#1200 General trigger keeper. Only for use in room 0.~ 2 a 100 ~ * No Script ~ #1201 No recall~ 1 c 100 recall~ *This trigger prevents people from recalling. %send% %actor% Divine forces prevent you from doing that. ~ #1202 Justice sword~ 1 j 100 ~ * test trigger %echo% actor : %actor% wait 10 if %actor.level% < 34 %send% %actor% The sword whispers: I will not serve you! wait 2 %echoaround% %actor% The sword exclaims: 'I will not serve those without honour.' %damage% %actor% 100 %purge% self else %send% %actor% The sword whispers: I was made to serve, great one! wait 2 %echoaround% %actor% The sword exclaims: 'I will serve you honourable one..' end ~ #1203 Health-Gain~ 2 c 100 chant~ if incantation /= %arg% %send% %actor% Your eyes glow white and you start to chant some incantations. %damage% %actor% -500 end ~ #1204 Portal-Main Chamber~ 1 c 100 en~ if %cmd.mudcommand% == enter && portal /= %arg% wait 1 %send% %actor% A whirl of white light falls into your eyes, you fall into a huge water fall. %echoaround% %actor% A whirl of white light falls into %actor.name% eyes, and %actor.heshe% falls into a huge water fall that appears under %actor.hisher% feet. %teleport% %actor% 3001 wait 1 %force% %actor% look end ~ #1205 (1207) Heiach's Faeries~ 0 e 0 entered~ if %actor.name% == Heiach wait 1 sec say welcome back Heiach! wait 1 sec giggle elseif %actor.name% == Elorien wait 1 sec say Oh my, it's Elorien! Welcome mistress! bow elorien else wait 1 sec say Hey! Who are you?! wait 5 %send% %actor% You are enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light! %echoaround% %actor% %actor.name% is enveloped in a veil of @rr@ya@bi@gn@mb@co@rw@n-colored light and disappears. %teleport% %actor% 3001 end ~ #1206 (1207) Capturing~ 2 c 0 *~ if %actor.name% !=Heiach %echoaround% %actor% %cmd% %arg% (%actor.name%) return 0 else return 0 end ~ #1207 (1207) Heiach's Random Forest Sound Script~ 2 b 2 ~ eval forest_sounds %random.25% switch %forest_sounds% case 1 %echo% @gThe gently chirping of crickets peacefully resonate across the forest.@n break case 2 %echo% A haze of @yfir@Wefl@yies@n dart inbetween some ancient cedars. break case 3 %echo% @DA thick fog drifts in, dampening the moss.@n break case 4 %echo% @DThe area is surrounded by a visually impeneratable mist.@n break case 5 %echo% @DThe grey haze starts to glow a dim silvery shade as the moonlight strikes it.@n break case 6 %echo% @DThe damp fallen clouds swirl slightly in an eddying wind.@n break case 7 %echo% @DThe thick brume shifts and ebbs away slightly.@n break case 8 %echo% A hushed whispering sound seems to emanate from the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n. break case 9 %echo% The largest @rt@wo@ra@wd@rs@wt@ro@wo@rl@n yawns openly and mumbles something to one of its friends. break case 10 %echo% Like a diminutive choir, the patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n let loose a high-pitched song of peace. break case 11 %echo% From the east, tiny voices talk amongst themselves in their own plant-like language. break case 12 %echo% The patch of @rt@wo@ra@wd@rs@wt@ro@wo@rl@ws@n sway synchronisingly in the silver moonlight. break case 13 %echo% The peaceful chirping of bird-song floats down from above. break case 14 %echo% @gA piping little note sings down to you from above.@n break case 15 %echo% The tweeting of a newly born bird calling to its mother echoes around the forest. break case 16 %echo% The trill bird call of love emanates from the branches above. break case 17 %echo% The sound of ruffling and the snapping of small twigs reaches your ears. break case 18 %echo% @gA rapid chattering drifts down from the giant trees to the northeast.@n break case 19 %echo% With inequable grace, a snowy white owl ghosts in on silent wings. break case 20 %echo% A @dblack @Dbat@n flutters across the forest, high above. break case 21 %echo% @gA relaxed nattering can be heard in the top of a tree to the south.@n break case 22 %echo% A hedgehog slowly wanders inbetween some trees and out of view. break case 23 %echo% A faint wind breathes in from all directions, steeping the mists. break case 24 %echo% A @rr@ya@bi@gn@cb@mo@rw@n-colored butterfly floats across the clearing. break case 25 %echo% A strange @Yglowing @wluminescence@n drifts off to the north, fading into the damp fog. break default break done ~ #1208 Welcor test trigger~ 2 d 100 *~ %echo% self.var is %self.var%. wait 10 s %echo% actor.eq(hold) is %actor.eq(hold)% %echo% testvar is %testvar% eval testvar %actor.eq(hold)% %echo% testvar is %testvar% %echo% testvar.id is %testvar.id% (%testvar.name%) %echo% test is %.id% (%.name%) %echo% sends the text $$2 to the room. ~ #1209 (1209) Taylors Chair Script~ 1 c 100 si~ if %cmd.mudcommand% == sit && chair /= %arg% if (%actor.id% == 4891) %echoaround% %actor% %actor.name% rest himself in the armchair. %send% %actor% You rest yourself comfortably in the armchair. %force% %actor% sit else if %cmd.mudcommand% == sit && chair /= %arg% %echoaround% %actor% %actor.name% tries to sit in the chair but a macial force prevents him. %send% %actor% You try to sit in the chair but a magical force prevents you. end end end ~ #1210 Remove From Room~ 2 g 100 ~ if %actor.level% == 31 %echo% GET OUT! %teleport% %actor% 0 else %echo% Welcome %actor.name%, please enjoy. %force% %actor% look end ~ #1211 FREE~ 1 b 3 ~ * No Script ~ #1212 Constant Raining~ 2 b 1 ~ if %WeatherManivo% == bad %echo% The rain calms down to a subtle shower. set WeatherManivo good else %echo% The rain turns stronger and starts pouring bucketfulls at a time. set WeatherManivo bad end ~ #1213 new trigger~ 2 h 100 ~ set testvar This is a Test!! :) %echo% %testvar% remote testvar %actor.id% ~ #1214 Room random echo to test spec-var's~ 2 bg 100 ~ %echo% This trigger commandlist is not complete! %echo% ^% ^* test ~ #1217 new trigger~ 1 c 1 use~ eval objectname %arg.car% if %objectname% != feather return 0 halt end eval targetname %arg.cdr% if !(%targetname%) return 0 halt end switch %self.vnum% case 12502 set new_vnum 12520 set fire 1 break case 12520 set new_vnum 12521 set fire 1 break case 12521 set new_vnum 12522 set fire 1 break case 12522 set new_vnum 12522 set fire 0 break done otransform %new_vnum% if %fire% dg_cast 'portal' %targetname% %echo% A portal springs to life in front of you. else %send% %actor% The feather seems powerless. end ~ #1220 book keeping~ 2 c 100 heh~ if %actor.name% == Rhunter wait 1 %echoaround% Jennie smiles and says, 'Hello hubby, how is it going?' wait 1 %echoaround% Jennie kisses %actor% lovingly. end ~ #1233 Rumble's Test Trigger~ 2 q 100 ~ if %direction% == east %send% %actor% The door slides open, you enter, and it quickly slides shut behind you. wait 1 %echoaround% %actor% The door slides open, %actor.name% walks in, and the door slides shut. wait 1 elseif %direction% == west wait 1 %send% %actor% The door slides open, you leave, and it quickly slides shut behind you. %echoaround% %actor% The door slides open, %actor.name% walks out, and the door slides shut. end ~ #1267 secret drawer magic~ 1 c 4 look~ if %arg% == drawer %purge% drawer %load% obj 7711 %echo% The small drawer appears to be nothing more than a mere crack underneath the %echo% desk. The only thing that gives it away is the small keyhole that winks at you %echo% upon closer inspection. return 1 else return 0 end ~ #1268 autolook for (rm 1269) Elaseth's Oubliette~ 2 g 100 ~ %echo% @n %echo% @n %echo% @DWelcome to hell. Next time heed the gods, they don't play games.@n ~ #1269 harp~ 0 d 100 play~ %echo% Hello Mister Sam. Tu joues comme un fou! ~ #1270 switch~ 1 j 100 ~ wait 5 if (%actor.name% != windwillow) osend %actor% The switch says, 'Geez.' opurge self %damage% %actor% 2020 else osend %actor% The switch says, 'Fine... fine.' end ~ #1282 test~ 0 g 100 ~ %echo% %self.name% squints at ~%actor.name% asdf' ~ #1283 deal deck~ 1 c 7 deal~ switch %random.4% case 1 eval col eval suit Diamond break case 2 eval col eval suit Heart break case 3 eval col eval suit Club break case 4 eval col eval suit Spade break default eval suit JOKER! break done %echo% suit generated = %suit% * eval r %random.13% if %r% == 1 eval rank Ace elseif %r% == 11 eval rank Jack elseif %r% == 12 eval rank Queen elseif %r% == 13 eval rank King else eval rank %r% end %echo% ranks generated = %rank% %echo% should check if card %rank%%suit% exists now. %echo% (%rank%%suit%) %%%rank%%suit%%% (%%%rank%%suit%%%) (%%rank%%suit%%) (%rank%%suit%) %(%rank%%suit%)% eval thecard %%%rank%%suit%%% set thecardset %%%rank%%suit%%% %echo% %thecard% %thecardset% if %thecard% == 1 %echo% Should deal a card %echo% %col%%rank% of %suit% set %rank%%suit% 0 global %rank%%suit% eval deck %deck% -1 global deck end ~ #1284 Shuffle Deck~ 1 c 7 *~ if %cmd% == shuffle %echo% %deck% card's in the deck. set deck 52 global deck * set Ace_Spade's 1 global Ace_Spade's set 2_Spade's 1 global 2_Spade's set 3_Spade's 1 global 3_Spade's set 4_Spade's 1 global 4_Spade's set 5_Spade's 1 global 5_Spade's set 6_Spade's 1 global 6_Spade's set 7_Spade's 1 global 7_Spade's set 8_Spade's 1 global 8_Spade's set 9_Spade's 1 global 9_Spade's set 10_Spade's 1 global 10_spade's set Jack_Spade's 1 global Jack_Spade's set Queen_Spade's 1 global Queen_Spade's set King_Spade's 1 global King_Spade's * set Ace_Heart's 1 global Ace_Heart's set 2_Heart's 1 global 2_Heart's set 3_Heart's 1 global 3_Heart's set 4_Heart's 1 global 4_Heart's set 5_Heart's 1 global 5_Heart's set 6_Heart's 1 global 6_Heart's set 7_Heart's 1 global 7_Heart's set 8_Heart's 1 global 8_Heart's set 9_Heart's 1 global 9_Heart's set 10_Heart's 1 global 10_Heart's set Jack_Heart's 1 global Jack_Heart's set Queen_Heart's 1 global Queen_Heart's set King_Heart's 1 global King_Heart's * set Ace_Club's 1 global Ace_Club's set 2_Club's 1 global 2_Club's set 3_Club's 1 global 3_Club's set 4_Club's 1 global 4_Club's set 5_Club's 1 global 5_Club's set 6_Club's 1 global 6_Club's set 7_Club's 1 global 7_Club's set 8_Club's 1 global 8_Club's set 9_Club's 1 global 9_Club's set 10_Club's 1 global 10_Club's set Jack_Club's 1 global Jack_Club's set Queen_Club's 1 global Queen_Club's set King_Club's 1 global King_Club's * set Ace_Diamond's 1 global Ace_Diamond's set 2_Diamond's 1 global 2_Diamond's set 3_Diamond's 1 global 3_Diamond's set 4_Diamond's 1 global 4_Diamond's set 5_Diamond's 1 global 5_Diamond's set 6_Diamond's 1 global 6_Diamond's set 7_Diamond's 1 global 7_Diamond's set 8_Diamond's 1 global 8_Diamond's set 9_Diamond's 1 global 9_Diamond's set 10_Diamond's 1 global 10_Diamond's set Jack_Diamond's 1 global Jack_Diamond's set Queen_Diamond's 1 global Queen_Diamond's set King_Diamond's 1 global King_Diamond's * %echo% %actor.name% shuffles %actor.hisher% deck. %echo% %deck% cards in the deck. * elseif %cmd% == deal * while (%deck%) %echo% while begins. switch %random.4% case 1 eval col eval suit Diamond's break case 2 eval col eval suit Heart's break case 3 eval col eval suit Club's break case 4 eval col eval suit Spade's break default eval suit JOKER! break done %echo% suit generated = %suit% * eval r %random.13% if %r% == 1 eval rank Ace elseif %r% == 11 eval rank Jack elseif %r% == 12 eval rank Queen elseif %r% == 13 eval rank King else eval rank %r% end %echo% ranks generated = %rank% %echo% should check if card %rank%%suit% exists now. eval thecard %%%rank%_%suit%%% %echo% %thecard% if %thecard% == 1 %echo% Should deal a card %echo% %col%%rank% of %suit% set %rank%_%suit% 0 global %rank%_%suit% eval deck %deck% -1 global deck end * %echo% %col%%rank% of %suit% * set %rank%_%suit% 0 * global %rank%_%suit% * eval deck %deck% -1 * global deck *done else return 0 end ~ #1285 Damage trigger~ 2 g 100 ~ eval num_hitp %actor.hitp%/2 %echo% half hitp = %num_hitp% eval rx %%random.%num_hitp%%% %echo% rx %rx% %damage% %actor% %rx% ~ #1286 Sleep chair~ 1 c 100 sl~ if (%actor.id% == 4891) %echoaround% %actor% %actor.name% falls asleep in the comfort of the chair. %send% %actor% You drift into a calm slumber. %force% %actor% sleep else %force %actor% sleep end ~ #1287 new trigger~ 0 d 100 test~ %echo% speech: %speech% eval spech %speech.car% %echo% spech: %spech% (%speech.car%) %echo% spech.room.vnum %spech.room.vnum% %echo% spech.vnum %spech.vnum% remote spech %world_global.id% %echo% spech on world: %world_global.spech% ~ #1288 (1209) Taylors fire trig~ 2 b 100 ~ eval fire %random.900% wait %fire% sec %echo% @bThe fire crackles softly in the fireplace.@n ~ #1289 (1209) Taylors Random Office Noises~ 2 b 2 ~ eval office_noises %random.10% switch %office_noises% case 1 %echo% @bLoud footsteps can be heard comeing from the hall outside.@n break case 2 %echo% @bThe sound of thunder echos in from outside.@n break case 3 %echo% @bA large book falls off the desk, hitting the floor with a loud thud.@n break case 4 %echo% @bTalking can be heard coming from outside the door.@n break case 5 %echo% @bThe sound of chirping birds flows in though the window.@n break default break done ~ #1290 actor.eq(*) test~ 0 g 100 ~ if !%actor.eq(*)% Say you are wearing nothing! else say you are wearing something. end ~ #1291 test trigger (booleans)~ 0 j 100 ~ say you're %actor.name%! say your vnum is %actor.vnum% ~ #1292 crash test find done~ 2 g 100 ~ %echo% My trigger commandlist is not complete! while %people% %echo% while fired without a done. while ~ #1293 crash test dummy~ 0 m 100 ~ switch %random.3% case 1 mecho You wind up your arm and narrowly miss the target! wait 10 mforce arogantes say Ha ha ha, you couldn't hit the broad side of a barn with a magnifying glass! break case 2 mecho You wind up your arm and miss the target entirely, almost hitting Arogantes in the process! wait 10 mforce arogantes say Why you little good for nothing son of a rat! Watch where you aim that thing with your stubby little arms! break case 3 mecho You wind your arm up and NAIL the target, Dunking Arogantes into the freezing waters wait 5 mforce arogantes shout AAAAHHHHHGGGGG *GURGLE* wait 5 mecho Gloria helps Arogantes out of the water and sets him back on the lever. wait 5 mecho Arogantes does a little shiver then continues his ranting break default mecho This trigger is not working properly, please contact an immortal break done ~ #1294 test trigger~ 0 d 100 heh~ if %actor.inventory(14911)% switch %random.12% case 1 %send% %actor% The dice fell out of your hand, and dispelled the magic. %echoaround% %actor% %actor.name% accidently dropps the dice, and the magic is dispelled. break case 2 %echoaround% %actor% %actor.name% rolled snake-eyes. There is a blinding flash of light, and %actor.name% falls over dead. %send% %actor% You rolled snake-eyes. There is a blinding flash of light... %damage% %actor% 9999 break case 3 %echoaround% %actor% %actor.name% rolled a 3. The magic on the dice is dispelled. %send% %actor% You rolled a 3. The magic on the dice is dispelled. break case 4 %echoaround% %actor% %actor.name% rolled a 4. The magic on the dice is dispelled. %send% %actor% You rolled a 4. The magic on the dice is dispelled. break case 5 %echoaround% %actor% %actor.name% rolled a 5. The magic on the dice is dispelled. %send% %actor% You rolled a 5. The magic on the dice is dispelled. break case 6 %echoaround% %actor% %actor.name% rolled a 6. The magic on the dice is dispelled. %send% %actor% You rolled a 6. The magic on the dice is dispelled. break case 7 %echoaround% %actor% %actor.name% rolled a 7. The magic on the dice is dispelled. %send% %actor% You rolled a 7. The magic on the dice is dispelled. break case 8 %echoaround% %actor% %actor.name% rolled a 8. The magic on the dice is dispelled. %send% %actor% You rolled a 8. The magic on the dice is dispelled. break case 9 %echoaround% %actor% %actor.name% rolled a 9. The magic on the dice is dispelled. %send% %actor% You rolled a 9. The magic on the dice is dispelled. break case 10 %echoaround% %actor% %actor.name% rolled a 10. The magic on the dice is dispelled. %send% %actor% You rolled a 10. The magic on the dice is dispelled. break case 11 %echoaround% %actor% %actor.name% rolled a 11. The magic on the dice is dispelled. %send% %actor% You rolled a 11. The magic on the dice is dispelled. break case 12 %echoaround% %actor% %actor.name% rolled a 12. The dice begin to go glow, and rattle chaotically... %send% %actor% You rolled a 12. The dice begin to go glow, and rattle chaotically... set room_var %actor.room% set target_char %room_var.people% while %target_char% set tmp_target %target_char.next_in_room% %damage% %target_char% 9999 set target_char %tmp_target% done break done end ~ #1295 Demo object - chained ifs~ 0 j 100 ~ if (%actor.varexists(test1)%) if (%actor.varexists(test2)%) if (%actor.varexists(test3)%) say I have everything now halt endif endif endif ~ #1296 Random eq example~ 0 n 100 ~ switch %random.5% case 1 %load% obj 3010 wield dagger break case 2 %load% obj 3011 wield sword break case 3 %load% obj 3012 wield club break case 4 %load% obj 3013 wield mace break case 5 %load% obj 3014 wield sword break default * this should be here, even if it's never reached break done ~ #1297 find end test~ 1 c 1 *~ switch %cmd% case StartMusic if (%musicplaying%==1) %send% %actor% You are already playing music! halt else eval musicplaying 1 global musicplaying osend %actor% You start playing guitar. oechoaround %actor% %actor.name% starts playing guitar. wait 2s eval flourish 3 global flourish while (%musicplaying% == 1) switch %flourish% case 1 eval flourish a wicked guitar solo. break case 2 eval flourish a chorus riff. break default eval flourish a steady rhythm. break done %echoaround% %actor% %actor.name% performs %flourish% %send% %actor% You perform %flourish% eval flourish %random.5% global flourish wait 10s done halt break case StopMusic if (%musicplaying%==0) %send% %actor% You are not currently playing music. halt else unset musicplaying unset flourish %send% %actor% You stop playing music. %echoaround% %actor% %actor.name% stops playing music. %force% %actor% bow halt case PlaySolo eval flourish 1 global flourish break case PlayChorus eval flourish 2 global flourish break case PlayVerse eval flourish 3 global flourish break default return 0 break done ~ #1298 Quest object loader~ 0 j 100 ~ context %actor.id% say object vnum: %object.vnum% set answer_yes say Yes, I want that object :) set answer_no say I already have that object ! set answer_reward say There you go. Here's an object for you. Thanks! if (%object.vnum% == 1301) if (%zone_12_object1%) %answer_no% return 0 else %answer_yes% set zone_12_object1 1 global zone_12_object1 end elseif (%object.vnum% == 1302) if (%zone_12_object2%) %answer_no% return 0 else %answer_yes% set zone_12_object2 1 global zone_12_object2 end elseif (%object.vnum% == 1303) if (%zone_12_object3%) %answer_no% return 0 else %answer_yes% set zone_12_object3 1 global zone_12_object3 end elseif (%object.vnum% == 1304) if (%zone_12_object4%) %answer_no% return 0 else %answer_yes% set zone_12_object4 1 global zone_12_object4 end else say I do not want that object! return 0 end if (%zone_12_object1% && %zone_12_object2% && %zone_12_object3% && %zone_12_object4%) %answer_reward% eval zone_12_reward_number %actor.zone_12_reward_number%+1 * cap this to a max of 12 rewards. if %zone_12_reward_number%>12 set zone_12_reward_number 12 end remote zone_12_reward_number %actor.id% * make sure all objects from 3016 and upwards have 'reward' as an alias eval loadnum 3015+%zone_12_reward_number% %load% o %loadnum% give reward %actor.name% unset zone_12_object1 unset zone_12_object2 unset zone_12_object3 unset zone_12_object4 end test ~ #1299 test trigger~ 1 n 100 ~ eval person %self.room.people% set test 0 while %person% if %person.vnum% == 60481 set test 1 end eval person %person.next_in_room% done if !%test% %load% mob 60481 %load% obj 1201 beast wield end %load% obj 1201 %self% %load% obj 1201 %self% ~ $~