#1200
Anti quit.~
2 c 100
quit~
%send% %actor% Powerful forces keep you here.
~
#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
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) Return from Linkdead~
0 e 0
returned~
if %actor.name% == Heiach
wait 1 sec
say yay, Heiach is back!
wait 1 sec
giggle heiach
else
wait 1 sec
say and who might you be?
wait 1 sec
say be gone!
wait 1
%send% %actor% You are enveloped in a @gveil@n 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
~
#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 echos 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 white snowy 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
Chair Sit~
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
~
#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%
~
#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
~
#1289
Crackling Fire~
2 b 100
~
wait 900 sec
%echo% @bThe fire crackles softly in the fireplace.@n
~
#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
~
eval result (1<2)
%echo% (1<2) : %result%
eval result (1 < 2)
%echo% (1 < 2) : %result%
eval result (one<two)
%echo% (one<two) : %result%
eval result (1 != 1)
%echo% (1 != 1) : %result%
eval result (1!=1)
%echo% (1!=1) : %result%
~
#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 d 100
*~
eval testproxy 50000
makeuid proxy %testproxy%
%echo% %proxy.name%
~
#1294
test trigger~
0 d 100
heh~
if %actor.inventory(14911)%
switch 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%
end
done
~
#1295
test trigger~
0 d 100
test~
%echo% You are:
%echo% %actor.name%
%echo% %actor.level%
%echo% %actor.id%
~
#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~
0 e 100
leaves~
%at% Welcor %echo% %actor.name% '%arg%'
%echo% arg: %arg%
%echo% cmd: %cmd%
~
$~