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tbaMUD 3.54
[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)
This commit is contained in:
@@ -309,13 +309,18 @@ end
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Restorative Comfy Bed 1401 - Heal~
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1 b 100
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~
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if %random.char%
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set actor %random.char%
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if %actor.varexists(laying_in_comfy_bed_14)%
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%damage% %actor% -10
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%echo% %actor.name% seems refreshed from sleeping in the comfy bed.
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end
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end
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* By Rumble of The Builder Academy builderacademy.net 9091
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* Healing Bed Trigs 13-15. Heals those who sleep on it.
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set room_var %actor.room%
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set target_char %room_var.people%
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while %target_char%
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set tmp_target %target_char.next_in_room%
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if %target_char.varexists(laying_in_comfy_bed_14)%
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%damage% %target_char% -10
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%send% %target_char% You feel refreshed from sleeping in the comfy bed.
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end
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set target_char %tmp_target%
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done
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~
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#15
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Restorative Comfy Bed 1401 - Wake~
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@@ -365,7 +370,7 @@ if %arg% == chest
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*Send text to player to show effect of command
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%send% %actor% You move the chest across the floor, revealing a trapdoor underneath!!
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*Send text to other players in room to inform them of Player's discovery
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%echoaround% %actor.name% %actor.name% has discovered a hidden trapdoor under a chest!
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%echoaround% %actor% %actor.name% has discovered a hidden trapdoor under a chest!
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* Set door flags to 'ab' - Exit is a door that can be opened and closed, then close door
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%door% 14520 down flags ab
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* Change door name to 'trapdoor' (used in door commands, eg open trapdoor, lock trapdoor)
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@@ -405,7 +410,7 @@ end
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Switch Echo Example~
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2 g 100
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~
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* By Rumble
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* By Rumble of The Builder Academy builderacademy.net 9091
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* put a wait in here so it doesn't fire before the player enters the room
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wait 1
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switch %random.3%
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@@ -413,7 +418,7 @@ switch %random.3%
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* only the person entering the room will see this.
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%send% %actor% You trip over a root as you walk into the room.
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* everyone in the room except the actor will see this.
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%echoaround% %actor% %actor.name% trips on a root while walking into the room.
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%echoaround% %actor% %actor.name% trips on a root while walking into the room.
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* everyone in the room will see this.
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%echo% The root suddenly springs to life and attacks!
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* let everyone in the zone hear about this.
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@@ -437,6 +442,8 @@ done
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AT Example~
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2 b 100
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~
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* By Rumble of The Builder Academy builderacademy.net 9091
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* put a wait in here so it doesn't fire before the player enters the room
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%at% 33 %echo% at'd to a room
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%at% Rumble %echo% at'd to Rumble
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~
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@@ -444,6 +451,8 @@ AT Example~
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Rumble's Spy~
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0 d 100
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*~
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* By Rumble of The Builder Academy builderacademy.net 9091
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* put a wait in here so it doesn't fire before the player enters the room
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* Arguments: * means all speech will trigger this.
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* This will echo all speech to Rumble.
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%at% rumble %echo% %actor.name% says, '%speech%'
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@@ -726,8 +735,6 @@ Room Variables Example~
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%echo% WEATHER: %self.weather%
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%echo% SECTOR: %self.sector%
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%echo% CONTENTS: %self.contents%
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%echo% ZONENAME: %self.zonename%
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%echo% ZONEID: %self.zoneid%
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~
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#30
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Text Variables Example~
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@@ -7,16 +7,62 @@ General trigger keeper. Only for use in room 0.~
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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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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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@@ -763,88 +809,51 @@ done
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Hunger, Thirst, Drunk Test Trigger~
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2 g 100
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~
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if %self.roomflag(DARK)%
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%echo% This is a dark room.
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end
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if %self.roomflag(DEATH)%
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%echo% This is a death trap - goodbye!
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end
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if %self.roomflag(NO_MOB)%
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%echo% Mobiles cannot enter this room.
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end
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if %self.roomflag(INDOORS)%
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%echo% This room is indoors.
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end
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if %self.roomflag(PEACEFUL)%
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%echo% You can't kill anything in this room.
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end
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if %self.roomflag(NO_TRACK)%
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%echo% You cannot track anything through this room.
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end
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if %self.roomflag(NO_MAGIC)%
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%echo% You cannot cast spells in here!
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end
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if %self.roomflag(TUNNEL)%
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%echo% This room is a narrow tunnel.
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end
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if %self.roomflag(PRIVATE)%
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%echo% This is a private room.
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end
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if %self.roomflag(GODROOM)%
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%echo% Only Gods can enter this room.
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end
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if %self.roomflag(HOUSE)%
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%echo% This is a house.
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end
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if %self.roomflag(HCRSH)%
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%echo% This is a house which will crash-save.
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end
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if %self.roomflag(ATRIUM)%
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%echo% This is an atrium for a house.
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end
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wait 1
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%echo% Hello %actor.name%
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%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
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nop %actor.hunger(50)
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nop %actor.thirst(50)
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nop %actor.drunk(50)
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%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
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nop %actor.hunger(-10)
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nop %actor.thirst(-10)
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nop %actor.drunk(-10)
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%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
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nop %actor.hunger(20)
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nop %actor.thirst(21)
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nop %actor.drunk(22)
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%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
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*
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while %actor.hunger% >= 0
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nop %actor.hunger(-1)
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done
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while %actor.thirst% >= 0
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nop %actor.thirst(-1)
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done
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while %actor.drunk% >= 0
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nop %actor.drunk(-1)
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done
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~
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#1216
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Crash Test Trigger~
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1 g 100
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~
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wait 1
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%force% %random.char% get %self.shortdesc%
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return 0
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~
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#1217
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new trigger~
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1 c 1
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use~
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eval objectname %arg.car%
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if %objectname% != feather
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return 0
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halt
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end
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eval targetname %arg.cdr%
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if !(%targetname%)
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return 0
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halt
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end
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switch %self.vnum%
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case 12502
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set new_vnum 12520
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set fire 1
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break
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case 12520
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set new_vnum 12521
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set fire 1
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break
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case 12521
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set new_vnum 12522
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set fire 1
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break
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case 12522
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set new_vnum 12522
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set fire 0
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break
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done
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otransform %new_vnum%
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if %fire%
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dg_cast 'portal' %targetname%
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%echo% A portal springs to life in front of you.
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Argument Testing Trigger~
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2 c 100
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target~
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%echo% %actor.name% is targetting %arg% 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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%send% %actor% The feather seems powerless.
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%echo It is an object.
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end
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~
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#1218
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@@ -867,15 +876,48 @@ if %cmd% == test
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end
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~
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#1220
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book keeping~
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2 c 100
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heh~
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if %actor.name% == Rhunter
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wait 1
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%echoaround% Jennie smiles and says, 'Hello hubby, how is it going?'
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wait 1
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%echoaround% Jennie kisses %actor% lovingly.
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end
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Roomflag Test Trigger~
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2 g 100
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~
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if %self.roomflag(DARK)%
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%echo% This is a dark room.
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end
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if %self.roomflag(DEATH)%
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%echo% This is a death trap - goodbye!
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end
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if %self.roomflag(NO_MOB)%
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%echo% Mobiles cannot enter this room.
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end
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if %self.roomflag(INDOORS)%
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%echo% This room is indoors.
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end
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if %self.roomflag(PEACEFUL)%
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%echo% You can't kill anything in this room.
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end
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if %self.roomflag(NO_TRACK)%
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%echo% You cannot track anything through this room.
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end
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if %self.roomflag(NO_MAGIC)%
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%echo% You cannot cast spells in here!
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end
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if %self.roomflag(TUNNEL)%
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%echo% This room is a narrow tunnel.
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end
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if %self.roomflag(PRIVATE)%
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%echo% This is a private room.
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end
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if %self.roomflag(GODROOM)%
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%echo% Only Gods can enter this room.
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end
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if %self.roomflag(HOUSE)%
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%echo% This is a house.
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end
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if %self.roomflag(HCRSH)%
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%echo% This is a house which will crash-save.
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end
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if %self.roomflag(ATRIUM)%
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%echo% This is an atrium for a house.
|
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end
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~
|
||||
#1221
|
||||
Test Trigger~
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||||
@@ -927,154 +969,6 @@ elseif %direction% == west
|
||||
%echoaround% %actor% The door slides open, %actor.name% walks out, and the door slides shut.
|
||||
end
|
||||
~
|
||||
#1256
|
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Mob Quote Using Arrays~
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0 d 100
|
||||
quote~
|
||||
* By Jamie Nelson from the forum http://groups.yahoo.com/group/dg_scripts/
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eval w1max %random.20%
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eval w2max %random.20%
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eval w3max %random.20%
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eval w4max %random.20%
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eval w5max %random.11%
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eval w6max %random.20%
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set w1[0] phenomenal
|
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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
|
||||
@@ -1118,10 +1012,12 @@ osend %actor% The switch says, 'Fine... fine.'
|
||||
end
|
||||
~
|
||||
#1282
|
||||
test~
|
||||
0 g 100
|
||||
Teleport room enter test~
|
||||
2 g 100
|
||||
~
|
||||
%echo% %self.name% squints at ~%actor.name% asdf'
|
||||
%echo% buh-bye
|
||||
%teleport% %actor% 3
|
||||
~
|
||||
#1283
|
||||
deal deck~
|
||||
|
||||
@@ -1,100 +1,124 @@
|
||||
#12000
|
||||
Near Death Trap Lions - 12017~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 1 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The lions grow bored once you stop struggling and leave you to die.
|
||||
~
|
||||
#12001
|
||||
Magic User - 12009, 20, 25, 30-32~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
#12002
|
||||
Cityguard - 12018, 21~
|
||||
0 b 50
|
||||
~
|
||||
if !%self.fighting%
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_killer%
|
||||
emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.is_thief%
|
||||
emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.cha% < 6
|
||||
%send% %actor% %self.name% spits in your face.
|
||||
%echoaround% %actor% %self.name% spits in %actor.name%'s face.
|
||||
end
|
||||
if %actor.fighting%
|
||||
eval victim %actor.fighting%
|
||||
if %actor.align% < %victim.align% && %victim.align% >= 0
|
||||
emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'
|
||||
kill %actor.name%
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
#12000
|
||||
Near Death Trap Lions - 12017~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 1 sec
|
||||
eval stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 5 sec
|
||||
%send% %actor% The lions grow bored once you stop struggling and leave you to die.
|
||||
~
|
||||
#12001
|
||||
Magic User - 12009, 20, 25, 30-32~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
#12002
|
||||
Cityguard - 12018, 21~
|
||||
0 b 50
|
||||
~
|
||||
if !%self.fighting%
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_killer%
|
||||
emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.is_thief%
|
||||
emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.cha% < 6
|
||||
%send% %actor% %self.name% spits in your face.
|
||||
%echoaround% %actor% %self.name% spits in %actor.name%'s face.
|
||||
end
|
||||
if %actor.fighting%
|
||||
eval victim %actor.fighting%
|
||||
if %actor.align% < %victim.align% && %victim.align% >= 0
|
||||
emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'
|
||||
kill %actor.name%
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#12015
|
||||
Room Zone Number~
|
||||
2 bg 100
|
||||
~
|
||||
set room %room.vnum%
|
||||
eval number %room.strlen%
|
||||
switch %number%
|
||||
case 3
|
||||
set zone %room.charat(1)%
|
||||
break
|
||||
case 4
|
||||
set 1st %room.charat(1)%
|
||||
set 2nd %room.charat(2)%
|
||||
set zone %1st%%2nd%
|
||||
break
|
||||
case 5
|
||||
set 1st %room.charat(1)%
|
||||
set 2nd %room.charat(2)%
|
||||
set 3rd %room.charat(3)%
|
||||
set zone %1st%%2nd%3rd%
|
||||
break
|
||||
done
|
||||
%echo% Room #%room.vnum% is part of zone: %zone%
|
||||
~
|
||||
$~
|
||||
|
||||
Reference in New Issue
Block a user