#1200 General trigger keeper. Only for use in room 0.~ 2 a 100 ~ * Not used for anything but variable storage. No Script! * Without this trig attached you will get the error: * Trying to access Global var list of void. Apparently this has not been set up! ~ #1201 Calculator By Mordecai~ 2 d 100 *~ * By Mordecai if %actor.is_pc% Return 0 Eval sum %speech% Eval test1 "%speech%" Eval test %test1.strlen% Eval che %sum%/1 If %che% == %sum% %echo% @WComputing results...@n if (%speech%/===) if (%sum%==1) set sum Yes elseif (%sum%==0) set sum No end end Eval st 2+%test% Eval o . Eval sumslen "%sum% Eval len %st% - (%sumslen.strlen%-2) If %len% > 0 Eval dif (%len%/2) While %y.strlen% < %st% Eval o .%o% Eval y %o% Eval m ?%m% Eval p %m% If %dif% == %y.strlen% Eval wid1 %p% end done end eval opt1 8 + %test% eval opt2 (2*%wid1.strlen%)+%sumslen.strlen%+5 %echo% @WWizzzzzzzzzz....@n if (%opt1%-2) == (%opt2%) %echo% @c...%y%...@n %echo% @c:@C..%y%..@c:@n %echo% @c:@C:@G %speech% @C :@c:@n %echo% @c:@C:.%y%.:@c:@n %echo% @c:@C: %wid1%@G %sum% @C%wid1% :@c:@n %echo% @c:@C:.%y%.:@c:@n %echo% @c:..%y%..:@n else %echo% @r....%y%...@n %echo% @r:@R...%y%..@r:@n %echo% @r:@R:@G %speech% @R :@r:@n %echo% @r:@R:..%y%.:@r:@n %echo% @r:@R: %wid1%@G %sum% @R%wid1% :@r:@n %echo% @r:@R:..%y%.:@r:@n %echo% @r:...%y%..:@n end end end ~ #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 honor.' %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 honorable one..' end ~ #1203 Mynah Bird~ 0 d 100 *~ if %actor.is_pc% if %c%<20 eval c 20 global c end if !(%speech%/=!) eval c (%c%)+1 global c set %c% %speech% global %c% eval 1 Hello eval 2 Yes eval 3 Killed him eval 4 Food? eval 5 Dig dig dig. eval 6 Freddy says hi. eval 7 Inconceivable. eval 8 Stop mimicking me. eval 9 I love you. eval 10 Do you like me? eval 11 Freak. eval 12 You are not funny. eval 13 Don't you ever shut up?. eval 14 Eat my shorts. eval 15 I'm pretty. Pretty bird. eval 16 Let's tango. eval 17 Doh. eval 18 Who rang that bell?? eval 19 Beam me up. eval 20 Shut up and get me a drink. eval count %%random.%c%%% eval ans %%%count%%% wait %random.5% say %ans% endif endif ~ #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 magical 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 Questpoints Test~ 2 b 100 ~ set actor %random.char% %echo% QP: %actor.questpoints% nop %actor.questpoints(2)% %echo% QP+2: %actor.questpoints% nop %actor.questpoints(-1)% %echo% QP-1: %actor.questpoints% ~ #1212 Animal Chase Board Game - O1212~ 1 c 4 go~ * By Mordecai * Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200. if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg%==stay) return 0 if %cmd%!=gos %send% %actor% Type: go < up | down | left | right > end halt end if %arg% eval dedu %nextlev%*105 if %exx%>%dedu% nop %actor.exp(-%dedu%)% set dd %dedu% end end if !%nextlev% set nextlev 1 global nextlev elseif %nextlev_s% eval nextlev %nextlev_s% global nextlev end if !%created% %force% %actor% createnewgame end if %created% set p_dir %arg% extract px 1 %playerco% extract py 2 %playerco% set [%py%][%px%] @g\*@n switch %p_dir% case right if %px%!=10 eval px %px%+1 else eval px 1 end break case left if %px%!=1 eval px %px%-1 else eval px 10 end break case down if %py%!=1 eval py %py%-1 else eval py 10 end break case up if %py%!=10 eval py %py%+1 else eval py 1 end break done if %chase%>0 eval chase %chase%-1 global chase end if ([%py%][%px%]==%spec_prize%) set spec_prize global spec_prize eval exo (%nextlev%*2000) nop %actor.exp(%exo%)% eval points %points%+(%nextlev%*2) global points set alert You can now FLY and kill the animal! eval chase 5+(%nextlev%/70)+(%chase%) global chase end eval holech %%[%py%][%px%]%% if %holech%/=@@ if !(%chase%>0) set alert @MYou fall into a bottomless pit!@n unset points set nextlev 0 global nextlev unset created unset exx set ax 1 set ay 1 set px 10 set py 10 %force% %actor% createnewgame else set alert You FLY over the pit! end end eval prz_ch %%[%py%][%px%]%% if (%prz_ch.contains(p)%) eval points (%points%+%nextlev%) global points eval exo (%nextlev%*950) nop %actor.exp(%exo%)% set [%py%][%px%] @c.@n global [%py%][%px%] eval prize_count (%prize_count%)+1 set winner [%prize_count%] if %prize_count%>=%numofprizes% eval nextlev (%nextlev%)+1 global nextlev set winner @YYou Win!!!@n Moving to level %nextlev%. set px 10 set py 10 set ax 1 set ay 1 set created global created set prize_count 0 set numofprizes 0 %force% %actor% createnewgame end global prize_count set alert You collect a prize. %winner% end set playerco %px% %py% global playerco if (%random.15%==1)||(%spec_on%) if !%spec_on% eval spec_on %random.4%+(%nextlev%/90) global spec_on end eval spec_on (%spec_on%)-1 global spec_on if !%spec_prize% eval spec_prize [%random.10%][%random.10%] global spec_prize else set %spec_prize% @yY@n eval spec_prize global spec_prize end end if %sizem% set [%py%][%px%] @GO@n unset sizem else set [%py%][%px%] @Go@n set sizem 1 global sizem end extract ax 1 %animal% extract ay 2 %animal% set [%ay%][%ax%] @r\*@n if !%dir_chosen% set dir_chosen 1 if %px%>%ax% eval dis_x (%px%-%ax%) eval move_x 1 elseif %px%<%ax% eval dis_x (%ax%-%px%) eval move_x 2 end if %py%>%ay% eval dis_y (%py%-%ay%) eval move_y 4 elseif %py%<%ay% eval dis_y (%ay%-%py%) eval move_y 3 end if %dis_x%>%dis_y% set ani_dir %move_x% else %dis_x%<%dis_y% set ani_dir %move_y% end eval dificulty 100-(%nextlev%*4) if (%random.100%)<=(%dificulty%) eval ani_dir %random.4% end if %chase% if %ani_dir%==1 eval ani_dir 2 elseif %ani_dir%==2 eval ani_dir 1 elseif %ani_dir%==3 eval ani_dir 4 elseif %ani_dir%==4 eval ani_dir 3 end end if !%arg% set ani_dir 5 end switch %ani_dir% case 1 if %ax%!=10 eval ax %ax%+1 else eval ax 1 end break case 2 if %ax%!=1 eval ax %ax%-1 else eval ax 10 end break case 3 if %ay%!=1 eval ay %ay%-1 else eval ay 10 end break case 4 if %ay%!=10 eval ay %ay%+1 else eval ay 1 end break done set animal %ax% %ay% global animal end eval [%ay%][%ax%] @Ra@n eval ch_3 %%[%py%][%px%]%% set ch_3 %ch_3% if %ch_3.contains(a)% if %chase% eval pointinc %nextlev%*%random.10% eval points (%points%+%pointinc%) global points eval exo %nextlev%*7000 nop %actor.exp(%exo%)% eval nextlev %nextlev%+1 global nextlev set alert You kill the animal. You gain %pointinc% points and a new level. (%nextlev%) unset created set ax 1 set ay 1 set px 10 set py 10 %force% %actor% createnewgame else set alert You have been eaten by the @Ranimal@n. set points 0 global points set nextlev 0 global nextlev unset created unset chase set exx 0 global exx %force% %actor% createnewgame end end eval h 11 while (%h%>1) eval h (%h%)-1 eval printrow%h% %%[%h%][1]%% %%[%h%][2]%% %%[%h%][3]%% %%[%h%][4]%% %%[%h%][5]%% %%[%h%][6]%% %%[%h%][7]%% %%[%h%][8]%% %%[%h%][9]%% %%[%h%][10]%% *eval printrow%h% %%row%h%%% done if %numofprizes%<10 set numop 0%numofprizes% else set numop %numofprizes% end if %prize_count%<10 set przc 0%prize_count% else set przc %prize_count% end if %nextlev%<10 set levlev 000%nextlev% elseif %nextlev%<100 set levlev 00%nextlev% elseif %nextlev%<1000 set levlev 0%nextlev% else set levlev %nextlev% end eval exx (%exo%+%exx%)-(%dd%) if %exx%<=0 set exx 0 end global exx eval cht %chase%-1 if %cht%>0 set chy You can FLY and chase the animal %cht% more times. end set snd %send% %actor% @n %force% %actor% cls %snd% ) \\ / ( %snd% /\|\\ )\\_/( /\|\\ %snd% \* / \| \\ (/\\\|/\\) / \| \\ \* %snd% \|\`._____________/__\|__o____\\\`\|'/___o__\|__\\______.'\| %snd% \| '\^\` \| \\\|/ '\^\` \| %snd% \| \| V level: %levlev% \| Dir: @C %arg%@n %snd% \| %printrow10% \| @M@@@n = Bottomless Pit \| Points: @Y%points%@n %snd% \| %printrow9% \| @yY@n = Power Up \| Exp: @C%exx%@n %snd% \| %printrow8% \| @Wp@n = Prize \| AMU: %dedu% %snd% \| %printrow7% \| @Go@n = You \| %snd% \| %printrow6% \| @Ra@n = Animal \| %snd% \| %printrow5% \| @cTo Move Type:@n \| %snd% \| %printrow4% \| @Cgo <up\|down\|left\|right>@n\| %snd% \| %printrow3% \| \| %snd% \| %printrow2% \| @BCost of AMU exp per MV@n \| %snd% \| %printrow1% \| @BIf you have exp.@n \| %snd% \| \| \| %snd% \| \| NEEDED: @R%numop%@n HAVE: @G%przc%@n \| %snd% \| .______________________\|______________________. \| %snd% \|' l /\\ / \\\\ \\ /\\ l \`\| %snd% \* l / V )) V \\ l \* %snd% l/ // \\I %snd% V %snd% %alert% %snd% %chy% %snd% Animal: ax:%ax% ay:%ay% You: px:%px% py:%py% end ~ #1213 Animal Chase Board - Newgame - O1212~ 1 c 100 newgame~ * By Mordecai * Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200. if %arg.cdr% == %actor.id% eval nextlev %arg.car% global nextlev end if %nextlev%>1&&%points%>0 set dd scoreboardmob if %dd.vnum%>0 set nums 1 while %nums% eval j %j%+1 eval nums %dd.varexists(%j%)% if %nums% eval nums2 %%dd.%j%%% if (%nums2%/=%actor.name%) extract partlev 2 %nums2% set added 1 if %partlev%<%nextlev% set %j% %actor.name% %nextlev% %points% %exx% remote %j% %dd.id% end end else if !%added% set %j% %actor.name% %nextlev% %points% %exx% remote %j% %dd.id% end end done end end unset chase set tail 1 global tail eval animal 1 1 global animal eval playerco 10 10 global playerco set [1][1] @ra@n set [10][10] @Go@n global [1][1] global [10][10] eval numofprizes 0 global numofprizes set prize_count 0 global prize_count set created 1 global created eval ww 11 while (%ww%>1) eval ww %ww%-1 eval n %ww% eval row %random.10% eval r_col (%random.3%-1) set [%n%][1] @c.@n global [%n%][1] set [%n%][2] @c.@n global [%n%][2] set [%n%][3] @c.@n global [%n%][3] set [%n%][4] @c.@n global [%n%][4] set [%n%][5] @c.@n global [%n%][5] set [%n%][6] @c.@n global [%n%][6] set [%n%][7] @c.@n global [%n%][7] set [%n%][8] @c.@n global [%n%][8] set [%n%][9] @c.@n global [%n%][9] set [%n%][10] @c.@n global [%n%][10] if (%r_col%) while (%r_col%<3) eval r_col %r_col%+1 eval jj %random.10% if !(%posis%/=[%n%][%jj%]) eval numofprizes %numofprizes%+1 global numofprizes eval [%n%][%jj%] @Wp@n global [%n%][%jj%] set posis %posis% [%n%][%jj%] end done end done eval r_ttt %nextlev%-35 if (%r_ttt%>0) eval hrt (%random.6%-1)+(%nextlev%/20) while %hrt%>0 eval hrt %hrt%-1 eval j8 %random.10% eval j9 %random.10% eval cer %%[%j9%][%j8%]%% if !(%cer%/=p) eval [%j9%][%j8%] @M\@@@n global [%j9%][%j8%] end done end if !(%[10][10]%/=p) set [10][10] @c.@n global [10][10] end ~ #1214 Scoreboard Mob~ 0 d 100 score scores~ * By Mordecai * Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200. set j 1 while %self.varexists(%j%)% eval r %%self.%j%%% eval nam %r.car% eval k %nam.strlen% while %k%<15 eval k %k%+1 eval sgg %%s%j%%% set s%j% %sgg%- done eval j %j%+1 done %echo% @yO===============SCORE======BOARD=====================O@n wait 1 %echo% O=#==NAME============\|=Level=\|=Points==\|=EXP=========O set i 1 set j 1 while %self.varexists(%j%)% eval r %%self.%j%%% eval nam %r.car% extract ll 2 %r% extract points 3 %r% extract exp 4 %r% eval sp %%s%j%%% if %ll%<10 set ll 0000%ll% elseif %ll%<100 set ll 000%ll% elseif %ll%<1000 set ll 00%ll% elseif %ll%<10000 set ll 0%ll% end if %points%<10 set points 000000%points% elseif %points%<100 set points 00000%points% elseif %points%<1000 set points 0000%points% elseif %points%<10000 set points 000%points% elseif %points%<100000 set points 00%points% elseif %points%<1000000 set points 0%points% end eval d %j% if %d%<9 set d 0%j% end %echo% \|@g%d%@n: @w%nam%@n %sp%\| @c%ll%@n \| @y%points%@n \| @W%exp%@n eval j %j%+1 done %echo% O=#==================================================O ~ #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 ~ #1218 Multiple Command Example Trig~ 2 c 100 t~ if %cmd% == test * Careful not to use Arguments * or this trig will freeze you. * evaluate the first arg eval command %arg.car% * evaluate the rest of the arg string eval therest %arg.cdr% * while there is an arg keep going while %command% %echo% the first arg is: %command% %echo% the remaining arg is: %therest% eval command %therest.car% eval therest %therest.cdr% done 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 ~ #1221 Test Trigger~ 2 c 100 *~ set plr %self.people% set plr2 0 * while %plr% set next %plr.next_in_room% if %plr% != %actor% && %plr.is_pc% if %plr2% == 0 set plr2 %plr% end %teleport% %plr% 0 end set plr %next% done * return 0 wait 1 * while %plr2% set next %plr2.next_in_room% if %plr2.is_pc% %teleport% %plr2% %self.vnum% end set plr2 %next% done ~ #1222 new trigger~ 1 b 100 ~ * Unfinished ~ #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% ~ $~