Abandoned Realms MMORPG

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game:abandonedrealms.com  client:tintin.sourceforge.net


            /\                                                 _/
        ___/  \/\__             ABANDONED REALMS             _/
     _/   /        \        abandonedrealms.com 9000        /\_
          \      _/                                       _/   \
           \    / \_    A Playerkilling, Roleplaying MUD  \    /\
         _/     \   \                                      \
      _ / \    /     \             ]=I==II==I=[          _/
     /     \                        \\__||__//         _/      ]=I==II==I=[
          /    ]=I==II==I=[          |.. ' *|         /  \_     \\__||__//
                \\__||__//           |. /\ #|      _ /    /\     |-_ []#|
                 | []   |            |  ## *|    /   \_          |      |
                 |    ..|            | . , #|          \__     ]=I==II==I=[
 ___   ____  ___ |   .. |         __ |..__.*| __      _/  \     \\__||__//
 ] I---I  I--I [ |..    |        |  ||_|  |_|| |     /           |    _*|
 ]_____________[ | .. []|         \--\-|-|--/-//   _/            |   _ #|
  \_\| |_| |/_/  |_   _ | _   _   _|      ' *|                   |'    *|
   |  .     |'-'-' '-' '-' '-' '-' | []     #|-|--|-_-_-_-_ _ _ _|_'   #|
   |     '  |=-=-=-=-=-=-=-=-=-=-=-|      []*|-----________' ' '   ]   *|
   |  ' ' []|      _-_-_-_-_  '    |-       #|      ,    ' '''''''['  _#|
   | '  '  '|   [] | | | | |  []'  |  []    *|   '          . '   |'  I*|
   |      - |    ' | | | | | '     | ;  '   #|     .  |        '  |    #|
  /_'_-_-___-\__,__|_|_|_|_|_______|   '  , *|    _______+___,__,-/._.._.\
              _,--'    __,-'      /,_,_v_Y_,_v\\-'   -
   ______________________________________________________________________
    -------------------------------------------------------------------
By what name do you wish to be remembered? 



The Crossroads
[Exits: north east south west]
(Invis) Vaskal is here.

You step out of the shadows.
Vaskal yells 'Help! Dryzstan backstabbed me!'
You trample around loudly again.
Your backstab >>> ANNIHILATES <<< Vaskal!
Your second backstab *** DEMOLISHES *** Vaskal!
Vaskal fades into existence.
Vaskal's freezing bite decimates you!
Vaskal awkwardly parries your turmoil with a loud clang.
Your wild turmoil *** DEVASTATES *** Vaskal!
Vaskal is DEAD!!
You hear Vaskal's death cry.


MUD /muhd/ /n./ [acronym, Multi-User Dungeon; alt. Multi-User Dimension]

A class of virtual reality experiments accessible via the Internet. These are real-time chat forums with structure; they have multiple 'locations' like an adventure game, and may include combat, traps, puzzles, magic, a simple economic system, and the capability for characters to build more structure onto the database that represents the existing world.

'Welcome to Abandoned Realms. You will never be the same.'




want to see more screenshots? 1, 2, 3. to see even more visit abandoned realms.



      #####################################################################
      #                                                                   #
      #                           T I N T I N + +                         #
      #                                                                   #
      #            (T)he k(I)cki(N) (T)ickin d(I)kumud clie(N)t           #
      #                                                                   #
      #                 Original TINTIN code by Peter Unold               #
      #       new code by Bill Reiss, David A. Wagner, Rob Ellsworth,     #
      #                 Jeremy C. Jack, Igor van den Hoven                #
      #                             1992, 2009                            #
      #                                                                   #
      #                               1.99.4                              #
      #                                                                   #
      #####################################################################





prompt_bar (and some basic scripts)

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000}} #alias {rst} {#kil;#read ar.tt} #nop ###### UNCLASSED ########## #alias {buy_food} {buy $food} #alias {put_food_sac} {put $food $sac} #action {^You are too full to eat more.$} {put_food_sac} #alias {dd} {dual dagger} #alias {ss} {sideswi} #alias {get_food_sac} {get $food $sac} #alias {eat_food} {eat $food} #alias {eatf} {get_food_sac;delay_set;delay1 eat_food} #alias {delay_set} {#math delay_do 1d2;#math delay_do_dec 1d99} #alias {delay1 %0} {#delay $delay_do.$delay_do_dec %0} #alias {pk %0} { #showme {<219>pk on.<088>}; #variable {atck} {murder}; #variable {play} {%0}; #MACRO {\eOk} {$atck $play} } #alias {unpk} { #showme {<219>pk off.<088>}; #UNMACRO {\eOk} {thing} } #nop ####### POTIONS ########### #varia {sac} {sac} #alias {hp} {get red purse;quaf red} #alias {gp} {quaf gyvel} #alias {dp} {get dust $sac;eat dust} #alias {rp} {get recall $sac;quaf recall} #alias {pp} {get purp $sac;quaf purp} #nop ########## MOVE ########### #macro {\eOA} {n} #macro {\eOC} {e} #macro {\eOB} {s} #macro {\eOD} {w} #macro {\e[5~} {u} #macro {\e[6~} {d} #macro {\e[4~} {m} #macro {\e[E} {fl} #macro {\e[1~} {whe} #macro {\eOM} {$thing} #nop ####### SLEEP ########### #MACRO {\eOj} {$sleep} #VARIABLE {sleep} {sleep} #ACTION {You go to sleep.} { #variable {sleep}{wake} } {5} #ACTION {You wake and sit up.} { #variable {sleep}{sleep} } {5} #ACTION {You wake and stand up.} { #variable {sleep}{sleep} } {5} #ACTION {You wake up and start resting.} { #variable {sleep}{sleep} } {5} #nop ####### READ ########### #read thing.tt #nop ######### PROMPT ########## #nop prompt <%h/%Hhp %m/%Mm %v/%Vmv%T> %s %B %U %n #var {hp} {<119>HP:<099>} #var {mp} {<149>MP:<099>} #var {mv} {<139>MV:<099>} #prompt {~<%1/%2hp %3/%4m %5/%6mv%7> %8 %9 %10 %11} {%9 %10 $hp$current_hp$hpbar $mp$current_mp$mpbar $mv$current_mv$mvbar} {1} #split 0 2 #nop ########## TICK ########### #ACTION {<%1/%2hp %3/%4m %5/%6mv%7> %8 %9 %10 %11} { #if {$current_hp<%1} { #math {gain_hp}{%1-$current_hp}; #showme { <219>+$gain_hp<099>}; #variable {tick_clr} {<099>};#variable {ticknow} {1} }; #math {hp_percent}{100 * %1 / %2}; #math {hpbars1} {$hp_percent / 5}; #math {hpbars2} {20 - $hpbars1}; #if {$hpbars1 == 20} { #variable {hpbar} {<011> <099> } }; #if {$hpbars1 == 19} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 18} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 17} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 16} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 15} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 14} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 13} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 12} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 11} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 10} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 9} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 8} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 7} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 6} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 5} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 4} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 3} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 2} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 1} { #variable {hpbar} {<011> <099><000> <099> } }; #if {$hpbars1 == 0} { #variable {hpbar} {<011><099><000> <099> } }; #if {$current_mp<%3} { #math {gain_mp}{%3-$current_mp}; #showme { <249>+$gain_mp<099>}; #variable {tick_clr} {<099>};#variable {ticknow} {1} }; #math {mp_percent}{100 * %3 / %4}; #math {mpbars1} {$mp_percent / 5}; #math {mpbars2} {20 - $mpbars1}; #if {$mpbars1 == 20} { #variable {mpbar} {<044> <099> } }; #if {$mpbars1 == 19} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 18} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 17} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 16} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 15} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 14} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 13} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 12} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 11} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 10} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 9} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 8} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 7} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 6} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 5} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 4} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 3} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 2} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 1} { #variable {mpbar} {<044> <099><000> <099> } }; #if {$mpbars1 == 0} { #variable {mpbar} {<044><099><000> <099> } }; #if {$current_mv<%5} { #math {gain_mv}{%5-$current_mv}; #showme { <239>+$gain_mv<099>}; #variable {tick_clr} {<099>};#variable {ticknow} {1} }; #math {mv_percent}{100 * %5 / %6}; #math {mvbars1} {$mv_percent / 5}; #math {mvbars2} {20 - $mvbars1}; #if {$mvbars1 == 20} { #variable {mvbar} {<033> <099> } }; #if {$mvbars1 == 19} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 18} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 17} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 16} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 15} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 14} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 13} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 12} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 11} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 10} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 9} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 8} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 7} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 6} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 5} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 4} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 3} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 2} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 1} { #variable {mvbar} {<033> <099><000> <099> } }; #if {$mvbars1 == 0} { #variable {mvbar} {<033><099><000> <099> } }; #var {current_hp} {%1}; #var {current_mp} {%3}; #var {current_mv} {%5}; #var {tank_hp} {%7}; #var {sector} {%8}; #var {weapon_type} {%9}; #var {combat_style} {%10}; #var {adrenaline} {%11}; #var {sector} {%12}; #if {"%8" == "field"} {#var {rclr} {<229>}}; #if {"%8" == "forest"} {#var {rclr} {<229>}}; #if {"%8" == "hills"} {#var {rclr} {<229>}}; #if {"%8" == "cave"} {#var {rclr} {}}; #if {"%8" == "city"} {#var {rclr} {}}; #if {"%8" == "road"} {#var {rclr} {}}; #if {"%8" == "inside"} {#var {rclr} {}}; #if {"%8" == "sand"} {#var {rclr} {<239>}}; #if {"%8" == "mountain"}{#var {rclr} {<239>}}; #if {"%8" == "ocean"} {#var {rclr} {}}; #if {"%8" == "river"} {#var {rclr} {}} } #var {current_hp} {0} #var {current_mp} {0} #var {current_mv} {0} #var tick_clr <099> #alias {tickup} { #delay {2} { #showme { $tick_clr$ticknow<099> $sector $adrenaline} {2}; #math {ticknow} {$ticknow + 2}; #if {$ticknow >= 11} {#var {tick_clr} {<039>}}; #if {$ticknow >= 15} {#var {tick_clr} {<019>}}; #if {$ticknow >= 42} {#var {ticknow} {0}}; tickup }; } #varia {ticknow} {0} tickup #nop ####### NEXUS ########### #var ElfValley {sword wind} #var Winter {sword crystal} #var Midennir {sword pendant} #var Valour {sword cross} #var Shire {dagger stave} #var UnlitCity {dagger skull} #var MtSaiden {mace bolt} #var TaintedValley {shield skull} #var Enthema {shield eye} #var UnsilielWoods {sack spring} #var TowerOfSorcery {key wand} #var GrandThalos {key wind} #var HaonDor {tent clover} #var ForrestOfIllusion {arrow crystal} #var Battlezone {dragon skull} #var DragonTower {dragon serpent} #var Seringale {mace scales} #var Timaran {axe book} #var Darkhaven {flail skull} #var Exile {fist eye} #nop #### NEXUS MAP STUFF ####### #action {You align the left-hand sword rune with the right-hand cross rune.} { #var {portal_exit} {#map goto Valour's Nexus Point} } #action {You align the left-hand axe rune with the right-hand book rune.} { #var {portal_exit} {#map goto Timaran's Nexus Point} } #action {You align the left-hand mace rune with the right-hand scales rune.} { #var {portal_exit} {#map goto Seringale's Nexus Point} } #action {You align the left-hand flail rune with the right-hand skull rune.} { #var {portal_exit} {#map goto 635} } #action {You step through a shimmering portal.} {$portal_exit} #nop ##### MAP STUFF ########### #alias mapwrite {#map write map.tt;#delay 25 mapwrite} #action {You have been KILLED!!} {#map goto The Quire of the Cathedral of Valour} #alias {map} {#action {[Exits: %0} {#map map 80x20}} #alias {nomap} {#unaction {[Exits: %0} {#map map }} #alias {vroom} {#map roomflag void;#map roomflag hide;#map name void} #alias {8 %1} {#map name %1} #alias {9} {#map info} #act {You can't fly.} {#map undo} #action {Calram the Moo Herald blocks you from entering the Heraldic office suite.} {#map undo} #action {The wall is closed.} {#map undo} #action {The door is closed.} {#map undo} #alias {mm} {#map map} #mac {\e[1~} {whe}

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