heart's 1
|
|
global 9_Heart's
|
|
set 10_Heart's 1
|
|
global 10_Heart's
|
|
set Jack_Heart's 1
|
|
global Jack_Heart's
|
|
set Queen_Heart's 1
|
|
global Queen_Heart's
|
|
set King_Heart's 1
|
|
global King_Heart's
|
|
*
|
|
set Ace_Club's 1
|
|
global Ace_Club's
|
|
set 2_Club's 1
|
|
global 2_Club's
|
|
set 3_Club's 1
|
|
global 3_Club's
|
|
set 4_Club's 1
|
|
global 4_Club's
|
|
set 5_Club's 1
|
|
global 5_Club's
|
|
set 6_Club's 1
|
|
global 6_Club's
|
|
set 7_Club's 1
|
|
global 7_Club's
|
|
set 8_Club's 1
|
|
global 8_Club's
|
|
set 9_Club's 1
|
|
global 9_Club's
|
|
set 10_Club's 1
|
|
global 10_Club's
|
|
set Jack_Club's 1
|
|
global Jack_Club's
|
|
set Queen_Club's 1
|
|
global Queen_Club's
|
|
set King_Club's 1
|
|
global King_Club's
|
|
*
|
|
set Ace_Diamond's 1
|
|
global Ace_Diamond's
|
|
set 2_Diamond's 1
|
|
global 2_Diamond's
|
|
set 3_Diamond's 1
|
|
global 3_Diamond's
|
|
set 4_Diamond's 1
|
|
global 4_Diamond's
|
|
set 5_Diamond's 1
|
|
global 5_Diamond's
|
|
set 6_Diamond's 1
|
|
global 6_Diamond's
|
|
set 7_Diamond's 1
|
|
global 7_Diamond's
|
|
set 8_Diamond's 1
|
|
global 8_Diamond's
|
|
set 9_Diamond's 1
|
|
global 9_Diamond's
|
|
set 10_Diamond's 1
|
|
global 10_Diamond's
|
|
set Jack_Diamond's 1
|
|
global Jack_Diamond's
|
|
set Queen_Diamond's 1
|
|
global Queen_Diamond's
|
|
set King_Diamond's 1
|
|
global King_Diamond's
|
|
*
|
|
%echo% %actor.name% shuffles %actor.hisher% deck.
|
|
%echo% %deck% cards in the deck.
|
|
*
|
|
elseif %cmd% == deal
|
|
* while (%deck%)
|
|
%echo% while begins.
|
|
switch %random.4%
|
|
case 1
|
|
eval col
|
|
eval suit Diamond's
|
|
break
|
|
case 2
|
|
eval col
|
|
eval suit Heart's
|
|
break
|
|
case 3
|
|
eval col
|
|
eval suit Club's
|
|
break
|
|
case 4
|
|
eval col
|
|
eval suit Spade's
|
|
break
|
|
default
|
|
eval suit JOKER!
|
|
break
|
|
done
|
|
%echo% suit generated = %suit%
|
|
*
|
|
eval r %random.13%
|
|
if %r% == 1
|
|
eval rank Ace
|
|
elseif %r% == 11
|
|
eval rank Jack
|
|
elseif %r% == 12
|
|
eval rank Queen
|
|
elseif %r% == 13
|
|
eval rank King
|
|
else
|
|
eval rank %r%
|
|
end
|
|
%echo% ranks generated = %rank%
|
|
%echo% should check if card %rank%%suit% exists now.
|
|
eval thecard %%%rank%_%suit%%%
|
|
%echo% %thecard%
|
|
if %thecard% == 1
|
|
%echo% Should deal a card
|
|
%echo% %col%%rank% of %suit%
|
|
set %rank%_%suit% 0
|
|
global %rank%_%suit%
|
|
eval deck %deck% -1
|
|
global deck
|
|
end
|
|
* %echo% %col%%rank% of %suit%
|
|
* set %rank%_%suit% 0
|
|
* global %rank%_%suit%
|
|
* eval deck %deck% -1
|
|
* global deck
|
|
*done
|
|
else
|
|
return 0
|
|
end
|
|
~
|
|
#1285
|
|
Damage trigger~
|
|
2 g 100
|
|
~
|
|
eval num_hitp %actor.hitp%/2
|
|
%echo% half hitp = %num_hitp%
|
|
eval rx %%random.%num_hitp%%%
|
|
%echo% rx %rx%
|
|
%damage% %actor% %rx%
|
|
~
|
|
#1286
|
|
Sleep chair~
|
|
1 c 100
|
|
sl~
|
|
if (%actor.id% == 4891)
|
|
%echoaround% %actor% %actor.name% falls asleep in the comfort of the chair.
|
|
%send% %actor% You drift into a calm slumber.
|
|
%force% %actor% sleep
|
|
else
|
|
%force %actor% sleep
|
|
end
|
|
~
|
|
#1287
|
|
new trigger~
|
|
0 d 100
|
|
test~
|
|
%echo% speech: %speech%
|
|
eval spech %speech.car%
|
|
%echo% spech: %spech% (%speech.car%)
|
|
%echo% spech.room.vnum %spech.room.vnum%
|
|
%echo% spech.vnum %spech.vnum%
|
|
remote spech %world_global.id%
|
|
%echo% spech on world: %world_global.spech%
|
|
~
|
|
#1288
|
|
(1209) Taylors fire trig~
|
|
2 b 100
|
|
~
|
|
eval fire %random.900%
|
|
wait %fire% sec
|
|
%echo% @bThe fire crackles softly in the fireplace.@n
|
|
~
|
|
#1289
|
|
(1209) Taylors Random Office Noises~
|
|
2 b 2
|
|
~
|
|
eval office_noises %random.10%
|
|
switch %office_noises%
|
|
case 1
|
|
%echo% @bLoud footsteps can be heard comeing from the hall outside.@n
|
|
break
|
|
case 2
|
|
%echo% @bThe sound of thunder echos in from outside.@n
|
|
break
|
|
case 3
|
|
%echo% @bA large book falls off the desk, hitting the floor with a loud thud.@n
|
|
break
|
|
case 4
|
|
%echo% @bTalking can be heard coming from outside the door.@n
|
|
break
|
|
case 5
|
|
%echo% @bThe sound of chirping birds flows in though the window.@n
|
|
break
|
|
default
|
|
break
|
|
done
|
|
~
|
|
#1290
|
|
actor.eq(*) test~
|
|
0 g 100
|
|
~
|
|
if !%actor.eq(*)%
|
|
Say you are wearing nothing!
|
|
else
|
|
say you are wearing something.
|
|
end
|
|
~
|
|
#1291
|
|
test trigger (booleans)~
|
|
0 j 100
|
|
~
|
|
say you're %actor.name%!
|
|
say your vnum is %actor.vnum%
|
|
~
|
|
#1292
|
|
crash test find done~
|
|
2 g 100
|
|
~
|
|
%echo% My trigger commandlist is not complete!
|
|
while %people%
|
|
%echo% while fired without a done.
|
|
while
|
|
~
|
|
#1293
|
|
crash test dummy~
|
|
0 m 100
|
|
~
|
|
switch %random.3%
|
|
case 1
|
|
mecho You wind up your arm and narrowly miss the target!
|
|
wait 10
|
|
mforce arogantes say Ha ha ha, you couldn't hit the broad side of a barn with a magnifying glass!
|
|
break
|
|
case 2
|
|
mecho You wind up your arm and miss the target entirely, almost hitting Arogantes in the process!
|
|
wait 10
|
|
mforce arogantes say Why you little good for nothing son of a rat! Watch where you aim that thing with your stubby little arms!
|
|
break
|
|
case 3
|
|
mecho You wind your arm up and NAIL the target, Dunking Arogantes into the freezing waters
|
|
wait 5
|
|
mforce arogantes shout AAAAHHHHHGGGGG *GURGLE*
|
|
wait 5
|
|
mecho Gloria helps Arogantes out of the water and sets him back on the lever.
|
|
wait 5
|
|
mecho Arogantes does a little shiver then continues his ranting
|
|
break
|
|
default
|
|
mecho This trigger is not working properly, please contact an immortal
|
|
break
|
|
done
|
|
~
|
|
#1294
|
|
test trigger~
|
|
0 d 100
|
|
heh~
|
|
if %actor.inventory(14911)%
|
|
switch %random.12%
|
|
case 1
|
|
%send% %actor% The dice fell out of your hand, and dispelled the magic.
|
|
%echoaround% %actor% %actor.name% accidently dropps the dice, and the magic is dispelled.
|
|
break
|
|
case 2
|
|
%echoaround% %actor% %actor.name% rolled snake-eyes. There is a blinding flash of light, and %actor.name% falls over dead.
|
|
%send% %actor% You rolled snake-eyes. There is a blinding flash of light...
|
|
%damage% %actor% 9999
|
|
break
|
|
case 3
|
|
%echoaround% %actor% %actor.name% rolled a 3. The magic on the dice is dispelled.
|
|
%send% %actor% You rolled a 3. The magic on the dice is dispelled.
|
|
break
|
|
case 4
|
|
%echoaround% %actor% %actor.name% rolled a 4. The magic on the dice is dispelled.
|
|
%send% %actor% You rolled a 4. The magic on the dice is dispelled.
|
|
break
|
|
case 5
|
|
%echoaround% %actor% %actor.name% rolled a 5. The magic on the dice is dispelled.
|
|
%send% %actor% You rolled a 5. The magic on the dice is dispelled.
|
|
break
|
|
case 6
|
|
%echoaround% %actor% %actor.name% rolled a 6. The magic on the dice is dispelled.
|
|
%send% %actor% You rolled a 6. The magic on the dice is dispelled.
|
|
break
|
|
case 7
|
|
%echoaround% %actor% %actor.name% rolled a 7. The magic on the dice is dispelled.
|
|
%send% %actor% You rolled a 7. The magic on the dice is dispelled.
|
|
break
|
|
case 8
|
|
%echoaround% %actor% %actor.name% rolled a 8. The magic on the dice is dispelled.
|
|
%send% %actor% You rolled a 8. The magic on the dice is dispelled.
|
|
break
|
|
case 9
|
|
%echoaround% %actor% %actor.name% rolled a 9. The magic on the dice is dispelled.
|
|
%send% %actor% You rolled a 9. The magic on the dice is dispelled.
|
|
break
|
|
case 10
|
|
%echoaround% %actor% %actor.name% rolled a 10. The magic on the dice is dispelled.
|
|
%send% %actor% You rolled a 10. The magic on the dice is dispelled.
|
|
break
|
|
case 11
|
|
%echoaround% %actor% %actor.name% rolled a 11. The magic on the dice is dispelled.
|
|
%send% %actor% You rolled a 11. The magic on the dice is dispelled.
|
|
break
|
|
case 12
|
|
%echoaround% %actor% %actor.name% rolled a 12. The dice begin to go glow, and rattle chaotically...
|
|
%send% %actor% You rolled a 12. The dice begin to go glow, and rattle chaotically...
|
|
set room_var %actor.room%
|
|
set target_char %room_var.people%
|
|
while %target_char%
|
|
set tmp_target %target_char.next_in_room%
|
|
%damage% %target_char% 9999
|
|
set target_char %tmp_target%
|
|
done
|
|
break
|
|
done
|
|
end
|
|
~
|
|
#1295
|
|
Demo object - chained ifs~
|
|
0 j 100
|
|
~
|
|
if (%actor.varexists(test1)%)
|
|
if (%actor.varexists(test2)%)
|
|
if (%actor.varexists(test3)%)
|
|
say I have everything now
|
|
halt
|
|
endif
|
|
endif
|
|
endif
|
|
~
|
|
#1296
|
|
Random eq example~
|
|
0 n 100
|
|
~
|
|
switch %random.5%
|
|
case 1
|
|
%load% obj 3010
|
|
wield dagger
|
|
break
|
|
case 2
|
|
%load% obj 3011
|
|
wield sword
|
|
break
|
|
case 3
|
|
%load% obj 3012
|
|
wield club
|
|
break
|
|
case 4
|
|
%load% obj 3013
|
|
wield mace
|
|
break
|
|
case 5
|
|
%load% obj 3014
|
|
wield sword
|
|
break
|
|
default
|
|
* this should be here, even if it's never reached
|
|
break
|
|
done
|
|
~
|
|
#1297
|
|
find end test~
|
|
1 c 1
|
|
*~
|
|
switch %cmd%
|
|
case StartMusic
|
|
if (%musicplaying%==1)
|
|
%send% %actor% You are already playing music!
|
|
halt
|
|
else
|
|
eval musicplaying 1
|
|
global musicplaying
|
|
osend %actor% You start playing guitar.
|
|
oechoaround %actor% %actor.name% starts playing guitar.
|
|
wait 2s
|
|
eval flourish 3
|
|
global flourish
|
|
while (%musicplaying% == 1)
|
|
switch %flourish%
|
|
case 1
|
|
eval flourish a wicked guitar solo.
|
|
break
|
|
case 2
|
|
eval flourish a chorus riff.
|
|
break
|
|
default
|
|
eval flourish a steady rhythm.
|
|
break
|
|
done
|
|
%echoaround% %actor% %actor.name% performs %flourish%
|
|
%send% %actor% You perform %flourish%
|
|
eval flourish %random.5%
|
|
global flourish
|
|
wait 10s
|
|
done
|
|
halt
|
|
break
|
|
case StopMusic
|
|
if (%musicplaying%==0)
|
|
%send% %actor% You are not currently playing music.
|
|
halt
|
|
else
|
|
unset musicplaying
|
|
unset flourish
|
|
%send% %actor% You stop playing music.
|
|
%echoaround% %actor% %actor.name% stops playing music.
|
|
%force% %actor% bow
|
|
halt
|
|
case PlaySolo
|
|
eval flourish 1
|
|
global flourish
|
|
break
|
|
case PlayChorus
|
|
eval flourish 2
|
|
global flourish
|
|
break
|
|
case PlayVerse
|
|
eval flourish 3
|
|
global flourish
|
|
break
|
|
default
|
|
return 0
|
|
break
|
|
done
|
|
~
|
|
#1298
|
|
Quest object loader~
|
|
0 j 100
|
|
~
|
|
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%
|
|
return 0
|
|
else
|
|
%answer_yes%
|
|
set zone_12_object1 1
|
|
global zone_12_object1
|
|
end
|
|
elseif (%object.vnum% == 1302)
|
|
if (%zone_12_object2%)
|
|
%answer_no%
|
|
return 0
|
|
else
|
|
%answer_yes%
|
|
set zone_12_object2 1
|
|
global zone_12_object2
|
|
end
|
|
elseif (%object.vnum% == 1303)
|
|
if (%zone_12_object3%)
|
|
%answer_no%
|
|
return 0
|
|
else
|
|
%answer_yes%
|
|
set zone_12_object3 1
|
|
global zone_12_object3
|
|
end
|
|
elseif (%object.vnum% == 1304)
|
|
if (%zone_12_object4%)
|
|
%answer_no%
|
|
return 0
|
|
else
|
|
%answer_yes%
|
|
set zone_12_object4 1
|
|
global zone_12_object4
|
|
end
|
|
else
|
|
say I do not want that object!
|
|
return 0
|
|
end
|
|
|
|
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%
|
|
give reward %actor.name%
|
|
unset zone_12_object1
|
|
unset zone_12_object2
|
|
unset zone_12_object3
|
|
unset zone_12_object4
|
|
end
|
|
test
|
|
~
|
|
#1299
|
|
test trigger~
|
|
1 n 100
|
|
~
|
|
eval person %self.room.people%
|
|
set test 0
|
|
while %person%
|
|
if %person.vnum% == 60481
|
|
set test 1
|
|
end
|
|
eval person %person.next_in_room%
|
|
done
|
|
if !%test%
|
|
%load% mob 60481
|
|
%load% obj 1201 beast wield
|
|
end
|
|
%load% obj 1201 %self%
|
|
%load% obj 1201 %self%
|
|
~
|
|
$~
|