#1 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~ 0 g 100 ~ if %direction% say &cHello, %actor.name%, how are things to the %direction%?&n 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~ 1 g 100 ~ %echo% You hear, 'Please put me down, %actor.name%' ~ #4 room test~ 2 g 100 ~ wait 50 wsend %actor% you enter a room ~ #5 car/cdr test~ 0 d 100 test~ say speech: %speech% say car: %speech.car% say cdr: %speech.cdr% ~ #6 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 object otransform 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 otransform 3021 else otransform 3020 end %echo% Transform complete. ~ #8 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 mtransform test~ 0 g 100 ~ * mtransform 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 mtransform -99 else mtransform -1 end %echo% Transform complete. ~ #10 attach test~ 0 d 100 attach~ attach 9 %self.id% ~ #11 attach test~ 0 d 100 detach~ detach 9 %self.id% ~ #12 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 Roomsave Cleanup - Load Mob~ 1 n 100 ~ wait 1 %load% mob 92 ~ #14 Roomsave Cleanup - Put Stuff~ 0 n 100 ~ eval Counter 0 while %Counter% < 20 get all junk all.key put all pot put all crate eval Counter %Counter% + 1 done %purge% %self% ~ #16 NULL TRIGGER~ 0 n 1 test~ halt ~ #20 PORTAL Open~ 1 n 100 ~ *Load Portal %echo% |bA small blue light forms in the middle of the room.|n wait 1s %echo% |bThe light |wexplodes|b outward forming a portal to a different dimension.|n otimer 5 ~ #21 PORTAL close~ 1 f 100 ~ *Destroy Portal %echo% |bThe portal begins to distort itself.|n wait 5s %echo% |bThe portal shakes uncontrollably, imploding inward resulting in a loud pop.|n opurge %self% ~ #22 PORTAL look in~ 1 c 100 l~ *Look In Portal if %cmd.mudcommand% != look || !(inside /= %arg.car%) || %arg.cdr% != portal return 0 halt end %echo% DEBUG v4: %self.val4% %send% %actor% |bYou stick your head through and see...|n eval origroom %actor.room% %teleport% %actor% %self.val4% %force% %actor% look %teleport% %actor% %origroom% %echoaroundc% %actor% %actor.name% sticks his head through the portal, and looks around. return 1 ~ #23 PORTAL enter~ 1 c 100 en~ *Enter Portal if %cmd.mudcommand% != enter || %arg% != portal halt end %echoaroundc% %actor% %actor.name% steps into the portal causing a rippling effect across it's surface. %send% %actor% You step into the portal. %teleport% %actor% %self.val4% %force% %actor% look %echoaroundc% %actor% %actor.name% steps out of the portal. ~ #30 SENTINEL maintain location if moved~ 0 b 100 ~ if %LoadRoom% eval ThisRoom %self.room% if %LoadRoom% != %ThisRoom.vnum% emote looks around. stand wait 1 s pathto Dir %LoadRoom% %Dir% end else eval MyRoom %self.room% eval LoadRoom %MyRoom.vnum% global LoadRoom end ~ $~