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Made some spelling/grammar changes to build.ev
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1 changed files with 23 additions and 23 deletions
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@ -13,7 +13,7 @@
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# mind that the full flexibility of Evennia is not used to its maximum
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# potential here.
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#
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# The load this file, place yourself in Limbo (room #2) and load the
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# To load this file, place yourself in Limbo (room #2) and load the
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# file as user #1 with
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#
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# @batchprocess contrib.tutorial_world.build
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@ -51,12 +51,12 @@
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#
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# There are a few ways we could have gone about building this layout;
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# one is to do all the digging in one go first, then go back and add
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# all the details. The advantage of this is that you the area is
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# all the details. The advantage of this is that the area is
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# already there and you can more easily jump ahead in the build file
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# to the detail work when you want to update things later. In this
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# file we will however build and design it all in sequence; room by
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# room. This makes it easier to keep an overview of what is going on
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# in each room, tie things to parents etc. When building your own
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# in each room, tie things to parents, etc. When building your own
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# world you might want to separate your world into a lot more
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# individual batch files (maybe one for just a few rooms) for easy
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# handling. The numbers mark the order of construction and also the
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@ -204,7 +204,7 @@ start
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To the east, you glimpse the ragged outline of a castle ruin. It sits
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perched on a sheer cliff out into the water, isolated from the
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shore. The only way to reach it seems by way of an old hang bridge,
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shore. The only way to reach it seems by way of an old hanging bridge,
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anchored not far east from here.
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#
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# This is the well you will come back up from if you end up in the underground.
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@ -239,7 +239,7 @@ start
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#
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@desc sign =
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The wooden sign sits at the end of a small eastward path. Beyond it
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is the shore-side anchor of the hang bridge that connects the main
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is the shore-side anchor of the hanging bridge that connects the main
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land with the castle ruin on its desolate cliff. The sign is not as
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old as the rest of the scenery and the text on it is easily readable.
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#
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@ -266,7 +266,7 @@ start
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outlines of a ruined castle. The once mighty towers have crumbled and
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it presents a jagged shape against the rainy sky. The ruin is perched
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on its own cliff, only connected to the mainland by means of an old
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hang bridge starting not far east from you.
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hanging bridge starting not far east from you.
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#
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@lock ruin = get:false()
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#
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@ -403,8 +403,8 @@ north
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rare spot of warmth and mirth on this dread moor.
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Soon you have a beer in hand and is chatting with the locals. Your
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eye fall on a {wbarrel{n in a corner with a few old rusty weapons
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Soon you have a beer in hand and are chatting with the locals. Your
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eye falls on a {wbarrel{n in a corner with a few old rusty weapons
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sticking out. There is a sign next to it: {wFree to take{n. A patron
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tells you cheerfully that it's the leftovers from those foolish
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adventurers that challenged the old ruin before you ...
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@ -471,7 +471,7 @@ north
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# put some descriptions on the exit to the bridge
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#
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@desc bridge =
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The hang-bridge's foundation sits at the edge of the cliff to the
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The hanging bridge's foundation sits at the edge of the cliff to the
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east - two heavy stone pillars anchor the bridge on this side.
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#
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# go to the bridge
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@ -506,7 +506,7 @@ bridge
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The room also inherits from the weather room to cause the bridge to
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sway at regular intervals. It also implements an timer and a random
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sway at regular intervals. It also implements a timer and a random
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occurrence at every step across the bridge. It might be worth trying
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this passage a few times to see what may happen. Hint: you can fall
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off!
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@ -523,7 +523,7 @@ bridge
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@dig/teleport Protruding ledge;cliffledge;ledge;tut#06
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#
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@set here/tutorial_info =
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This room is stored as an attribute on the 'Bridge' room and used a
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This room is stored as an attribute on the 'Bridge' room and used as a
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destination should the player fall off the bridge. In our example the
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bridge is relatively simple and always drops us to the same ledge; a
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more advanced implementation might implement different locations to
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@ -531,7 +531,7 @@ bridge
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#
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@desc
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You are on a narrow ledge protruding from the side of the cliff,
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about halfway down. The air if saturated with salty sea water,
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about halfway down. The air is saturated with salty sea water,
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sprays hitting your face from the crashing waves below.
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The ledge is covered with a few black-grey brushes. Not far from you
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@ -543,7 +543,7 @@ bridge
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@lock brush = get:false()
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#
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@desc brush =
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The brushes covering the ledge are gray and dwarfed by constantly
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The brushes covering the ledge are gray and dwarfed from constantly
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being pummeled by salt, rain and wind.
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#
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@create/drop The sea (far below you);sea;ocean
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@ -563,7 +563,7 @@ bridge
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@lock bridge = get:false()
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#
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@desc bridge =
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You can see the shape of the hang bridge a fair bit above you, partly
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You can see the shape of the hanging bridge a fair bit above you, partly
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obscured by the rain. There is no way to get back up there from this
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ledge.
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#
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@ -594,7 +594,7 @@ bridge
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hole
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#
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@set here/tutorial_info =
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This room acts a hub for getting the player back to the
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This room acts as a hub for getting the player back to the
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start again, regardless of how you got here.
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#
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@desc
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@ -746,7 +746,7 @@ hole
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room for long enough.
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Combat itself is a very simple affair which takes advantage of the
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strength of the weapon you use, but dictates a fix skill for you and
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strength of the weapon you use, but dictates a fixed skill for you and
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your enemy. The enemy is quite powerful, so don't stick around too
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long ...
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#
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@ -759,7 +759,7 @@ hole
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sprawled over the ground together with most of its frame.
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{wEast{n the gatehouse leads out to a small open area surrounded by
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the remains of the castle. There is also an standing archway
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the remains of the castle. There is also a standing archway
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offering passage to a path along the old {wsouth{nern inner wall.
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#
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@create/drop fallen portoculis;portoculis;fall;fallen
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@ -795,13 +795,13 @@ archway
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room for long enough.
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Combat itself is a very simple affair which takes advantage of the
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strength of the weapon you use, but dictates a fix skill for you and
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strength of the weapon you use, but dictates a fixed skill for you and
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your enemy.
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#
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@desc
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What appears at first sight to be a series of connected rooms
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actually turns out to be collapsed buildings so mashed together by
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the ravishes of time that they all seem to lean on each other and
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the ravages of time that they all seem to lean on each other and
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against the outer wall. The whole scene is directly open to the sky.
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The buildings make a half-circle along the main wall, here and there
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@ -838,7 +838,7 @@ archway
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room for long enough.
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Combat itself is a very simple affair which takes advantage of the
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strength of the weapon you use, but dictates a fix skill for you and
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strength of the weapon you use, but dictates a fixed skill for you and
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your enemy.
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#
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@create/drop obelisk:tutorial_world.objects.Obelisk
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@ -915,12 +915,12 @@ archway
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room for long enough.
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Combat itself is a very simple affair which takes advantage of the
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strength of the weapon you use, but dictates a fix skill for you and
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strength of the weapon you use, but dictates a fixed skill for you and
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your enemy.
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#
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@desc
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The inner courtyard of the old castle is littered with debris and
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overgrown with low grass and patches of thorny wines. There is a
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overgrown with low grass and patches of thorny vines. There is a
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collapsed structure close to the gatehouse that looks like a stable.
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{wNorth{nwards is a smaller area cornered in the debris, adorned with
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@ -1027,7 +1027,7 @@ stairs down
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= Tomb depicting a heroine fighting a monster;knight;hero;monster;beast
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#
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# The puzzle_values are set on Character by looking at the Obelisk in
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# the Castle Corner room. If the scenes show doesn't match, the
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# the Castle Corner room. If the scenes shown don't match, the
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# failure/success_teleport_to attributes will be used to teleport away
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# the Character. Since the scene shown by the Obelisk is random, this
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# means the right tomb need not be the same.
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