#13000 Maze Trigger~ 2 g 100 ~ * Random * Mist Maze * Using random directions maze a "maze" useing loaded and purged exits * and load the mobs that will exist in this room * * first remove any exits that may already exist eval thisRoom %self.vnum% * if %self.people% == 0 %door% %thisRoom% north purge %door% %thisRoom% south purge %door% %thisRoom% east purge %door% %thisRoom% west purge wait 1 sec set bottomRoom 13000 set upperRoom 13078 * bottomRoom is the lowest room number in the maze * upperRoom is the highest room number in the maze set numExits 0 eval totalRooms %upperRoom% - %bottomRoom% * 1:4 chance for any direction to show up, but more than one may show while !%numExits% eval exitN %random.4% eval exitS %random.4% eval exitW %random.4% eval exitE %random.4% if %exitN% == 1 eval temp %%random.%totalRooms%%% eval targetRoom %temp% + %bottomRoom% %door% %thisRoom% north room %targetRoom% eval numExits %numExits% + 1 else return 0 end if %exitS% == 1 eval temp %%random.%totalRooms%%% eval targetRoom %temp% + %bottomRoom% %door% %thisRoom% south room %targetRoom% eval numExits %numExits% + 1 else return 0 end if %exitW% == 1 eval temp %%random.%totalRooms%%% eval targetRoom %temp% + %bottomRoom% %door% %thisRoom% west room %targetRoom% eval numExits %numExits% + 1 else return 0 end if %exitE% == 1 eval temp %%random.%totalRooms%%% eval targetRoom %temp% + %bottomRoom% %door% %thisRoom% east room %targetRoom% eval numExits %numExits% + 1 else return 0 end done %send% %actor% The mists swirl at your entrance revealing a new path. %echoaround% %actor% %actor.name% causes the mists to swirl revealing a path. * * Now load the mobs eval totalMob %random.3% eval totalMob %totalMob% -1 set howMany 0 while %howMany% < %totalMob% switch %random.4% case 1 %load% mob 13000 %force% feeling kill %actor.name% eval howMany %howMany% + 1 break case 2 %load% mob 13001 %force% feeling kill %actor.name% eval howMany %howMany% + 1 break case 3 %load% mob 13002 %force% feeling kill %actor.name% eval howMany %howMany% + 1 break case 4 %load% mob 13003 %force% feeling kill %actor.name% eval howMany %howMany% + 1 break default %echo% This trigger is broken, please report to an immortal. break done done * * Check to see if the players "hear" anything in the background eval doHear %random.5% if %doHear% < 3 wait 20 sec switch %random.3% case 1 %echo% Voices in the distance can be heard complaining about wasting arrows shooting in the distance, since they don't have a crown to peek ahead. break case 2 %load% obj 13008 %echo% A torn piece of paper floats in on a soft breeze. break case 3 %echo% A voice from behind you cusses at a tombstone, then cusses when he pokes himself with an arrow. wait 2 sec %echo% An arrow flies past your face and strikes the ground nearby. %load% obj 13003 break default %echo% This trigger is broken, please report to an immortal. break done end * end ~ #13001 Mist Maze exit trigger~ 2 q 100 ~ * Random * Swirling mists maze clean up trigger * Removes all the room exits when a player leaves the room wait 1 sec eval thisRoom %self.vnum% if !%self.people% %door% %thisRoom% north purge %door% %thisRoom% south purge %door% %thisRoom% east purge %door% %thisRoom% west purge else return 0 end ~ #13002 recall Staff~ 1 c 1 staff~ * Random * recall staff * set of trigs to allow users to recall infinitely, and be able * to return to where they where * Trigger Intended Assignment: Objects * Trigger Type: Command , Numeric Arg: 1, Arg list: staff * * this allows the user to return to a preset room eval actor %self.worn_by% * this allows the user to recall to 3001 if %arg% == recall if %actor.eq(17)% %teleport% %actor% 3001 %force% %actor% look else %send% %actor% You must hold the recall staff to use it. end * * this allows the user to set the return to room elseif %arg% == set if %actor.eq(17)% if !%actor.varexists(set_life_counter)% eval set_life_counter 1 remote set_life_counter %actor.id% end if %actor.set_life_counter% < 14 eval setReturn %self.room% eval setReturn %setReturn.vnum% eval return_room_staff %setReturn% eval set_life_counter %actor.set_life_counter% + 1 set set_counter 0 remote set_life_counter %actor.id% global return_room_staff global set_counter %send% %actor% You will now return to here. else %send% %actor% The recall staff cannot be set anymore. end else %send% %actor% You must hold the recall staff to use it. end * * this allows the user to return to the preset room elseif %arg% == return if %actor.eq(17)% %teleport% %actor% %return_room_staff% %force% %actor% look eval set_counter %set_counter% + 1 global set_counter if %set_counter% > 2 %send% %actor% The recall staff glows briefly then flickers back to normal. eval return_room_staff 3001 eval set_counter 0 global return_room_staff global set_counter end else %send% %actor% You must hold the recall staff to use it. end else %send% %actor% Huh?!? Who?!? What?!? end ~ #13003 recall staff drop~ 1 hi 100 ~ * Random * recall staff drop * keeps players from getting rid of the recall staff * Trigger Intended Assignment: Objects * Trigger Type: Drop Give , Numeric Arg: 100, Arg list: None %send% %actor% You cannot get rid of %self.shortdesc%. return 0 ~ #13004 Eagle Eye~ 1 c 1 peek~ * Random * Eagle eyes * allows players to see the next room eval room2 %self.room% eval thisRoom %room2.vnum% * if %arg% == north || %arg% == east || %arg% == south || %arg% == west || %arg% == up || %arg% == down || %arg% == northwest || %arg% == northeast || %arg% == southeast || %arg% == southwest eval dir %arg% eval room1 %self.room% eval thatRoom %%room1.%dir%(vnum)%% if %thatRoom% %teleport% %actor% %thatRoom% %force% %actor% l %teleport% %actor% %thisRoom% else %send% %actor% There is no exit that direction to peek at. end else %send% %actor% Where do you want to peek? end ~ #13005 Bow and Arrow~ 1 c 1 fire~ * Detta and Random * bow and arrow * this trig is a hack of Detta's bow and arrow trig (from TBA) * Trigger Intended Assignment: Objects * Trigger Type: Command , Numeric Arg: 1, Arg list: fire * * Checks if there are any players/mobs in the room * to the direction specified. * eval target %arg.car% eval dir %arg.cdr% if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% == south || %dir.mudcommand% == west || %dir.mudcommand% == up || %dir.mudcommand% == down eval dir %dir.mudcommand% eval room1 %self.room% eval direction %%room1.%dir%(vnum)%% eval where %%room1.%dir%(room)%% * checks to see if there is a target if !%target% %send% %actor% Who are you trying to shoot? halt end * checks for the target to be in the room described set isHere 0 eval tmpTarget %where.people% while %tmpTarget% if %target% == %tmpTarget.name% eval targetID %tmpTarget% set isHere 1 end eval tmpTarget %tmpTarget.next_in_room% done if %isHere% == 0 %send% %actor% That person isn't there for you to shoot! halt end * checks for peaceful room flags in target room and actor room * if %where.flag% == PEACEFUL * %send% %actor% You cannot fire in to a peaceful room. * halt * end * if %actor.room.flag% == PEACEFUL * %send% %actor% You cannot fire from a peaceful room. * halt * end * * Checks for the first item in inventory that is one of the * specified arrows and sets its vnum as the one to be used. * eval inv %actor.inventory% while (%inv%) if %inv.vnum% == 13003 || %inv.vnum% == 13004 || %inv.vnum% == 13005 || %inv.vnum% == 13006 eval arrow %inv.vnum% eval weapon %inv% set inv 0 else eval next %inv.next_in_list% set inv %next% end done * * Searchable array by Random, matches the chosen arrow * vnum with the damage stats and any affects to be used. * * vnum dam dice bonus spell set type[1] 13003 3 3 2 0 set type[2] 13004 3 5 3 burning hands set type[3] 13005 6 2 4 chill touch set type[4] 13006 4 3 3 poison set type[5] none * must be the last item in the array set i 1 while %vnum% != none set temp %%type[%i%]%% eval temp %temp% eval vnum %temp.car% if %vnum% == %arrow% eval temp %temp.cdr% eval dam %temp.car% eval temp %temp.cdr% eval dice %temp.car% eval temp %temp.cdr% eval bonus %temp.car% eval temp %temp.cdr% eval spell %temp.car% end eval i %i% +1 done * * Just a calculation of the arrow damage * set finaldam 0 set i 0 while %i% != %dice% eval tempDam %%random.%dam%% eval finaldam %finaldam% + %tempDam% eval i %i% +1 done eval finaldam %finaldam% + %bonus% * * If the actor has an arrow in inventory, and there are * people in the room specified, one of three random things * happens - Actor shoots but misses, Actor shoots and damages, * Actor shoots, damages, but loses the arrow. * if %arrow% if %target% * a hack of the formula used in the code to determine if something hits * based on dexterity... eval dex %actor.dex% eval odds %dex% * 4 if %odds% > 99 set odds 99 end eval hitchance %random.100% if %target.vnum% == -1 eval %odds% 0 end if %odds% == 0 %send% %actor% You cannot PK with this weapon. elseif %hitchance% == 1 * critical failure, bow breaks and damages player %send% %actor% The string on your bow breaks snapping back and ripping in to your flesh and damaging the bow. %echoaround% %actor% The string on %actor.name%'s bow breaks. eval criticalDam %finaldam% * 2 %damage% %actor% %criticalDam% if %spell% dg_cast '%spell%' %actor% end * %load% obj ###broken bow### %actor% inv %purge% %self% elseif %odds% >= %hitchance% switch %random.3% * case 1 mob is hit and hunts the player case 1 %at% %direction% %damage% %target% %finaldam% %force% %target% mhunt %actor% if %spell% dg_cast '%spell%' %target% end %send% %actor% You shoot %target.name% with %weapon.shortdesc%. %echoaround% %actor% %actor.name% shoots someone with %weapon.shortdesc%. eval item_to_purge %%actor.inventory(%arrow%)%% %purge% %item_to_purge% %at% %direction% %load% obj %arrow% %targetID% inv break * case 2 mob is hit but has no reaction case 2 %at% %direction% %damage% %target% %finaldam% if %spell% dg_cast '%spell%' %target% end %send% %actor% You shoot %target.name% with %weapon.shortdesc%. %echoaround% %actor% %actor.name% shoots someone with %weapon.shortdesc%. eval item_to_purge %%actor.inventory(%arrow%)%% %purge% %item_to_purge% break * case 3 mob is hit and flees the room case 3 %at% %direction% %damage% %target% %finaldam% %force% %target% flee if %spell% dg_cast '%spell%' %target% end %send% %actor% You shoot %target.name% with %weapon.shortdesc%. %echoaround% %actor% %actor.name% shoots someone with %weapon.shortdesc%. eval item_to_purge %%actor.inventory(%arrow%)%% %purge% %item_to_purge% %at% %direction% %load% obj %arrow% %targetID% inv break default %echo% If you see this message, something is wrong. Please report it. break done elseif %odds% == %hitchance% %at% %direction% %damage% %target% %finaldam% %force% %target% mhunt %actor% if %spell% dg_cast '%spell%' %target% end %send% %actor% You shoot %target.name% with %weapon.shortdesc%. %echoaround% %actor% %actor.name% shoots someone with %weapon.shortdesc%. eval item_to_purge %%actor.inventory(%arrow%)%% %purge% %item_to_purge% %at% %direction% %load% obj %arrow% done else switch %random.2% * clean miss* %send% %actor% You try to shoot %target.name% with %weapon.shortdesc% but miss. %echoaround% %actor% %actor.name% tries to shoot someone but appears to have missed. eval item_to_purge %%actor.inventory(%arrow%)%% %purge% %item_to_purge% %at% %direction% %load% obj %arrow% %targetID% inv break case 2 * pricked finger and miss* %send% %actor% You prick yourself with your arrow before firing it causing you to miss %target.name%. %echoaround% %actor% %actor.name% tries to shoot someone but appears to have missed. eval item_to_purge %%actor.inventory(%arrow%)%% if %spell% dg_cast '%spell%' %actor% end %damage% %actor% %random.3% %purge% %item_to_purge% %load% obj %arrow% break default %echo% If you see this message, something is wrong. Please report it. break done end else %send% %actor% Theres no one there. end else %send% %actor% You can't shoot without arrows. end else %send% %actor% You must specify a direction - north, east, west, south, up, or down. end ~ #13006 recall staff junked~ 1 c 2 ju~ * Random * Recall staff junked * how to junk a recall staff * Trigger Type: Command , Numeric Arg: 2, Arg list: jun * Commands: * if %cmd.mudcommand% == junk && test /= %arg% set return_room_staff 3001 set set_counter 0 global return_room_staff global set_counter %echo% passed %purge% %self% else return 0 %echo% failed end ~ #13007 Graphical Tombstone~ 1 c 4 l~ * Random * Graphical tombstone * a tombstone where the epitaph and the name vary * Trigger Intended Assignment: Objects * Trigger Type: Command , Numeric Arg: 4, Arg list: l * if %arg% == tombstone || %arg% == tombston || %arg% == tombsto || %arg% == tombst || %arg% == tombs || %arg% == tomb || %arg% == tom || %arg% == to || %arg% == t * if %cmd.mudcommand% == look && %arg% /= tombstone set length[1] \@d\@0.\@n set length[2] \@d\@0..\@n set length[3] \@d\@0...\@n set length[4] \@d\@0....\@n set length[5] \@d\@0.....\@n set length[6] \@d\@0......\@n set length[7] \@d\@0.......\@n set length[8] \@d\@0........\@n * eval target %random.char% eval name %target.name% eval length %name.strlen% eval space 17 - %length% eval space %space% / 2 set whiteSpace %%length[%space%]%% eval whiteSpace %whiteSpace% eval nameLine %whiteSpace%\@w%name%%whiteSpace%\@n if %nameLine.strlen% == 40 eval spaceII %space% + 1 set whiteSpaceII %%length[%spaceII%]%% eval whiteSpaceII %whiteSpaceII% eval nameLine %whiteSpace%\@w%name%%whiteSpaceII%\@n end * switch %random.2% case 1 %send% %actor% \@w\@0 o o o\@n %send% %actor% \@w\@0 \\\|/\@n %send% %actor% \@w\@0 ooo\@n break case 2 %send% %actor% \@w\@0 o@n %send% %actor% \@w\@0 _\| \|_@n %send% %actor% \@w\@0 \|_ + _\|@n %send% %actor% \@w\@0 \| \|@n %send% %actor% \@w\@0 \| \|@n break default %send% %actor% I am broken, please tell an Immortal break done %send% %actor% \@w\@0 .-'''''-.\@n %send% %actor% \@w\@0 .-' = oOo = '-.\@n %send% %actor% \@w\@0 .-' :::::_::::: '-.\@n %send% %actor% \@w\@0 ___/ ==:...:::-:::...:== \\___\@n %send% %actor% \@w\@0 /_____________________________\\\@n %send% %actor% \@w\@0 '-._________________________.-'\@n %send% %actor% \@w\@0 \\ .-------------------. /\@n %send% %actor% \@w\@0 \| \|\* \*\| \|\@n %send% %actor% \@w\@0 \| \|' Here Lies '\| \|\@n %send% %actor% \@w\@0 \|=\|'%nameLine%\@w\@0'\|=\|\@n %send% %actor% \@w\@0 \|=\|' '\|=\|\@n * * the following line is a template to be used to make new * cases for epitaphs * %echo% \@w\@0 \|=\|' '\|=\|\@n * switch %random.8% case 1 * Only The Good Die Young (23) %send% %actor% \@w\@0 \|=\|' '\|=\|\@n %send% %actor% \@w\@0 \|=\|' Only The Good '\|=\|\@n %send% %actor% \@w\@0 \|=\|' Die Young '\|=\|\@n %send% %actor% \@w\@0 \|=\|' '\|=\|\@n break case 2 * A friendly young widow seeks comfort (36) %send% %actor% \@w\@0 \|=\|' '\|=\|\@n %send% %actor% \@w\@0 \|=\|' A Friendly '\|=\|\@n %send% %actor% \@w\@0 \|=\|' Young Widow '\|=\|\@n %send% %actor% \@w\@0 \|=\|' Seeks Comfort '\|=\|\@n %send% %actor% \@w\@0 \|=\|' '\|=\|\@n break case 3 * R.I.P. I told you this was dangerous (37) %send% %actor% \@w\@0 \|=\|' '\|=\|\@n %send% %actor% \@w\@0 \|=\|' I told you this '\|=\|\@n %send% %actor% \@w\@0 \|=\|' was dangerous '\|=\|\@n %send% %actor% \@w\@0 \|=\|' '\|=\|\@n break case 4 * Once I wasn't Then I was Now I ain't again (44) %send% %actor% \@w\@0 \|=\|' '\|=\|\@n %send% %actor% \@w\@0 \|=\|' Once I wasn't '\|=\|\@n %send% %actor% \@w\@0 \|=\|' Then I was '\|=\|\@n %send% %actor% \@w\@0 \|=\|'Now I ain't again'\|=\|\@n %send% %actor% \@w\@0 \|=\|' '\|=\|\@n break case 5 * Feces Occurs (12) %send% %actor% \@w\@0 \|=\|' '\|=\|\@n %send% %actor% \@w\@0 \|=\|' Feces Occurs '\|=\|\@n %send% %actor% \@w\@0 \|=\|' '\|=\|\@n break case 6 * This space for rent (19) %send% %actor% \@w\@0 \|=\|' '\|=\|\@n %send% %actor% \@w\@0 \|=\|' This space '\|=\|\@n %send% %actor% \@w\@0 \|=\|' for rent '\|=\|\@n %send% %actor% \@w\@0 \|=\|' '\|=\|\@n break case 7 * This way to the Egress (22) %send% %actor% \@w\@0 \|=\|' '\|=\|\@n %send% %actor% \@w\@0 \|=\|' This way to the '\|=\|\@n %send% %actor% \@w\@0 \|=\|' EGRESS '\|=\|\@n %send% %actor% \@w\@0 \|=\|' \<------\> '\|=\|\@n %send% %actor% \@w\@0 \|=\|' '\|=\|\@n break case 8 * I would turn back if I where you (32) %send% %actor% \@w\@0 \|=\|' '\|=\|\@n %send% %actor% \@w\@0 \|=\|'I would turn back'\|=\|\@n %send% %actor% \@w\@0 \|=\|' if I were you '\|=\|\@n %send% %actor% \@w\@0 \|=\|' '\|=\|\@n break default %send% %actor% I am broken, please tell an Immortal break done * %send% %actor% \@w\@0 \|=\|\* \*\|=\|\@n %send% %actor% \@w\@0 \| '-------------------' \|\@n %send% %actor% \@w\@0 \|_______________________\|\@n * switch %random.3% case 1 %send% %actor% \@w\@0 /_________________\@R@@@G}---\@w\@0___\\\@n break case 2 %send% %actor% \@w\@0 /___\@G\\\|/\@w___\@G\\\|/\@w____\@G\\\|/\@w__\@G\\\|/\@w_\\\@n break case 3 %send% %actor% \@w\@0 /_________________________\\\@n break default %send% %actor% I am broken, please tell an Immortal break done %send% %actor% \@n %echoaround% %actor% %actor.name% looks at an old tombstone. else return 0 end ~ #13008 Mist mob death~ 0 f 100 ~ * Random * Mist maze mob's death * Randomly loads objs on the mobs upon death * switch %random.5% case 1 * load a portal %load% obj 13009 drop mist break case 2 * load the torn note %load% obj 13009 drop note break case 3 * load some arrows eval numArrows %random.5% set counter 0 while %counter% < %numArrows% eval temp %random.4% eval arrowNum %temp% + 13002 %load% obj %arrowNum% eval counter %counter% + 1 done drop all.arrow break case 4 * load nothing break case 5 * load nothing break done %echo% The feeling fades away. return 0 %teleport% %self% 13099 ~ #13009 Mist portal~ 1 c 7 en~ if %cmd.mudcommand% == enter && %arg% /= mist %send% %actor% You step in to the swirling mist. %echoaround% %actor% %actor.name% steps in to the swirling mist. switch %random.5% case 1 %teleport% %actor% 13096 break case 2 %teleport% %actor% 13092 break case 3 %teleport% %actor% 13088 break case 4 %teleport% %actor% 13084 break case 5 %teleport% %actor% 13080 break done %force% %actor% look %echoaround% %actor% %actor.name% steps out of the swirling mist. else %send% %actor% %cmd% Huh?! end ~ #13010 Mist portal back in to maze~ 1 c 7 en~ if %cmd.mudcommand% == enter && %arg% /= mist %send% %actor% You step in to the swirling mist. %echoaround% %actor% %actor.name% steps in to the swirling mist. %teleport% %actor% 13001 %force% %actor% look %echoaround% %actor% %actor.name% causes the mists to swirl and change. else %send% %actor% %cmd% Huh?! end ~ #13011 mist maze - load mobs only~ 2 g 100 ~ * Random * Mist Maze - load mobs with no exits * Load the mobs that will exist in this room * * Now load the mobs eval totalMob %random.3% eval totalMob %totalMob% -1 set howMany 0 while %howMany% < %totalMob% switch %random.4% case 1 %load% mob 13000 %force% feeling kill %actor.name% eval howMany %howMany% + 1 break case 2 %load% mob 13001 %force% feeling kill %actor.name% eval howMany %howMany% + 1 break case 3 %load% mob 13002 %force% feeling kill %actor.name% eval howMany %howMany% + 1 break case 4 %load% mob 13003 %force% feeling kill %actor.name% eval howMany %howMany% + 1 break default %echo% This trigger is broken, please report to an immortal. break done done ~ #13012 mist and suicide spells~ 0 k 25 ~ * Random * Mist's Special Attacks * allows the mist mob to have various special attacks * switch %random.7% case 1 say Your time has come to an end! wait 3 sec dg_cast 'poison' %actor% break case 2 %send% %actor% The mist slams to the ground sending a shockwave toward you. %echoaround% %actor% The mist slams to the ground sending a shockwave toward %actor.name%. wait 1 sec %force% %actor% remove all %force% %actor% drop all break case 3 say Let's see how well you do if I pluck out your eyes! wait 1 sec dg_cast 'blind' %actor% break case 4 say I said to 'shut up'!! wait 1 sec dg_cast 'curse' %actor% break case 5 say Your time has come to an end! wait 3 sec dg_cast 'poison' %actor% break case 6 say I said to 'shut up'!! wait 1 sec dg_cast 'curse' %actor% break case 7 say Your time has come to an end! wait 3 sec dg_cast 'poison' %actor% break default %echo% You got lucky this time. I'm broken, please tell an immortal. break done ~ #13013 Mist mob dies~ 0 f 100 ~ * Random * Mist mob's death * * %load% obj 13010 drop mist %teleport% %self% 13099 ~ #13014 loads a mob called mist to room~ 2 g 100 ~ %load% mob 13004 %force% mist kill %actor.name% wait 10 sec ~ #13015 load a mob called mist and one called suicide to room~ 2 g 100 ~ %load% mob 13004 %force% mist kill %actor.name% %load% mob 13005 %force% suicide kill %actor.name% wait 10 sec ~ #13016 suicide mob death~ 0 f 100 ~ switch %random.3% case 1 %load% o 13001 break case 2 %load% o 13002 break case 3 %load% o 13007 break default %echo% I'm broken, tell an immortal!! break done ~ #13017 Falling Fruit~ 2 b 51 ~ * Random * Falling fruity affects * Fruit of varius descriptions falls from the tree and as it strikes * players it cast's various affects on them eval numOne %random.8% eval numTwo %random.6% eval numThr %random.16% * set fruit[1] apple set fruit[2] banana set fruit[3] pear set fruit[4] orange set fruit[5] kiwi set fruit[6] starfruit set fruit[7] peach set fruit[8] strawberry set color[1] red set color[2] orange set color[3] yellow set color[4] green set color[5] blue set color[6] purple set spell[1] cure light set spell[2] heal set spell[3] poison set spell[4] blind set spell[5] curse set spell[6] cure blind set spell[7] armor set spell[8] bless set spell[9] cure light set spell[10] invisibility set spell[11] strength set spell[12] sense life set spell[13] bless set spell[14] sleep set spell[15] sanc set spell[16] chill touch * set type %%fruit[%numOne%]%% set desc %%color[%numTwo%]%% set affect %%spell[%numThr%]%% * eval type %type% eval desc %desc% eval affect %affect% eval target %random.char% * %send% %target% A %desc% %type% falls from the tree and hits you. %echoaround% %target% A %desc% %type% falls from the tree and hits %target.name%. dg_cast '%affect%' %target% wait 1 sec %echo% The %type% falls to the ground and vanishes. ~ #13018 ray of light portal back to midgaard~ 1 c 7 en~ if %cmd.mudcommand% == enter && %arg% /= light %send% %actor% You step in to the light. %echoaround% %actor% %actor.name% steps in to the light. %teleport% %actor% 3151 %force% %actor% look else %send% %actor% %cmd% Huh?! end ~ #13099 portal to enter the mist maze~ 1 c 7 en~ if %cmd.mudcommand% == enter && %arg% /= mist %send% %actor% You step in to the swirling mist. %echoaround% %actor% %actor.name% steps in to the swirling mist. %teleport% %actor% 13001 %force% %actor% look %echoaround% %actor% %actor.name% causes the mists to swirl and change. else %send% %actor% %cmd% Huh?! end ~ $~