#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
~
$~