#4300 Door Open Zap~ 2 c 100 o~ if !(%arg% /= door || %arg% /= purple || %arg% /= glowing) return 0 halt end if %cmd.mudcommand% != open return 0 halt end if %actor.is_thief% %send% %actor% You are zapped by the doorknob and instantly let go of it. %echoaround% %actor% %actor.name% is zapped by the doorknob and instantly lets go of it. wait 3 s %echo% You hear faint, mocking laughter... return 1 else return 0 end ~ #4301 Floor Stomp~ 2 c 100 stom~ %send% %actor% You stomp on the floor and crash through. %echoaround% %actor% %actor.name% stomps on the floor and falls through into a pit. %door% 4313 down room 4376 %door% 4313 down description There is a large hole in the floor. It doesn't look very safe. %force% %actor% down eval HasStomped 1 global HasStomped return 1 ~ #4302 Floor Reset~ 2 f 100 ~ if %HasStomped% %echo% The hole in the floor is magically repaired. %door% 4313 down purge eval HasStomped 0 global HasStomped end ~ #4303 Random Teleport Portal~ 1 c 7 en~ if %arg% == portal || %arg% == blue %send% %actor% You step into the portal. %echoaround% %actor% %actor.name% steps into the portal. eval TheRoom %actor.room% eval Person %TheRoom.people% dg_cast 'teleport' %actor% while %Person% * %echo% DEBUG: person: %Person% %Person.name% if %Person.following% == %actor% * %echo% DEBUG: person is following %send% %Person% You follow %actor.name% into the portal. %echoaround% %Person% %Person.name% steps into the portal. %teleport% %Person% %actor.room% %force% %Person% look end eval Person %Person.next_in_room% done return 1 else return 0 end ~ #4304 Tunnel - Dig Rocks~ 0 ab 50 ~ if %self.fighting% halt end %echo% The digger digs some rock out of the end of the tunnel. %load% obj 4306 drop rubble ~ #4305 Tunnel - Haul Debris~ 0 e 0 drops some rubble~ wait %random.40% s eval ReturnSeg walk_to 4395 fly d d stand walk_to 4388 ocl e ccl poscheck rest eval Path stand gar ocl w ccl walk_to 4305 fly u u stand walk_to 14206 gate_n walk_to 3030 drall walk_to 3127 gate_s %ReturnSeg% while %Path.strlen% > 0 if !%self.fighting% eval Action %Path.car% eval Path %Path.cdr% switch %Action% case walk_to eval Dest %Path.car% eval Path %Path.cdr% if %self.room% != %Dest% pathto Step %Dest% eval myroom %self.room% %Step% if %myroom% == %self.room% say Hmm...I seem to be lost. %echoc% %self.name% closes his eyes and utters the words, 'inset candusqirr'. %echoc% %self.name% disappears. %teleport% %self% 4373 eval Path rest else eval Path walk_to %Dest% %Path% end end break case ocl open cloth break case ccl close cloth break case drall drop all.rubble wait 5 get all 1.bag wait 5 drop all.rubble wait 5 get all 2.bag wait 5 drop all.rubble break case gar get all.rubble wait 5 put all.rubble 1.bag wait 5 get all.rubble wait 5 put all.rubble 2.bag wait 5 get all.rubble break case gate_n n if %self.room% != 3127 say Argh...the gate's locked. eval Path %ReturnSeg% end break case gate_s s while %self.room% != 14206 if %self.room% != 3127 say Hmm...I seem to be lost. %echoc% %self.name% closes his eyes and utters the words, 'inset candusqirr'. %echoc% %self.name% disappears. %teleport% %self% 4373 eval Path rest end say Argh...the gate's locked. wait 5 sit wait 75 s stand wait 5 s done break case poscheck if %self.room% != 4373 say Hmm...I seem to be lost. %echoc% %self.name% closes his eyes and utters the words, 'inset candusqirr'. %echoc% %self.name% disappears. %teleport% %self% 4373 eval Path rest end break default %Action% break done end wait 1 s wait %random.5% done ~ #4306 Ladder - Add Exit~ 1 h 100 ~ eval LadderCount 0%LadderCount% + 1 global LadderCount %door% 4376 up room 4313 %door% 4376 up description A ladder leans agains the edge of the hole in the ceiling. ~ #4307 Ladder - Remove Exit~ 1 g 100 ~ eval LadderCount 0%LadderCount% - 1 global LadderCount if %LadderCount% < 1 * doesn't work * %door% 4376 up room -1 * %door% 4376 up description There is a jagged hole in the floorboards above you. %door% 4376 up purge end ~ #4308 Tunnel - Put up beam~ 0 b 20 ~ wait %random.3% s if %self.inv_count(4310)% < 1 if %self.ground_count(4310)% < 1 say I seem to have run out of beams. halt end get beam end %echo% The bracer puts up a beam. mjunk beam ~ #4309 Fall Down Shaft~ 2 c 100 d~ if !(%cmd.mudcommand% == down) || %actor.position% == 9 return 0 halt end %send% %actor% You jump into the hole. %echoaround% %actor% %actor.name% jumps into the hole. %teleport% %actor% 4390 %force% %actor% l %echoaround% %actor% %actor.name% has fallen in from above. * wait 5 %send% %actor% You fall down the shaft. %echoaround% %actor% %actor.name% falls down the shaft. %teleport% %actor% 4305 %force% %actor% l %echoaround% %actor% %actor.name% has fallen in from above. ~ #4310 Generic use-staff-when-dying~ 0 l 25 ~ use staff while %self.fighting% wait 15 s done ~ #4311 Bird Flying~ 0 ab 50 ~ eval Directions n e s w extract Direction %random.4% %Directions% wait %random.10% s %Direction% if %random.4% == 2 wait %random.10% s %Direction% end ~ #4312 Joe Collects Objects~ 0 n 100 ~ get all ~ $~