#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)% set 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. set return_room_staff 3001 set 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 fruit1 apple set fruit2 banana set fruit3 pear set fruit4 orange set fruit5 kiwi set fruit6 starfruit set fruit7 peach set fruit8 strawberry set color1 @Rred@n set color2 @ybrown@n set color3 @Yyellow@n set color4 @Ggreen@n set color5 @Bblue@n set color6 @Mpurple@n set spell1 cure light set spell2 heal set spell3 poison set spell4 blind set spell5 bestow curse set spell6 remove blind set spell7 inflict light set spell8 bless set spell9 cure light set spell10 invisibility set spell11 bull strength set spell12 sense life set spell13 bless set spell14 sleep set spell15 sanc set spell16 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% * eval thisRoom %self.vnum% eval total %%people.%thisRoom%%% if %total% != 0 %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. end ~ #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 ~ $~