#11800 (01) shopwoman greets~ 0 gh 100 ~ set gender one if %actor.sex% == male set gender lad elseif %actor.sex% == female set gender lady end wait 2 s emote looks up and peers at you keenly as she smiles in greeting. wait 2 s say Why hello little %gender%. wait 2 s say Have a look around if it pleases you. wait 2 s say I hope you find what you are looking for. wait 2 s emote smiles strangely at you as she turns back to her work. ~ #11801 (01) shopwoman comments on looking~ 0 c 100 l~ return 0 wait 1 s if %cmd.mudcommand% == look && dollhouse /= %arg% && %arg% tell %actor.name% You like that do you? wait 1 s tell %actor.name% A piece worth examining closer if you want my opinion. end ~ #11802 (06) shopwoman comments on examination~ 0 c 100 exa~ return 0 if %cmd.mudcommand% == examine && dollhouse /= %arg% && %arg% wait 1 s tell %actor.name% Aye, its a magnificent little toy that. wait 1 s tell %actor.name% Shame about that little doll that came with it. end ~ #11803 (09) doll teleports when taken~ 1 g 100 ~ if %actor.room.vnum% == 11802 %echoaround% %actor.name% %actor.name% takes something from the dollhouse and seems to fade mysteriously away, leaving no trace. %teleport% %actor% 11801 wait 2 s %send% %actor% You feel a little strange as everything starts to blur, shifting and changing shape until you are completely disorientated. wait 2 s %force% %actor% look %force% %actor% xx end ~ #11804 (00) closed-eye girl greets~ 0 c 100 xx~ wait 15 s set gender shadow-creature if %actor.sex% == male set gender shadow-man elseif %actor.sex% == female set gender shadow-woman end if %actor.varexists(zn118_gravedone)% say Why %gender%, I believe you have passed through here before. wait 3 s say Did you really want to return? wait 3 s say Be aware that if you do, the cycle will begin again. wait 2 s say The words of the journal will be wiped clean. wait 3 s else say What brings you to this private place %gender%? wait 3 s say There are answers here... but few care for the questions that invoke them. wait 3 s end %load% obj 11805 give eye %actor.name% drop eye wait 2 s say The choice is yours... wait 2 s say Close it, and I shall send you back to your world... wait 2 s say Open it, and I shall send you to mine. ~ #11805 (05) opening eye teleports in~ 1 c 3 o~ if %cmd.mudcommand% == open && eye /= %arg% && %arg% if %actor.varexists(zn118_knifestart)% rdelete zn118_knifestart %actor.id% end if %actor.varexists(zn118_gravedone)% rdelete zn118_gravedone %actor.id% end %teleport% %actor% 11822 %send% %actor% You open the eye. wait 1 s %send% %actor% A hazy mist swirls up and around you, blurring your vision for a second before clearing away. wait 1 s %force% %actor% look wait 1 s %send% %actor% The voice of a young girl whispers: Please recover what I left there. wait 1 s %load% obj 11807 %send% %actor% A leather-strapped journal suddenly materializes on the ground. wait 1 s %send% %actor% The voice of a young girl whispers: Give the journal to the ones you meet there, they will know what to do with it. %purge% self else return 0 end ~ #11806 (05) closing eye teleports out~ 1 c 3 c~ if %cmd.mudcommand% == close && eye /= %arg% && %arg% %teleport% %actor% 11802 %echoaround% %actor% %actor.name% suddenly appears in a haze of mist. %send% %actor% You close the eye. wait 1 s %send% %actor% A hazy mist swirls up and around you, blurring your vision for a second before clearing away. wait 1 s %force% %actor% look %purge% %self% else return 0 end ~ #11807 (04) 4-yr-old gives different messages~ 0 c 100 xx118xx~ eval room %self.room% if (%room.vnum% == 11804) if !(%actor.varexists(zn118_a)%) emote walks into the room and peers at you. wait 2 s say You cant talk to the shadow-ones, they're not real... wait 2 s say at least not any more. wait 2 s say The others here aren't real either... wait 2 s say but then they never were. wait 1 s emote giggles as she runs off. set zn118_a 1 remote zn118_a %actor.id% end end drop journal %purge% %self% ~ #11808 4-yr-old loads on entry~ 2 g 100 ~ wait 1 s %load% mob 11804 %force% %actor% xx118xx ~ #11809 (13) bird appears when taken~ 1 g 100 ~ set zn118_birdquest 1 remote zn118_birdquest %actor.id% %load% mob 11805 %send% %actor% The little bird squirms free from your hand and flies joyfully to the higher parts of the room. %purge% %self% ~ #11810 crunch~ 1 s 100 ~ if %self.vnum% == 11816 %echo% GLUG GLUG GLUG... elseif %self.vnum% == 11817 %echo% CRUNCH CRUNCH CRUNCH... elseif %self.vnum% == 11818 %echo% CRUNCH CRUNCH CRUNCH... end ~ #11811 (39) grave quest~ 0 j 100 ~ if %object.vnum% == 11807 wait 1 s set num 1 if %actor.varexists(zn118_crayondone)% eval num %num% + 1 if %actor.varexists(zn118_birddone)% eval num %num% + 1 if %actor.varexists(zn118_ridleydone)% eval num %num% + 1 if %actor.varexists(zn118_knifedone)% eval num %num% + 1 if %actor.varexists(zn118_tunneldone)% eval num %num% + 1 if %actor.varexists(zn118_ruthdone)% eval num %num% + 1 if %actor.varexists(zn118_thindone)% eval num %num% + 1 if %actor.varexists(zn118_mutedone)% eval num %num% + 1 if %actor.varexists(zn118_runningdone)% eval num %num% + 1 if %actor.varexists(zn118_angrydone)% eval num %num% + 1 if %actor.varexists(zn118_blinddone)% eval num %num% + 1 if %actor.varexists(zn118_weepingdone)% eval num %num% + 1 if %actor.varexists(zn118_scarreddone)% eval num %num% + 1 end end end end end end end end end end end end end if %num% == 14 say Well done %actor.name%, all the words of this place have been captured. wait 1 s say And so the speakers need linger no more. wait 2 s say A terrible time... and a terrible story... wait 1 s emote brushes her fingers over the pages of the journal. wait 2 s say And now it passes into your keeping, as it has passed out of mine. wait 2 s say My time is over %actor.name%, now I must be destroyed, and my bones buried here... in this ruined garden. wait 3 s say The task falls upon you to finish this, bury me here, and I shall seal this quest. set zn118_gravequest 1 remote zn118_gravequest %actor.id% rdelete zn118_crayondone %actor.id% rdelete zn118_birddone %actor.id% rdelete zn118_ridleydone %actor.id% rdelete zn118_knifedone %actor.id% rdelete zn118_tunneldone %actor.id% rdelete zn118_ruthdone %actor.id% rdelete zn118_thindone %actor.id% rdelete zn118_mutedone %actor.id% rdelete zn118_runningdone %actor.id% rdelete zn118_angrydone %actor.id% rdelete zn118_blinddone %actor.id% rdelete zn118_weepingdone %actor.id% rdelete zn118_scarreddone %actor.id% give journal %actor.name% drop journal elseif %actor.varexists(zn118_gravequest)% wait 1 s say Only one thing remains %actor.name%. wait 1 s say Kill me, and bury my corpse here in this garden. wait 1 s give journal %actor.name% drop journal else wait 1 s say I have been waiting for one such as you, %actor.name%. wait 2 s say But I am the last of all you must see here. wait 1 s say Return to me when the others have told their tales. wait 1 s give journal %actor.name% drop journal end else say I do not think this is meant for me. give %object.name.car% %actor.name% drop %object.name.car% end ~ #11812 pinball - shoot~ 1 c 7 shoot~ * No Script ~ #11813 random messages~ 2 b 40 ~ switch %random.8% case 0 %echo% Birds chirp serenly from the swaying branches of surrounding trees. break case 1 %echo% A sudden chill breathes harshly down your neck. break case 2 %echo% A soft glow lights the place as a large spark flares and dies. break case 3 %echo% The sound of gentle laughter echoes from nearby mountains. break case 4 %echo% An anguished scream pierces the air. break case 5 %echo% The leaves shiver uneasily as something invisible stirs the air. break case 6 %echo% The warm scent of fresh baking bread wafts on the air. break case 7 %echo% The soothing sound of a mother's voice can be heard singing gently. break case 8 %echo% The air grows suddenly still as though this place was holding its breath. break default %echo% A soft glow lights the place as a large spark flares and dies. break done ~ #11814 (02) colouring message~ 0 gh 100 ~ if %actor.is_pc% if !%actor.varexists(zn118_b)% wait 1 s emote looks up and smiles at you. wait 1 s say I'm drawing monsters... wait 1 s say but I need my red crayon... wait 1 s say they took it away. wait 1 s emote sighs and goes back to her drawing. set zn118_b 1 remote zn118_b %actor.id% end end ~ #11815 shadow mobs won't take journal~ 0 j 100 ~ return 0 %send% %actor% %self.name% is not even aware of you. ~ #11816 certain mobs won't take journal~ 0 j 100 ~ if %object.vnum% == 11807 %send% %actor% %self.name% can't take %object.shortdesc%. return 0 end ~ #11817 incorrect mobs refuse journal~ 0 j 100 ~ wait 1 s emote shrugs uncertainly. wait 1 s say Somehow I don't think this is meant for me. drop %object.name.car% ~ #11818 (02) crayon child quest~ 0 j 100 ~ if %object.vnum% == 11807 if %actor.varexists(zn118_crayondone) wait 1 s say I have already written in that for you. give journal %actor.name% drop journal elseif %actor.varexists(zn118_crayonquest) wait 1 s say Ah! Now, let me see... wait 1 s emote scribbles something into a leather-strapped journal. wait 1 s give journal %actor.name% drop journal nop %actor.exp(10000)% smile rdelete zn118_crayonquest %actor.id% set zn118_crayondone 1 remote zn118_crayondone %actor.id% else wait 1 s say I would like to write something in that for you... wait 1 s say but I need my red crayon. wait 1 s give journal %actor.name% drop journal end elseif %object.vnum% == 11808 set zn118_crayonquest 1 remote zn118_crayonquest %actor.id% wait 1 s smile wait 1 s hold crayon wait 1 s say Now I have my crayon I can write for you. wait 1 s smile %actor.name% else wait 1 s say I don't think this is meant for me. give %object.name.car% %actor.name% drop %object.name.car% end ~ #11819 (71) bloodstone amulet awaken~ 1 c 1 awaken~ %send% %actor% You wrap your fingers around the bloodstone amulet and focus deeply. %echoaround% %actor% %actor.name% wraps %actor.hisher% fingers around %actor.hisher% bloodstone amulet and closes %actor.hisher% eyes in concentration. if %actor.varexists(zn118_focus_return)% eval place %actor.zn118_focus_return% wait 2 s %send% %actor% The amulet glows brightly, heating in your grasp and flickering with wisps of magic. %echoaround% %actor% The amulet glows brightly, flickering with wisps of magic as %actor.name% grasps it. wait 2 s %teleport% %actor% %place% rdelete zn118_focus_return %actor.id% %send% %actor% The amulet amplifies your focus, helping you re-emerge into reality. %echoaround% %actor% %actor.name% suddenly flickers into existance. else wait 2 s %send% %actor% You are already fully awake to reality. end ~ #11820 (09) bird quest~ 0 j 100 ~ if %object.vnum% == 11807 if %actor.varexists(zn118_birddone) wait 1 s say I have already written in that for you. give journal %actor.name% drop journal elseif %actor.varexists(zn118_birdquest) wait 1 s say Thank you %actor.name%. Now part of me feels free too. wait 2 s emote scribbles something into a leather-strapped journal. wait 2 s nop %actor.exp(10000)% give journal %actor.name% drop journal wait 1 s say That key will also open the middle way. rdelete zn118_birdquest %actor.id% set zn118_birddone 1 remote zn118_birddone %actor.id% else wait 1 s say Yes, there is something I could write in that... wait 1 s say but would you do me a favour first? wait 2 s say My father keeps a little bird locked away... wait 2 s say would you release it? wait 1 s %load% obj 11823 say Here... Pin will help you do it. wait 1 s give key %actor.name% drop key give journal %actor.name% drop journal end else wait 1 s say I don't think this is meant for me. drop %object.name.car% end ~ #11821 (09) playing message~ 0 gh 100 ~ if %actor.is_pc% if !%actor.varexists(zn118_c)% wait 1 s emote jumps as she realizes she's not alone. wait 1 s emote laughs. wait 1 s say Oh hiya... wait 2 s smile %actor.name% wait 1 s say Do you play games? wait 2 s %load% obj 11818 give carrot %actor.name% drop carrot set zn118_c 1 remote zn118_c %actor.id% end end ~ #11822 new trigger~ 0 f 100 ~ %purge% corpse ~ #11823 test~ 1 c 3 read~ * No Script ~ #11824 (17) clapping game 1~ 0 d 100 *~ wait 1 s if %speech% == My mother says... say not to play... elseif %speech% == with the gypsies... say in the wood. elseif %speech% == If I should... say she would say... elseif %speech% == Naughty little child... say to disobey! wait 1 s giggle else return 0 end ~ #11825 (16) clapping game 2~ 0 d 100 *~ wait 1 s if %speech% == not to play... say with the gypsies... elseif %speech% == in the wood. say If I should... elseif %speech% == she would say... say Naughty little child... elseif %speech% == to disobey! giggle else return 0 end ~ #11826 (16) random clapping game~ 0 b 5 ~ say My mother says... ~ #11827 (11) when Ridley receives~ 0 j 100 ~ if %object.vnum%==11834 if %actor.varexists(zn118_ridleyquest)% eval in_box %object.contents% while %in_box% set next_in_box %in_box.next_in_list% if %in_box.vnum%==11828 set zn118_fruit 1 remote zn118_fruit %actor.id% elseif %in_box.vnum%==11832 set zn118_flower 1 remote zn118_flower %actor.id% elseif %in_box.vnum%==11833 set zn118_flying 1 remote zn118_flying %actor.id% end set in_box %next_in_box% done if %actor.varexists(zn118_fruit)% if %actor.varexists(zn118_flower)% if %actor.varexists(zn118_flying)% rdelete zn118_fruit %actor.id% rdelete zn118_flower %actor.id% rdelete zn118_flying %actor.id% rdelete zn118_ridleyquest %actor.id% set zn118_ridleywrite 1 remote zn118_ridleywrite %actor.id% end end end if %actor.varexists(zn118_ridleywrite)% wait 1 s say Thank you %actor.name%, I will restore them to their natural forms. wait 1 s %purge% box wait 1 s say And as for that book of yours, come let me write in it for you. else wait 1 s say Ah, it seems not everything is here. wait 1 s give box %actor.name% drop box wait 1 s say All of these I must reclaim... a flower, a fruit, and a flying thing. wait 1 s say Remember, do not kill the flying thing, only "capture" it. end if %actor.varexists(zn118_fruit)% rdelete zn118_fruit %actor.id% if %actor.varexists(zn118_flower)% rdelete zn118_flower %actor.id% if %actor.varexists(zn118_flying)% rdelete zn118_flying %actor.id% end end end else wait 1 s say Hmm, I am not sure why you had that. end elseif %object.vnum%==11807 if %actor.varexists(zn118_ridleywrite)% wait 2 s emote rearranges her blocks to spell W O R D S. wait 2 s say Words I promised you and words you shall have. wait 3 s emote weaves her hands over the blocks, drawing a dark shadow from them and guiding it into the journal. wait 3 s say There we are. rdelete zn118_ridleywrite %actor.id% set zn118_ridleydone 1 remote zn118_ridleydone %actor.id% wait 1 s nop %actor.exp(10000)% give journal %actor.name% drop journal wait 1 s say I have something else for you too. wait 2 s emote rearranges her blocks to spell S W O R D. wait 2 s emote weaves her hands over the blocks, drawing a dark shadow from them and shaping it with her fingers. wait 3 s %load% obj 11835 say Words can be a weapon... wait 1 s give sword %actor.name% drop sword wait 1 s say That will cut all bonds of silence. I can assure you that you will need it... though not for yourself. elseif %actor.varexists(zn118_ridleyquest)% wait 1 s say Ah, first I must unmake what I have made. wait 1 s say I must have the box with the three items... the fruit, the flower, and the flying thing... remember only to 'capture' the flying thing, do not kill it. wait 2 s say If you have lost the box I gave you, I can make another... just say "another" if that be the case. wait 1 s give journal %actor.name% drop journal elseif %actor.varexists(zn118_ridleydone)% wait 1 s say I have already written in that for you %actor.name%. give journal %actor.name% drop journal else wait 1 s emote stops what she is doing and glances at the journal. wait 2 s emote sighs loudly. wait 1 s say Ah strange person you are, bringing a book of words to me... wait 2 s say Do you not know that I am a stealer of words? wait 2 s say So dangerous they are... and it is my job to make them safe. wait 2 s emote turns the journal over in her hands, studying it thoughtfully. wait 2 s say Perhaps it is time though... wait 2 s say Time to unmake what I have made, and let the cloak fall. I have spent long enough in deception. wait 4 s say Yes, words I will give you... if you return mine to me. wait 2 s give journal %actor.name% drop journal wait 1 s say Three things they are... wait 1 s say A fruit, a flower, and a flying thing... wait 2 s say Please do not kill the flying thing, only "capture" it. wait 1 s %load% obj 11834 give box %actor.name% drop box wait 2 s say That box will hold them all safely, please return it to me when it contains them all. set zn118_ridleyquest 1 remote zn118_ridleyquest %actor.id% end else wait 1 s say I don't think this is meant for me. drop %object.name.car% end ~ #11828 (11) Ridley gives box~ 0 d 100 another~ %load% obj 11834 wait 1 s emote weaves her hands in the air, drawing darkness from the room into a solid shape. wait 1 s say Please do not lose it again. wait 1 s give box %actor.name% ~ #11829 (21) insect can be captured~ 0 c 100 capture~ if %arg% == insect %send% %actor% You make a quick grab for %self.name%, capturing it expertly in your hands. %echoaround% %actor% %actor.name% makes a quick grab for %self.name%, capturing it expertly in %actor.hisher% hands. %load% obj 11833 %actor% inv %purge% %self% else %send% %actor% Capture what? end ~ #11830 (33) insect escapes after while~ 1 f 100 ~ eval actor %self.carried_by% if %actor.is_pc% %send% %actor% %self.shortdesc% suddenly squirms free from your hands and flies away. %echoaround% %actor% %self.shortdesc% suddenly squirms free of %actor.name%'s grasp and flies away. else %echo% %self.shortdesc% suddenly flits into the air. end %load% mob 11821 %purge% self ~ #11831 (21) insect loads self on death~ 0 f 100 ~ %at% 11832 %load% mob 11821 ~ #11832 (22) score of secrets killed~ 0 f 100 ~ if %actor.varexists(zn118_tunnelquest)% eval zn118_tunnelquest %actor.zn118_tunnelquest% + 1 remote zn118_tunnelquest %actor.id% end eval room %random.18% eval room %room% + 11874 %at% %room% %load% mob 11822 ~ #11833 (22) tunnel-man quest~ 0 j 100 ~ if %object.vnum% == 11807 if %actor.varexists(zn118_tunneldone) wait 1 s say I have already written in that for you. give journal %actor.name% drop journal elseif %actor.varexists(zn118_tunnelquest) eval score %actor.zn118_tunnelquest% - 1 if %score% < 15 wait 1 s say Thank you for your work %actor.name%, you have vanquished %score% secrets. wait 2 s say Though you will never defeat them all, would you please destroy some more? wait 2 s give journal %actor.name% drop journal else wait 1 s say Well done %actor.name%, you have rid us of %score% secrets. wait 2 s say As I promised, I shall write my piece. wait 1 s emote grasps a pen from thin air and writes something in a leather-strapped journal. rdelete zn118_tunnelquest %actor.id% set zn118_tunneldone 1 remote zn118_tunneldone %actor.id% wait 3 s nop %actor.exp(10000)% give journal %actor.name% drop journal %load% obj 11855 give key %actor.name% drop key wait 1 s say And here with the journal, a gift... wait 1 s say The way to the end is open before you. wait 1 s say Do you see? wait 1 s end else wait 1 s emote manoeuvres the journal, making it levitate and turn slowly in the air. wait 2 s say You are very trusting to give this to me shadow-person. wait 1 s say I have no name, though Ridley calls me Daniel... you would be wise to offer this to her if you have not done so already. wait 3 s emote turns his attention back to the twirling journal. wait 2 s say You do realise shadow-person... that this quest of yours will destroy me? wait 3 s say Indeed, not just myself, but all who dwell here. wait 2 s emote grows silent for a moment, apparently thinking. wait 3 s say Still... if our fall means purging of the evil along with us, then I would see it done. wait 3 s say I ask only this...that you prove to me your intentions. wait 2 s emote gestures toward the swirling tunnel. wait 2 s say Please enter it, destroy some of the evil you find there, though you will never kill them all. wait 2 s say Your willingness to do so will convince me. wait 1 s set zn118_tunnelquest 1 remote zn118_tunnelquest %actor.id% give journal %actor.name% drop journal end else wait 1 s say I don't think this is meant for me. give %object.name.car% %actor.name% drop %object.name.car% end ~ #11834 (31) enter vortex teleports~ 2 c 100 enter~ %send% %actor% You enter the vortex. %echoaround% %actor% %actor.name% enters the vortex. if %self.vnum% == 11831 %teleport% %actor% 11874 elseif %self.vnum% -- 11874 %teleport% %actor% 11831 end wait 1 s %force% %actor% look ~ #11835 (23) running girl runs~ 0 ab 100 ~ if %self.room.vnum% == 11876 wait 1 s s else %teleport% %self% 11876 s end wait 1 s s wait 1 s say I've got to keep going... s wait 1 s s wait 1 s say Back and forth... w wait 1 s n wait 1 s n wait 1 s say It gets harder and harder... n wait 1 s n wait 1 s e say But keep going... wait 1 s emote gasps for air. ~ #11836 (23) running girl does what told~ 0 d 100 *~ if %actor.varexists(zn118_runningstart)% %speech% wait 1 if %self.room.vnum% == 11831 rdelete zn118_runningstart %actor.id% set zn118_runningquest 1 remote zn118_runningquest %actor.id% wait 1 s tell %actor.name% Thank you for getting me out of there. follow self end end ~ #11837 test missile~ 1 c 1 shoot~ if %arg% == north eval north %self.room.north(vnum)% eval room %self.room.north(room)% eval people %room.people% if %people% %send% %people% You are suddenly shot by %actor.name%. %at% %north% %damage% %people% 20 %send% %actor% You shoot %people.name% and damage %people.himher%. %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% else %send% %actor% Theres no one there. end elseif %arg% == east eval east %self.room.east(vnum)% eval room %self.room.east(room)% eval people %room.people% if %people% %send% %people% You are suddenly shot by %actor.name%. %at% %east% %damage% %people% 20 %send% %actor% You shoot %people.name% and damage %people.himher%. %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% else %send% %actor% Theres no one there. end elseif %arg% == south eval south %self.room.south(vnum)% eval room %self.room.south(room)% eval people %room.people% if %people% %send% %people% You are suddenly shot by %actor.name%. %at% %south% %damage% %people% 20 %send% %actor% You shoot %people.name% and damage %people.himher%. %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% else %send% %actor% Theres no one there. end elseif %arg% == west eval west %self.room.west(vnum)% eval room %self.room.west(room)% eval people %room.people% if %people% %send% %people% You are suddenly shot by %actor.name%. %at% %west% %damage% %people% 20 %send% %actor% You shoot %people.name% and damage %people.himher%. %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% else %send% %actor% Theres no one there. end elseif %arg% == up eval up %self.room.up(vnum)% eval room %self.room.up(room)% eval people %room.people% if %people% %send% %people% You are suddenly shot by %actor.name%. %at% %up% %damage% %people% 20 %send% %actor% You shoot %people.name% and damage %people.himher%. %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% else %send% %actor% Theres no one there. end elseif %arg% == down eval down %self.room.down(vnum)% eval room %self.room.down(room)% eval people %room.people% if %people% %send% %people% You are suddenly shot by %actor.name%. %at% %down% %damage% %people% 20 %send% %actor% You shoot %people.name% and damage %people.himher%. %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% else %send% %actor% Theres no one there. end else %send% %actor% You must specify a direction - north, east, west, south, up, or down. end ~ #11838 test missile condensed~ 1 c 1 shoot~ if %arg% == north || %arg% == east || %arg% == south || %arg% == west || %arg% == up || %arg% == down eval dir %arg% eval direction %%self.room.%dir%(vnum)%% eval where %%self.room.%dir%(room)%% eval people %where.people% if %people% %send% %people% You are suddenly shot by %actor.name%. %at% %direction% %damage% %people% 20 %send% %actor% You shoot %people.name% and damage %people.himher%. %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% else %send% %actor% Theres no one there. end else %send% %actor% You must specify a direction - north, east, west, south, up, or down. end ~ #11839 test bow/quiver~ 1 c 1 shoot~ if %arg% == north || %arg% == east || %arg% == south || %arg% == west || %arg% == up || %arg% == down eval dir %arg% eval direction %%self.room.%dir%(vnum)%% eval where %%self.room.%dir%(room)%% eval people %where.people% if %actor.has_item(2731)% %force% %actor% take arrow quiver end if %actor.inventory(2733)% if %people% switch %random.3% case 1 %send% %people% You are suddenly shot by %actor.name%. %at% %direction% %damage% %people% 20 %send% %actor% You shoot %people.name% and damage %people.himher%. %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% %purge% %actor.inventory(2733)% %load% obj 2733 %people% inv break case 2 %send% %people% %actor.name% tries to shoot you but misses. %send% %actor% You try to shoot %people.name% but miss. %echoaround% %actor% %actor.name% tries to shoot %people.name% but misses% %purge% %actor.inventory(2733)% %load% obj 2733 break case 3 %send% %people% You are suddenly shot by %actor.name%. %send% %people% The arrow breaks. %at% %direction% %damage% %people% 20 %send% %actor% You shoot %people.name% and damage %people.himher%. %send% %actor% The arrow breaks. %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% %purge% %actor.inventory(2733)% break default %send% %people% You are suddenly shot by %actor.name%. %at% %direction% %damage% %people% 20 %send% %actor% You shoot %people.name% and damage %people.himher%. %echoaround% %actor% %actor.name% shoots %people.name% and damages %people.himher% %purge% %actor.inventory(2733)% %load% obj 2733 %people% inv break done 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 ~ #11840 test improved bow~ 1 c 1 shoot~ * * As is this trigger is attached to bow 2732 * To be used with arrows - 2733, 2780, 2781, 2782. * Can also be optionally used with quiver 2731 * * * Checks if there are any players/mobs in the room * to the direction specified. * if %arg.mudcommand% == north || %arg.mudcommand% == east || %arg.mudcommand% == south || %arg.mudcommand% == west || %arg.mudcommand% == up || %arg.mudcommand% == down eval dir %arg.mudcommand% eval direction %%self.room.%dir%(vnum)%% eval where %%self.room.%dir%(room)%% eval people %where.people% * * These next three lines just make the actor withdraw * an arrow if he/she is carrying them in a quiver. * Is just intended to give the quiver a helpful feature. * if %actor.has_item(2731)% %force% %actor% take arrow quiver 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% == 2733 || %inv.vnum% == 2780 || %inv.vnum% == 2781 || %inv.vnum% == 2782 eval arrow %inv.vnum% eval weapon %inv% %echo% %arrow% 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. * set type[1] 2733 3 2 0 set type[2] 2780 5 3 0 set type[3] 2781 8 4 0 set type[4] 2782 4 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 bonus %temp.car% eval temp %temp.cdr% eval spell %temp.car% end eval i %i% +1 done %echo% arrow vnum = %arrow%, damage = %dam%, bonus = %bonus%, and spell = %spell% * * Just a calculation of the arrow stats using a * random number of dice between 1 and 3. * set dice %random.3% eval finaldam ((%dice% * %dam%) + %bonus%) %echo% Hits for total of %finaldam%. * * 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 %people% switch %random.3% case 1 %send% %people% %actor.name% shoots you with %weapon.shortdesc%. %at% %direction% %damage% %people% %finaldam% %force% %people% mhunt %actor% if %spell% dg_cast '%spell%' %people% end %send% %actor% You shoot %people.name% with %weapon.shortdesc%. %echoaround% %actor% %actor.name% shoots %people.name% with %weapon.shortdesc%. %purge% %actor.inventory(%arrow%)% %load% obj %arrow% %people% inv break case 2 %send% %people% %actor.name% tries to shoot you but misses. %send% %actor% You try to shoot %people.name% with %weapon.shortdesc% but miss. %echoaround% %actor% %actor.name% tries to shoot %people.name% but misses% %purge% %actor.inventory(%arrow%)% %load% obj %arrow% break case 3 %send% %people% %actor.name% shoots you with %weapon.shortdesc%. %send% %people% %weapon.shortdesc% breaks. %force% %people% mhunt %actor% %at% %direction% %damage% %people% %finaldam% if %spell% dg_cast '%spell%' %people% end %send% %actor% You shoot %people.name% with %weapon.shortdesc%. %send% %actor% %weapon.shortdesc% breaks. %echoaround% %actor% %actor.name% shoots %people.name% with %weapon.shortdesc%. %purge% %actor.inventory(%arrow%)% break default %echo% If you see this message, something is wrong. Please report it. break done 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 ~ #11841 test asound~ 1 c 7 test~ * No Script ~ #11842 (23) running quest given~ 0 j 100 ~ if %object.vnum% == 11807 if %actor.varexists(zn118_runningdone) wait 1 s say I have already written in that for you. give journal %actor.name% drop journal elseif %actor.varexists(zn118_runningquest) wait 1 s emote pauses to think for a moment. wait 1 s emote scrawls something carefully into a leather-strapped journal. wait 1 s nop %actor.exp(10000)% give journal %actor.name% drop journal rdelete zn118_runningquest %actor.id% set zn118_runningdone 1 remote zn118_runningdone %actor.id% else wait 1 s detach 11835 %self.id% emote comes to a halt. wait 1 s emote peers at you curiously. wait 2 s say There is not much that would give me hope enough to abandon this task. wait 3 s say But this is something I never dared to have the chance to write in... wait 3 s say Take me out of this tunnel-world and I will. wait 2 s say Whatever you say, I will do. set zn118_runningstart 1 remote zn118_runningstart %actor.id% give journal %actor.name% drop journal end else wait 1 s say I don't think this is meant for me. give %object.name.car% %actor.name% drop %object.name.car% end ~ #11843 (73) examining walls reveals word~ 2 c 100 ex~ if %cmd.mudcommand% == examine if walls /= %arg% eval max %random.21% set txt[1] PATRIS set txt[2] PRODITIO set txt[3] CRUCIATUS set txt[4] DOLOR set txt[5] PROFANO set txt[6] PROBRUM set txt[7] COACTU set txt[8] CONNUBIUM set txt[9] ABSCONDO set txt[10] VULNERO set txt[11] CRUENTO set txt[12] MINUO set txt[13] FORMIDILOSUS set txt[14] PAVIDUS set txt[15] TIMEO set txt[16] FORO set txt[17] LEDO set txt[18] PERFRINGO set txt[19] PUPUGI set txt[20] CONSTUPRO set txt[21] RAPIO set word %%txt[%max%]%% eval word %word% %send% %actor% Your eyes scan the glowing walls and alight upon the word @C%word%@n. if !%actor.varexists(zn118_blinddone)% set zn118_blindquest %word% remote zn118_blindquest %actor.id% end else return 0 end end ~ #11844 new trigger~ 2 c 100 ge~ if %cmd.mudcommand% == get && %arg% == pick if !%taken% set taken 1 global taken end if %taken% < 5 %load% obj 2700 %actor% inv eval taken %taken% + 1 global taken %send% %actor% You take a pick. %echoaround% %actor% %actor.name% gets a pick. else %send% %actor% There are no more picks. end else %send% %actor% Get what? end ~ #11845 test~ 2 c 100 test~ set taken 1 global taken ~ #11846 (24) blind quest given~ 0 j 100 ~ if %object.vnum% == 11807 if %actor.varexists(zn118_blinddone) wait 1 s say I have already written in that for you. give journal %actor.name% drop journal elseif %actor.varexists(zn118_blindword) wait 1 s say Since you have proved yourself willing to read... wait 1 s say Here, I am willing to write. wait 1 s emote feels her way along the pages, and writes carefully into the journal. wait 2 s nop %actor.exp(10000)% give jounal %actor.name% drop journal rdelete zn118_blindword %actor.id% set zn118_blinddone 1 remote zn118_blinddone %actor.id% else wait 1 s emote turns the journal over in her hands. wait 1 s say For years, I have written and none have read. wait 2 s emote gestures around her. wait 1 s say Or have all my words been wiped away? wait 2 s give journal %actor.name% drop journal wait 2 s say Eyes from your world do not always see the truth... wait 2 s say Borrow mine, for I still have them, though I choose not to see. wait 3 s %load% obj 11851 give eyes %actor.name% drop eyes wait 2 s say Wear them, and look again. wait 8 s tell %actor.name% Examine the walls with those eyes, if it is words you seek... wait 2 s tell %actor.name% Speak what it is you see, and if it is truth I may write for you. end elseif %object.vnum% == 11851 wait 1 s say Thank you. else wait 1 s say I don't think this is meant for me. drop %object.name.car% end ~ #11847 (24) blind girl checks matching word~ 0 d 100 *~ if %actor.varexists(zn118_blindquest)% if %speech% /= %actor.zn118_blindquest% rdelete zn118_blindquest %actor.id% set zn118_blindword 1 remote zn118_blindword %actor.id% wait 1 s emote smiles happily. wait 1 s say You are right %actor.name%. I believe I shall write for you after all. else wait 1 s emote shakes her head. wait 1 s say Try examining again %actor.name%, speak what it is you see. end else return 1 end ~ #11848 (51) wearing eyes teleports~ 1 j 100 ~ %teleport% %actor% 11873 ~ #11849 (51) removing eyes teleports~ 1 l 100 ~ %teleport% %actor% 11854 ~ #11850 (24/25) cannot leave with eyes~ 0 q 100 ~ if %actor.has_item(11851)% say The eyes stay with me, %actor.name%. return 0 end ~ #11851 (25) reacts to journal~ 0 j 100 ~ if %object.vnum% == 11807 if %actor.varexists(zn118_blinddone) wait 1 s say I have already written in that for you. give journal %actor.name% drop journal elseif %actor.varexists(zn118_blindword) wait 1 s say Since you have proved yourself willing to read... wait 1 s say Here, I am willing to write. wait 1 s emote feels her way along the pages, and writes carefully into the journal. wait 2 s give journal %actor.name% drop journal rdelete zn118_blindword %actor.id% set zn118_blinddone 1 remote zn118_blinddone %actor.id% else wait 1 s say Examine the walls %actor.name%, if it is words you seek. wait 2 s say Speak what it is you see, and if it be truth I shall write again for you. give journal %actor.name% drop journal end else wait 1 s say I don't think this is meant for me. drop %object.name.car% end ~ #11852 (29) cup and ball game~ 0 d 100 *~ if %actor.varexists(zn118_knifestart)% if %speech% == start eval max %random.3% set txt[1] right set txt[2] middle set txt[3] left set ball %%txt[%max%]%% eval ball %ball% emote places the ball under the %ball% cup. wait 1 s eval 1 left eval 2 middle eval 3 right eval tries 7 while %tries% > 1 wait 2 s switch %random.7% case 1 emote switches the first and third cup around. eval z %1% eval 1 %3% eval 3 %z% break case 2 emote swaps the third cup with the second cup. eval z %2% eval 2 %3% eval 3 %z% break case 3 emote switches the second cup with the first cup. eval z %2% eval 2 %1% eval 1 %z% break case 4 emote slides the first cup to third place. eval z %1% eval 1 %2% eval 2 %3% eval 3 %z% break case 5 emote moves the second cup to the third position. eval z %2% eval 2 %3% eval 3 %z% break case 6 emote moves the second cup into first place. eval z %2% eval 2 %1% eval 1 %z% break case 7 emote moves the third cup into the first position. eval z %3% eval 3 %2% eval 2 %1% eval 1 %z% break default %echo% Something is broken, please report. break done eval tries %tries% - 1 done wait 1 s say Please say which cup you think the ball is under... 1, 2, or 3? %context% %actor.id% if %1% == %ball% set answer 1 elseif %2% == %ball% set answer 2 elseif %3% == %ball% set answer 3 end global answer elseif %speech% < 4 if %speech% == %answer% say Ah you are correct! set answer void global answer nop nop %actor.exp(1000)% if %actor.varexists(zn118_knifestart)% eval zn118_knifestart %actor.zn118_knifestart% + 1 remote zn118_knifestart %actor.id% end wait 1 s eval score %actor.zn118_knifestart% - 1 if %score% <= 0 set score 0 end say You have won %score% times %actor.name%. if %score% >= 3 wait 1 s say You have won three times! As promised, I shall write in your journal if you give it to me. set zn118_knifequest 1 remote zn118_knifequest %actor.id% end wait 1 s say Say start if you want to try again. elseif %answer% == void say You have already answered for this game %actor.name%. wait 1 s say Say start if you want to play again. else say No, its under the number %answer% cup. wait 1 s emote slashes her arm with frustration. wait 1 s %damage% %self% 30 if %actor.varexists(zn118_knifestart)% eval score %actor.zn118_knifestart% - 1 if %score% <= 0 set score 0 end end say You have won %score% times %actor.name%. wait 1 s say Say start if you want to try again. end end elseif %speech% == start emote blinks at you. wait 1 s say I did not ask you to play. end ~ #11853 mob does not load if already present~ 0 k 100 ~ @c* This sets the vnum of the mob you are checking for, and loading/not loading@n set mobvnum 42500 @c* This tells the trigger to keep checking for people until there are none.@n set here %self.room.people% while %here% set others %here.next_in_room% @c* If the mob is in the room, the isthere variable is set.@n if %here.vnum% == %mobvnum% set mobid %here% set isthere 1 end set here %others% done @c* If the mob is not in the room (variable is not set)@n @c* The mob will load.@n if !%isthere% %load% mob %mobvnum% end ~ #11854 test death~ 0 f 100 ~ wait 1 %purge% self ~ #11855 new trigger~ 0 g 100 ~ if !%actor.varexists(13667_greeted)% tell %actor.name% Hallo! set 13667_greeted 1 remote 13667_greeted %actor.id% end ~ #11856 (96) quiet room prevents player interacting~ 2 c 100 *~ %teleport% %actor% 11897 return 0 wait 1 if %actor.room.vnum% == 11897 %teleport% %actor% 11896 end ~ #11857 new trigger~ 0 c 100 *~ if %self.master% == %actor% %echo% test if %cmd%==minv %send% %actor% your mules inv% else return 0 end else return 0 end ~ #11858 while loop example~ 0 c 100 test~ set var 0 while %var% < 10 %damage% %self% -10 %echo% %self.name% is surrounded with a healing aura. wait 1 s eval var %var% + 1 done ~ #11859 (52) mirror gives reflection~ 1 c 100 *~ if %cmd.mudcommand% == look || %cmd.mudcommand% == examine if %self.name% /= %arg% return 0 wait 1 if %actor.cha% == 12 set cha the confident elseif %actor.cha% < 12 set cha an uncertain else set cha the charismatic end if %actor.align% == 0 set align with a well balanced glow elseif %actor.align% < 0 set align with a dark tinge of evil else set align with a purity of goodness end if %actor.class% == Cleric set class healer elseif %actor.class% == Warrior set class fighter elseif %actor.class% == Thief set class sneaker else set class caster end if %actor.con% > 12 set con hardy else set con vulnerable end if %actor.dex% > 12 set dex agile else set dex clumsy end if %actor.int% > 12 set int decisive else set int uncertain end if %actor.level% < 10 set level an inexperienced elseif %actor.level% > 20 set level a very experienced else set level a experienced end eval hitp %actor.maxhitp% / %actor.hitp% if %hitp% == 1 set hitp Healthy elseif %hitp% < 3 set hitp Injured else set hitp Badly injured end eval mana %actor.maxmana% / %actor.mana% if %mana% == 1 set mana brightly elseif %mana% < 3 set mana moderately else set mana faintly end eval move %actor.maxmove% / %actor.move% if %move% == 1 set move energetic-looking elseif %move% < 3 set move tired-looking else set move exhausted-looking end if %actor.sex% == male set sex man elseif %actor.sex% == female set sex woman else set sex person end if %actor.str% > 12 set str Strong else set str Weak end if %actor.wis% > 12 set wis wise else set wis naieve end if %actor.eq(wield)% eval wield %actor.eq(wield)% set wield is clutching %wield.shortdesc% else set wield appears weaponless end if %actor.eq(body)% eval body %actor.eq(body)% set body is clothed with %body.shortdesc% and else set body is bare-chested and end %send% %actor% You see the reflection of %level% %sex% with %cha% air of a %wis% %class% about %actor.himher%. %send% %actor% %str% and %con% looking, %actor.heshe% %body% %wield%, %actor.hisher% movements %int% and %dex%. %hitp% and %move%, %actor.hisher% magical aura shines %mana%, %align%. else return 0 end else return 0 end ~ #11860 (27) weeping quest given~ 0 j 100 ~ if %object.vnum% == 11807 if %actor.varexists(zn118_weepingdone) wait 1 s say I have already written in that for you. give journal %actor.name% drop journal elseif %actor.varexists(zn118_weepingquest) rdelete zn118_weepingquest %actor.id% set zn118_weepingdone 1 remote zn118_weepingdone %actor.id% wait 1 s smile %actor.name% wait 1 s emote etches something into the journal with a piece of glass. wait 1 s nop %actor.exp(10000)% give journal %actor.name% drop journal wait 1 s say Thank you %actor.name%. else wait 1 s say Ah I cannot even see properly to write... wait 1 s say I so miss my garden. wait 1 s cry wait 1 s say I used to love it so much... wait 2 s say But there is a monster there now. wait 1 s shiver wait 1 s say Please %actor.name%, kill it for me.. and I shall dry my tears and write. set zn118_weepingstart 1 remote zn118_weepingstart %actor.id% give journal %actor.name% drop journal end else wait 1 s say I don't think this is meant for me. give %object.name.car% %actor.name% drop %object.name.car% end ~ #11861 (28) death completes quest~ 0 f 100 ~ if %actor.varexists(zn118_weepingstart)% rdelete zn118_weepingstart %actor.id% set zn118_weepingquest 1 remote zn118_weepingquest %actor.id% end ~ #11862 (29) knife quest~ 0 j 100 ~ if %object.vnum% == 11807 if %actor.varexists(zn118_knifedone) wait 1 s say I have already written in that for you. give journal %actor.name% drop journal elseif %actor.varexists(zn118_knifequest) rdelete zn118_knifequest %actor.id% set zn118_knifedone 1 remote zn118_knifedone %actor.id% wait 1 s say you've played my game %actor.name%, so I'll play yours. wait 1 s emote carves something into the journal with her knife. wait 1 s nop %actor.exp(10000)% give journal %actor.name% drop journal wait 1 s say It was fun, I'll play with you anytime if you want the experience. elseif %actor.varexists(zn118_knifestart)% say Win three times %actor.name%, and ask me again. wait 1 s say Just say start if you want to play. give journal %actor.name% drop journal else wait 1 s say I see... it looks like you are giving me something, but in fact you want me to give to you. wait 1 s chuckle wait 1 s say I have already carved words... yes many words, but no one will see. wait 2 s say An interesting game you are playing %actor.name%... wait 2 s emote gets out three cups and a ball. wait 1 s say Play with me for a while... win three times, and I shall add to your book. wait 2 s say Just say start when you are ready. set zn118_knifestart 1 remote zn118_knifestart %actor.id% give journal %actor.name% drop journal end else wait 1 s say I don't think this is meant for me. give %object.name.car% %actor.name% drop %object.name.car% end ~ #11863 (33) Ruth quest~ 0 j 100 ~ if %object.vnum%==11856 || %object.vnum%==11857 || %object.vnum%==11858 if %actor.varexists(zn118_ruthquest)% set zn118_%object.vnum% 1 remote zn118_%object.vnum% %actor.id% wait 1 s say Thank you %actor.name%, this is one of the creatures dead. %purge% corpse if %actor.varexists(zn118_11856)% if %actor.varexists(zn118_11857)% if %actor.varexists(zn118_11858)% rdelete zn118_11856 %actor.id% rdelete zn118_11857 %actor.id% rdelete zn118_11858 %actor.id% rdelete zn118_ruthquest %actor.id% set zn118_ruthsecond 1 remote zn118_ruthsecond %actor.id% end end end if %actor.varexists(zn118_ruthsecond)% rdelete zn118_ruthsecond %actor.id% set zn118_ruthpearl 1 remote zn118_ruthpearl %actor.id% wait 1 s say Ah, thank you so much %actor.name%. You have killed the three creatures I spoke of... wait 3 s say I am afraid I must ask for one last thing... wait 2 s say Ridley will be grateful to you for your help here, it is within your power to ask something of her. wait 4 s say She holds one of the darkest secrets of this place. wait 2 s say Ask her about it and she will likely give it to you... you see, she knows only how to hide things, not to destroy. wait 6 s say Bring it to me, and I shall rid us of its haunting. wait 2 s say Do this last thing, and I shall ask no more. end else wait 1 s say I don't think this is meant for me. give %object.name.car% %actor.name% drop %object.name.car% end elseif %object.vnum%== 11859 if %actor.varexists(zn118_ruthpearl)% rdelete zn118_ruthpearl %actor.id% set zn118_ruthwrite 1 say Thank you %actor.name%, give me your journal and I shall write. %purge% pearl remote zn118_ruthwrite %actor.id% else wait 1 s say I don't think this is meant for me. give %object.name.car% %actor.name% drop %object.name.car% end elseif %object.vnum% == 11807 if %actor.varexists(zn118_ruthwrite)% wait 1 s say I have asked a lot of you, %actor.name%. All I have in return are my words. wait 3 s emote scrawls something carefully into the journal. wait 2 s say What you are doing will shake the foundations of this place. wait 2 s nop %actor.exp(10000)% give journal %actor.name% drop journal rdelete zn118_ruthwrite %actor.id% set zn118_ruthdone 1 remote zn118_ruthdone %actor.id% elseif %actor.varexists(zn118_ruthdone)% wait 1 s say I have already written in that for you %actor.name%. give journal %actor.name% drop journal elseif %actor.varexists(zn118_ruthquest)% wait 1 s say I have not yet all of the things I asked for. wait 1 s if %actor.varexists(zn118_11856)% say I have the fish. else say I am missing the fish. end if %actor.varexists(zn118_11857)% say I have the bird. else say I am missing the bird. end if %actor.varexists(zn118_11858)% say I have the toad. else say I am missing the toad. end wait 1 s give journal %actor.name% drop journal give %object.name.car% %actor.name% drop %object.name.car% elseif %actor.varexists(zn118_ruthpearl)% wait 1 s say Only one last thing I need from you, %actor.name%. wait 1 s say The secret Ridley holds. wait 1 s say Ask her about it, and she will no doubt give it to you. give %object.name.car% %actor.name% drop %object.name.car% give journal %actor.name% drop journal elseif %actor.varexists(zn118_ruthwrite)% wait 1 s say You have given me all I asked for... wait 1 s say Now all I need is the journal to complete my part of the bargain. wait 1 s give %object.name.car% %actor.name% drop %object.name.car% else wait 1 s emote stares wide-eyed at the journal. wait 1 s say So you are the one Ridley spoke of! wait 2 s I am the one that came after her... she conceals, and I destroy. wait 2 s say She had the power to heal us then, but now, now it is my time. wait 3 s say Bring me three of her monster's corpses, and I will add my part to this quest. wait 4 s say A bird... a white bird, a fish, and a toad they are. Lurking in each of the three parts of this house. wait 5 s say Bring me their carcasses %actor.name%, and my words are yours. set zn118_ruthquest 1 remote zn118_ruthquest %actor.id% give journal %actor.name% drop journal end else wait 1 s say I don't think this is meant for me. give %object.name.car% %actor.name% drop %object.name.car% end ~ #11864 different corpses loaded~ 0 f 100 ~ %teleport% %self% 11800 if %self.vnum% == 11830 %at% 11895 xx118trig118xx wload obj 11856 elseif %self.vnum% == 11831 %at% 11838 xx118trig118xx wload obj 11857 elseif %self.vnum% == 11832 %at% 11849 xx118trig118xx wload obj 11858 elseif %self.vnum% == 11839 %at% 11848 xx118trig118xx wload obj 11869 end ~ #11865 obj corpses decay~ 1 f 100 ~ if %self.vnum% == 11870 %echo% %self.shortdesc% decays away, a few traces of dust blowing in the wind. else %echo% A quivering horde of maggots consumes %self.shortdesc%. end %purge% self ~ #11866 room obeys mob trigger~ 2 c 100 xx118trig118xx~ %arg% ~ #11867 (11) Ridley responds to asking~ 0 c 100 a~ if %cmd% == ask if %arg% /= Ridley if %arg% /= secret if %actor.varexists(zn118_ruthpearl)% if %actor.zn118_ruthpearl% == 1 wait 1 s emote blinks at you. wait 1 s say Was it Ruth who spoke to you of this? wait 2 s sigh wait 1 s say Well perhaps she is right to send you... wait 1 s say You have done much for us... here, take my most guarded secret. wait 2 s %load% obj 11859 set zn118_ruthpearl 2 remote zn118_ruthpearl %actor.id% give pearl %actor.name% drop pearl else tell %actor.name% I have already given you my secret. end else tell %actor.name% I have no desire to speak of it. end else return 0 end else return 0 end else return 0 end ~ #11868 (70) Hiding girl beckons~ 2 g 100 ~ if %direction% == west wait 1 s %send% %actor% You hear a shuffling sound from under the bed. wait 1 s %send% %actor% A child's voice whispers: Quick, crawl in here! end ~ #11869 (70/71) crawling takes you under bed~ 2 c 100 cr~ if %self.vnum% == 11870 %send% %actor% You drop to your knees and crawl under the bed. %echoaround% %actor% %actor.name% drops to %actor.hisher% knees and crawls under the bed. wait 1 s %at% 11871 %echo% %actor.name% crawls under the bed. %teleport% %actor% 11871 elseif %self.vnum% == 11871 %send% %actor% You crawl awkwardly out from under the bed. %echoaround% %actor% %actor.name% crawls awkwardly out from under the bed. %at% 11870 %echo% %actor.name% crawls out from under the bed. wait 1 s %teleport% %actor% 11870 end %force% %actor% look ~ #11870 (34) random mumblings~ 0 b 10 ~ emote mumbles to herself 'He took the bread and broke it, saying: this means my body.' ~ #11871 (60) hotdog damages when eaten~ 1 s 100 ~ %send% %actor% You feel an excruciating burning pain as it slides down your throat. eval amount %actor.maxhitp%/3 if %amount% >= %actor.hitp% eval amount %actor.hitp%+3 end %damage% %actor% %amount% ~ #11872 (34) girl restores from death~ 0 c 100 eat~ return 0 wait 3 s if %cmd.mudcommand% == eat && hotdog /= %arg% if %actor.varexists(zn118_thinquest)% if %actor.hitp% > -3 say It is not enough to taste pain. You must taste death. %load% obj 11860 give hotdog %actor.name% drop hotdog else wait 3 s eval %amount% %actor.maxhitp% %damage% %actor% -9999 %send% %actor% Just as you feel your life force ebbing away, a healing power draws it back. rdelete zn118_thinquest %actor.id% set zn118_thinwrite 1 remote zn118_thinwrite %actor.id% wait 1 s smile %actor.name% wait 1 s say Ah, this is all the sacrifice I need %actor.name%. wait 2 s say Not the giving of your life, but the willingness to. wait 2 s say See, here now I am also willing. wait 1 s say Give me the journal, and I shall write... end end end ~ #11873 (34) emaciated quest~ 0 j 100 ~ if %object.vnum% == 11807 if %actor.varexists(zn118_thindone) wait 1 s say I have already written in that for you. give journal %actor.name% drop journal elseif %actor.varexists(zn118_thinwrite) wait 2 s emote dips a finger in her glass of wine, dragging it over the pages of the journal. wait 2 s wait 1 s %load% obj 11862 say A gift... wait 1 s give egg %actor.name% drop egg wait 1 s say Look after it... my only child. wait 1 s say It is done. nop %actor.exp(10000)% give journal %actor.name% drop journal rdelete zn118_thinwrite %actor.id% set zn118_thindone 1 remote zn118_thindone %actor.id% else wait 1 s say Ah, another who would seek something of me. wait 2 s say I have already lost more than I ever chose to give. wait 2 s say All but my life has departed from me... the final unmade sacrifice. wait 3 s say Make this sacrifice %actor.name%? wait 2 s say Give up your life for the truth? wait 1 s %load% obj 11860 say Taste of the same poison as I have, and it shall be done. wait 1 s give hotdog %actor.name% drop hotdog wait 1 s give journal %actor.name% drop journal set zn118_thinquest 1 remote zn118_thinquest %actor.id% end else wait 1 s say I don't think this is meant for me. drop %object.name.car% end ~ #11874 (35) mute quest~ 0 j 100 ~ if %object.vnum% == 11807 if %actor.varexists(zn118_mutedone) wait 1 s say I have already written in that for you. give journal %actor.name% drop journal elseif %actor.varexists(zn118_mutewrite) rdelete zn118_mutewrite %actor.id% set zn118_mutedone 1 remote zn118_mutedone %actor.id% wait 1 s wait 1 s emote opens her mouth, words spilling out like tongues of fire into the pages of the journal. wait 3 s give journal %actor.name% drop journal else wait 1 s emote looks sadly at the journal as she runs her finger down the pages. wait 2 s emote looks back at you, gesturing toward her mouth as if there is something about her she wants you to see. wait 3 s emote closes the journal, looking hopefully into your eyes. wait 1 s give journal %actor.name% drop journal end else wait 1 s say I don't think this is meant for me. drop %object.name.car% end ~ #11875 (35) cut command allows speaking~ 0 c 100 cut~ if %actor.has_item(11835)% %send% %actor% Using the sword of words you slice at the metal stitching in the silent girl's mouth. wait 4 s %send% %actor% The sword does not cut the stitching, but they begin to glow a bright blue. wait 3 s smile %actor.name% wait 1 s say Thank you so much. wait 2 s say I will never be free of these bonds, but you have loosed me from their evil. wait 3 s say Give me the journal and I shall add my voice to it. set zn118_mutewrite 1 remote zn118_mutewrite %actor.id% else %send% %actor% You have nothing powerful enough to cut through this magic. end ~ #11876 (36) angry girl talks while fighting~ 0 j 100 ~ if %object.vnum% == 11807 if %actor.varexists(zn118_angrydone)% wait 1 s say I already wrote in that for you. give journal %actor.name% drop journal elseif %actor.varexists(zn118_angryquest)% wait 1 s say Please %actor.name%, I only want a hug... just a hug. give journal %actor.name% drop journal elseif %actor.varexists(zn118_angrywrite)% wait 1 s say I'm sorry I attacked you, let me make it up with words. wait 2 s emote scrawls something carefully into the journal. wait 1 s rdelete zn118_angrywrite %actor.id% set zn118_angrydone 1 remote zn118_angrydone %actor.id% give journal %actor.name% drop journal else wait 1 s give journal %actor.name% drop journal emote screams: I don't want anything from you! wait 1 s say What are you doing here?! wait 8 s if %actor.fighting% == %self% say I hate you! wait 8 s if %actor.fighting% == %self% emote begins to look tired. wait 8 s if %actor.fighting% == %self% emote starts to cry. wait 8 s if %actor.fighting% == %self% emote begins hitting you more weakly as she wears herself out. wait 8 s if %actor.fighting% == %self% emote dissolves into tears as her attack lessens. wait 8 s if %actor.fighting% == %self% say I can't do this any more! wait 2 s if %actor.fighting% == %self% say I'm sorry... lets make it up... wait 1 s if %actor.fighting% == %self% say Please give me a hug? set zn118_angryquest 1 remote zn118_angryquest %actor.id% %load% mob 11836 %purge% %self% end end end end end end end end end else wait 1 s say I don't want that. drop %object.name.car% end ~ #11877 (36) angry girl attacks~ 0 gh 100 ~ if !%actor.varexists(zn118_angrydone)% if !%actor.varexists(zn118_angryquest)% wait 1 s emote screams loudly! wait 1 s kill %actor.name% end end ~ #11878 (36) hug for angry girl~ 0 c 100 hu~ return 0 if %self.alias% /= %arg% if %actor.varexists(zn118_angryquest)% rdelete zn118_angryquest %actor.id% set zn118_angrywrite 1 remote zn118_angrywrite %actor.id% wait 1 s smile %actor.name% wait 1 s say You are not as bad as I thought you were. wait 2 s say Let me see that journal? elseif %actor.varexists(zn118_angrywrite)% wait 1 s say Thank you %actor.name%, let me see your journal? else emote screams loudly. end end ~ #11879 (37) serpent loads tongue on death~ 0 f 100 ~ emote writhes in anguish as it collapses... a spiral of steam hissing from its crumpled body. %load% obj 11863 ~ #11880 (62) egg hatches into serpent~ 1 f 100 ~ %echo% %self.shortdesc% wriggles suddenly. wait 5 s %echo% %self.shortdesc% cracks loudly into two pieces and dissolves... releasing a serpent onto the ground. %load% mob 11837 %purge% self ~ #11881 (65) pines burn into page~ 1 f 100 ~ %echo% %self.shortdesc% suddenly crackles and disintegrates into a dark page. %load% obj 11866 %purge% self ~ #11882 (65) pines send burning messages~ 1 b 50 ~ %echo% %self.shortdesc% crackles and burns, slowly growing blacker. ~ #11883 (61) pines can be burned with candle~ 1 c 7 burn~ if %cmd% == burn if %self.name% /= %arg% if %actor.has_item(11867)% %send% %actor% You set fire to the pines with the candle. %echoaround% %actor% %actor.name% sets fire to the pines with %actor.hisher% candle. %load% obj 11865 %purge% self else %send% %actor% You need something to burn it with. end else return 0 end else return 0 end ~ #11884 (38) scarred quest~ 0 j 100 ~ if %object.vnum%==11866 if %actor.varexists(zn118_scarredquest)% eval number %actor.zn118_scarredquest% + 1 set zn118_scarredquest %number% remote zn118_scarredquest %actor.id% wait 1 s if %actor.zn118_scarredquest% >= 6 say Thank you %actor.name%, this is the last of the pages. wait 2 s say I can finally make my book. %purge% page wait 1 s say Now come, let me write in yours... rdelete zn118_scarredquest %actor.id% set zn118_scarredwrite 1 remote zn118_scarredwrite %actor.id% else say Thank you %actor.name%, this is one of the pages.. though more yet exist. %purge% page end else wait 1 s say I don't think I asked you for this. give page %actor.name% drop page end elseif %object.vnum% == 11807 if %actor.varexists(zn118_scarredwrite)% wait 1 s emote sinks deep into thought. wait 3 s emote writes a few words in the journal. wait 2 s say My book tells only my story, yours tells all of ours... when the story is told, the voices need not remain. wait 2 s nop %actor.exp(10000)% give journal %actor.name% drop journal rdelete zn118_scarredwrite %actor.id% set zn118_scarreddone 1 remote zn118_scarreddone %actor.id% wait 1 s %load% obj 11868 say Do me one more favour? wait 1 s give book %actor.name% drop book wait 1 s say Put my book away somewhere? I cannot enter the house... but it belongs there. wait 2 s smile %actor.name% elseif %actor.varexists(zn118_scarreddone)% wait 1 s say I have already written in that for you %actor.name%. give journal %actor.name% drop journal elseif %actor.varexists(zn118_scarredquest)% wait 1 s say I do not have all the pages of my book yet. wait 1 s give journal %actor.name% drop journal give %object.name.car% %actor.name% drop %object.name.car% else wait 1 s emote blinks at the journal. wait 1 s say Ah you are writing a story? Our story? wait 1 s emote smiles wistfully. wait 1 s say I had a story... a secret one, but the pines came and choked it away. wait 3 s say I do not want them in my garden! wait 1 s say Please %actor.name%, burn them all down! wait 1 s %load% obj 11867 give candle %actor.name% drop candle wait 1 s say You will find the pages amongst their ashes. wait 1 s say I must have my own story back before I can add to this. give journal %actor.name% drop journal set zn118_scarredquest 1 remote zn118_scarredquest %actor.id% end else wait 1 s say I don't think this is meant for me. give %object.name.car% %actor.name% drop %object.name.car% end ~ #11885 testing~ 0 f 100 ~ eval here %actor.room% eval person %here.people% while %person% if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id% %echo% %person.name% eval name %self.name% eval word ^%name.car% while %name% eval rest %name.cdr% eval next %rest.car% eval word %word%_%next% eval name %rest% done eval value %word% eval var %%person.varexists(%value%)%% if %var% eval percent %%person.%value%% eval percent %percent% + 1 set %value% %percent% remote %value% %person.id% else set %value% 1 remote %value% %person.id% end end eval person %person.next_in_room% done ~ #11886 testtwo~ 0 f 100 ~ eval value %self.vnum% eval here %actor.room% eval person %here.people% while %person% if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id% %echo% %person.name% eval name %self.name% eval word %name.car% while %name% eval rest %name.cdr% eval next %rest.car% eval word %word%_%next% eval name %rest% done eval mob %word% eval var %%person.varexists(%value%)%% if %var% eval percent %%person.%value% %echo% percent : %percent% eval number %percent.cdr% eval mobname %percent.car% eval number %number% + 1 eval %value% %mobname% %number% remote %value% %person.id% else set %value% %word% 1 remote %value% %person.id% end if %person.varexists(trophy)% eval end %person.trophy% if !%end% /= %value% %echo% should be adding!!!! eval trophy %person.trophy% %value% remote trophy %person.id% end else set trophy %value% remote trophy %person.id% end end eval person %person.next_in_room% done ~ #11887 testing3~ 2 c 100 trophy~ %echo% %2710.name% ~ #11888 testing4~ 0 f 100 ~ eval here %actor.room% eval person %here.people% while %person% if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id% %echo% %person.name% eval name %self.name% eval word ^%name.car% while %name% eval rest %name.cdr% eval next %rest.car% eval word %word%_%next% eval name %rest% done if %person.varexists(trophy)% if !%person.trophy% /= %word% set tro %person.trophy%_%word% set trophy %tro% remote trophy %person.id% end else set trophy %word% remote trophy %person.id% end eval value %word% eval var %%person.varexists(%value%)%% if %var% eval percent %%person.%value%% eval percent %percent% + 1 set %value% %percent% remote %value% %person.id% else set %value% 1 remote %value% %person.id% end end eval person %person.next_in_room% done ~ #11889 mobs killed recorded in trophy~ 0 f 100 ~ eval value %self.vnum% eval here %actor.room% eval person %here.people% while %person% if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id% %echo% %person.name% eval name %self.name% eval word %name.car% while %name% eval rest %name.cdr% eval next %rest.car% eval word %word%_%next% eval name %rest% done eval mob %word% eval var %%person.varexists(%value%)%% if %var% eval percent %%person.%value% %echo% percent : %percent% eval number %percent.cdr% eval mobname %percent.car% eval number %number% + 1 eval %value% %mobname% %number% remote %value% %person.id% else set %value% %word% 1 remote %value% %person.id% end end eval person %person.next_in_room% done ~ #11890 trophy reports~ 2 c 100 trophy~ set number 2700 while %number% < 2799 if %%actor.varexists(%number%)%% eval var %%actor.%number%% eval mobname %var.car% eval amount %var.cdr% %send% %actor% %mobname% : %amount% killed eval %number% %number% + 1 done ~ #11891 (07) journal entries~ 1 c 3 read~ if %self.name% /= %arg% if %actor.varexists(zn118_crayondone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . I drew you the pictures, if only you'd see, %send% %actor% . crayons instead of a voice. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end if %actor.varexists(zn118_birddone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . I showed you with games I should never have played, %send% %actor% . obedience rather than choice. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end %send% %actor% . if %actor.varexists(zn118_ridleydone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . Riddles to speak what couldn't be said %send% %actor% . uncover the truth within else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end if %actor.varexists(zn118_knifedone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . I painted you answers enough for the whys - %send% %actor% . scarlet, on a canvas of skin. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end %send% %actor% . if %actor.varexists(zn118_tunneldone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . The mind offers the chance for desperate escapes, %send% %actor% . any place other than here. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end if %actor.varexists(zn118_ruthdone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . Dark places become my mother's arms, %send% %actor% . secret comfort in times of fear. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end %send% %actor% . if %actor.varexists(zn118_thindone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . Surrender means giving up all that you are, %send% %actor% . forfeit if you cannot pay. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end if %actor.varexists(zn118_mutedone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . Silence is screaming its rage to the void, %send% %actor% . run inside if you can't run away. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end %send% %actor% . if %actor.varexists(zn118_runningdone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . I showed you with actions, %send% %actor% . and with words between words. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end if %actor.varexists(zn118_angrydone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . I lashed out and fought you, %send% %actor% . as a creature that hurts. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end %send% %actor% . if %actor.varexists(zn118_blinddone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . How to show you a monster where you saw a man? %send% %actor% . Tell you I hated the one that you loved? else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end if %actor.varexists(zn118_weepingdone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . How to deny whose eyes I see in the mirror? %send% %actor% . Disown what I'm bound to with blood. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end %send% %actor% . if %actor.varexists(zn118_scarreddone)% || %actor.varexists(zn118_gravedone)% || %actor.varexists(zn118_gravequest)% %send% %actor% . Ah time, the great healer, will pale the scars, %send% %actor% . my book sealed and returned to its shelf. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end if %actor.varexists(zn118_gravedone)% %send% %actor% . The ghosts shall be buried, I choose to forget, %send% %actor% . and learn to forgive myself. else %send% %actor% . - - - - - - - - - - - - - - - - - - - - - - - end %send% %actor% . else return 0 end ~ #11892 (69) corpse can be buried~ 1 c 7 bury~ if %arg% == corpse %send% %actor% You carefully pile a mound over %self.shortdesc%. %echoaround% %actor% %actor.name% carefully piles a mound over %self.shortdesc% if %actor.varexists(zn118_gravequest)% rdelete zn118_gravequest %actor.id% set zn118_gravedone 1 remote zn118_gravedone %actor.id% wait 2 s %send% %actor% You feel a slight chill against your shoulder as the air stirs. wait 3 s %send% %actor% The journal seems to open itself, the pages crinkling as they turn. wait 3 s %send% %actor% A cool breath wafts over the last page, condensing into frosty writing. wait 3 s %send% %actor% The wind whispers against your ear: It is done. wait 3 s %send% %actor% Suddenly you feel the surroundings blur around you... and fade away. %at% 11802 %echo% A young woman wanders into the shop. %at% 11802 %load% mob 11840 %teleport% %actor% 11802 wait 1 s %force% %actor% look %echoaround% %actor% %actor.name% emerges from a shadowy place in the shop. %force% %actor% xxtrigxx %purge% self end else %send% %actor% Bury what? end ~ #11893 (40) final quest~ 0 c 100 xxtrigxx~ wait 9 s smile %actor.name% wait 3 s if %actor.has_item(11807)% tell %actor.name% Ah! I have been looking for a journal... wait 3 s tell %actor.name% In fact, the very journal you are carrying now. wait 3 s %send% %actor% %self.name% removes an amulet from around her neck. wait 3 s tell %actor.name% This amulet can take you to a place of safety... in times of need. wait 4 s tell %actor.name% My use for it is over. I will pass it to you gladly, if you will return to me my journal. end ~ #11894 (71) bloodstone amulet focus~ 1 c 1 focus~ %send% %actor% You wrap your fingers around the bloodstone amulet and focus deeply. %echoaround% %actor% %actor.name% wraps %actor.hisher% fingers around %actor.hisher% bloodstone amulet and closes %actor.hisher% eyes in concentration. if %self.timer% == 0 eval zn118_focus_return %self.room.vnum% remote zn118_focus_return %actor.id% wait 2 s %send% %actor% The amulet glows brightly, heating in your grasp and flickering with wisps of magic. %echoaround% %actor% The amulet glows brightly, flickering with wisps of magic as %actor.name% grasps it. wait 2 s %send% %actor% The amulet amplifies your focus, letting you retreat deep inside your mind. %echoaround% %actor% %actor.name% starts to fade, %actor.hisher% physical body flickering away. %teleport% %actor% 11896 %force% %actor% xxfocushealxx otimer 20 else wait 2 s %send% %actor% Alas, the bloodstone stays cold, not yet fully recharged. end ~ #11895 (40) woman exchanges amulet for journal~ 0 j 100 ~ if %object.vnum% == 11807 %purge% journal wait 1 s smile %actor.name% wait 2 s tell %actor.name% Thank you so much. wait 2 s %load% obj 11871 %actor% inv %send% %actor% %self.name% gives you a fiery bloodstone amulet. wait 3 s tell %actor.name% You need only 'focus' to call on its powers, and 'awaken' whenever you wish to return. wait 4 s tell %actor.name% Using it will zap it of strength for a while, but its powers will return. wait 4 s tell %actor.name% Thank you... for everything. wait 2 s %echo% %self.name% leaves west. %teleport% %self% 11800 rem all drop all %purge% %purge% %self% else wait 1 s say I don't think this is meant for me. give %object.name.car% %actor.name% drop %object.name.car% end ~ #11896 (05) humming bird purges after while~ 0 n 100 ~ wait 20 s %echo% %self.name% finds an open window and flies away. %purge% %self% ~ #11897 (33/62/65) sets timer on load~ 1 n 100 ~ wait 2 s if %self.vnum% == 11862 otimer 3 elseif %self.vnum% == 11865 otimer 1 elseif %self.vnum% == 11833 otimer 1 end ~ #11898 (56,57,58,69,70) otimer set~ 1 n 100 ~ otimer 3 ~ #11899 (96) focus room heals~ 2 c 100 xxfocushealxx~ if %cmd% == xxfocushealxx eval amount %actor.maxhitp% %damage% %actor% -%amount% dg_cast 'cure blind' %actor% dg_cast 'remove curse' %actor% dg_cast 'remove poison' %actor% %send% %actor% Your soul feels cleansed and refreshed. else return 0 end ~ $~