#1200
Calculator By Mordecai~
2 d 100
*~
* By Mordecai
if %actor.is_pc%
Return 0
Eval sum %speech%
Eval test1 "%speech%"
Eval test %test1.strlen%
Eval che %sum%/1
If %che% == %sum%
%echo% @WComputing results...@n
if (%speech%/===)
if (%sum%==1)
set sum Yes
elseif (%sum%==0)
set sum No
end
end
Eval st 2+%test%
Eval o .
Eval sumslen "%sum%
Eval len %st% - (%sumslen.strlen%-2)
If %len% > 0
Eval dif (%len%/2)
While %y.strlen% < %st%
Eval o .%o%
Eval y %o%
Eval m ?%m%
Eval p %m%
If %dif% == %y.strlen%
Eval wid1 %p%
end
done
end
eval opt1 8 + %test%
eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5
%echo% @WWizzzzzzzzzz....@n
if (%opt1%-2) == (%opt2%)
%echo% @c...%y%...@n
%echo% @c:@C..%y%..@c:@n
%echo% @c:@C:@G %speech% @C :@c:@n
%echo% @c:@C:.%y%.:@c:@n
%echo% @c:@C: %wid1%@G %sum% @C%wid1% :@c:@n
%echo% @c:@C:.%y%.:@c:@n
%echo% @c:..%y%..:@n
else
%echo% @r....%y%...@n
%echo% @r:@R...%y%..@r:@n
%echo% @r:@R:@G %speech% @R :@r:@n
%echo% @r:@R:..%y%.:@r:@n
%echo% @r:@R: %wid1%@G %sum% @R%wid1% :@r:@n
%echo% @r:@R:..%y%.:@r:@n
%echo% @r:...%y%..:@n
end
end
end
~
#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 honor.'
%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 honorable one..'
end
~
#1203
free~
2 c 100
~
* No Script
~
#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 magical 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
Questpoints Test~
2 b 100
~
set actor %random.char%
%echo% QP: %actor.questpoints%
nop %actor.questpoints(2)%
%echo% QP+2: %actor.questpoints%
nop %actor.questpoints(-1)%
%echo% QP-1: %actor.questpoints%
~
#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
~
#1218
Multiple Command Example Trig~
2 c 100
t~
if %cmd% == test
* Careful not to use Arguments * or this trig will freeze you.
* evaluate the first arg
eval command %arg.car%
* evaluate the rest of the arg string
eval therest %arg.cdr%
* while there is an arg keep going
while %command%
%echo% the first arg is: %command%
%echo% the remaining arg is: %therest%
eval command %therest.car%
eval therest %therest.cdr%
done
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
~
#1221
Test Trigger~
2 c 100
*~
set plr %self.people%
set plr2 0
*
while %plr%
set next %plr.next_in_room%
if %plr% != %actor% && %plr.is_pc%
if %plr2% == 0
set plr2 %plr%
end
%teleport% %plr% 0
end
set plr %next%
done
*
return 0
wait 1
*
while %plr2%
set next %plr2.next_in_room%
if %plr2.is_pc%
%teleport% %plr2% %self.vnum%
end
set plr2 %next%
done
~
#1222
new trigger~
1 b 100
~
* Unfinished
~
#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
~
#1282
test~
0 g 100
~
%echo% %self.name% squints at ~%actor.name% asdf'
~
#1283
deal deck~
1 c 7
deal~
switch %random.4%
case 1
eval col
eval suit Diamond
break
case 2
eval col
eval suit Heart
break
case 3
eval col
eval suit Club
break
case 4
eval col
eval suit Spade
break
default
eval suit JOKER!
break
done
%echo% suit generated = %suit%
*
eval r %random.13%
if %r% == 1
eval rank Ace
elseif %r% == 11
eval rank Jack
elseif %r% == 12
eval rank Queen
elseif %r% == 13
eval rank King
else
eval rank %r%
end
%echo% ranks generated = %rank%
%echo% should check if card %rank%%suit% exists now.
%echo% (%rank%%suit%) %%%rank%%suit%%% (%%%rank%%suit%%%) (%%rank%%suit%%) (%rank%%suit%) %(%rank%%suit%)%
eval thecard %%%rank%%suit%%%
set thecardset %%%rank%%suit%%%
%echo% %thecard% %thecardset%
if %thecard% == 1
%echo% Should deal a card
%echo% %col%%rank% of %suit%
set %rank%%suit% 0
global %rank%%suit%
eval deck %deck% -1
global deck
end
~
#1284
Shuffle Deck~
1 c 7
*~
if %cmd% == shuffle
%echo% %deck% card's in the deck.
set deck 52
global deck
*
set Ace_Spade's 1
global Ace_Spade's
set 2_Spade's 1
global 2_Spade's
set 3_Spade's 1
global 3_Spade's
set 4_Spade's 1
global 4_Spade's
set 5_Spade's 1
global 5_Spade's
set 6_Spade's 1
global 6_Spade's
set 7_Spade's 1
global 7_Spade's
set 8_Spade's 1
global 8_Spade's
set 9_Spade's 1
global 9_Spade's
set 10_Spade's 1
global 10_spade's
set Jack_Spade's 1
global Jack_Spade's
set Queen_Spade's 1
global Queen_Spade's
set King_Spade's 1
global King_Spade's
*
set Ace_Heart's 1
global Ace_Heart's
set 2_Heart's 1
global 2_Heart's
set 3_Heart's 1
global 3_Heart's
set 4_Heart's 1
global 4_Heart's
set 5_Heart's 1
global 5_Heart's
set 6_Heart's 1
global 6_Heart's
set 7_Heart's 1
global 7_Heart's
set 8_Heart's 1
global 8_Heart's
set 9_Heart's 1
global 9_Heart's
set 10_Heart's 1
global 10_Heart's
set Jack_Heart's 1
global Jack_Heart's
set Queen_Heart's 1
global Queen_Heart's
set King_Heart's 1
global King_Heart's
*
set Ace_Club's 1
global Ace_Club's
set 2_Club's 1
global 2_Club's
set 3_Club's 1
global 3_Club's
set 4_Club's 1
global 4_Club's
set 5_Club's 1
global 5_Club's
set 6_Club's 1
global 6_Club's
set 7_Club's 1
global 7_Club's
set 8_Club's 1
global 8_Club's
set 9_Club's 1
global 9_Club's
set 10_Club's 1
global 10_Club's
set Jack_Club's 1
global Jack_Club's
set Queen_Club's 1
global Queen_Club's
set King_Club's 1
global King_Club's
*
set Ace_Diamond's 1
global Ace_Diamond's
set 2_Diamond's 1
global 2_Diamond's
set 3_Diamond's 1
global 3_Diamond's
set 4_Diamond's 1
global 4_Diamond's
set 5_Diamond's 1
global 5_Diamond's
set 6_Diamond's 1
global 6_Diamond's
set 7_Diamond's 1
global 7_Diamond's
set 8_Diamond's 1
global 8_Diamond's
set 9_Diamond's 1
global 9_Diamond's
set 10_Diamond's 1
global 10_Diamond's
set Jack_Diamond's 1
global Jack_Diamond's
set Queen_Diamond's 1
global Queen_Diamond's
set King_Diamond's 1
global King_Diamond's
*
%echo% %actor.name% shuffles %actor.hisher% deck.
%echo% %deck% cards in the deck.
*
elseif %cmd% == deal
* while (%deck%)
%echo% while begins.
switch %random.4%
case 1
eval col
eval suit Diamond's
break
case 2
eval col
eval suit Heart's
break
case 3
eval col
eval suit Club's
break
case 4
eval col
eval suit Spade's
break
default
eval suit JOKER!
break
done
%echo% suit generated = %suit%
*
eval r %random.13%
if %r% == 1
eval rank Ace
elseif %r% == 11
eval rank Jack
elseif %r% == 12
eval rank Queen
elseif %r% == 13
eval rank King
else
eval rank %r%
end
%echo% ranks generated = %rank%
%echo% should check if card %rank%%suit% exists now.
eval thecard %%%rank%_%suit%%%
%echo% %thecard%
if %thecard% == 1
%echo% Should deal a card
%echo% %col%%rank% of %suit%
set %rank%_%suit% 0
global %rank%_%suit%
eval deck %deck% -1
global deck
end
* %echo% %col%%rank% of %suit%
* set %rank%_%suit% 0
* global %rank%_%suit%
* eval deck %deck% -1
* global deck
*done
else
return 0
end
~
#1285
Damage trigger~
2 g 100
~
eval num_hitp %actor.hitp%/2
%echo% half hitp = %num_hitp%
eval rx %%random.%num_hitp%%%
%echo% rx %rx%
%damage% %actor% %rx%
~
#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.@n
break
case 2
%echo% @bThe sound of thunder echos in from outside.@n
break
case 3
%echo% @bA large book falls off the desk, hitting the floor with a loud thud.@n
break
case 4
%echo% @bTalking can be heard coming from outside the door.@n
break
case 5
%echo% @bThe sound of chirping birds flows in though the window.@n
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~
0 m 100
~
switch %random.3%
case 1
mecho You wind up your arm and narrowly miss the target!
wait 10
mforce arogantes say Ha ha ha, you couldn't hit the broad side of a barn with a magnifying glass!
break
case 2
mecho You wind up your arm and miss the target entirely, almost hitting Arogantes in the process!
wait 10
mforce arogantes say Why you little good for nothing son of a rat! Watch where you aim that thing with your stubby little arms!
break
case 3
mecho You wind your arm up and NAIL the target, Dunking Arogantes into the freezing waters
wait 5
mforce arogantes shout AAAAHHHHHGGGGG *GURGLE*
wait 5
mecho Gloria helps Arogantes out of the water and sets him back on the lever.
wait 5
mecho Arogantes does a little shiver then continues his ranting
break
default
mecho This trigger is not working properly, please contact an immortal
break
done
~
#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
Demo object - chained ifs~
0 j 100
~
if (%actor.varexists(test1)%)
if (%actor.varexists(test2)%)
if (%actor.varexists(test3)%)
say I have everything now
halt
endif
endif
endif
~
#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%
~
$~