TBA data file whitespace cleanups. (#66)

This just converts the few DOS text files still in here to standard text files (line-endings),
removes all the trailing spaces on lines, removes all the trailing blank lines, and replaces
all the tabs (except in .zon files, where they seem to be common) with expanded spaces.

It's easy to confirm this is actually a non-change, except for whitespace:
* `git show -w` shows this commit as only removing 8 trailing blank lines.

This should make no difference to tbaMUD itself, but it will make working on these files,
especially with scripts and automated tools, much easier.

This is the base change for a set of other changes I will put up once/if this merges,
without this, the others are just too complicated to wrangle.
This commit is contained in:
Steaphan Greene
2019-11-18 09:53:47 -08:00
committed by wyld-sw
parent 9856fca4e3
commit c59c321d5d
874 changed files with 33218 additions and 33226 deletions

View File

@@ -1,11 +1,11 @@
#29000
The Entrance To The Lizard Lair Safari~
This is the opulent entrance to the exciting Lizard Lair Safari Park.
This is the opulent entrance to the exciting Lizard Lair Safari Park.
Around you stand many other adventurers awaiting their chance to try their luck
in the quest set before them. And you. This quest consists of the recovery of
the Golden treasure in the depths of the lair of the lizardmen. If you wish to
test your luck, you can push your way through the exit to the south... If not,
you can leave the Safari Park to the east. There is a large sign here.
you can leave the Safari Park to the east. There is a large sign here.
~
290 12 0 0 0 4
D1
@@ -21,15 +21,15 @@ The quest begins to the south.
E
sign large~
The sign reads as follows:
This area is not suggested if your character is less than 15th level
since there are several tough aggressive monsters. There are one or
two essential skills to have... either a knock spell or item, or the
ability to pick locks. If you are LUCKY you might find
an item to open locks....
Matrix
~
E
credits info~
@@ -38,19 +38,19 @@ by Matrix and The Wandering Bard
*
Copyright 1994 by Curious Areas Workshop
*
The Lizard Lair Safari was originally merely the example area
included with the Builders' Handbook, but since so many people
use it, it was decided to release the area in its own right.
The Lizard Lair Safari was originally merely the example area
included with the Builders' Handbook, but since so many people
use it, it was decided to release the area in its own right.
*
The lair consists of 18 rooms. Edit the following room:
#17 (exit north to the rest of the world)
*
The mobs in this area were built on a -100 (good) to 100 (bad) armor
The mobs in this area were built on a -100 (good) to 100 (bad) armor
class range. Remove the extra '0' if you don't need/want it.
*
Credits
THANKS TO: C.A.W. for examples of areas. Builder_5 for the original
Diku Builders' Handbook. VieMud (viemud.org 4000) for giving us a
THANKS TO: C.A.W. for examples of areas. Builder_5 for the original
Diku Builders' Handbook. VieMud (viemud.org 4000) for giving us a
chance, and another, and...
Links: 17
~
@@ -63,7 +63,7 @@ you see that the exit to the north has disappeared and you are left with only
the one exit down... Into the water. As you ready yourself to begin the
quest, the guide gives you a potion and tells you to quaff it. You do so and
feel like your movements are easier, and much more free. The guide suddenly
vanishes and you begin the quest.
vanishes and you begin the quest.
~
290 12 0 0 0 0
D5
@@ -76,7 +76,7 @@ S
A Tunnel~
This tunnel is filled with water and your light sheds all of the light that
gives you visibility here. There are two exits. One is to the east and one
above you.
above you.
~
290 9 0 0 0 6
D0
@@ -97,8 +97,8 @@ The quest preparation room is above you.
S
#29003
A Tunnel~
This tunnel is filled with water. There are exits to the east and west.
The tunnel stretches off in both directions.
This tunnel is filled with water. There are exits to the east and west.
The tunnel stretches off in both directions.
~
290 9 0 0 0 6
D1
@@ -116,7 +116,7 @@ S
A Tunnel~
The tunnel comes to an abrupt end as there is a rock wall right in front of
you. Fortunately, there are two exits, one to the west and one through a hole
in the floor.
in the floor.
~
290 9 0 0 0 6
D3
@@ -131,13 +131,13 @@ There is a hole in the floor leading down.
0 -1 29005
E
hole~
The hole leads down.
The hole leads down.
~
S
#29005
Tunnel End~
The tunnel ends here. There is a hole in the ceiling and a large door to
the west.
the west.
~
290 9 0 0 0 6
D3
@@ -152,11 +152,11 @@ There is a hole in the ceiling leading up.
0 -1 29004
E
hole~
The hole leads up. Big surprise since you've already seen it.
The hole leads up. Big surprise since you've already seen it.
~
E
door~
You have to be able to Pick or Knock this door open, unless you got LUCKY.
You have to be able to Pick or Knock this door open, unless you got LUCKY.
~
S
#29006
@@ -164,7 +164,7 @@ The Conjuring Chamber~
This large room is dominated by a whirlpool. There are two exits. To the
east you can see a door and to the west you can see a waterfilled hallway
stretching off. The whirlpool is threatening to pull you down, but you are
certain that you would drown in it.
certain that you would drown in it.
~
290 9 0 0 0 6
D0
@@ -191,16 +191,16 @@ The whirlpool is threatening to pull you down to your death.
0 -1 29007
E
door~
This is a big door, but not as big as it looked from the other side.
This is a big door, but not as big as it looked from the other side.
~
E
whirlpool~
This just looks scary and EXTREMELY dangerous.
This just looks scary and EXTREMELY dangerous.
~
S
#29007
The Whirlpool~
It was not a good idea to come here.
It was not a good idea to come here.
~
290 8 0 0 0 0
D4
@@ -211,7 +211,7 @@ S
#29008
A Hallway~
The hallway naturally twists so that is seems to head east and down, but the
hallway doesn't seem to be curved or bent in any way.
hallway doesn't seem to be curved or bent in any way.
~
290 9 0 0 0 6
D1
@@ -227,12 +227,12 @@ The hallway continues to the south... er... below.
E
hallway hall~
It is dead straight but it goes down and east... M. C. Escher has struck
again!
again!
~
S
#29009
A Hallway~
The hallway here is bent in a big way. It goes up and east.
The hallway here is bent in a big way. It goes up and east.
~
290 9 0 0 0 6
D1
@@ -247,7 +247,7 @@ The hall continues up.
0 -1 29008
E
hallway hall~
This hall is BENT!
This hall is BENT!
~
S
#29010
@@ -263,7 +263,7 @@ S
The Throne Room Annex~
This is the entrance to the Throne room which lies to the east. A hall
leads off to the west. The room is lavishly decorated but there is not much to
see.
see.
~
290 9 0 0 0 6
D1
@@ -278,7 +278,7 @@ A hall looms to the west.
0 -1 29009
E
loom~
What a descriptive word that is. Loom.
What a descriptive word that is. Loom.
~
S
#29012
@@ -286,7 +286,7 @@ Throne Room~
This large room is rather large. A throne sits on the east wall below a
hole in the ceiling. The throne almost dominates the room. No one is sitting
in it. The wall is decorated to look like pillars surround the room. The
annex is to the west whilst you are not sure what is above.
annex is to the west whilst you are not sure what is above.
~
290 9 0 0 0 6
D3
@@ -302,7 +302,7 @@ You can't see what is above this room.
E
throne~
This is a large ugly thing that you are repulsed by. You can think of no
conceivable reason why the lizardmen keep it here.
conceivable reason why the lizardmen keep it here.
~
E
pillars wall~
@@ -314,7 +314,7 @@ Temple Of Morgash~
This is the temple to the Lizardmen's evil deity, Morgash. It is quite
ugly. At least in your opinion it is... You are certain that the lizardmen
like it though. There are two exits. Down and through the large door to the
east.
east.
~
290 9 0 0 0 6
D1
@@ -329,14 +329,14 @@ There is a hole leading down. Obvious eh?
0 -1 29012
E
door~
It is quite large with a small keyhole.
It is quite large with a small keyhole.
~
S
#29014
Quest End~
You have completed the quest! CONGRATULATIONS!! There are two exits back
into the quest through the door and back to the outer world which lies to the
east.
east.
~
290 4 0 0 0 0
D1
@@ -352,7 +352,7 @@ door~
S
#29015
Quest Preparation Room~
This room is exactly as you left it. One exit... Down...
This room is exactly as you left it. One exit... Down...
~
290 12 0 0 0 0
D5
@@ -363,8 +363,8 @@ The water below still looks ominous.
S
#29016
LUCKY~
This room is empty. There is a LUCKY blocking your way to the south.
There is a sign on the wall.
This room is empty. There is a LUCKY blocking your way to the south.
There is a sign on the wall.
~
290 8 0 0 0 0
D2
@@ -374,13 +374,13 @@ lucky~
1 -1 29002
E
sign~
The sign says: Boy are you ever LUCKY!!!!
The sign says: Boy are you ever LUCKY!!!!
~
S
#29017
The Real World Ends Here~
This is the point where the real world ends... PROCEED AT YOUR OWN RISK!
The entrance to the Lizard Lair Safari is to the west.
This is the point where the real world ends... PROCEED AT YOUR OWN RISK!
The entrance to the Lizard Lair Safari is to the west.
~
290 0 0 0 0 0
D3
@@ -390,13 +390,13 @@ This is the entrance way to the Safari.
0 -1 29000
E
door metal huge~
It's one of those huge studio-like doors. It seems pretty strong.
It's one of those huge studio-like doors. It seems pretty strong.
~
S
#29018
Mr. Hooper's store~
This is your friendly neighbourhood convenience store and restaurant.
There are many interesting things that you can buy here.
This is your friendly neighbourhood convenience store and restaurant.
There are many interesting things that you can buy here.
~
290 12 0 0 0 1
D2
@@ -406,7 +406,7 @@ The conjuring chamber is still to the south.
0 -1 29006
E
counter~
The counter is nice and clean. Mr. Hooper looks at you expectantly.
The counter is nice and clean. Mr. Hooper looks at you expectantly.
~
S
$~