#23600 Cleric Fight Spec - 23621~ 0 k 35 ~ * select the spell eval spellnr %random.4% if %spellnr%==1 dg_cast 'harm' %actor% elseif %spellnr%==2 dg_cast 'curse' %actor% elseif %spellnr%==3 dg_cast 'call lightning' %actor% else dg_cast 'blindness' %actor% end ~ #23601 Healing Fountain - NOT ATTACHED~ 0 e 100 drink~ if %actor.hitp% * 3 < %actor.maxhitp% %damage% %actor% -4 end ~ #23602 Room Command Secret Door - 23667~ 2 c 100 pull~ if tapestries /= %arg% %send% %actor% You pull the tapestries down, and reveal a secret vault! %echoaround% %actor% As %actor.name% pulls the tapestries down a secret vault is revealed. %door% 23667 east flags abcd %door% 23667 east key 23634 %door% 23667 east name vault %door% 23667 east room 23668 else %send% %actor% Pull what ?! end ~ #23603 Remove Secret Door - 23667~ 2 af 100 ~ if %self.east% %door% 23667 east purge 0 %echo% As if by magic all the tapestries rise to their previous positions. end ~ #23604 Equip Hammer Dwarf - 23604~ 0 an 50 ~ %load% obj 23637 wield hammer ~ #23605 Foreman Walkabout - 23628~ 0 ab 40 ~ eval inroom %self.room% if %inroom.vnum% == 23653 set foreman_leaving 1 global foreman_leaving end if %inroom.vnum% == 23664 set foreman_leaving 0 global foreman_leaving end if %foreman_leaving% switch %inroom.vnum% * start room 23653 case 23653 open door wait 1 east wait 1 close door break case 23630 case 23662 case 23629 case 23628 case 23641 case 23642 case 23635 case 23614 case 23646 east break case 23644 case 23660 case 23649 case 23650 case 23617 case 23619 case 23620 case 23666 case 23632 case 23645 case 23663 west break case 23655 * at the entrance to the court. open granite wait 4 west wait 4 close granite break case 23648 open marble wait 4 west wait 4 close marble break case 23643 case 23637 case 23631 case 23623 case 23618 case 23667 case 23634 case 23626 north break case 23661 case 23627 case 23633 case 23640 case 23647 case 23654 case 23621 case 23669 case 23652 south break default say I don't think I've ever been to this side of the city before... wait 6 say I'd better go home. wait 6 emote pulls a small scroll from a hidden pocket and quickly recites it. emote disappears in a puff of smoke. mgoto 23653 break done else switch %inroom.vnum% case 23661 case 23648 case 23649 case 23643 case 23618 case 23617 case 23619 case 23662 case 23629 case 23628 case 23641 case 23642 case 23635 case 23614 case 23646 east break case 23660 * leaving the court open granite wait 4 east wait 4 close granite break case 23655 open marble wait 4 east wait 4 close marble break case 23631 case 23666 case 23632 case 23645 west break case 23654 * entering tool shed open door wait 1 west wait 1 close door break case 23663 case 23620 case 23627 case 23633 case 23640 case 23647 case 23667 case 23634 case 23626 north break case 23650 case 23644 case 23637 case 23630 case 23623 case 23621 case 23669 case 23652 south break case 23664 say I'm pleased to say that productivity is at the maximum... wait 3 s say I'll be on my way.. wait 3 s east break default say I don't think I've ever been to this side of the city before... wait 6 say I'd better go home. wait 6 emote pulls a small scroll from a hidden pocket and quickly recites it. emote disappears in a puff of smoke. mgoto 23653 break done end ~ #23606 Mine Crane - 23674~ 2 c 100 enter~ * funtions set passup %echoaround% %actor% %actor.name% passes you in a basket, going up. set passdown %echoaround% %actor% %actor.name% passes you in a basket, going down. set look wforce %actor% look * the crane itself if %arg% == basket if %self.vnum% == 23674 %send% %actor% As you enter the basket, the crane starts moving. %echoaround% %actor% As %actor.name% enters the basket it starts moving upwards. wait 2 s %teleport% %actor% 23673 %passup% %look% %send% %actor% You lean back and relax the ride, while you are lifted out of the mine. wait 2 s %teleport% %actor% 23672 %passup% %look% wait 2 s %teleport% %actor% 23671 %passup% %look% wait 2 s %teleport% %actor% 23670 %passup% %look% wait 2 s %teleport% %actor% 23622 %look% %echoaround% %actor% %actor.name% arrives from the hole in a large basket. wait 2 s %send% %actor% Having arrived at the top level, you quickly jump out of the basket. %echoaround% %actor% %actor.name% quickly jumps out of the basket. else if %self.vnum% == 23622 %send% %actor% As you sit in the basket, it lowers slowly into the mine. %echoaround% %actor% As %actor.name% enters the basket, it lowers slowly into the mine. wait 2 s %teleport% %actor% 23670 %passdown% %look% %send% %actor% You lean back and relax the ride, while you are slowly descending the mine. wait 2 s %teleport% %actor% 23671 %passdown% %look% wait 2 s %teleport% %actor% 23672 %passdown% %look% wait 2 s %teleport% %actor% 23673 %passdown% %look% wait 2 s %teleport% %actor% 23674 %echoaround% %actor% %actor.name% arrives from above and quickly leaves the basket. %look% wait 2 s %send% %actor% Having descended into the mines, you quickly jump out of the basket. end else %send% %actor% Huh?! end ~ #23607 Bad Stairs Trap - 23672~ 2 g 100 ~ * Variable definitions if %direction% == up set todir down else set todir up end eval temp %random.6% switch %temp% case 1 set slip foot set hurt hit set part head eval damage %actor.hitp% / 2 break case 2 set slip hand set hurt strain set part arm eval damage %actor.hitp% / 3 break case 3 set slip hand set hurt hit set part knee eval damage %actor.hitp% / 4 break case 4 set slip foot set hurt hurt set part leg eval damage %actor.hitp% / 3 break default set slip hand set hurt hit set part other hand eval damage %actor.hitp% / 8 break done * the actual trap part : wait 1 %send% %actor% As you step %todir%, your %slip% slips and you %hurt% your %part%. OUCH! %echoaround% %actor% As %actor.name% steps %todir%, %actor.hisher% %slip% slips and %actor.heshe% %hurt%s %actor.hisher% %part%. It looks painful. wdamage %actor% %damage% ~ #23608 Singing Miners - 23627~ 0 b 30 ~ switch %random.6% case 1 emote sings a merry song about someone named Fulbert and Beatrice. break case 2 emote booms out loudly, 'Heigh Ho! Heigh Ho! It's home from work we go!' break case 3 emote tries to sing falsetto, but his voice doesn't agree. break default sing break done ~ #23609 Poisonous Spider - NOT ATTACHED~ 0 k 100 ~ dg_cast 'poison' %actor.name% ~ #23610 Bell - 23638~ 1 g 100 ~ if %self.vnum% == 23638 return 0 %echoaround% %actor% As %actor.name% touches the pile of titanium, the bell rings. %send% %actor% As you touch the pile of titanium, the bell rings. wait 1 %echo% Some miners heard the bell, and come running as fast as they possibly can. wait 1 %echo% A miner has arrived. %load% mob 23626 wait 2 %echo% A miner has arrived. %load% mob 23626 wait 2 %echo% A miner has arrived. %load% mob 23626 wait 2 %echo% The bell falls to the ground. otransform 23639 else return 1 end ~ #23611 Mad Miners - NOT ATTACHED~ 0 n 100 ~ mkill %bad_guy% ~ #23612 Lieutenant Bribe - 23608~ 0 m 1 ~ wait 1 if %amount% < 400 say Did you really think I was that cheap, %actor.name%. snarl else context %actor.id% set has_bribed_guard 1 global has_bribed_guard whisper %actor.name% Enter when you're ready. I'll lock the door behind you. unlock door end ~ #23613 Lieutenant Door - 23608~ 0 r 100 ~ * Allows more than one instance of this trigger to run. context %actor.id% * Checks a global variable to see if this mob has been bribed. TSTAT 23612 if %has_bribed_guard% return 1 halt end * if the player tries to pick the catch him! if %cmd%==pick return 0 wait 1 say No way, you don't fool me, %actor.name%. * If mob can see the player, kill him! if %actor.canbeseen% mkill %actor% end end ~ #23614 Lieutenant Leave - 23608~ 0 q 100 ~ if %direction%==east context %actor.id% if %has_bribed_guard% unset has_bribed_guard return 1 halt end %send% %actor% You try to leave, but %self.name% stops you. return 0 end ~ #23615 Check for Dwarf - 23610~ 2 c 100 e~ if %cmd.mudcommand% == east if %actor.race%==dwarf %send% %actor% The door vanishes as if it was never there, and you step through. %echoaround% %actor% As %actor.name% steps through the doorway, the door disappears for an instant. %teleport% %actor% 23611 %echoaround% %actor% %actor.name% has arrived. %force% %actor% look return 1 else return 0 end end ~ #23616 Check for Dwarf the other way - 23611~ 2 c 100 w~ if %cmd.mudcommand% == west if %actor.race%==dwarf %send% %actor% The door vanishes as if it was never there, and you step through. %echoaround% %actor% As %actor.name% steps through the doorway, the door disappears for an instant. %teleport% %actor% 23610 %echoaround% %actor% %actor.name% has arrived. %force% %actor% look return 1 else return 0 end end ~ #23617 Near Death Trap Fall - 12684~ 2 g 100 ~ * Near Death Trap stuns actor wait 5 sec eval stunned %actor.hitp% %damage% %actor% %stunned% wait 5 sec %send% %actor% The Gods allow your puny existence to continue. ~ $~