[Oct 04 2007] - Rumble Changed autoexit to display doors as Exits: n (e) w s. DISP_CLOSED_DOORS added to cedit. Added rcopy, ocopy, etc. for all forms of OLC. (thanks Neme) [Oct 01 2007] - Rumble Added trigedit variables %zonename% and %zonenumber%. (thanks Drefs) Fixed memory leak in do_dig. (thanks Neme) Added trigedit variables %roomflag% and object %affects%. (thanks Jamdog) [Sep 27 2007] - Rumble Update to do_hit to prevent crash if the player is AFF_CHARM somehow without a master. (thanks Jamdog) Removed alias.c. New ASCII aliases handled in players.c and saved in plrfiles.
1748 lines
38 KiB
Plaintext
1748 lines
38 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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crash test trigger~
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2 c 100
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target~
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%echo% %actor.name% is targetting %%arg.name%% IS_PC: %arg.is_pc%
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if %arg.is_pc% == 1
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%echo% It is a player.
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elseif %arg.is_pc% == 0
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%echo% It is a mob.
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else
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%echo It is an object.
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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
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eval ch_3 %%[%py%][%px%]%%
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set ch_3 %ch_3%
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if %ch_3.contains(a)%
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if %chase%
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eval pointinc %nextlev%*%random.10%
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eval points (%points%+%pointinc%)
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global points
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eval exo %nextlev%*7000
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nop %actor.exp(%exo%)%
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eval nextlev %nextlev%+1
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global nextlev
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set alert You kill the animal. You gain %pointinc% points and a new level. (%nextlev%)
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unset created
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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 have been eaten by the @Ranimal@n.
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set points 0
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global 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 chase
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set exx 0
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global exx
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%force% %actor% createnewgame
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end
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end
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eval h 11
|
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while (%h%>1)
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eval h (%h%)-1
|
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eval printrow%h% %%[%h%][1]%% %%[%h%][2]%% %%[%h%][3]%% %%[%h%][4]%% %%[%h%][5]%% %%[%h%][6]%% %%[%h%][7]%% %%[%h%][8]%% %%[%h%][9]%% %%[%h%][10]%%
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*eval printrow%h% %%row%h%%%
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done
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if %numofprizes%<10
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set numop 0%numofprizes%
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else
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set numop %numofprizes%
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end
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if %prize_count%<10
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set przc 0%prize_count%
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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
|
|
~
|
|
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
|
|
~
|
|
#1217
|
|
new trigger~
|
|
1 c 1
|
|
use~
|
|
eval objectname %arg.car%
|
|
if %objectname% != feather
|
|
return 0
|
|
halt
|
|
end
|
|
|
|
eval targetname %arg.cdr%
|
|
if !(%targetname%)
|
|
return 0
|
|
halt
|
|
end
|
|
|
|
switch %self.vnum%
|
|
case 12502
|
|
set new_vnum 12520
|
|
set fire 1
|
|
break
|
|
case 12520
|
|
set new_vnum 12521
|
|
set fire 1
|
|
break
|
|
case 12521
|
|
set new_vnum 12522
|
|
set fire 1
|
|
break
|
|
case 12522
|
|
set new_vnum 12522
|
|
set fire 0
|
|
break
|
|
done
|
|
|
|
otransform %new_vnum%
|
|
|
|
if %fire%
|
|
dg_cast 'portal' %targetname%
|
|
%echo% A portal springs to life in front of you.
|
|
else
|
|
%send% %actor% The feather seems powerless.
|
|
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
|
|
book keeping~
|
|
2 c 100
|
|
heh~
|
|
if %actor.name% == Rhunter
|
|
wait 1
|
|
%echoaround% Jennie smiles and says, 'Hello hubby, how is it going?'
|
|
wait 1
|
|
%echoaround% Jennie kisses %actor% lovingly.
|
|
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
|
|
~
|
|
#1256
|
|
Mob Quote Using Arrays~
|
|
0 d 100
|
|
quote~
|
|
* By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/
|
|
eval w1max %random.20%
|
|
eval w2max %random.20%
|
|
eval w3max %random.20%
|
|
eval w4max %random.20%
|
|
eval w5max %random.11%
|
|
eval w6max %random.20%
|
|
set w1[0] phenomenal
|
|
set w1[1] rapid
|
|
set w1[2] chilling
|
|
set w1[3] insipid
|
|
set w1[4] nauseating
|
|
set w1[5] astronomical
|
|
set w1[6] austere
|
|
set w1[7] inevitable
|
|
set w1[8] inescapable
|
|
set w1[9] reckless
|
|
set w1[10] haphazard
|
|
set w1[11] accelerating
|
|
set w1[12] profound
|
|
set w1[13] awesome
|
|
set w1[14] terrifying
|
|
set w1[15] ubiquitous
|
|
set w1[16] ignominious
|
|
set w1[17] unprecedented
|
|
set w1[18] unparalleled
|
|
set w1[19] insidious
|
|
set w1[20] broad
|
|
set w2[0] growth
|
|
set w2[1] decline
|
|
set w2[2] prospects
|
|
set w2[3] acceleration
|
|
set w2[4] threat
|
|
set w2[5] expansion
|
|
set w2[6] oneness
|
|
set w2[7] outgrowth
|
|
set w2[8] madness
|
|
set w2[9] evacuation
|
|
set w2[10] diminishment
|
|
set w2[11] consumption
|
|
set w2[12] decay
|
|
set w2[13] putrefaction
|
|
set w2[14] vapidity
|
|
set w2[15] downsizing
|
|
set w2[16] degeneration
|
|
set w2[17] litigation
|
|
set w2[18] declivity
|
|
set w2[19] hastening
|
|
set w2[20] paradigm shifting
|
|
set w3[0] the Internet
|
|
set w3[1] urban tax dollars
|
|
set w3[2] new technologies
|
|
set w3[3] gender identification disorders
|
|
set w3[4] censorship
|
|
set w3[5] interpersonal communications
|
|
set w3[6] modern life
|
|
set w3[7] rampant paradigm shifts
|
|
set w3[8] consumer spending
|
|
set w3[9] rain forests
|
|
set w3[10] human literacy
|
|
set w3[11] natural resources
|
|
set w3[12] traditional values
|
|
set w3[13] media junk food
|
|
set w3[14] family values
|
|
set w3[15] corporate mentality
|
|
set w3[16] the American justice system
|
|
set w3[17] technological change
|
|
set w3[18] the ozone layer
|
|
set w3[19] human resources
|
|
set w3[20] current epistemologies
|
|
set w4[0] forever dissipate
|
|
set w4[1] escalate
|
|
set w4[2] aggrandize
|
|
set w4[3] overhaul
|
|
set w4[4] deteriorate
|
|
set w4[5] revolutionize
|
|
set w4[6] uglify
|
|
set w4[7] put an end to
|
|
set w4[8] enslave
|
|
set w4[9] bankrupt
|
|
set w4[10] truncate
|
|
set w4[11] nullify
|
|
set w4[12] sabotage
|
|
set w4[13] destabilize
|
|
set w4[14] incapacitate
|
|
set w4[15] hasten
|
|
set w4[16] dehumanize
|
|
set w4[17] evaporate
|
|
set w4[18] indenture
|
|
set w4[19] intensify
|
|
set w4[20] undermine
|
|
set w5[0] today's
|
|
set w5[1] tomorrow's
|
|
set w5[2] the entrenchment of our
|
|
set w5[3] worldwide
|
|
set w5[4] our children's
|
|
set w5[5] modern
|
|
set w5[6] all of our
|
|
set w5[7] our future
|
|
set w5[8] our
|
|
set w5[9] the demise of our
|
|
set w5[10] our grandchildren's
|
|
set w5[11] all hope for
|
|
set w6[0] business models
|
|
set w6[1] re-ruralization
|
|
set w6[2] human condition
|
|
set w6[3] family values
|
|
set w6[4] self-esteem
|
|
set w6[5] medical insights
|
|
set w6[6] human psyche
|
|
set w6[7] human depth
|
|
set w6[8] egalitarianism
|
|
set w6[9] World Wide Web
|
|
set w6[10] future values
|
|
set w6[11] hopes and dreams
|
|
set w6[12] business models
|
|
set w6[13] political climate
|
|
set w6[14] education
|
|
set w6[15] cultural heritage
|
|
set w6[16] lifestyles
|
|
set w6[17] fiduciary responsibility
|
|
set w6[18] genetic diversity
|
|
set w6[19] intestinal fortitude
|
|
set w6[20] computer literacy
|
|
set w1 %%w1[%w1max%]%%
|
|
eval w1 %w1%
|
|
set msg The %w1%
|
|
set w2 %%w2[%w2max%]%%
|
|
eval w2 %w2%
|
|
set msg %msg% %w2% of
|
|
set w3 %%w3[%w3max%]%%
|
|
eval w3 %w3%
|
|
set msg %msg% %w3%
|
|
set w4 %%w4[%w4max%]%%
|
|
eval w4 %w4%
|
|
set msg %msg% will %w4%
|
|
set w5 %%w5[%w5max%]%%
|
|
eval w5 %w5%
|
|
set msg %msg% %w5%
|
|
set w6 %%w6[%w6max%]%%
|
|
eval w6 %w6%
|
|
set msg %msg% %w6%
|
|
say %msg%
|
|
~
|
|
#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
|
|
test~
|
|
0 g 100
|
|
~
|
|
%echo% %self.name% squints at ~%actor.name% asdf'
|
|
~
|
|
#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%
|
|
~
|
|
$~
|