#1 Mob Memory - test trigger~ 0 o 100 ~ * assign this to a mob, force the mob to mremember you, then enter the * room the mob is in while visible (not via goto) say I remember you, %actor.name%! ~ #2 Mob Greet - test trigger~ 0 g 100 ~ if %direction% say Hello, %actor.name%, how are things to the %direction%? else * if the character popped in (word of recall, etc) this will be hit say Where did YOU come from, %actor.name%? end ~ #3 Obj Get - test trigger~ 1 g 100 ~ %echo% You hear, 'Please put me down, %actor.name%' ~ #4 Room Enter - test trigger~ 2 g 100 ~ wait 50 wsend %actor% you enter a room ~ #5 Mob Speech - car/cdr test~ 0 d 100 test~ say speech: %speech% say car: %speech.car% say cdr: %speech.cdr% ~ #6 Mob Command - subfield test~ 0 c 100 test~ * test to make sure %actor.skill(skillname)% works say your hide ability is %actor.skill(hide)% percent. * * make sure %actor.eq(name)% works too eval headgear %actor.eq(head)% if %headgear% say You have some sort of helmet on else say Where's your headgear? halt end say Fix your %headgear.name% ~ #7 Obj Remove - %transform% test~ 1 jl 7 test~ * test of object transformation (and remove trigger) * test is designed for objects 3020 and 3021 * assign the trigger then wear/remove the item * repeatedly. %echo% Beginning object transform. if %self.vnum% == 3020 %transform% 3021 else %transform% 3020 end %echo% Transform complete. ~ #8 Room Command - makeuid and remote testing~ 2 c 100 test~ * makeuid test ---- assuming your MOBOBJ_ID_BASE is 200000, * this will display the names of the first 10 mobs loaded on your MUD, * if they are still around. eval counter 0 while (%counter% < 10) makeuid mob 200000+%counter% %echo% #%counter% %mob.id% %mob.name% eval counter %counter% + 1 done %echoaround% %actor% %actor.name% cannot see this line. * * * this will also serve as a test of getting a remote mob's globals. * we know that puff, when initially loaded, is id 200000. We'll use remote * to give her a global, then %mob.globalname% to read it. makeuid mob 200000 eval globalname 12345 remote globalname %mob.id% %echo% %mob.name%'s "globalname" value is %mob.globalname% ~ #9 Mob Greet - %transform% test~ 0 g 100 ~ * %transform% test * as a greet trigger, entering the room will cause * the mob this is attached to, to toggle between mob 1 and 99. %echo% Beginning transform. if %self.vnum%==1 %transform% -99 else %transform% -1 end %echo% Transform complete. ~ #10 Mob Speech - attach test~ 0 d 100 attach~ attach 9 %self.id% ~ #11 Mob Speech - detach test~ 0 d 100 detach~ detach 9 %self.id% ~ #12 Mob Command - spellcasting test~ 0 c 100 kill~ * This command trigger will disallow anyone from trying to * use the kill command, and will toss a magic missile at them * for trying. dg_cast 'magic missile' %actor% return 0 ~ #13 Obj Wear 12 - Staff of Sanctum~ 1 j 100 ~ wait 1 sec if %actor.level% < 30 %send% %actor% The Staff of Sanctum whispers: I will not serve you! %echoaround% %actor% The Staff of Sanctum exclaims: 'I will not serve those without honour.' %purge% self else %send% %actor% The Staff of Sanctum whispers: I was made to serve, great one! %echoaround% %actor% The Staff of Sanctus exclaims: 'I will serve you honourable one..' end ~ #14 Room Command - Anti-quit~ 2 c 100 quit~ %send% %actor% Powerful forces keep you here. ~ #15 Room Command - No Recall~ 2 c 100 recall ~ %send% %actor% Divine forces prevent you from doing that. ~ #16 Mob Fight - generic poison~ 0 k 10 ~ dg_cast 'poison' %actor% ~ #17 Mob Fight - generic chill touch~ 0 k 10 ~ dg_cast 'chill touch' %actor% ~ #18 Mob Fight - generic heal self~ 0 k 10 ~ dg_cast 'heal' ~ #19 Mob Fight - generic dispel evil~ 0 k 10 ~ dg_cast 'dispel evil' %actor% ~ #20 Mob Fight - generic disarm~ 0 k 10 ~ disarm %actor% ~ #21 Mob Fight - generic lightning bolt~ 0 k 10 ~ dg_cast 'lightning' %actor% ~ #22 Mob Fight - generic kick~ 0 k 10 ~ kick %actor% ~ #23 Mob Fight - generic bash~ 0 k 10 ~ bash %actor% ~ #24 Mob Fight - generic curse~ 0 k 10 ~ dg_cast 'curse' %actor% ~ #25 Mob Fight - generic dispel good~ 0 k 10 ~ dg_cast 'dispel good' %actor% ~ #26 Mob Fight - generic burning hands~ 0 k 10 ~ dg_cast 'burning hands' %actor% ~ #27 Mob Fight - generic call lightning~ 0 k 10 ~ dg_cast 'call lightning' %actor% ~ #28 Mob Fight - generic earthquake~ 0 k 10 ~ dg_cast 'earthquake' ~ #29 Mob Fight - generic silence~ 0 k 10 ~ dg_cast 'silence' %actor% ~ #30 Mob Speech - Hunt Example~ 0 d 100 hunt~ * By Welcor if %speech.car% != hunt return 0 halt end eval target %speech.cdr% if !%target% || %target% == hunt return 0 halt end if %actor.gold% < 4000 tell %actor.name% You cannot afford my services - go away! halt end nop %actor.gold(-4000)% mhunt %target% tell %actor.name% I'll charge you 4000 gold for that. I'll hunt %target% as long as I can. ~ #31 Obj Timer - Spoil meat~ 1 f 100 ~ %transform% 131 ~ #32 Room Drop - Dg_cast for dropping objects by cost~ 2 h 100 ~ %%send%% %actor% As you drop the %object.shortdesc%, a loud humming starts to come from the walls. wait 1 eval worth %object.cost% / 100 switch %worth% case 0 %send% %actor% Your offering was NOT sufficient. dg_cast 'magic missile' %actor% break case 1 %send% %actor% Your offering was just sufficient. dg_cast 'cure light' %actor% dg_cast 'clot minor' %actor% %purge% %object% break case 2 %send% %actor% Your offering was sufficient. dg_cast 'refresh' %actor% %purge% %object% break default %send% %actor% Your offering was as it must be. dg_cast 'invisibility' %actor% %purge% %object% break done ~ #33 Obj Command - Cast spell when eating.~ 1 c 2 eat~ return 0 wait 2 if %self.carried_by% == 0 switch %self.vnum% case 201 %damage% %actor% -10 break case 202 %damage% %actor% 10 %send% %actor% Ouch, that hurt a little! break done end ~ #80 new trigger~ 0 g 2 ~ say My trigger commandlist is not complete! ~ #95 Mob Greet 9 - Eating its own stool~ 0 g 100 ~ if %actor.vnum% == -1 wait 2 sec %echo% %self.name% sniffs a pile of steaming stool. wait 2 sec take stool wait 2 sec %echo% %self.name% devours the steaming pile of stool wait 3 sec %echo% %self.name% walks around in a circle, stops, then squats. wait 2 sec drop stool end ~ #96 Obj Command 81 - Paintball Shoot Blue~ 1 c 2 ~ * No Script ~ #97 Obj Command 80 - Paintball Shoot Red~ 1 c 2 shoot~ eval inroom %actor.room% if (%arg.room% != %actor.room%) || (%arg% == %actor.name%) halt end if %arg.inventory(81)% %echoaround% %actor.name% %actor.name% blasts %arg% with his paintball gun. %send% %actor% You blast %arg%. %send% %arg% You lose! %purge% %arg.inventory(81)% %zoneecho% %inroom.vnum% %actor.name% shoots %arg%. A score for the Red Team. elseif %arg.inventory(80)% %send% %actor% They are on your team! elseif %send% %actor% %arg% is not playing. end ~ #98 Mob Act - 98 Teleporter Give~ 0 e 0 has entered the game.~ if !(%actor.inventory(82)%) wait 1 sec say You are not prepared to travel these realms to their fullest. wait 1 sec say Maybe I can help you. %load% obj 82 give teleporter %actor.name% wait 2 sec say With this you may teleport to areas that may not be accessible in any other way. wait 2 sec say HELP AREAS end ~ #99 Obj Command 82 - Teleporter~ 1 c 3 teleport~ %send% %actor% You attempt to manipulate space and time. %echoaround% %actor.name% %actor.name% attempts to manipulate space and time. wait 3 sec switch "%arg%" case "Sanctus" %teleport% %actor% 100 break case "jade" %teleport% %actor% 400 break case "newbie" %teleport% %actor% 500 break case "sea" %teleport% %actor% 600 break case "camelot" %teleport% %actor% 775 break case "nuclear" %teleport% %actor% 1800 break case "arena" %teleport% %actor% 2000 break case "tower" %teleport% %actor% 2200 break case "Orc" %teleport% %actor% 4401 break case "monastery" %teleport% %actor% 4512 break case "ant" %teleport% %actor% 4600 break case "zodiac" %teleport% %actor% 5701 break case "graveyard" %teleport% %actor% 7401 break case "zamba" %teleport% %actor% 7500 break case "oasis" %teleport% %actor% 9000 break case "northern" %teleport% %actor% 10004 break case "south" %teleport% %actor% 10101 break case "elcardo" %teleport% %actor% 10604 break case "iuel" %teleport% %actor% 10701 break case "omega" %teleport% %actor% 11501 break case "hannah" %teleport% %actor% 12500 break case "wyvern" %teleport% %actor% 14000 break case "cardinal" %teleport% %actor% 17501 break case "circus" %teleport% %actor% 18700 break case "wester" %teleport% %actor% 20001 break case "terringham" %teleport% %actor% 23200 break case "dragon" %teleport% %actor% 23300 break case "school" %teleport% %actor% 23400 break case "mines" %teleport% %actor% 23500 break case "aldin" %teleport% %actor% 23600 break case "crystal" %teleport% %actor% 23800 break case "pass" %teleport% %actor% 23901 break case "maura" %teleport% %actor% 24000 break case "enterprise" %teleport% %actor% 24100 break case "midgaard" %teleport% %actor% 24200 break case "valley" %teleport% %actor% 24303 break case "prison" %teleport% %actor% 24450 break case "nether" %teleport% %actor% 24500 break case "yard" %teleport% %actor% 24700 break case "elven" %teleport% %actor% 24801 break case "jedi" %teleport% %actor% 24901 break case "dragonspyre" %teleport% %actor% 25000 break case "ape" %teleport% %actor% 25100 break case "Vampyre" %teleport% %actor% 25200 break case "windmill" %teleport% %actor% 25300 break case "village" %teleport% %actor% 25400 break case "shipwreck" %teleport% %actor% 25516 break case "keep" %teleport% %actor% 25645 break case "jareth" %teleport% %actor% 25705 break case "mansion" %teleport% %actor% 25900 break case "igor's" %teleport% %actor% 26100 break case "forest" %teleport% %actor% 26201 break case "banshide" %teleport% %actor% 26400 break case "ankou" %teleport% %actor% 26600 break case "vice" %teleport% %actor% 26728 break case "desert" %teleport% %actor% 26900 break case "wasteland" %teleport% %actor% 27000 break case "sundhaven" %teleport% %actor% 27119 break case "station" %teleport% %actor% 27300 break case "smurfville" %teleport% %actor% 27400 break case "sparta" %teleport% %actor% 27501 break case "shire" %teleport% %actor% 27700 break case "oceania" %teleport% %actor% 27800 break case "notre" %teleport% %actor% 27900 break case "motherboard" %teleport% %actor% 28000 break case "khanjar" %teleport% %actor% 28100 break case "kerjim" %teleport% %actor% 28200 break case "haunted" %teleport% %actor% 28300 break case "ghenna" %teleport% %actor% 28400 break case "hell" %teleport% %actor% 28601 break case "goblin" %teleport% %actor% 28700 break case "galaxy" %teleport% %actor% 28801 break case "werith's" %teleport% %actor% 28900 break case "lizard" %teleport% %actor% 29000 break case "black" %teleport% %actor% 29100 break case "kerofk" %teleport% %actor% 29202 break case "froboz" %teleport% %actor% 29600 break case "enclave" %teleport% %actor% 29700 break case "desire" %teleport% %actor% 29801 break case "ancalador" %teleport% %actor% 30000 break case "campus" %teleport% %actor% 30100 break case "bull" %teleport% %actor% 30401 break case "chessboard" %teleport% %actor% 30537 break case "castle" %teleport% %actor% 30700 break case "baron" %teleport% %actor% 30800 break case "westlawn" %teleport% %actor% 30900 break case "graye" %teleport% %actor% 31003 break case "teeth" %teleport% %actor% 31100 break case "leper" %teleport% %actor% 31200 break case "ofingia" %teleport% %actor% 31300 break case "altar" %teleport% %actor% 31400 break case "pale" %teleport% %actor% 32300 break case "army" %teleport% %actor% 32400 break case "revelry" %teleport% %actor% 32600 break default %send% %actor% You fail. %echoaround% %actor.name% %actor.name% fails. halt break done %force% %actor% look %echoaround% %actor% %actor.name% steps out of space and time. ~ $~