mirror of
https://github.com/tbamud/tbamud.git
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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:
@@ -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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~
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#1221
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Test Trigger~
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@@ -927,154 +969,6 @@ elseif %direction% == west
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%echoaround% %actor% The door slides open, %actor.name% walks out, and the door slides shut.
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end
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~
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#1256
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Mob Quote Using Arrays~
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0 d 100
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quote~
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* 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
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set w1[2] chilling
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set w1[3] insipid
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set w1[4] nauseating
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set w1[5] astronomical
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set w1[6] austere
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set w1[7] inevitable
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set w1[8] inescapable
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set w1[9] reckless
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set w1[10] haphazard
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set w1[11] accelerating
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set w1[12] profound
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set w1[13] awesome
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set w1[14] terrifying
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set w1[15] ubiquitous
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set w1[16] ignominious
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set w1[17] unprecedented
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set w1[18] unparalleled
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set w1[19] insidious
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set w1[20] broad
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set w2[0] growth
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set w2[1] decline
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set w2[2] prospects
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set w2[3] acceleration
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set w2[4] threat
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set w2[5] expansion
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set w2[6] oneness
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set w2[7] outgrowth
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set w2[8] madness
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set w2[9] evacuation
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set w2[10] diminishment
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set w2[11] consumption
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set w2[12] decay
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set w2[13] putrefaction
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set w2[14] vapidity
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set w2[15] downsizing
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set w2[16] degeneration
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set w2[17] litigation
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set w2[18] declivity
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set w2[19] hastening
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set w2[20] paradigm shifting
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set w3[0] the Internet
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set w3[1] urban tax dollars
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set w3[2] new technologies
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set w3[3] gender identification disorders
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set w3[4] censorship
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set w3[5] interpersonal communications
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set w3[6] modern life
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set w3[7] rampant paradigm shifts
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set w3[8] consumer spending
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set w3[9] rain forests
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set w3[10] human literacy
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set w3[11] natural resources
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set w3[12] traditional values
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set w3[13] media junk food
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set w3[14] family values
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set w3[15] corporate mentality
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set w3[16] the American justice system
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set w3[17] technological change
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set w3[18] the ozone layer
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set w3[19] human resources
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set w3[20] current epistemologies
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set w4[0] forever dissipate
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set w4[1] escalate
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set w4[2] aggrandize
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set w4[3] overhaul
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set w4[4] deteriorate
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set w4[5] revolutionize
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set w4[6] uglify
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set w4[7] put an end to
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set w4[8] enslave
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set w4[9] bankrupt
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set w4[10] truncate
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set w4[11] nullify
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set w4[12] sabotage
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set w4[13] destabilize
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set w4[14] incapacitate
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set w4[15] hasten
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set w4[16] dehumanize
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set w4[17] evaporate
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set w4[18] indenture
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set w4[19] intensify
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set w4[20] undermine
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set w5[0] today's
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set w5[1] tomorrow's
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set w5[2] the entrenchment of our
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set w5[3] worldwide
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set w5[4] our children's
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set w5[5] modern
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set w5[6] all of our
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set w5[7] our future
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set w5[8] our
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set w5[9] the demise of our
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set w5[10] our grandchildren's
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set w5[11] all hope for
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set w6[0] business models
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set w6[1] re-ruralization
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set w6[2] human condition
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set w6[3] family values
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set w6[4] self-esteem
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set w6[5] medical insights
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set w6[6] human psyche
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set w6[7] human depth
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set w6[8] egalitarianism
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set w6[9] World Wide Web
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set w6[10] future values
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set w6[11] hopes and dreams
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set w6[12] business models
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set w6[13] political climate
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set w6[14] education
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set w6[15] cultural heritage
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set w6[16] lifestyles
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set w6[17] fiduciary responsibility
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set w6[18] genetic diversity
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set w6[19] intestinal fortitude
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set w6[20] computer literacy
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set w1 %%w1[%w1max%]%%
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eval w1 %w1%
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set msg The %w1%
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set w2 %%w2[%w2max%]%%
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eval w2 %w2%
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set msg %msg% %w2% of
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set w3 %%w3[%w3max%]%%
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eval w3 %w3%
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set msg %msg% %w3%
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set w4 %%w4[%w4max%]%%
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eval w4 %w4%
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set msg %msg% will %w4%
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set w5 %%w5[%w5max%]%%
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eval w5 %w5%
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set msg %msg% %w5%
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set w6 %%w6[%w6max%]%%
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eval w6 %w6%
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set msg %msg% %w6%
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say %msg%
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~
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#1267
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secret drawer magic~
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1 c 4
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@@ -1118,10 +1012,12 @@ osend %actor% The switch says, 'Fine... fine.'
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end
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~
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#1282
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test~
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0 g 100
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Teleport room enter test~
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2 g 100
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~
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%echo% %self.name% squints at ~%actor.name% asdf'
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%echo% buh-bye
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%teleport% %actor% 3
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~
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#1283
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deal deck~
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Reference in New Issue
Block a user