tbamud-3.63/cnf/
tbamud-3.63/lib/etc/
tbamud-3.63/lib/misc/
tbamud-3.63/lib/mudmail/
tbamud-3.63/lib/mudmail/0/
tbamud-3.63/lib/plrfiles/A-E/
tbamud-3.63/lib/plrfiles/F-J/
tbamud-3.63/lib/plrfiles/K-O/
tbamud-3.63/lib/plrfiles/P-T/
tbamud-3.63/lib/plrfiles/U-Z/
tbamud-3.63/lib/plrfiles/ZZZ/
tbamud-3.63/lib/plrobjs/A-E/
tbamud-3.63/lib/plrobjs/F-J/
tbamud-3.63/lib/plrobjs/K-O/
tbamud-3.63/lib/plrobjs/P-T/
tbamud-3.63/lib/plrobjs/U-Z/
tbamud-3.63/lib/plrobjs/ZZZ/
tbamud-3.63/lib/text/
tbamud-3.63/lib/text/help/
tbamud-3.63/lib/world/qst/
tbamud-3.63/log/
tbamud-3.63/src/
#1200
General trigger keeper. Only for use in room 0.~
2 a 100
~
* Not used for anything but variable storage. No Script!
* Without this trig attached you will get the error:
* Trying to access Global var list of void. Apparently this has not been set up!
~
#1201
Calculator By Mordecai~
2 d 100
*~
* By Mordecai
if %actor.is_pc%
  Return 0
  Eval sum %speech%
  Eval test1 "%speech%"
  Eval test %test1.strlen%
  Eval che %sum%/1
  If %che% == %sum%
    %echo% @WComputing results...@n
    if (%speech%/===)
      if (%sum%==1)
        set sum Yes
      elseif (%sum%==0)
        set sum No
      end
    end
    Eval st 2+%test%
    Eval o .
    Eval sumslen "%sum%
    Eval len %st% - (%sumslen.strlen%-2)
    If %len% > 0
      Eval dif (%len%/2)
      While %y.strlen% < %st%
        Eval o .%o%
        Eval y %o%
        Eval m ?%m%
        Eval p %m%
        If %dif% == %y.strlen%
          Eval wid1 %p%
        end
      done
    end
    eval opt1 8 + %test%
    eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5
    %echo% @WWizzzzzzzzzz....@n
    if (%opt1%-2) == (%opt2%)
      %echo% @c...%y%...@n
      %echo% @c:@C..%y%..@c:@n
      %echo% @c:@C:@G   %speech% @C  :@c:@n
      %echo% @c:@C:.%y%.:@c:@n
      %echo% @c:@C: %wid1%@G %sum% @C%wid1% :@c:@n
      %echo% @c:@C:.%y%.:@c:@n
      %echo% @c:..%y%..:@n
    else
      %echo% @r....%y%...@n
      %echo% @r:@R...%y%..@r:@n
      %echo% @r:@R:@G    %speech% @R  :@r:@n
      %echo% @r:@R:..%y%.:@r:@n
      %echo% @r:@R: %wid1%@G %sum% @R%wid1% :@r:@n
      %echo% @r:@R:..%y%.:@r:@n
      %echo% @r:...%y%..:@n
    end
  end
end
~
#1202
Object Wear or Wield Example~
1 j 100
~
* test trigger
%echo% actor : %actor%
wait 10
if %actor.level% < 34
   %send% %actor% The sword whispers: I will not serve you!
   wait 2
   %echoaround% %actor% The sword exclaims: 'I will not serve those without honor.'
   %damage% %actor% 100
   %purge% self
else
   %send% %actor% The sword whispers: I was made to serve, great one!
   wait 2
   %echoaround% %actor% The sword exclaims: 'I will serve you honorable one..'
end
~
#1203
Mynah Bird~
0 d 100
*~
if %actor.is_pc%
  if %c%<20
    eval c 20
    global c
  end
  if !%speech.contains(!)%
    eval c (%c%)+1
    global c
    set %c% %speech%
    global %c%
    set 1 Hello
    set 2 Yes
    set 3 Killed him
    set 4 Food?
    set 5 Dig dig dig.
    set 6 Freddy says hi.
    set 7 Inconceivable.
    set 8 Stop mimicking me.
    set 9 I love you.
    set 10 Do you like me?
    set 11 Freak.
    set 12 You are not funny.
    set 13 Don't you ever shut up?.
    set 14 Eat my shorts.
    set 15 I'm pretty. Pretty bird.
    set 16 Let's tango.
    set 17 Doh.
    set 18 Who rang that bell??
    set 19 Beam me up.
    set 20 Shut up and get me a drink.
    eval count %%random.%c%%%
    eval ans %%%count%%%
    wait %random.5%
    say %ans%
  end
end
~
#1204
Portal-Main Chamber~
1 c 100
en~
if %cmd.mudcommand% == enter && portal /= %arg%
  wait 1
  %send% %actor% A whirl of white light falls into your eyes, you fall into a huge water fall.
  %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. 
  %teleport% %actor% 3001
  wait 1
  %force% %actor% look
end
~
#1205
Object Affects Example~
1 n 100
~
* By Rumble of The Builder Academy    tbamud.com 9091
if %self.affects(BLIND)% 
  %echo% This object is affected with blind.
end 
if %self.affects(INVIS)% 
  %echo% This object is affected with invisibility.
end 
if %self.affects(DET-ALIGN)% 
  %echo% This object is affected with detect alignment.
end 
if %self.affects(DET-INVIS)% 
  %echo% This object is affected with detect invisibility.
end 
if %self.affects(DET-MAGIC)% 
  %echo% This object is affected with detect magic.
end 
if %self.affects(SENSE-LIFE)% 
  %echo% This object is affected with sense life.
end 
if %self.affects(WATWALK)% 
  %echo% This object is affected with water walk.
end 
if %self.affects(SANCT)% 
  %echo% This object is affected with sanctuary.
end 
if %self.affects(GROUP)% 
  %echo% This object is affected with group.
end 
if %self.affects(CURSE)% 
  %echo% This object is affected with curse.
end 
if %self.affects(INFRA)% 
  %echo% This object is affected with infravision.
end 
if %self.affects(POISON)% 
  %echo% This object is affected with poison.
end 
if %self.affects(PROT-EVIL)% 
  %echo% This object is affected with protection from evil.
end 
if %self.affects(PROT-GOOD)% 
  %echo% This object is affected with protection from good.
end 
if %self.affects(SLEEP)% 
  %echo% This object is affected with sleep.
end 
if %self.affects(NO_TRACK)% 
  %echo% This object is affected with no track.
end 
if %self.affects(FLYING)% 
  %echo% This object is affected with flying.
end 
if %self.affects(SCUBA)% 
  %echo% This object is affected with scuba.
end 
if %self.affects(SNEAK)% 
  %echo% This object is affected with sneak.
end 
if %self.affects(HIDE)% 
  %echo% This object is affected with hide.
end 
if %self.affects(UNUSED)% 
  %echo% This object is affected with unused.
end 
if %self.affects(CHARM)% 
  %echo% This object is affected with charm.
end 
~
#1206
(1207) Capturing~
2 c 0
*~
return 0
if %actor.name% != Heiach
  %echoaround% %actor% %cmd% %arg% (%actor.name%)
end
~
#1207
(1207) Heiach's Random Forest Sound Script~
2 b 2
~
eval forest_sounds %random.25%
switch %forest_sounds%
  case 1
    %echo% @gThe gently chirping of crickets peacefully resonate across the forest.@n
  break
  case 2
    %echo% A haze of @yfir@Wefl@yies@n dart inbetween some ancient cedars.
  break
  case 3
    %echo% @DA thick fog drifts in, dampening the moss.@n
  break
  case 4
    %echo% @DThe area is surrounded by a visually impeneratable mist.@n
  break
  case 5
    %echo% @DThe grey haze starts to glow a dim silvery shade as the moonlight strikes it.@n
  break
  case 6
    %echo% @DThe damp fallen clouds swirl slightly in an eddying wind.@n
  break
  case 7
    %echo% @DThe thick brume shifts and ebbs away slightly.@n
  break
  case 8
    %echo% A hushed whispering sound seems to emanate from the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n.
  break
  case 9
    %echo% The largest @rt@wo@ra@wd@rs@wt@ro@wo@rl@n yawns openly and mumbles something to one of its friends.
  break
  case 10
    %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.
  break
  case 11
    %echo% From the east, tiny voices talk amongst themselves in their own plant-like language.
  break
  case 12
    %echo% The patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n sway synchronisingly in the silver moonlight.
  break
  case 13
    %echo% The peaceful chirping of bird-song floats down from above.
  break
  case 14
    %echo% @gA piping little note sings down to you from above.@n
  break
  case 15
    %echo% The tweeting of a newly born bird calling to its mother echoes around the forest.
  break
  case 16
    %echo% The trill bird call of love emanates from the branches above.
  break
  case 17
    %echo% The sound of ruffling and the snapping of small twigs reaches your ears.
  break
  case 18
    %echo% @gA rapid chattering drifts down from the giant trees to the northeast.@n
  break
  case 19
    %echo% With inequable grace, a snowy white owl ghosts in on silent wings.
  break
  case 20
    %echo% A @dblack @Dbat@n flutters across the forest, high above.
  break
  case 21
    %echo% @gA relaxed nattering can be heard in the top of a tree to the south.@n
  break
  case 22
    %echo% A hedgehog slowly wanders inbetween some trees and out of view.
  break
  case 23
    %echo% A faint wind breathes in from all directions, steeping the mists.
  break
  case 24
    %echo% A @rr@ya@bi@gn@cb@mo@rw@n-colored butterfly floats across the clearing.
  break
  case 25
    %echo% A strange @Yglowing @wluminescence@n drifts off to the north, fading into the damp fog.
  break
  default
  break
done
~
#1208
Welcor test trigger~
2 d 100
*~
%echo% self.var  is %self.var%.
wait 10 s
%echo% actor.eq(hold) is %actor.eq(hold)%
%echo% testvar is %testvar%
eval testvar %actor.eq(hold)%
%echo% testvar is %testvar%
%echo% testvar.id is %testvar.id% (%testvar.name%)
%echo% test is %.id% (%.name%)
%echo% sends the text $$2 to the room.
~
#1209
(1209) Taylors Chair Script~
1 c 100
si~
if %cmd.mudcommand% == sit && chair /= %arg%
  if (%actor.id% == 4891)
    %echoaround% %actor% %actor.name% rest himself in the armchair.
    %send% %actor% You rest yourself comfortably in the armchair.
    %force% %actor% sit
  else
    if %cmd.mudcommand% == sit && chair /= %arg%
      %echoaround% %actor% %actor.name% tries to sit in the chair but a magical force prevents him.
      %send% %actor% You try to sit in the chair but a magical force prevents you.
    end
  end
end
~
#1210
Actor Pref Checking~
2 q 100
~
if %actor.pref(BRIEF)% 
  %send% %actor% You have BRIEF on.
end
if %actor.pref(COMPACT)%
  %send% %actor% You have COMPACT on.
end
if %actor.pref(NO_SHOUT)% 
  %send% %actor% You have NO_SHOUT on.
end
if %actor.pref(NO_TELL)%
  %send% %actor% You have NO_TELL on.
end
if %actor.pref(D_HP)% 
  %send% %actor% You have D_HP on.
end
if %actor.pref(D_MANA)%
  %send% %actor% You have D_MANA on.
end
if %actor.pref(D_MOVE)% 
  %send% %actor% You have D_MOVE on.
end
if %actor.pref(AUTOEX)%
  %send% %actor% You have AUTOEX on.
end
if %actor.pref(NO_HASS)% 
  %send% %actor% You have NO_HASS on.
end
if %actor.pref(QUEST)%
  %send% %actor% You have QUEST on.
end
if %actor.pref(SUMN)% 
  %send% %actor% You have SUMN on.
end
if %actor.pref(NO_REP)%
  %send% %actor% You have NO_REP on.
end
if %actor.pref(LIGHT)% 
  %send% %actor% You have LIGHT on.
end
if %actor.pref(C1)%
  %send% %actor% You have C1 on.
end
if %actor.pref(NO_WIZ)% 
  %send% %actor% You have NO_WIZ on.
end
if %actor.pref(L1)%
  %send% %actor% You have L1 on.
end
if %actor.pref(L2)% 
  %send% %actor% You have L2 on.
end
if %actor.pref(NO_AUC)%
  %send% %actor% You have NO_AUC on.
end
if %actor.pref(NO_GOS)% 
  %send% %actor% You have NO_GOS on.
end
if %actor.pref(RMFLG)%
  %send% %actor% You have RMFLG on.
end
if %actor.pref(D_AUTO)%
  %send% %actor% You have D_AUTO on.
end
if %actor.pref(CLS)% 
  %send% %actor% You have CLS on.
end
if %actor.pref(BLDWLK)%
  %send% %actor% You have BLDWLK on.
end
if %actor.pref(AFK)% 
  %send% %actor% You have AFK on.
end
if %actor.pref(AUTOLOOT)%
  %send% %actor% You have AUTOLOOT on.
end
if %actor.pref(AUTOGOLD)%
  %send% %actor% You have AUTOGOLD on.
end
if %actor.pref(AUTOSPLIT)% 
  %send% %actor% You have AUTOSPLIT on.
end
if %actor.pref(AUTOSAC)%
  %send% %actor% You have AUTOSAC on.
end
if %actor.pref(AUTOASSIST)% 
  %send% %actor% You have AUTOASSIST on.
end
~
#1211
Questpoints Test~
2 b 100
~
set actor %random.char%
%echo% QP: %actor.questpoints%
nop %actor.questpoints(2)%
%echo% QP+2: %actor.questpoints%
nop %actor.questpoints(-1)%
%echo% QP-1: %actor.questpoints%
~
#1212
Animal Chase Board Game - O1212~
1 c 4
go~
if %cmd% == go
  * By Mordecai
  * Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
  if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg%==stay)
    return 0
    if %cmd%!=gos
      %send% %actor% Type: go < up | down | left | right >
    end
    halt
  end
  if %arg%
    eval dedu %nextlev%*105
    if %exx%>%dedu%
      nop %actor.exp(-%dedu%)%
      set dd %dedu%
    end
  end
  if !%nextlev%
    set nextlev 1
    global nextlev
  elseif %nextlev_s%
    eval nextlev %nextlev_s%
    global nextlev
  end
  if !%created%
    %force% %actor% createnewgame
  end
  if %created%
    set p_dir %arg%
    extract px 1 %playerco%
    extract py 2 %playerco%
    set [%py%][%px%] @g\*@n
    switch %p_dir%
      case right
        if %px%!=10
          eval px %px%+1
        else
          eval px 1
        end
      break
      case left
        if %px%!=1
          eval px %px%-1
        else
          eval px 10
        end
      break
      case down
        if %py%!=1
          eval py %py%-1
        else
          eval py 10
        end
      break
      case up
        if %py%!=10
          eval py %py%+1
        else
          eval py 1
        end
      break
    done
    if %chase%>0
      eval chase %chase%-1
      global chase
    end
    if ([%py%][%px%]==%spec_prize%)
      set spec_prize
      global spec_prize
      eval exo (%nextlev%*2000)
      nop %actor.exp(%exo%)%
      eval points %points%+(%nextlev%*2)
      global points
      set alert You can now FLY and kill the animal!
      eval chase 5+(%nextlev%/70)+(%chase%)
      global chase
    end
    eval holech %%[%py%][%px%]%%
    if %holech%/=@@
      if !(%chase%>0)
        set alert @MYou fall into a bottomless pit!@n
        unset points
        set nextlev 0
        global nextlev
        unset created
        unset exx
        set ax 1
        set ay 1
        set px 10
        set py 10
        %force% %actor% createnewgame
      else
        set alert You FLY over the pit!
      end
    end
    eval prz_ch %%[%py%][%px%]%%
    if (%prz_ch.contains(p)%)
      eval points (%points%+%nextlev%)
      global points
      eval exo (%nextlev%*950)
      nop %actor.exp(%exo%)%
      set [%py%][%px%] @c.@n
      global [%py%][%px%]
      eval prize_count (%prize_count%)+1
      set winner [%prize_count%]
      if %prize_count%>=%numofprizes%
        eval nextlev (%nextlev%)+1
        global nextlev
        set winner @YYou Win!!!@n Moving to level %nextlev%.
        set px 10
        set py 10
        set ax 1
        set ay 1
        set created
        global created
        set prize_count 0
        set numofprizes 0
        %force% %actor% createnewgame
      end
      global prize_count
      set alert You collect a prize. %winner%
    end
    set playerco %px% %py%
    global playerco
    if (%random.15%==1)||(%spec_on%)
      if !%spec_on%
        eval spec_on %random.4%+(%nextlev%/90)
        global spec_on
      end
      eval spec_on (%spec_on%)-1
      global spec_on
      if !%spec_prize%
        eval spec_prize [%random.10%][%random.10%]
        global spec_prize
      else
        set %spec_prize% @yY@n
        eval spec_prize
        global spec_prize
      end
    end
    if %sizem%
      set [%py%][%px%] @GO@n
      unset sizem
    else
      set [%py%][%px%] @Go@n
      set sizem 1
      global sizem
    end
    extract ax 1 %animal%
    extract ay 2 %animal%
    set [%ay%][%ax%] @r\*@n
    if !%dir_chosen%
      set dir_chosen 1
      if %px%>%ax%
        eval dis_x (%px%-%ax%)
        eval move_x 1
      elseif %px%<%ax%
        eval dis_x (%ax%-%px%)
        eval move_x 2
      end
      if %py%>%ay%
        eval dis_y (%py%-%ay%)
        eval move_y 4
      elseif %py%<%ay%
        eval dis_y (%ay%-%py%)
        eval move_y 3
      end
      if %dis_x%>%dis_y%
        set ani_dir %move_x%
      else %dis_x%<%dis_y%
        set ani_dir %move_y%
      end
      eval dificulty 100-(%nextlev%*4)
      if (%random.100%)<=(%dificulty%)
        eval ani_dir %random.4%
      end
      if %chase%
        if %ani_dir%==1
          eval ani_dir 2
        elseif %ani_dir%==2
          eval ani_dir 1
        elseif %ani_dir%==3
          eval ani_dir 4
        elseif %ani_dir%==4
          eval ani_dir 3
        end
      end
      if !%arg%
        set ani_dir 5
      end
      switch %ani_dir%
        case 1
          if %ax%!=10
            eval ax %ax%+1
          else
            eval ax 1
          end
        break
        case 2
          if %ax%!=1
            eval ax %ax%-1
          else
            eval ax 10
          end
        break
        case 3
          if %ay%!=1
            eval ay %ay%-1
          else
            eval ay 10
          end
        break
        case 4
          if %ay%!=10
            eval ay %ay%+1
          else
            eval ay 1
          end
        break
      done
      set animal %ax% %ay%
      global animal
    end
    eval [%ay%][%ax%] @Ra@n
    eval ch_3 %%[%py%][%px%]%%
    set ch_3 %ch_3%
    if %ch_3.contains(a)%
      if %chase%
        eval pointinc %nextlev%*%random.10%
        eval points (%points%+%pointinc%)
        global points
        eval exo %nextlev%*7000
        nop %actor.exp(%exo%)%
        eval nextlev %nextlev%+1
        global nextlev
        set alert You kill the animal. You gain %pointinc% points and a new level. (%nextlev%)
        unset created
        set ax 1
        set ay 1
        set px 10
        set py 10
        %force% %actor% createnewgame
      else
        set alert You have been eaten by the @Ranimal@n.
        set points 0
        global points
        set nextlev 0
        global nextlev
        unset created
        unset chase
        set exx 0
        global exx
        %force% %actor% createnewgame
      end
    end
    eval h 11
    while (%h%>1)
      eval h (%h%)-1
      eval printrow%h% %%[%h%][1]%% %%[%h%][2]%% %%[%h%][3]%% %%[%h%][4]%% %%[%h%][5]%% %%[%h%][6]%% %%[%h%][7]%% %%[%h%][8]%% %%[%h%][9]%% %%[%h%][10]%%
      *eval printrow%h% %%row%h%%%
    done
    if %numofprizes%<10
      set numop 0%numofprizes%
    else
      set numop %numofprizes%
    end
    if %prize_count%<10
      set przc 0%prize_count%
    else
      set przc %prize_count%
    end
    if %nextlev%<10
      set levlev 000%nextlev%
    elseif %nextlev%<100
      set levlev 00%nextlev%
    elseif %nextlev%<1000
      set levlev 0%nextlev%
    else
      set levlev %nextlev%
    end
    eval exx (%exo%+%exx%)-(%dd%)
    if %exx%<=0
      set exx 0
    end
    global exx
    eval cht %chase%-1
    if %cht%>0
      set chy You can FLY and chase the animal %cht% more times.
    end
    set snd %send% %actor% @n
    %force% %actor% cls
    %snd%                    )       \\   /      (
    %snd%                   /\|\\      )\\_/(     /\|\\
    %snd% \*                / \| \\    (/\\\|/\\)   / \| \\         \*
    %snd% \|\`._____________/__\|__o____\\\`\|'/___o__\|__\\______.'\|
    %snd% \|                    '\^\` \|  \\\|/   '\^\`             \|
    %snd% \|                        \|   V   level: %levlev%      \| Dir: @C %arg%@n
    %snd% \|   %printrow10%  \| @M@@@n = Bottomless Pit     \| Points: @Y%points%@n
    %snd% \|   %printrow9%  \| @yY@n = Power Up           \| Exp: @C%exx%@n
    %snd% \|   %printrow8%  \| @Wp@n = Prize              \| AMU: %dedu%
    %snd% \|   %printrow7%  \| @Go@n = You                \|
    %snd% \|   %printrow6%  \| @Ra@n = Animal             \|
    %snd% \|   %printrow5%  \| @cTo Move Type:@n          \|
    %snd% \|   %printrow4%  \| @Cgo <up\|down\|left\|right>@n\|
    %snd% \|   %printrow3%  \|                        \|
    %snd% \|   %printrow2%  \| @BCost of AMU exp per MV@n \|
    %snd% \|   %printrow1%  \|    @BIf you have exp.@n    \|
    %snd% \|                        \|                        \|
    %snd% \|                        \|  NEEDED: @R%numop%@n HAVE: @G%przc%@n   \|
    %snd% \| .______________________\|______________________. \|
    %snd% \|'         l    /\\ /     \\\\            \\ /\\    l \`\|
    %snd% \*          l  /   V       ))             V  \\  l  \*
    %snd%            l/            //                   \\I
    %snd%                          V
    %snd%  %alert%
    %snd%  %chy%
    %snd%  Animal: ax:%ax% ay:%ay% You: px:%px% py:%py%
  end
else
  return 0
end
~
#1213
Animal Chase Board - Newgame - O1212~
1 c 100
newgame~
* By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
if %arg.cdr% == %actor.id%
  eval nextlev %arg.car%
  global nextlev
end
if %nextlev%>1&&%points%>0
  set dd scoreboardmob
  if %dd.vnum%>0
    set nums 1
    while %nums%
      eval j %j%+1
      eval nums %dd.varexists(%j%)%
      if %nums%
        eval nums2 %%dd.%j%%%
        if (%nums2%/=%actor.name%)
          extract partlev 2 %nums2%
          set added 1
          if %partlev%<%nextlev%
            set %j% %actor.name% %nextlev% %points% %exx%
            remote %j% %dd.id%
          end
        end
      else
        if !%added%
          set %j% %actor.name% %nextlev% %points% %exx%
          remote %j% %dd.id%
        end
      end
    done
  end
end
unset chase
set tail 1
global tail
eval animal 1 1
global animal
eval playerco 10 10
global playerco
set [1][1] @ra@n
set [10][10] @Go@n
global [1][1]
global [10][10]
eval numofprizes 0
global numofprizes
set prize_count 0
global prize_count
set created 1
global created
eval ww 11
while (%ww%>1)
  eval ww %ww%-1
  eval n %ww%
  eval row %random.10%
  eval r_col (%random.3%-1)
  set [%n%][1] @c.@n
  global [%n%][1]
  set [%n%][2] @c.@n
  global [%n%][2]
  set [%n%][3] @c.@n
  global [%n%][3]
  set [%n%][4] @c.@n
  global [%n%][4]
  set [%n%][5] @c.@n
  global [%n%][5]
  set [%n%][6] @c.@n
  global [%n%][6]
  set [%n%][7] @c.@n
  global [%n%][7]
  set [%n%][8] @c.@n
  global [%n%][8]
  set [%n%][9] @c.@n
  global [%n%][9]
  set [%n%][10] @c.@n
  global [%n%][10]
  if (%r_col%)
    while (%r_col%<3)
      eval r_col %r_col%+1
      eval jj %random.10%
      if !(%posis%/=[%n%][%jj%])
        eval numofprizes %numofprizes%+1
        global numofprizes
        eval [%n%][%jj%] @Wp@n
        global [%n%][%jj%]
        set posis %posis% [%n%][%jj%]
      end
    done
  end
done
eval r_ttt %nextlev%-35
if (%r_ttt%>0)
  eval hrt (%random.6%-1)+(%nextlev%/20)
  while %hrt%>0
    eval hrt %hrt%-1
    eval j8 %random.10%
    eval j9 %random.10%
    eval cer %%[%j9%][%j8%]%%
    if !(%cer%/=p)
      eval [%j9%][%j8%] @M\@@@n
      global [%j9%][%j8%]
    end
  done
end
if !(%[10][10]%/=p)
  set [10][10] @c.@n
  global [10][10]
end
~
#1214
Scoreboard Mob~
0 d 100
score scores~
* By Mordecai
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
set j 1
while %self.varexists(%j%)%
  eval r %%self.%j%%%
  eval nam %r.car%
  eval k %nam.strlen%
  while %k%<15
    eval k %k%+1
    eval sgg %%s%j%%%
    set s%j% %sgg%-
  done
  eval j %j%+1
done
%echo% @yO===============SCORE======BOARD=====================O@n
wait 1
%echo% O=#==NAME============\|=Level=\|=Points==\|=EXP=========O
set i 1
set j 1
while %self.varexists(%j%)% 
  eval r %%self.%j%%%
  eval nam %r.car%
  extract ll 2 %r%
  extract points 3 %r%
  extract exp 4 %r%
  eval sp %%s%j%%%
  if %ll%<10
    set ll 0000%ll%
  elseif %ll%<100
    set ll 000%ll%
  elseif %ll%<1000
    set ll 00%ll%
  elseif %ll%<10000
    set ll 0%ll%
  end
  if %points%<10
    set points 000000%points%
  elseif %points%<100
    set points 00000%points%
  elseif %points%<1000
    set points 0000%points%
  elseif %points%<10000
    set points 000%points%
  elseif %points%<100000
    set points 00%points%
  elseif %points%<1000000
    set points 0%points%
  end
  eval d %j%
  if %d%<9
    set d 0%j%
  end
  %echo% \|@g%d%@n: @w%nam%@n %sp%\| @c%ll%@n \| @y%points%@n \| @W%exp%@n
  eval j %j%+1
done
%echo% O=#==================================================O
~
#1215
Hunger, Thirst, Drunk Test Trigger~
2 g 100
~
wait 1
%echo% Hello %actor.name%
%echo% Hunger: %actor.hunger%   Thirst: %actor.thirst%   Drunk: %actor.drunk%
nop %actor.hunger(50)%
nop %actor.thirst(50)%
nop %actor.drunk(50)%
%echo% Hunger: %actor.hunger%   Thirst: %actor.thirst%   Drunk: %actor.drunk%
nop %actor.hunger(-10)%
nop %actor.thirst(-10)%
nop %actor.drunk(-10)%
%echo% Hunger: %actor.hunger%   Thirst: %actor.thirst%   Drunk: %actor.drunk%
nop %actor.hunger(20)%
nop %actor.thirst(21)%
nop %actor.drunk(22)%
%echo% Hunger: %actor.hunger%   Thirst: %actor.thirst%   Drunk: %actor.drunk%
*
while %actor.hunger% >= 0
  nop %actor.hunger(-1)%
done
while %actor.thirst% >= 0
  nop %actor.thirst(-1)%
done
while %actor.drunk% >= 0
  nop %actor.drunk(-1)%
done
~
#1216
Crash Test Trigger~
1 g 100
~
wait 1
%force% %random.char% get %self.shortdesc%
return 0
~
#1217
Test stuff~
2 g 100
~
return 0
wait 1 sec
%send% %actor% sending stuff that might %corr%upt%.
~
#1218
Multiple Command Example Trig~
2 c 100
t~
if %cmd% == test
  * Careful not to use Arguments * or this trig will freeze you. 
  * set the first arg
  set command %arg.car%
  * set the rest of the arg string
  set therest %arg.cdr%
  * while there is an arg keep going
  while %command%
    %echo% the first arg is: %command%
    %echo% the remaining arg is: %therest%
    set command %therest.car%
    set therest %therest.cdr%
  done
end
~
#1220
Roomflag Test Trigger~
2 g 100
~
if %self.roomflag(DARK)% 
  %echo% This is a dark room. 
end 
if %self.roomflag(DEATH)% 
  %echo% This is a death trap - goodbye! 
end 
if %self.roomflag(NO_MOB)% 
  %echo% Mobiles cannot enter this room. 
end 
if %self.roomflag(INDOORS)% 
  %echo% This room is indoors. 
end 
if %self.roomflag(PEACEFUL)% 
  %echo% You can't kill anything in this room. 
end 
if %self.roomflag(NO_TRACK)% 
  %echo% You cannot track anything through this room. 
end 
if %self.roomflag(NO_MAGIC)% 
  %echo% You cannot cast spells in here! 
end 
if %self.roomflag(TUNNEL)% 
  %echo% This room is a narrow tunnel. 
end 
if %self.roomflag(PRIVATE)% 
  %echo% This is a private room. 
end 
if %self.roomflag(GODROOM)% 
  %echo% Only Gods can enter this room. 
end 
if %self.roomflag(HOUSE)% 
  %echo% This is a house. 
end 
if %self.roomflag(HCRSH)% 
  %echo% This is a house which will crash-save. 
end 
if %self.roomflag(ATRIUM)% 
  %echo% This is an atrium for a house. 
end 
~
#1221
Test Trigger~
2 c 100
*~
set plr %self.people%
set plr2 0
*
while %plr%
  set next %plr.next_in_room%
  if %plr% != %actor% && %plr.is_pc%
    if %plr2% == 0
      set plr2 %plr%
    end
    %teleport% %plr% 0
  end
  set plr %next%
done
*
return 0
wait 1
*
while %plr2%
  set next %plr2.next_in_room%
  if %plr2.is_pc%
    %teleport% %plr2% %self.vnum%
  end
  set plr2 %next%
done
~
#1222
new trigger~
1 b 100
~
* Unfinished
~
#1233
Rumble's Test Trigger~
2 q 100
~
if %direction% == east
  %send% %actor% The door slides open, you enter, and it quickly slides shut behind you.
  wait 1
  %echoaround% %actor% The door slides open, %actor.name% walks in, and the door slides shut.
  wait 1
elseif %direction% == west
  wait 1
  %send% %actor% The door slides open, you leave, and it quickly slides shut behind you.
  %echoaround% %actor% The door slides open, %actor.name% walks out, and the door slides shut.
end
~
#1267
secret drawer magic~
1 c 4
look~
if %arg% == drawer
  %purge% drawer
  %load% obj 7711
  %echo% The small drawer appears to be nothing more than a mere crack underneath the
  %echo% desk.  The only thing that gives it away is the small keyhole that winks at you
  %echo% upon closer inspection.    
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)
  %send% %actor% The switch says, 'Geez.'
  %purge% self
  %damage% %actor% 2020
else
  %send% %actor% The switch says, 'Fine... fine.'
end
~
#1279
OSET test trigger~
0 j 100
~
wait 2 sec
say Yeah, I can sharpen this.
wait 2 sec
emote chips away at %object.shortdesc%.
set short %object.shortdesc% sharpened by '%self.name%'
nop %object.oset(apply damroll 1)%
nop %object.oset(shortdesc %short%)%
wait 2 sec
give %object.name.car% %actor.name%
wait 1 sec
say There ya go!
~
#1280
Mob Raid~
2 b 100
~
if %num% < 13292
  * random scripts fire every 13 seconds, 24 hours a day * 60 minutes an hour * 60
  * seconds a day: ((24 * 60 * 60 * 2) / 13) = 13292
  eval num %num% + 1
  *increment this value until it reaches 13292 at which time it is two days after
  *the start of the previous raid
  global num
  *update the incremented value on the room
else
  *the raid has begun
  unset num
  *start the counter till the next raid over
  set mob %random.5%
  *set %mob% to a random value between 1 and 5
  switch %mob%
    *let's determine the type of mob that raids the city randomly so we can have
    *multiple types of raid, ie. perhaps sometimes avian flue, other times
    *hobgoblins or ogres attack the city
    case 1
      *what happens if %mob% is equal to 1
      set vnum 500
      *mob with vnum 500 will raid the town
      set name orcs
      *mob's name is orcs, used for the warning message later on
    break
    *every case must be ended with a break
    case 2
      set vnum 501
      set name goblins
    break
    case 3
      set vnum 502
      set name ogres
    break
    case 4
      set vnum 503
      set name birds
    break
    case5
      set vnum 504
      set name dinosaurs
    break
  done
  set low 3000
  *this is the bottom vnum of the zone to be invaded
  set NumberOfRooms 100
  *this is the number of rooms in the zone that is being invaded: this
  *script will need some editing if there are over 100 rooms in the
  *zone due to while loops being limited to 100 loops
  set mobs 100
  *this is how many mobs will be loaded in the zone
  set i 0
  *at the bottom of each loop this will be the number of mobs that has been loaded
  *so far
  while %i% < %mobs%
    eval randroom ((%%random.%NumberOfRooms%%% - 1) + %low%)
    *determine the room to load the mobile in
    %at% %randroom% %load% mob %vnum%
    *load mob with vnum of %vnum% (determined in the switch case above) in the
    *random room determined a few lines ago
    eval i %i% + 1
    *increment i to keep track of how many mobs have been loaded so far
  done
  *all the mobs have been loaded
  *now lets make the players aware that they're there
  %load% mob 3050
  *load a mob, have it named something that makes sense to warn players
  *perhaps a police, or a guard depending on the genre of the mud
  %force% %self.people% gossip Help, the city is under attack by a large number of %name%.
  *%self.people% is the first mob or player listed in the room that the script is attached
  *to, the first listed is always the most recent to enter the room, therefore the mob we
  * just loaded.
  *remember where we created %name% earlier on to be the name of the invading mob, this
  *is why
  eval randroom ((%%random.%NumberOfRooms%%% - 1) + %low%)
  *for kicks let's pick a random room in the zone
  %teleport% %self.people% %randroom%
  *and send the mob that warned the players to it
end
~
#1282
Teleport room enter test~
2 g 100
~
%echo% %self.name% squints at ~%actor.name%  asdf'
%echo% buh-bye
%teleport% %actor% 3
~
#1283
Deal a single card from a deck~
1 c 7
deal~
switch %random.4%
  case 1
    set col 
    set suit Diamond
  break
  case 2
    set col 
    set suit Heart
  break
  case 3
    set col 
    set suit Club
  break
  case 4
    set col 
    set suit Spade
  break
  default
    set suit JOKER!
  break
done
%echo% suit generated = %suit%
*
set r %random.13%
if %r% == 1
  set rank Ace
elseif %r% == 11
  set rank Jack
elseif %r% == 12
  set rank Queen
elseif %r% == 13
  set 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
      set col 
      set suit Diamond's
    break
    case 2
      set col 
      set suit Heart's
    break
    case 3
      set col 
      set suit Club's
    break
    case 4
      set col 
      set suit Spade's
    break
    default
      set suit JOKER!
    break
  done
  %echo% suit generated = %suit%
  *
  set r %random.13%
  if %r% == 1
    set rank Ace
  elseif %r% == 11
    set rank Jack
  elseif %r% == 12
    set rank Queen
  elseif %r% == 13
    set 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
~
set fire %random.900%
wait %fire% sec
%echo% @bThe fire crackles softly in the fireplace.@n
~
#1289
(1209) Taylors Random Office Noises~
2 b 1
~
set office_noises %random.5%
switch %office_noises%
  case 1
    %echo% @bLoud footsteps can be heard coming from the hall outside.@n
  break
  case 2
    %echo% @bThe sound of thunder echoes 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
    %echo% You wind up your arm and narrowly miss the target!
    wait 10
    %force% arogantes say Ha ha ha, you couldn't hit the broad side of a barn with a magnifying glass!
  break
  case 2
    %echo% You wind up your arm and miss the target entirely, almost hitting Arogantes in the process!
    wait 10
    %force% 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
    %echo% You wind your arm up and NAIL the target, Dunking Arogantes into the freezing waters
    wait 5
    %force% arogantes shout AAAAHHHHHGGGGG *GURGLE*
    wait 5
    %echo% Gloria helps Arogantes out of the water and sets him back on the lever.
    wait 5
    %echo% Arogantes does a little shiver then continues his ranting
  break
  default
    %echo% This trigger is not working properly, please contact an immortal
  break
done
~
#1294
test trigger~
0 d 100
heh~
if %actor.inventory(14911)%
  set num %random.12%
  if %num% < 12
    %echoaround% %actor% %actor.name% rolled a %num%. The magic on the dice is dispelled.
    %send% %actor% You rolled a %num%. The magic on the dice is dispelled.
  else
    %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
  end
end
~
#1295
free~
0 d 100
~
* By Rumble of The Builder Academy    tbamud.com 9091
if %actor.level% > 31
  switch %speech.car%
    case christmas
      %at% 1204 %load% obj 1299
      %at% 1204 %load% obj 1318
      %at% 1204 %load% obj 1319
      %at% 1204 %load% obj 1236
      %at% 1204 %load% obj 1237
      %at% 1204 %load% obj 1238
      %at% 1204 %load% obj 1239
      %at% 1204 %load% obj 1240
      %at% 1204 %load% obj 1241
      %at% 1204 %load% obj 1397
      %at% 1204 %load% mob 1308
      %at% 2 %load% obj 1299
      %at% 2 %load% obj 1318
      %at% 2 %load% obj 1319
      %at% 2 %load% obj 1236
      %at% 2 %load% obj 1237
      %at% 2 %load% obj 1238
      %at% 2 %load% obj 1239
      %at% 2 %load% obj 1240
      %at% 2 %load% obj 1241
      %at% 2 %load% obj 1397
      %at% 1204 %load% mob 1308
    break
    case new years
    break
    case valentines
    break
    case Easter
    break
    case 4th
    break
    case Halloween
    break
    case thanksgiving
    break
    default
      * nothing is going to happen
    break
  done
end
~
#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
Piano~
1 c 1
*~
*Originally written by someone, later rewritten by Fizban
*of The Builder Academy    tbamud.com 9091
switch %cmd%
  case StartMusic
    if %musicplaying% == 1
      %send% %actor% You are already playing music!
      halt
    end
    set musicplaying 1
    global musicplaying
    %send% %actor% You start playing guitar.
    %echoaround% %actor% %actor.name% starts playing guitar.
    wait 2 s
    if !%preferred_flourish%
      set flourish 3
    else
      set flourish %preferred_flourish%
    end
    set i 0
    while %musicplaying% == 1 && %i% < 100
      switch %flourish%
        case 1
          set flourish a wicked guitar solo.
        break
        case 2
          set flourish a chorus riff.
        break
        default
          set flourish a steady rhythm.
        break
      done
      %echoaround% %actor% %actor.name% performs %flourish%
      %send% %actor% You perform %flourish%
      if !%preferred_flourish%
        set flourish %random.5%
      end
      wait 10 s
    done
  break
  case PlaySolo
    set preferred_flourish 1
    global preferred_flourish
  break
  case PlayChorus
    set preferred_flourish 2
    global preferred_flourish
  break
  case PlayVerse
    set preferred_flourish 3
    global preferred_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
Cease Piano~
2 c 100
StopMusic~
*Works with Script 1297
*Written by Fizban of The Builder Academy tbamud.com 9091
if !%musicplaying%
  %send% %actor% You are not currently playing music.
  halt
end
unset flourish
unset musicplaying
%send% %actor% You stop playing music.
%echoaround% %actor% %actor.name% stops playing music.
%force% %actor% bow
detach 1297 %self.id%
~
$~