mud/cnf/
mud/lib/
mud/lib/etc/boards/
mud/lib/house/
mud/lib/misc/
mud/lib/plralias/ZZZ/
mud/lib/plrfiles/
mud/lib/plrfiles/ZZZ/
mud/lib/plrobjs/
mud/lib/plrobjs/ZZZ/
mud/lib/world/
mud/lib/world/gld/
mud/lib/world/mob/
mud/lib/world/obj/
mud/lib/world/shp/
mud/lib/world/trg/
mud/lib/world/wld/
mud/lib/world/zon/
mud/src/
mud/src/doc/
#1200
General trigger keeper. Only for use in room 0.~
2 a 100
~
* Not used for anything but variable storage. No Script!
~
#1201
No recall~
1 c 100
recall~
*This trigger prevents people from recalling.
%send% %actor% Divine forces prevent you from doing that.
~
#1202
Justice sword~
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 honour.'
   %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 honourable one..'
end
~
#1203
Health-Gain~
2 c 100
chant~
if incantation /= %arg%
  %send% %actor% Your eyes glow white and you start to chant some incantations.
  %damage% %actor% -500
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
(1207) Heiach's Faeries~
0 e 0
entered~
if %actor.name% == Heiach
  wait 1 sec
  say welcome back Heiach!
  wait 1 sec
  giggle
elseif %actor.name% == Elorien
  wait 1 sec
  say Oh my, it's Elorien! Welcome mistress!
  bow elorien
else
  wait 1 sec
  say Hey! Who are you?!
  wait 5
  %send% %actor% You are enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light!
  %echoaround% %actor% %actor.name% is enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light and disappears.
  %teleport% %actor% 3001
end
~
#1206
(1207) Capturing~
2 c 0
*~
if %actor.name% !=Heiach
%echoaround% %actor% %cmd% %arg% (%actor.name%)
return 0
else
return 0
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 macial force prevents him.
      %send% %actor% You try to sit in the chair but a magical force prevents you.
    end
  end
end
~
#1210
Remove From Room~
2 g 100
~
if %actor.level% == 31
  %echo% GET OUT!
  %teleport% %actor% 0
else
  %echo% Welcome %actor.name%, please enjoy.
  %force% %actor% look
end
~
#1211
FREE~
1 c 3
~
* No Script
~
#1212
Constant Raining~
2 b 1
~
if %WeatherManivo% == bad
%echo% The rain calms down to a subtle shower.
set WeatherManivo good
else
%echo% The rain turns stronger and starts pouring bucketfulls at a time.
set WeatherManivo bad
end
~
#1213
new trigger~
2 h 100
~
set testvar This is a Test!! :)
%echo% %testvar%
remote testvar %actor.id%
~
#1214
Room random echo to test spec-var's~
2 bg 100
~
%echo% This trigger commandlist is not complete!
%echo% ^% ^* test
~
#1217
new trigger~
1 c 1
use~
eval objectname %arg.car%
if %objectname% != feather
  return 0
  halt
end
 
eval targetname %arg.cdr%
if !(%targetname%)
  return 0
  halt
end
 
switch %self.vnum%
  case 12502
    set new_vnum 12520
    set fire 1
    break
  case 12520
    set new_vnum 12521
    set fire 1
    break
  case 12521
    set new_vnum 12522
    set fire 1
    break
  case 12522
    set new_vnum 12522
    set fire 0
    break
done
 
otransform %new_vnum%
 
if %fire%
  dg_cast 'portal' %targetname%
  %echo% A portal springs to life in front of you.
else
  %send% %actor% The feather seems powerless.
end
~
#1220
book keeping~
2 c 100
heh~
if %actor.name% == Rhunter
wait 1
%echoaround% Jennie smiles and says, 'Hello hubby, how is it going?'
wait 1
%echoaround% Jennie kisses %actor% lovingly.
end
~
#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.    
return 1
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)
osend %actor% The switch says, 'Geez.'
opurge self
%damage% %actor% 2020
else
osend %actor% The switch says, 'Fine... fine.'
end
~
#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
~
eval fire %random.900%
wait %fire% sec
%echo% @bThe fire crackles softly in the fireplace.@n
~
#1289
(1209) Taylors Random Office Noises~
2 b 2
~
eval office_noises %random.10%
switch %office_noises%
  case 1
    %echo% @bLoud footsteps can be heard comeing from the hall outside.
  break
  case 2
    %echo% @bThe sound of thunder echos in from outside.
  break
  case 3
    %echo% @bA large book falls off the desk, hitting the floor with a loud thud.
  break
  case 4
    %echo% @bTalking can be heard coming from outside the door.
  break
  case 5
    %echo% @bThe sound of chirping birds flows in though the window.
  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~
2 d 100
*~
%echo% Trigger 1293 fired!
set i 1
while %i%<4
  %load% mob 1201
  set loadedmob%i% %lastloaded%
  eval i %i%+1
done
%echo% Middle mob has id %loadedmob2.id%
~
#1294
test trigger~
0 d 100
heh~
if %actor.inventory(14911)%
  switch %random.12%
    case 1
      %send% %actor% The dice fell out of your hand, and dispelled the magic.
      %echoaround% %actor% %actor.name% accidently dropps the dice, and the magic is dispelled.
    break
    case 2
      %echoaround% %actor% %actor.name% rolled snake-eyes. There is a blinding flash of light, and %actor.name% falls over dead.
      %send% %actor% You rolled snake-eyes. There is a blinding flash of light...
      %damage% %actor% 9999
    break
    case 3
      %echoaround% %actor% %actor.name% rolled a 3. The magic on the dice is dispelled.
      %send% %actor% You rolled a 3. The magic on the dice is dispelled.
    break
    case 4
      %echoaround% %actor% %actor.name% rolled a 4. The magic on the dice is dispelled.
      %send% %actor% You rolled a 4. The magic on the dice is dispelled.
    break
    case 5
      %echoaround% %actor% %actor.name% rolled a 5. The magic on the dice is dispelled.
      %send% %actor% You rolled a 5. The magic on the dice is dispelled.
    break
    case 6
      %echoaround% %actor% %actor.name% rolled a 6. The magic on the dice is dispelled.
      %send% %actor% You rolled a 6. The magic on the dice is dispelled.
    break
    case 7
      %echoaround% %actor% %actor.name% rolled a 7. The magic on the dice is dispelled.
      %send% %actor% You rolled a 7. The magic on the dice is dispelled.
    break
    case 8
      %echoaround% %actor% %actor.name% rolled a 8. The magic on the dice is dispelled.
      %send% %actor% You rolled a 8. The magic on the dice is dispelled.
    break
    case 9
      %echoaround% %actor% %actor.name% rolled a 9. The magic on the dice is dispelled.
      %send% %actor% You rolled a 9. The magic on the dice is dispelled.
    break
    case 10
      %echoaround% %actor% %actor.name% rolled a 10. The magic on the dice is dispelled.
      %send% %actor% You rolled a 10. The magic on the dice is dispelled.
    break
    case 11
      %echoaround% %actor% %actor.name% rolled a 11. The magic on the dice is dispelled.
      %send% %actor% You rolled a 11. The magic on the dice is dispelled.
    break
    case 12
      %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
    break
  done
end
~
#1295
test trigger~
0 d 100
test~
%echo% Testing
set testvar This is a test.
%echo% testvar is %testvar%
remote testvar 1050000
unset testvar
%echo% testvar is %testvar%
wait 2
set testvar %global.testvar%
%echo% testvar is %testvar%
%echo% global is %global%.
%echo% global.testvar is %global.testvar%
wait 10 s
rdelete testvar %global%
~
#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
find end test~
1 c 1
*~
switch %cmd%
  case StartMusic
    if (%musicplaying%==1)
      %send% %actor% You are already playing music!
      halt
    else
      eval musicplaying 1
      global musicplaying
      osend %actor% You start playing guitar.
      oechoaround %actor% %actor.name% starts playing guitar.
      wait 2s
      eval flourish 3
      global flourish
      while (%musicplaying% == 1)
        switch %flourish%
          case 1
            eval flourish a wicked guitar solo.
            break
          case 2
            eval flourish a chorus riff.
            break
          default
            eval flourish a steady rhythm.
            break
        done
        %echoaround% %actor% %actor.name% performs %flourish%
        %send% %actor% You perform %flourish%
        eval flourish %random.5%
        global flourish
        wait 10s
      done
      halt
    break
  case StopMusic
    if (%musicplaying%==0)
      %send% %actor% You are not currently playing music.
      halt
    else
      unset musicplaying
      unset flourish
      %send% %actor% You stop playing music.
      %echoaround% %actor% %actor.name% stops playing music.
      %force% %actor% bow
      halt
  case PlaySolo
    eval flourish 1
    global flourish
    break
  case PlayChorus
    eval flourish 2
    global flourish
    break
  case PlayVerse
    eval flourish 3
    global 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
test trigger~
1 n 100
~
eval person %self.room.people%
set test 0
while %person%
  if %person.vnum% == 60481
    set test 1
end
  eval person %person.next_in_room%
done
if !%test%
  %load% mob 60481
  %load% obj 1201 beast wield
end
%load% obj 1201 %self%
%load% obj 1201 %self%
~
$~