static void create() { verb::create(); SetVerb("reload"); SetRules("OBJ", "STR OBJ", "STR here", "here", "every STR"); SetErrorMessage("reload what?"); SetHelp("Syntax: reload [every] <OBJ>\n\n" "This command loads into memory the file of the object " "you specify, and replaces the current copy with a new " "copy. If you change something about a sword you are " "holding, for example, \"reload sword\" will update the " "changes and you will be holding a sword with the updates.\n" " When used with the -r flag it recursively loads all the objects " "inherited by the target object. If any of those objects " "or the target object's file fail to load, the object " "is not updated.\n" " If you \"reload every npc\", then any loaded object that " "inherits LIB_NPC gets reloaded. Other valid lib objects " "that can be used this way are: room, sentient, armor, item.\n" "Please note that if there are too many items to reload, " "the command will fail with \"Too long evaluation\" errors.\n" " Books, due to their processing-intensive load time, " "are excluded from the \"every\" keyword.\n" "Please note that reloading a door also reloads the " "door's adjoining rooms.\n" "\nSee also: copy, create, delete, modify, initfix, add"); }
static void create() { verb::create(); SetVerb("empty"); SetRules("OBJ"); SetErrorMessage("Empty what?"); SetHelp("Syntax: empty <vessel>\n\n" "Removes the fluid from a vessel."); }
static void create() { verb::create(); SetVerb("pour"); SetRules("from OBJ into OBJ","from OBJ in OBJ", "OBJ in OBJ","OBJ into OBJ","OBJ on OBJ","OBJ onto OBJ","OBJ out","out OBJ"); SetErrorMessage("Pour what into what?"); SetHelp("Syntax: pour <substance> into <vessel>\n\n" "Allows you to pour into a vessel designed for containing a substance."); }
static void create() { verb::create(); SetVerb("weigh"); SetRules("OBJ"); SetErrorMessage("What would you like to weigh?"); SetHelp("Syntax: weigh OBJ\n\n" "A general estimate of how much a thing weighs." ""); }
static void create(){ verb::create(); SetVerb("teach"); SetRules("","STR to LIV","LIV to STR"); SetErrorMessage("Syntax: teach <ability> to <person>"); SetHelp("Syntax: teach <ability> to <person>\n\n" "This command allows you to teach another person " "an ability, spell, or skill.\nSee also: learn"); }
static void create() { verb::create(); SetVerb("backstab"); SetRules("LIV"); SetErrorMessage("Who do you want to backstab?"); SetHelp("Syntax: backstab LIVING\n\n" "This sneaky attack allows more devious players to " "backstab a specified target."); }
static void create() { verb::create(); SetVerb("dest"); SetRules("OBS","STR"); SetErrorMessage("dest what?"); SetHelp("Syntax: <dest OBJ>\n\n" "Destroy an object.\n" "\nSee also: zap"); }
static void create() { verb::create(); SetVerb("sink"); SetRules("", "down"); SetErrorMessage("Sink down?"); SetHelp("Syntax: <sink down>\n" "Allows you to stop swimming, or otherwise attempt to sink in your current medium.\n" "See also: sit, lie, stand, swim, fly"); }
static void create() { verb::create(); SetVerb("bump"); SetRules("LIV"); SetErrorMessage("Whom would you like to bump?"); SetHelp( "Syntax: bump <LIVING>\n\n" "This command allows you bump the living object named " "into an adjacent room. It is quite possible that " "bumping may cause you bodily injury."); }
static void create() { verb::create(); SetVerb("marry"); SetRules("LIV to LIV"); SetErrorMessage("Marry whom to whom?"); SetHelp("Syntax: <marry PLAYER to PLAYER>\n\n" "Allows people of great faith to join to souls in marriage. " "In order to marry to people, you must however be in a place " "which you find holy.\n\n" "See also: divorce"); }
static void create() { verb::create(); SetVerb("kneel"); SetRules("down",""); //SetRules("down", "in OBJ", "down in OBJ", "on OBJ", "down on OBJ"); SetErrorMessage("Kneel down?"); SetSynonyms("genuflect"); SetHelp("Syntax: <kneel down>\n" "Allows you to kneel down on the ground. " "See also: sit, stand, lie"); }
static void create() { verb::create(); SetVerb("resurrect"); SetRules("OBJ", "here"); SetErrorMessage("resurrect what?"); SetHelp("Syntax: resurrect <OBJ>\n\n" "Bring back to life something that died. When used on the corpse\n" "of a player, it brings them back from death without skill or\n" "experience penalties.\n" "See also: zap, dest"); }
static void create() { verb::create(); SetVerb("marry"); SetRules("LIV to LIV"); SetErrorMessage("Marry whom to whom?"); SetHelp("Syntax: marry <PLAYER> to <PLAYER>\n\n" "Allows people of proper divine or legal authority to join two " "souls in marriage. In order to marry people, you must be in an " "appropriate location for it.\n" "See also: divorce"); }
static void create() { verb::create(); SetVerb("sleep"); SetRules(""); SetErrorMessage("Sleep?"); SetSynonyms("go to sleep"); SetHelp("Syntax: sleep\n" "If lying down, you fall asleep. If not, you collapse " "asleep. Being attacked will usually wake you up, " "otherwise you will awaken after a few minutes, stronger " "and more refreshed."); }
static void create() { verb::create(); SetVerb("skin"); SetRules("STR with OBJ", "OBJ with OBJ"); SetErrorMessage("Skin with what? Is there anything in particular to skin?"); SetHelp("Syntax: <skin THING with TOOL>\n\n" "Allows you to skin with skinning tools. Sometimes you may " "be required to specify what it is you wish to skin. In " "that case, you can use the thing field to specify what it is " "you wish to skin.\n\n" "See also: fillet"); }
static void create() { verb::create(); SetVerb("turn"); SetRules("", "OBJ", "on OBJ", "off OBJ", "OBJ on", "OBJ off"); SetErrorMessage("Turn on or turn off something?"); SetHelp("Syntax: <turn>\n" " <turn on ITEM>\n" " <turn off ITEM>\n" " <turn on THING on ITEM>\n" " <turn off THING on ITEM>\n\n" ""); }
static void create() { verb::create(); SetVerb("steal"); SetRules("OBJ from LIV", "WRD from LIV", "OBS from LIV"); SetErrorMessage("Steal what from whom?"); SetHelp("Syntax: <steal money from LIVING>\n" " <steal ITEM from LIVING>\n" " <steal all [of ITEMS] from LIVING>\n\n" "Uses your stealing abilities to rob another of items or money. " "Items are much harder to steal than money, and trying to steal " "multiple items in one shot is dangerous."); }
static void create() { verb::create(); SetVerb("drive"); SetRules("STR", "into STR" ); SetErrorMessage("Drive in which direction?"); SetHelp("Syntax: <drive DIRECTION>\n" " <drive into PLACE>\n\n" "Moves your vehicle towards the direction you specify, or into the place " "you specify. The command \"drive into\" is synonymous with the " "\"enter\" command.\n\n" "See also: mount, dismount"); }
static void create() { verb::create(); SetVerb("unlock"); SetRules("OBJ with OBJ"); SetErrorMessage("Unlock what with what?"); SetHelp("Syntax: <unlock OBJ with OBJ>\n\n" "The first object is something you wish to unlock, like a " "door or a chest. The second is the key you wish to use to " "unlock it with. If your key is the right key, then " "unlock allows you to unlock it.\n\n" "See also: close, lock, open, pick"); }
static void create() { verb::create(); SetVerb("move"); SetRules("OBJ", "STR on OBJ"); SetSynonyms("shove"); SetErrorMessage("Move what? Or move what on what?"); SetHelp("Syntax: <move OBJECT>\n" " <move THING on OBJECT>\n\n" "Allows you to move an object, or perhaps a thing on the " "object. For example, you might want to " "\"move the painting on the wall\", or simply \"move carpet\".\n\n" "Synonyms: shove"); }
static void create() { spell::create(); SetSpell("greater fireball"); SetRules("", "LIV"); SetSpellType(SPELL_COMBAT); SetRequiredMagic(100); SetSkills(([ "conjuring" : 24, "magic attack" : 24 ])); SetMagicCost(49, 49); SetStaminaCost(10, 10); SetDifficulty(10); SetMorality(-20); SetAutoDamage(0); SetDamage(MAGIC|HEAT, ({ 60, 45 }) );
static void create() { spell::create(); SetSpell("fireball"); SetRules("", "LIV"); SetSpellType(SPELL_COMBAT); SetRequiredMagic(50); SetSkills(([ "conjuring" : 8, "magic attack" : 0 ])); SetMagicCost(30, 24); SetStaminaCost(20, 16); SetDifficulty(10); SetMorality(-20); SetAutoDamage(0); SetDamage(MAGIC|HEAT, ({ 20, 15 }) );
static void create() { verb::create(); SetVerb("ask"); SetRules("LIV STR", "STR", "LIV to STR", "LIV for STR", "LIV about STR"); SetErrorMessage("Ask what? Or ask whom to do what?"); SetHelp("Syntax: ask <LIVING> <SOMETHING>\n" " ask <SOMETHING>\n" " ask <LIVING> about <SOMETHING>\n" " ask <LIVING> to <DO SOMETHING>\n" " ask <LIVING> for <SOMETHING>\n\n" "Some npcs and perhaps some inanimate objects will respond " "when you query the target with a specific question.\n" "See also: reply, say, shout, speak, tell, whisper, yell"); }
static void create() { ::create(); SetVerb("befriend"); SetRules("LIV"); SetErrorMessage("Whom would you like to befriend?"); SetHelp("Syntax: befriend <LIVING>\n\n" "If a living object is specified, this command allows " "you to try to make friends. This is a prerequisite to " "successfully mounting an animal. Note that if your " "charisma is low " "enough, you may fail. Also beware that someone with higher " "charisma may steal your mount.\n" "See also: mount, dismount, abandon"); }
static void create() { verb::create(); SetVerb("drink"); SetRules("OBJ", "from OBJ"); SetErrorMessage("Drink what?"); SetHelp("Syntax: <drink LIQUID>\n" " <drink from THING>\n\n" "Allows you to drink a liquid substance. Often these " "substances come in the form of caffeine, alcohol, and just " "regular drinks. Different types of drinks have different " "effects on you which you will learn through experimentation.\n\n" "See also: bait, cast, eat, fish"); SetSynonyms("quaff"); }
static void create() { verb::create(); SetVerb("light"); SetRules("OBS", "OBS with OBJ"); SetErrorMessage("Light what? Or light what with what?"); SetHelp("Syntax: <light OBJECT>\n" " <light OBJECT with OBJECT>\n\n" "Using the first syntax, you can light things which " "do not need another source in order to be lit, like a lamp or " "a lighter. The second syntax allows you to light objects which " "require burning sources in order for themselves to be light, " "like a torch or a camp fire.\n\n" "See also: extinguish"); }
static void create() { spell::create(); SetSpell("healing"); SetRules("for LIV"); SetSpellType(SPELL_HEALING); SetRequiredMagic(300); SetSkills(([ "healing" : 1 ])); SetMagicCost( 20, 10); SetDifficulty(1); SetVerb("pray"); SetHelp("Syntax: <pray for healing for LIV>\n\n" "This minor healing spell provides some minimal " "aid to the wounded."); }
static void create(){ verb::create(); SetVerb("go"); SetRules("STR", "into STR"); SetErrorMessage("Go in which direction?"); SetHelp("Syntax: go <DIRECTION>\n" " go into <PLACE>\n\n" "Moves you towards the direction you specify, or into the place " "you specify. The command \"go into\" is synonymous with the " "\"enter\" command. Note that most directions are pre-aliased " "for you to the proper \"go\" commands. For example, " "\"go south\" has been pre-aliased to \"s\".\n" "See also: climb, enter, jump, fly, swim"); }
static void create() { spell::create(); SetSpell("buffer"); SetRules("", "LIV"); SetSpellType(SPELL_DEFENSE); SetRequiredMagic(50); SetSkills(([ "magic defense" : 1 ])); SetMagicCost(40, 40); SetDifficulty(50); SetMorality(10); SetHelp("Syntax: <cast buffer>\n" " <cast buffer on LIV>\n\n" "A magical defense spell that allows the caster to create " "a glowing shield around the LIVing object named.\n\n"); }
static void create() { verb::create(); SetVerb("give"); SetRules("LIV WRD WRD", "WRD WRD to LIV", "OBS LIV", "LIV OBS", "OBS to LIV" ); SetErrorMessage("Give what to whom?"); SetHelp("Syntax: <give LIVING ITEM>\n" " <give LIVING ITEMS>\n" " <give ITEM to LIVING>\n" " <give ITEMS to LIVING>\n" " <give LIVING AMOUNT CURRENCY>\n" " <give AMOUNT CURRENCY to LIVING>\n\n" "This command allows you to give something you have to " "someone else.\n\n" "See also: drop, get, put"); }