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Rumble wrote: Forcing a player to drop causes the drop message though. So instead just purge and reload like the example below that takes an entire player's inventory
Code:Name: 'Near Death Trap Mahatma - 6318', VNum: [ 6300], RNum: [ 984] Trigger Intended Assignment: Mobiles Trigger Type: Greet , Numeric Arg: 100, Arg list: None Commands: * By Rumble of The Builder Academy tbamud.com 9091 * Near Death Trap - Mahatma stuns actor and then takes all of their equipment. wait 3 sec say Here, have a quick trip to the Temple of Midgaard. wait 2 sec %send% %actor% Mahatma plunges a black dagger into your back and takes all your equipment. %echoaround% %actor% Mahatma plunges a black dagger into %actor.name%'s back and takes all of %actor.hisher% equipment. * Damage the actor to 0 hitpoints so they lay there stunned, unable to move. * They will recover. set stunned %actor.hitp% %damage% %actor% %stunned% * steal all their inventory. set i %actor.inventory% while %i% set pge 1 if %i.type% == container if %i.contents% set i %container.contents% * Don't purge containers inside containers or mudmail. if %i.type% == container || %i.vnum% <= 1 set pge 0 end end end eval stolen %i.vnum% set next %i.next_in_list% if %pge% %purge% %i% end * Don't steal mail. if %stolen% > 1 %load% obj %stolen% end if !%next% set i %actor.inventory% else set i %next% end done set i 0 [ Return to continue, (q)uit, (r)efresh, (b)ack, or page number (1/2) ] * steal all their equipped items. while %i% < 18 eval item %actor.eq(%i%)% if %item% eval stolen %item.vnum% %purge% %item% %load% obj %stolen% end eval i %i%+1 done
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