diff --git a/changelog b/changelog index 015cf0c..66624cf 100644 --- a/changelog +++ b/changelog @@ -5,6 +5,10 @@ The Builder Academy builderacademy.net 9091 tbaMUD 3.54 +[Oct 13 2007] - Rumble + Updated World, Help, News, Socials, and src for tbaMUD3.54rc. + Fixed bug where toggling syslog enabled brief. (thanks Rhade) + Added zone 11. [Oct 10 2007] - Rumble Added OLC menu options for Copying. The Xcopy option is still available for GODs and above. Player table is now created if it does not exist. (thanks Rhade) @@ -60,7 +64,6 @@ tbaMUD 3.54 [Aug 17 2007] - Rumble 128 bit fixes: pfile conversion, world sector conversion, and player flags. (thanks Jamdog) Added stop_fighting calls in do_flee to fix stock bug. (thanks Juras) - tbaMUD 3.53 [Jul 01 2007] - Rumble Added run_autowiz to do_cheat. (thanks Fizban) diff --git a/lib/world/mob/11.mob b/lib/world/mob/11.mob new file mode 100644 index 0000000..ee0f207 --- /dev/null +++ b/lib/world/mob/11.mob @@ -0,0 +1,97 @@ +#1100 +wraith~ +a mournful wraith~ +A mournful wraith hovers in and out of existance. +~ + Faceless and featureless, the only that can be seen about this entity is the +vague outline of a humanoid figure. Glowing faintly, it nonetheless appears the +darkest thing in the room. +~ +221194 0 0 0 1048580 0 0 0 0 E +33 9 -9 6d6+100 5d5+5 +0 0 +8 8 0 +E +T 1101 +T 1104 +T 1105 +#1101 +trigger mob xxmobxx~ +a mob for making triggers work~ +A mob stands here, waiting to help out some triggers. +~ + There is no actual description as this is a trigger mob. I only typed this +in because I didn't like seeing the error messages in zcheck la de la la de la +la de la +~ +10 0 0 0 0 0 0 0 0 E +25 12 -5 5d5+250 4d4+4 +250 62500 +8 8 0 +E +#1102 +gigantic ice dragon~ +@Ca gigantic ice dragon@n~ +@CA gigantic ice dragon@c stands guard over the castle. +~ + Huge and intimidating, this dragon is covered in massive armour-plated +scales, shimmering all different hues of crystal and ice. Large scaley limbs +stand firmly against the ground, tipped with razor-sharp claws and encrusted +with snow as if the dragon has almost become part of the architecture. His +steely eyes are bright but cold, glimmering with a strange blue fire. +~ +253962 0 0 0 0 0 0 0 0 E +30 10 -8 6d6+300 5d5+5 +500 90000 +8 8 1 +BareHandAttack: 8 +E +#1103 +pale queen~ +@Ca pale queen@n~ +@CA pale queen@c gazes forlornly towards the east. +~ + Her smooth, delicate features were probably naturally pale, but now her skin +is tinged with an eerie blue hue. Her sorrowful eyes linger on the eastern side +of the room as if she were longing for some place she can no longer reach. Her +dress merges with the floor in a flowing train of ice, rooting her to the spot +for all eternity. +~ +24586 0 0 0 0 0 0 0 0 E +28 11 -6 5d5+280 4d4+4 +280 78400 +8 8 2 +E +#1104 +white-haired king~ +@Ca white-haired king@c~ +@CA white-haired king@c gazes thoughtfully toward the west. +~ + Old and sorrowful in appearance, this man's thick white hair is part his own +and part crystals of snow. His face is haggard and morose, his eyes filled with +a silent longing as he gazes toward the western part of the room. The lower +part of his body has turned almost completely into ice, rendering him a statue +in his own abode. +~ +24586 0 0 0 0 0 0 0 0 E +25 12 -5 5d5+250 4d4+4 +250 62500 +8 8 1 +E +#1105 +icy princess~ +@Can icy princess@n~ +@CAn icy princess@c stands frozen to the spot. +~ + This young girl has smooth white skin like moon-cream, silver blonde hair +tumbling down her back, glittering with snow crystals. Her eyes are large and +sorrowful, a deep azure blue paled and sparkling with a misty glaze of ice. A +fine sheen of frozen droplets covers her gown, studding it with crystals as if +bejewelled. +~ +253962 0 0 0 0 0 0 0 0 E +25 12 -5 5d5+250 4d4+4 +250 62500 +8 8 2 +E +$ diff --git a/lib/world/obj/11.obj b/lib/world/obj/11.obj new file mode 100644 index 0000000..2861c62 --- /dev/null +++ b/lib/world/obj/11.obj @@ -0,0 +1,448 @@ +#1100 +table end~ +the end of a table~ +The end of a long dining table protrudes from the west.~ +~ +12 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +E +end table~ + Majestic and intricately carved, this massive table fills the entire +stretching hall to the west. A finely embroidered tablecloth can be glimpsed in +places, most of the smooth surface covered with a layer of powdery white snow. +~ +#1101 +end table~ +the end of a table~ +The end of a long dining table protrudes from the east.~ +~ +12 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +E +end table~ + Majestic and intricately carved, this massive table fills the entire +stretching hall to the east. A finely embroidered tablecloth can be glimpsed in +places, most of the smooth surface covered with a layer of powdery white snow. +~ +#1102 +long dining table~ +a long dining table~ +A long dining table stretches to the east and west.~ +~ +12 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +E +long dining table~ + Made by the finest of carpenters, this immensely long table has several legs +bearing its weight, each carved into the shape of a dragon's scaled foot, the +elegant curving claws formed of ivory. The rest of the table is smoothly +polished dark mahogany, coated with a fine powder of pure white snow. +~ +#1103 +throne quartz beryl~ +a throne of quartz and beryl~ +A throne of quartz and beryl stands frozen in the center of the room.~ +~ +12 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +E +throne quartz beryl~ + Sculpted as if from ice itself, the transparent quartz of this throne +reflects and illuminates, filling the room with hundreds of tiny sparkles. +Pale blue beryl gilds the back and armrests, lending its immensely rare value to +the immense beauty of the sculpting work. +~ +#1104 +grand glass piano~ +a grand glass piano~ +A grand glass piano stands abandoned to dust and snow.~ +~ +12 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +T 1107 +E +grand glass piano~ + A work of breathtaking beauty, this gently curving piano is as delicate and +light-filled as the ice that holds it in place. Sparkles of blue and green and +purple dance like tiny fireflies within its transparent structure, tiny luminous +strips of aquamarine used for the chord keys. Despite its age, however, it +appears it is still possible to 'play' this instrument. +~ +#1105 +case jewellery~ +a case of jewellery~ +A case of jewellery glistens in the light.~ +~ +12 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +E +case jewellery~ + Once polished and transparent, this delicate case is now slightly frosted +with ice, offering only a vague glimpse of the unreachable gems within. +Sparkling and lustrous hues of every colour are visible, from blood red rubies +to the delicate purples of amethyst, and cool green of emerald, each gem +fashioned expertly into a breathtaking piece of jewellery. +~ +#1106 +silver flame crystal stand~ +a silver flame~ +A silver flame writhes silently on a crystal stand.~ +~ +1 dq 0 0 0 a 0 0 0 0 0 0 0 +0 0 -1 0 +1 1000 0 0 +E +silver flame crystal stand~ + Slowly undulating, the ripples of this fire are cool and reflective, giving +off a light brighter than any natural fire could, and filling the surrounding +atmosphere with a sense of intense cold rather than heat. A slender stand of +crystal spirals beneath it, allowing the flame to be carried without the +bearer's hand being frozen. +~ +#1107 +blossoms edelweiss flowers~ +blossoms of edelweiss~ +Blossoms of edelweiss nod sorrowfully in the stirring air.~ +~ +11 0 0 0 0 ae 0 0 0 0 0 0 0 +0 0 0 0 +1 10 0 0 +E +blossoms flowers edelweiss~ + Delicately star-shaped, and the pure colour of spun white wool, these tiny +flowers convey an image of beauty and innocence. Slender stems support the +blossoms, extending elegantly beneath the buds like tiny emerald pedestals. +~ +#1108 +diamond bracelet~ +a diamond bracelet~ +A diamond bracelet glints brightly from the shadows.~ +~ +11 0 0 0 0 am 0 0 0 0 0 0 0 +0 0 0 0 +1 400 0 0 +T 1109 +E +diamond bracelet~ + Beautiful, shimmering diamonds are set in a delicate spiral of white gold, +made to decorate a slender wrist. A cool aura of magical power whispers amongst +the twinkling stones, and the surrounding wind seems to stir uneasily in answer. +Glowing faintly, this jewellery seems to possess some strange force that can be +imbued upon the wearer, all they need do is 'draw' upon it. +~ +#1109 +ivory bed silk~ +an ivory bed spread with silk~ +An ivory bed spread with silk stands in the center of the room.~ +~ +6 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +E +ivory bed silk~ + Smooth creamy curving lines make up the white frame of this bed, polished +until shining and silver-veined with ice. Soft, lush bedding is spread +generously over the padded mattress, white pillows and downy quilts giving it a +beautifully inviting appearance if it wasn't for the layers of snow. +~ +#1110 +crystal chalice~ +a crystal chalice~ +A crystal chalice sparkles with holy light.~ +~ +15 0 0 0 0 a 0 0 0 0 0 0 0 +0 0 0 0 +1 10 0 0 +E +crystal chalice~ + Clear as pure water, this delicate chalice sparkles as though imbued with its +own holy internal light. The cup itself is wreathed with fragile silver vines, +spiralling down into a slender braided stem. +~ +#1111 +pewter blade~ +a pewter blade~ +A pewter blade glints sharply.~ +~ +5 0 0 0 0 ano 0 0 0 0 0 0 0 +0 0 0 0 +1 5 0 0 +E +pewter blade~ + Beautifully fashioned, this blade is extremely sharp along both its edges. +A cool blue hue lights the pewter from within, giving the weapon a slight icy +glow. Arcane symbols have been engraved along the hilt, old magic filling the +metal with an unnatural cold. +~ +#1112 +sleep ring~ +a sleep ring~ +A sleep ring lies here~ +~ +11 0 0 0 0 ab 0 0 0 0 0 0 0 +0 0 0 0 +2 4 0 0 +#1113 +rosewood bed~ +a rosewood bed, covered with satin~ +A bed of rosewood stands undisturbed, covered with satin.~ +~ +6 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +E +rosewood bed~ + Darkly beautiful, this bed has been carved from richly-hued rosewood. +Symbols and runes are etched along the framework, and a thin veil hangs torn +from its overhead canopy. Scarlet satin sheets lie almost buried beneath +coatings of snow, deep reds contrasting with the purity as spatterings of blood +on a white canvas. +~ +#1114 +mahogany bed velvet~ +a bed of mahogany and velvet~ +A bed of mahogany and velvet stands frozen with ice.~ +~ +6 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +E +bed mahogany velvet~ + The deep, dark wood of this bedframe glistens as though freshly polished, a +thick coating of ice making it glassy and cold. Even darker velvet has been +spread generously over the solidly frozen bed, its rich hues of red and purple +deceptively soft-looking. +~ +#1115 +crystalline bed~ +a crystalline bed, covered with feather-down~ +A crystalline bed stands here, covered with feather-down.~ +~ +6 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +E +crystalline bed~ + This bed's slender frame has been carved from some crystalline substance, +glittering as though covered in diamonds. A fluffy feather down is piled +luxuriously on top of it, piles of the soft, white bedding mingling with pillows +of snow. +~ +#1116 +frosted plum~ +a frosted plum~ +A frosted plum has been left here.~ +~ +19 0 0 0 0 a 0 0 0 0 0 0 0 +5 0 0 0 +1 1 0 0 +E +frosted plum~ + Richly purple, this fruit is blossoming with beads of frozen juice. Its +glistening skin is dusted with a light coat of snow, making it look as though it +has been rolled in powdered sugar. +~ +#1117 +brick cheeze frozen~ +a frozen brick of cheese~ +A brick of cheese stands frozen in place.~ +~ +19 0 0 0 0 a 0 0 0 0 0 0 0 +7 0 0 0 +1 1 0 0 +E +frozen brick cheese~ + This rich-coloured cheese looks as though it was once smooth and creamy. +Now, however, it is unnaturally frozen solid, silver veins of ice criss-crossing +its surface. +~ +#1118 +water pewter goblet water~ +a pewter goblet~ +A pewter goblet glints subtly.~ +~ +17 0 0 0 0 a 0 0 0 0 0 0 0 +30 30 15 0 +35 10 0 0 +E +pewter goblet~ + This pretty goblet has been engraved with the image of a winged dragon. The +creature's tail winds down around the stem of the cup, and its eyes are embedded +with two sparkling green jewels. +~ +#1119 +barrel ale~ +a barrel of ale~ +A barrel of ale has been cracked open.~ +~ +23 0 0 0 0 0 0 0 0 0 0 0 0 +60 60 3 0 +0 0 0 0 +E +barrel ale~ + This large wooden barrel has had its top deliberately cracked and forced off. +Within, a swirling amber liquid looks invitingly thirst-quenching. +~ +#1120 +iron maiden~ +an iron maiden~ +An iron maiden stands against the wall.~ +~ +6 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +E +iron maiden~ + This medival torture device is visciously built, designed to cause +excruciating pain and slow death to any unfortunate soul placed inside. +Engraved with arcane symbols, the sleek exterior bears the resemblance of some +terrible goddess. However, her evil eyes and sharp fangs are nothing compared +to the cruel glistening spikes that overlay the interior, rust-coloured stains +silent evidence of previous victims. +~ +#1121 +bucket~ +a bucket~ +A bucket dangles above the well.~ +~ +12 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +T 1127 +E +bucket rope~ + Old brown rope is coiled around a windlass, a large handle projecting from +the side so that one may 'lower' the bucket into the well. Once the bucket has +been raised, one must 'empty' it in order to see its contents. +~ +#1122 +rope~ +a rope~ +A rope hangs down into the well.~ +~ +6 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +T 1126 +E +rope~ + This long frayed rope hangs deep into the darkness of the well. There is +probably a bucket attached to the end of it, just waiting for someone to come +and 'raise' it. +~ +#1123 +gold coin~ +a gold coin~ +A gold coin shines brightly here.~ +~ +8 0 0 0 0 a 0 0 0 0 0 0 0 +0 0 0 0 +1 0 0 0 +E +gold coin~ + This shiny, round coin has been abandoned for some strange reason. Perhaps +it was somebody's wish, or maybe a curse. +~ +#1124 +handful sludge~ +a handful of sludge~ +A handful of sludge lies in a lumpy pile.~ +~ +13 0 0 0 0 a 0 0 0 0 0 0 0 +0 0 0 0 +1 0 0 0 +E +handful sludge~ + Mostly consisting of mud and a few green tufts of moss or fungi, this handful +of sludge is hardly a great prize. In fact, it seems to be moving here and +there, a few maggots or earthworms poking their slimy appendages out. +~ +#1125 +object triggers xxobject~ +an object for helping with triggers~ +An object for helping with triggers lies here.~ +~ +6 0 0 0 0 0 0 0 0 0 0 0 0 +0 0 0 0 +0 0 0 0 +#1126 +white key~ +@Wa white key@n~ +@WA white key@g lies gathering dust.~ +~ +18 0 0 0 0 a 0 0 0 0 0 0 0 +0 0 0 0 +1 0 0 0 +E +white key~ + This pale key is elegant and intricately carved. It seems to have been +wrought from smooth ivory and polished, a long spiralling stem branching into +complex notches. +~ +#1127 +dark key~ +@Da dark key@n~ +@DA dark key@g lies gathering dust.~ +~ +18 0 0 0 0 a 0 0 0 0 0 0 0 +0 0 0 0 +1 1 0 0 +E +dark key~ + Oily black and glistening, this dark key looks as though it has been carved +from rich obsidian. Strange magical symbols and letters are etched along its +length, giving it an ominous quality. +~ +#1128 +crystal tiara~ +@Wa crystal tiara@n~ +@WA crystal tiara@c sparkles brightly here.@n~ +~ +11 0 0 0 0 ae 0 0 0 0 0 0 0 +0 0 0 0 +1 300 0 0 +E +crystal tiara~ + Delicate and shimmering, a thin band of crystal has been twisted by some +strange means into a tiara. Icy blue and faintly glowing, it radiates an aura +of magic and unnatural chill. +~ +A +24 2 +#1129 +snow-speckled gown~ +@Wa @Cs@Wn@Co@Ww@C-@Ws@Cp@We@Cc@Wk@Cl@We@Cd @Wg@Co@Ww@Cn@n~ +@WA @Cs@Wn@Co@Ww@C-@Ws@Cp@We@Cc@Wk@Cl@We@Cd @Wg@Co@Ww@Cn@n lies crumpled here.~ +~ +11 0 0 0 0 ad 0 0 0 0 0 0 0 +0 0 0 0 +2 400 0 0 +E +snow-speckled gown~ + Long and flowing, this elegant white gown appears to made out of an extremely +fine wool. A fine sheen of frozen droplets covers this it, studding it with ice +crystals as if bejewelled, and its long train sparkles with diamond flecks of +snow. +~ +A +24 2 +#1130 +DG test map~ +a test DG map~ +A DG test map lies here.~ +~ +12 0 0 0 0 a 0 0 0 0 0 0 0 +0 0 0 0 +1 0 0 0 +T 1134 +E +DG test map~ + Type 'map' to use. +~ +$~ diff --git a/lib/world/shp/11.shp b/lib/world/shp/11.shp new file mode 100644 index 0000000..ede8ae5 --- /dev/null +++ b/lib/world/shp/11.shp @@ -0,0 +1 @@ +$~ diff --git a/lib/world/trg/11.trg b/lib/world/trg/11.trg new file mode 100644 index 0000000..d4e6398 --- /dev/null +++ b/lib/world/trg/11.trg @@ -0,0 +1,1086 @@ +#1100 +Weather messages for zone~ +2 b 15 +~ +switch %random.8% + case 1 + %echo% A fiery streak of lightning pierces the stormclouds with a crash. + break + case 2 + %echo% The black sky swirls ominously, wind wailing as it stirs the air. + break + case 3 + %echo% A smattering of hail sprinkles the ground with tiny crystals of ice. + break + case 4 + %echo% The land is drenched with a sudden fleeting downpour of rain. + break + case 5 + %echo% The clouds rumble uneasily. + break + case 6 + %echo% A crack of thunder booms threateningly overhead. + break + case 7 + %echo% The wind shrieks, whipping over the land with a sudden frenzied speed. + break + case 8 + %echo% The land flickers like a silver flame, illuminated by flashes of lightning. + break + default + %echo% Something is broken, please report. + break +done +~ +#1101 +(18/09/08) Acts seen throughout hall~ +0 e 1 +*~ +eval act %arg% +if %arg.car% != In + if %arg.car% != At + if %self.room.vnum% == 1108 + %at% 1118 %echo% At the eastern end - %act% + %at% 1109 %echo% At the eastern end - %act% + elseif %self.room.vnum% == 1109 + %at% 1118 %echo% In the central hall - %act% + %at% 1108 %echo% In the central hall - %act% + elseif %self.room.vnum% == 1118 + %at% 1108 %echo% At the western end - %act% + %at% 1109 %echo% At the western end - %act% + end + end +end +~ +#1102 +(18/09/08) Speech heard throughout hall~ +2 d 1 +*~ +if %self.vnum% == 1108 + %at% 1118 %echo% At the eastern end - %actor.name% says, '%speech%' + %at% 1109 %echo% At the eastern end - %actor.name% says, '%speech%' +elseif %self.vnum% == 1109 + %at% 1118 %echo% In the central hall - %actor.name% says, '%speech%' + %at% 1108 %echo% In the central hall - %actor.name% says, '%speech%' +elseif %self.vnum% == 1118 + %at% 1108 %echo% At the western end - %actor.name% says, '%speech%' + %at% 1109 %echo% At the western end - %actor.name% says, '%speech%' +end +~ +#1103 +test for Jim~ +2 c 100 +test~ +* Dex gives percent +* 18 - 0 +* 17 - 10 +* 16 - 20 +* 15 - 30 +* 14 - 40 +* 13 - 50 +* 12 - 60 +* 11 - 70 +* 10 - 80 +* 9 - 90 +* 8 - 100 +* +%echo% Dex is %actor.dex()% +eval num 100 - (((%actor.dex()% + 2) - 10) * 10) +%echo% chance is %num% percent of getting hit +~ +#1104 +(00) Wraith reincarnates self, no corpse~ +0 f 100 +~ +%load% mob 1100 +wait 2 s +%purge% self +~ +#1105 +(08/09/18) can't interact with wraiths~ +0 c 100 +*~ +if %arg% /= wr || %arg% /= wra || %arg% /= wrai || %arg% /= wrait || %arg% /= wraith + %send% %actor% %self.name% flickers out of existance briefly when you try to interact with it. +else + return 0 +end +~ +#1106 +new trigger~ +1 c 1 +shoot~ +eval actor %self.worn_by% +eval origin %actor.room.vnum% +eval tar %arg% +eval place %tar.room.vnum% +eval originn %origin% + 10 +eval origins %origin% - 10 +if %place% >= %originn% + switch n + elseif %place% <= %origins% + switch s + elseif %place% > %origin% + switch e + elseif %place% < %origin% + switch w + end + case n + %echo% The missile fires north. + eval next %origin% + 10 + while %next% < %place% + %at% %next% %echo% A missile whizzes past. + eval next %next% + 10 + done + %at% %place% %echo% A missile hits its target. + break + case e + %echo% The missile fires east. + eval next %origin% + 1 + while %next% < %place% + %at% %next% %echo% A missile whizzes past. + eval next %next% + 1 + done + %at% %place% %echo% A missile hits its target. + break + case s + %echo% The missile fires south. + eval next %origin% - 10 + while %next% > %place% + %at% %next% %echo% A missile whizzes past. + eval next %next% - 10 + done + %at% %place% %echo% A missile hits its target. + break + case w + %echo% The missile fires west. + eval next %origin% - 1 + while %next% > %place% + %at% %next% %echo% A missile whizzes past. + eval next %next% - 1 + done + %at% %place% %echo% A missile hits its target. + break + default + %echo% Something is broken. + break + done + done + done +done +~ +#1107 +(04) play piano~ +1 c 100 +play~ +if %arg% == piano + eval here %self.room.vnum% + %send% %actor% Your fingers dance along the keys of %self.shortdesc%. + %echoaround% %actor% %actor.name%'s fingers dance along the keys of %self.shortdesc%. + %zoneecho% %here% A delicate tinkling melody drifts forlornly through the air. +else + %send% %actor% Play what? +end +~ +#1108 +test for mick~ +2 c 100 +test~ +if %cmd% == test + %echo% trigger fires + if (%arg% == this is a test) + %echo% second part works + else + %echo% second part doesn't work + end +end +~ +#1109 +(08) bracelet gives moves~ +1 c 1 +draw~ +if %arg% == bracelet + %send% %actor% @CYou attempt to draw on the power of %self.shortdesc%.@n + %echoaround% %actor% @C%actor.name% attempts to draw on the power of %self.shortdesc%.@n + wait 1 s + if %self.timer% == 0 + eval give %actor.maxmove% - %actor.move% + eval percent (%give% * 8) / 10 + eval power %%actor.move(%percent%)% + set %power% + %send% %actor% @CYou glow with energy as a powerful wind erupts from %self.shortdesc% and envelops you. @n + %echoaround% %actor% @C%actor.name% glows with energy as a powerful wind erupts from %self.shortdesc% and envelops %actor.himher%. @n + otimer 20 + else + %send% %actor% @cAlas, the power of %self.shortdesc% has not yet recovered.@n + end +end +return 0 +~ +#1110 +test for string combos~ +2 c 100 +test~ +eval X 1 +eval Y 2 +eval Z 3 +eval string %X% %Y% %Z% +eval string2 %X%%Y%%Z% +%echo% string is %string% +%echo% string2 is %string2% +~ +#1111 +test for remoting~ +0 c 100 +test~ +%echo% %self.name% +eval test 1 +remote test %self.id% +%echo% self test is %self.test% +~ +#1112 +new trigger~ +1 i 100 +~ +%echo% %victim.vnum% +%echo% fired +%send% detta test +~ +#1113 +All mobs put to sleep~ +2 c 100 +test~ +set target %self.people% +while %target% + set next_target %target.next_in_room% + if %target.is_pc% + %send% detta targetted pc + %send% detta %target% + else + dg_affect %target% sleep on 20 + %send% detta put mob to sleep + %send% detta %target% + end + set target %next_target% +done +~ +#1114 +mobs put selves to sleep~ +0 n 100 +~ +dg_affect %self% blind on 1 +dg_affect %self% sleep on 2 +%echo% sleeping now +~ +#1115 +can't be interacted with~ +0 c 100 +*~ +if %self.alias% /= %arg% || %arg% /= %self.alias% + %send% %actor.name% %self.name% is frozen by some unnatural magic. +else + return 0 +end +~ +#1116 +Rooms don't allow casting~ +2 p 100 +~ +%send% %actor.name% The powerful magic of this place absorbs your spell. +~ +#1117 +Mobs get out of fight~ +0 k 100 +~ +%echo% %self.name% is reclaimed by the magic of this land. +%load% mob %self.vnum% +%purge% self +~ +#1118 +doors close themselves~ +2 g 100 +~ +wait 2s +eval room %self.vnum% +if %room% == 1145 + if %direction% == west + %door% %self.vnum% west flags ab + %echo% The door clicks quietly shut. + elseif %direction% == east + %door% %self.vnum% east flags ab + %echo% The door clicks quietly shut. + end +elseif %room% == 1144 + if %direction% == east + %door% %self.vnum% east flags ab + %echo% The door clicks quietly shut. + end +elseif %room% ==1146 + if %direction% == west + %door% %self.vnum% west flags ab + %echo% The door clicks quietly shut. + end +end +~ +#1119 +testing act~ +0 e 100 +*~ +%echo% %arg% +~ +#1120 +testing room dirs~ +1 c 2 +test~ +set dest %arg% +eval start %actor.room.vnum% +eval difference %start% - %dest% +if !(%difference% > 100 || %difference% < -100) + set dest %arg% + set remotes 1 + remote remotes %actor.id% + if !(%actor.varexists(roomstocheck)%) + set roomstocheck 1 + remote roomstocheck %actor.id% + end + eval here %actor.room.vnum% + set originset 1 + remote originset %actor.id% + while %actor.originset% < 50 + if %here.north% + eval northexit %here.north(vnum)% + eval check %actor.roomstocheck% + if !(%check.contains(%northexit%)%) + if !(%actor.varexists(%northexit%)%) + if %actor.varexists(%here%)% + eval path %%actor.%here%%% + eval path %path.trim% + if !(%path% == here) + eval %northexit% %path% n + eval northexit %northexit.trim% + else + eval %northexit% n + end + else + set %here% here + remote %here% %actor.id% + set remotes %remotes% %here% + remote remotes %actor.id% + set %northexit% n + end + remote %northexit% %actor.id% + set remotes %remotes% %northexit% + remote remotes %actor.id% + if %northexit% == %dest% + eval originset 999 + remote originset %actor.id% + end + eval roomstocheck %actor.roomstocheck% %northexit% + remote roomstocheck %actor.id% + end + end + end + if %here.east% + eval eastexit %here.east(vnum)% + eval check %actor.roomstocheck% + if !(%check.contains(%eastexit%)%) + if !(%actor.varexists(%eastexit%)%) + if %actor.varexists(%here%)% + eval path %%actor.%here%%% + eval path %path.trim% + if !(%path% == here) + eval %eastexit% %path% e + eval eastexit %eastexit.trim% + else + eval %eastexit% e + end + else + set %here% here + remote %here% %actor.id% + set remotes %remotes% %here% + remote %remotes% %actor.id% + set %eastexit% e + end + remote %eastexit% %actor.id% + set remotes %remotes% %eastexit% + remote remotes %actor.id% + if %eastexit% == %dest% + eval originset 999 + remote originset %actor.id% + end + eval roomstocheck %actor.roomstocheck% %eastexit% + remote roomstocheck %actor.id% + end + end + end + if %here.south% + eval southexit %here.south(vnum)% + eval check %actor.roomstocheck% + if !(%check.contains(%southexit%)%) + if !(%actor.varexists(%southexit%)%) + if %actor.varexists(%here%)% + eval path %%actor.%here%%% + eval path %path.trim% + if !(%path% == here) + eval %southexit% %path% s + eval southexit %southexit.trim% + else + eval %southexit% s + end + else + set %here% here + remote %here% %actor.id% + set remotes %remotes% %here% + remote remotes %actor.id% + set %southexit% s + end + remote %southexit% %actor.id% + set remotes %remotes% %southexit% + remote remotes %actor.id% + if %southexit% == %dest% + eval originset 999 + remote originset %actor.id% + end + eval roomstocheck %actor.roomstocheck% %southexit% + remote roomstocheck %actor.id% + end + end + end + if %here.west% + eval westexit %here.west(vnum)% + eval check %actor.roomstocheck% + if !(%check.contains(%westexit%)%) + if !(%actor.varexists(%westexit%)%) + if %actor.varexists(%here%)% + eval path %%actor.%here%%% + eval path %path.trim% + if !(%path% == here) + eval %westexit% %path% w + eval westexit %westexit.trim% + else + eval %westexit% w + end + else + set %here% here + remote %here% %actor.id% + set remotes %remotes% %here% + remote remotes %actor.id% + set %westexit% w + end + remote %westexit% %actor.id% + set remotes %remotes% %westexit% + remote remotes %actor.id% + if %westexit% == %dest% + eval originset 999 + remote originset %actor.id% + end + eval roomstocheck %actor.roomstocheck% %westexit% + remote roomstocheck %actor.id% + end + end + end + if %here.up% + eval upexit %here.up(vnum)% + eval check %actor.roomstocheck% + if !(%check.contains(%upexit%)%) + if !(%actor.varexists(%upexit%)%) + if %actor.varexists(%here%)% + eval path %%actor.%here%%% + eval path %path.trim% + if !(%path% == here) + eval %upexit% %path% u + eval upexit %upexit.trim% + else + eval %upexit% u + end + else + set %here% here + remote %here% %actor.id% + set remotes %remotes% %here% + remote remotes %actor.id% + set %upexit% u + end + remote %upexit% %actor.id% + set remotes %remotes% %upexit% + remote remotes %actor.id% + if %upexit% == %dest% + eval originset 999 + remote originset %actor.id% + end + eval roomstocheck %actor.roomstocheck% %upexit% + remote roomstocheck %actor.id% + end + end + end + if %here.down% + eval downexit %here.down(vnum)% + eval check %actor.roomstocheck% + if !(%check.contains(%downexit%)%) + if !(%actor.varexists(%downexit%)%) + if %actor.varexists(%here%)% + eval path %%actor.%here%%% + eval path %path.trim% + if !(%path% == here) + eval %downexit% %path% d + eval downexit %downexit.trim% + else + eval %downexit% d + end + else + set %here% here + remote %here% %actor.id% + set remotes %remotes% %here% + remote remotes %actor.id% + set %downexit% d + end + remote %downexit% %actor.id% + set remotes %remotes% %downexit% + remote remotes %actor.id% + if %downexit% == %dest% + eval originset 999 + remote originset %actor.id% + end + eval roomstocheck %actor.roomstocheck% %downexit% + remote roomstocheck %actor.id% + end + end + end + eval originset %actor.originset% + 1 + remote originset %actor.id% + eval nexttar %actor.roomstocheck.cdr% + eval nexttar %nexttar.trim% + eval nexttar2 %nexttar.cdr% + eval nexttar2 %nexttar2.trim% + eval here %nexttar.car% + eval here %here.trim% + eval roomstocheck 1 %nexttar2% + remote roomstocheck %actor.id% + done + if %originset% == 1000 + eval directions %%actor.%dest%%% + remote directions %actor.id% + %send% %actor% Your destination has been found. + wait 2s + %send% %actor% The directions are %directions%. + else + %send% %actor% Your destination is either too far away, or does not exist. + end + while %actor.remotes% > 1 + eval rem %actor.remotes% + eval delete %rem.car% + rdelete %delete% %actor.id% + eval remotes %rem.cdr% + remote remotes %actor.id% + done + rdelete remotes %actor.id% + rdelete originset %actor.id% + rdelete roomstocheck %actor.id% +else + %send% %actor% Try somewhere closer. +end +~ +#1121 +test room dirs~ +1 c 2 +test2~ +eval here %%actor.%here%% +%echo% here is %here% +if %here.east% + eval eastexit %here.east(vnum)% + eval check %actor.roomstocheck% + if !(%check.contains(%eastexit%)%) + if !(%actor.varexists(%eastexit%)%) + if %actor.varexists(%here%)% + eval path %%actor.%here%% + if !(%path% == here) + eval %eastexit% %path% e + else + eval %eastexit% e + end + else + eval %here% here + remote %here% %actor.id% + eval %eastexit% e + end + remote %eastexit% %actor.id% + eval roomstocheck %actor.roomstocheck% %eastexit% + remote roomstocheck %actor.id% + end + end +end +~ +#1122 +test room dirs~ +1 c 2 +test3~ +%echo% firing +eval here %actor.here% +%echo% here is %here% +~ +#1123 +test room dirs~ +1 c 2 +test4~ +if %here.west% + eval westexit %here.west(vnum)% + eval check %actor.roomstocheck% + if !(%check.contains(%westexit%)%) + if !(%actor.varexists(%westexit%)%) + if %actor.varexists(%here%)% + eval path %%actor.%here%% + eval path %path.trim% + if !(%path% == here) + eval %westexit% %path% w + eval westexit %westexit.trim% + else + eval %westexit% w + end + else + eval %here% here + remote %here% %actor.id% + eval %westexit% w + end + remote %westexit% %actor.id% + eval roomstocheck %actor.roomstocheck% %westexit% + remote roomstocheck %actor.id% + end + end +end +return 0 +~ +#1124 +testing act~ +0 e 100 +*~ +%echo% %arg% +~ +#1125 +testing random dir~ +1 c 2 +dir~ +* No Script +~ +#1126 +(22) raise bucket from well~ +1 c 4 +*~ +if %cmd% == raise + %send% %actor% You turn the crank, slowly raising the bucket from the depths. + %load% obj 1121 +elseif %cmd% == lower + %send% %actor% The bucket is already lowered. You need to raise it. + %load% obj 1122 +else + %load% obj 1122 + return 0 +end +%purge% self +~ +#1127 +(21) bucket loads something~ +1 c 4 +*~ +if %cmd% == empty + if %118_bucket% > 1 + %send% %actor% The bucket has already been emptied. + else + eval choice %random.20% + if %choice% > 15 + nop %actor.gold(1)% + %send% %actor% You found a gold coin in the bucket. + elseif %choice% < 15 + %load% obj 1124 %actor% inv + %send% %actor% You found a pile of sludge in the bucket. + else + %load% obj 1108 %actor% inv + %send% %actor% You found a bracelet in the bucket. + end + set 118_bucket 99 + global 118_bucket + end +elseif %cmd% == lower + %send% %actor% You lower the bucket into the well. + set 118_bucket 1 + global 118_bucket + %load% obj 1122 + %purge% self +elseif %cmd% == raise + %send% %actor% The bucket has already been raised. +else + return 0 +end +~ +#1128 +bucket teleports self~ +1 c 4 +xxteleport~ +%teleport% %self.name% 1188 +%echo% teleporting +~ +#1129 +test zoneecho~ +2 c 100 +test~ +%zoneecho% 1101 testing testing +~ +#1130 +testing findobj~ +2 c 100 +test~ +eval here %%findobj.%self.vnum%(xxtree)%%% +if %here% > 0 + %purge% xxtree +end +switch %time.month% + case 1 + case 2 + case 3 + case 4 + set season winter + %load% obj 1974 + break + case 5 + set season season of the Grand Struggle + break + case 6 + case 7 + case 8 + case 9 + set season spring + %load% obj 1975 + break + case 10 + case 11 + case 12 + case 13 + set season summer + %load% obj 1972 + break + case 14 + case 15 + case 16 + case 17 + set season fall + %load% obj 1973 + break +done +%zoneecho% %self.vnum% The terrain changes as the %season% begins. +~ +#1131 +testing send~ +2 c 100 +test~ +* No Script +~ +#1132 +testing purge~ +2 c 100 +test~ +%purge% xxtree +~ +#1133 +testing spiderball~ +0 c 100 +scout~ +if %cmd% == scout +if %arg% +set cycles 0 +global cycles +eval directions %arg% +global directions +%send% %actor% initial directions are %directions% +while %directions% +if %cycles% < 5 +%send% %actor% directions now are %directions% +eval here %self.room.vnum% +%send% %actor% Here is %here% +eval nextdir %directions.car% +%send% %actor% nextdir is %nextdir% +switch %nextdir% +case n +set going north +set coming south +eval dest %here.north(vnum)% +break +case e +set going east +set coming west +eval dest %here.east(vnum)% +break +case s +set going south +set coming north +eval dest %here.south(vnum)% +break +case w +set going west +set coming east +eval dest %here.west(vnum)% +break +case u +set going up +set coming down +eval dest %here.up(vnum)% +break +case d +set going down +set coming up +eval dest %here.down(vnum)% +break +case ne +set going northeast +set coming southwest +eval dest %here.northeast(vnum)% +break +case se +set going southeast +set coming northwest +eval dest %here.southeast(vnum)% +break +case sw +set going southwest +set coming northeast +eval dest %here.southwest(vnum)% +break +case nw +set going northwest +set coming southeast +eval dest %here.northwest(vnum)% +break +case default +%echo% %Self.name% sparks and sends out a puff of smoke as it bumps into the wall. +%send% %actor% %Self.name% damaged itself trying to go %nextdir%. +if %damage% +eval damage %self.damage%+10 +else +eval damage 10 +end +global damage +break +done +if %dest% +%echo% %Self.name% clatters away into the %going%. +%send% %actor% teleporting self to %dest% +%teleport% %self% %dest% +%echo% %Self.name% clatters in from the %coming%. +else +%send% %actor% %Self.name% damaged itself trying to go %nextdir%. +%echo% %Self.name% sparks and sends out a puff of smoke as it bumps into the wall. +end +eval directions %directions.cdr% +eval cycles %cycles%+1 +global cycles +done +else +unset directions +end +wait 1s +eval finaldest %self.room.vnum% +%send% %actor% %Self.name% reports: +eval back %actor.room.vnum% +%teleport% %actor% %finaldest% +%force% %actor% look +%teleport% %actor% %back% +else +%send% %actor% You need to provide a list of directions. +%send% %actor% Example: +%send% %actor% scout n w w +end +else +return 0 +end +~ +#1134 +MAP~ +1 c 3 +map~ +* BEGINNING SETUP +* +eval display 11 +while %display% < 56 + eval x%display% . + eval display %display% + 1 +done +eval here %actor.room.vnum% +eval north -10 +eval east 1 +eval west -1 +eval south 10 +* +* STARTS READING NORTH +* +if %here.north% + eval 23 %here.north(vnum)% + eval temp %23.sector% + eval x23 %temp.charat(1)% + eval directionlist north east south west + while %directionlist% + eval firstdir %directionlist.car% + eval newroom 23 + %%%firstdir%%% + eval %newroom% %%23.%firstdir%(vnum)%% + eval vnumexist %%%newroom%%% + if %vnumexist% + eval temp %%%newroom%.sector%% + eval x%newroom% %temp.charat(1)% + end + eval directionlist %directionlist.cdr% + done +end +* +* START OF EAST +* +if %here.east% + eval 34 %here.east(vnum)% + eval temp %34.sector% + eval x34 %temp.charat(1)% + eval directionlist north east south west + while %directionlist% + eval firstdir %directionlist.car% + eval newroom 34 + %%%firstdir%%% + eval %newroom% %%34.%firstdir%(vnum)%% + eval vnumexist %%%newroom%%% + if %vnumexist% + eval temp %%%newroom%.sector%% + eval x%newroom% %temp.charat(1)% + end + eval directionlist %directionlist.cdr% + done +end +* +* START OF SOUTH +* +if %here.south% + eval 43 %here.south(vnum)% + eval temp %43.sector% + eval x43 %temp.charat(1)% + eval directionlist north east south west + while %directionlist% + eval firstdir %directionlist.car% + eval newroom 43 + %%%firstdir%%% + eval %newroom% %%43.%firstdir%(vnum)%% + eval vnumexist %%%newroom%%% + if %vnumexist% + eval temp %%%newroom%.sector%% + eval x%newroom% %temp.charat(1)% + end + eval directionlist %directionlist.cdr% + done +end +* +* START OF WEST +* +if %here.west% + eval 32 %here.west(vnum)% + eval temp %32.sector% + eval x32 %temp.charat(1)% + eval directionlist north east south west + while %directionlist% + eval firstdir %directionlist.car% + eval newroom 32 + %%%firstdir%%% + eval %newroom% %%32.%firstdir%(vnum)%% + eval vnumexist %%%newroom%%% + if %vnumexist% + eval temp %%%newroom%.sector%% + eval x%newroom% %temp.charat(1)% + end + eval directionlist %directionlist.cdr% + done +end +* +* FINAL REPORT +* +eval x33 X +%send% %actor% %x11% %x12% %x13% %x14% %x15% +%send% %actor% %x21% %x22% %x23% %x24% %x25% +%send% %actor% %x31% %x32% %x33% %x34% %x35% +%send% %actor% %x41% %x42% %x43% %x44% %x45% +%send% %actor% %x51% %x52% %x53% %x54% %x55% +* +* END +~ +#1135 +test for Fiz~ +0 c 100 +*~ +if %cmd% == sell +if %actor.canbeseen% +if %arg% +eval item %actor.inventory% +while %item% +if %item.name% /= %arg% +eval object %item% +eval item 0 +else +eval item %item.next_in_list% +end +done +if %object% +eval desc %object.shortdesc% +switch %object.type% +case LIGHT +case WAND +case STAFF +case WEAPON +case TREASURE +case ARMOR +case WORN +case CONTAINER +case LIQ CONTAINER +case DUAL +case GEM +case FISHING POLE +eval value ((%object.cost% * 4) / 10) +set %actor.gold(%value%)% +%purge% %object% + if %value% == 1 +say There you go %actor.name% I took %arg% off your hands for 1 gold coin. +else +say There you go %actor.name% I took %arg% off your hands for %value% gold coins. +end +break +default +say Sorry %actor.name% but I don't buy these types of items. +break +done +else +say Sorry %actor.name%, but you don't have a %arg% to sell. +end +else +%send% %actor% Yes, sell, but sell what?? That is the question. +end +else +say I don't buy from people I can't see. +end +else +return 0 +end +~ +#1136 +test dg_cast~ +2 g 100 +~ +set target %self.people% +while %target% + set nexttarget %target.next_in_room% + if %target.is_pc% + %damage% %target% 5 + %send% %target% A dart whizzes through the air and pierces your skin! + %echoaround% %target% %target.name% gets hit by a dart! + eval chance %random.8% + if %chance% + dg_cast 'poison' %target% + end + end + set target %nexttarget% +done +~ +#1137 +test class~ +2 c 100 +test~ +%echo% firing +nop %actor.class(cleric)% +set %actor.class(cleric)% +%actor.class(cleric)% +~ +$~ diff --git a/lib/world/wld/11.wld b/lib/world/wld/11.wld new file mode 100644 index 0000000..28aa9be --- /dev/null +++ b/lib/world/wld/11.wld @@ -0,0 +1,1846 @@ +#1100 +Detta's [Frozen Castle] Description Room~ + + @BTheme:@n The cliche fantasy castle with a curse. Am hoping to build a big +stone fortress that is all frozen in ice, complete with its occupants. +There will probably be a couple big specially-triggered mobs to defeat and some +wandering salespeople around the permiter selling the spoils from the castle. +There will be a couple secrets within the zone, and a tragic tale to uncover +if the player is so inclined ;). + + @GPlayers:@n Meant to be for players about level 15 to 20, with some of the +perimeter mobs being lower level, and ones deeper and higher within the castle +of higher level. Primarily an evil zone. + + @RLocation:@n The castle is set in the middle of a forest with a river running +through it. +Note that Indoor flags are deliberately set on outdoor rooms as the +zone has its own trigger-run weather messages. + + @MSecrets:@n None yet, but there will be ;). Will keep posted. + + @CNote:@n If you have any suggestions, spot any typos, bugs, or +weirdnesses, please mudmail me - Detta. :-) All input appreciated! +You can also email me at detta@@builderacademy.net +East takes you through the other zones I have built here. +Down takes you to the starting room of this zone. + +~ +11 520 0 0 0 0 +D1 +~ +~ +0 0 1900 +D3 +~ +~ +0 0 11800 +D5 +~ +~ +0 0 1101 +S +#1101 +A Luminous Path~ + Startlingly white compared to the rest of the dark surroundings, this shining +path flows like a glowing stream to a massive building of stone on the northern +horizon. Southward it winds deeper into the silent grasp of the trees, its path +illuminating the forest gently like a ray of moonlight. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1102 +S +T 1100 +#1102 +The White Drawbridge~ + This ancient drawbridge lies in the lowered position, covered with layers of +fluffy white snow that swirl restlessly about. A cool wind bites at the air, +whipping against the stone blocks of the surrounding castle like an angry ghost, +beating with futility upon the unyielding fortress walls. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1103 +D2 +~ +~ +0 0 1101 +S +T 1100 +#1103 +A Frozen Portcullis~ + A jagged toothy gate hangs suspended from the southern part of the ceiling, +frozen in place and coated with layers of smooth glassy ice. Spikes hang +menacingly down, formed from the stalactites of slowly dripping water, every now +and again trembling slightly with the rumbling of thunder outside. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1116 +D2 +~ +~ +0 0 1102 +D3 +~ +~ +0 0 1114 +S +#1104 +Stalagmitic Armoury~ + Various pieces of armour and weaponry lie embedded in the glassy walls, the +metal and ice reflecting light from all around. Frozen stalagmites protrude +menacingly from the floor, formed from the dripping of hanging icicles which +have since fallen and shattered, leaving tiny shards sprinkled throughout the +room. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1105 +D1 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1120 +D3 +~ +~ +0 0 1116 +S +#1105 +Hall of Legends~ + Coloured murals adorn either side of this lengthy hall, their depictions +those of fierce battles and strong warriors standing victorious over fallen foe. +Amongst the faded illustrations are the likenesses of dragons as well as men, +fighting together against some common enemy. Once undoubtedly bright and +glorious, the carefully crafted representations are now dull and worn, coated +with spidery-thin strands of frost and snow, everything glazed and foggy as if +part of some dream world. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1106 +D2 +~ +~ +0 0 1104 +S +#1106 +Lords' Chamber~ + Decorated with all the noblest of tapestries and furnishings, this room is +sombre and dreary in feel. All is covered in a sheen of white and frozen +moisture, the effect being one of almost timeless age. Various archaic board +games and glasses of drink lie sculpted in place, cocooned within the same icy +curse as the inhabitants themselves. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1117 +D2 +~ +~ +0 0 1105 +D3 + Smooth and reflective, this perfectly sculpted door glistens with moisture +like drops of dew, its delicate appearance and transparency providing a +beautiful frame for the surroundings on the other side. +~ +glassdoor~ +1 0 1125 +S +#1107 +A Cold Throneroom~ + The air hangs damp and chill, heaving softly and whispering as with the +breathing of lingering spirits. The towering stone walls and smooth white +marble floor can be seen to have given the place a cold regal air, long before +its wintery fate. Now only wisps of snow flicker here and there like tendrils +of mist, all else still and undisturbed. +~ +11 8 0 0 0 0 +D1 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1121 +D2 +~ +~ +0 0 1117 +D3 +~ +~ +0 0 1108 +S +#1108 +A Frosty Dining Hall~ + Stretching far to the west, this lengthy corridor is filled with a myriad of +dancing coloured lights from some nearby source. The forlorn grey of the +surroundings seems almost alive with the movement, flickering here and there as +though lit with hundreds of tiny candles, each shimmering with a different hue +of the rainbow. +~ +11 24 0 0 0 0 +D1 +~ +~ +0 0 1107 +D3 +~ +~ +0 0 1109 +S +T 1102 +#1109 +A Frosty Dining Hall~ + A high gilded ceiling sparkles with prisms of light from a dazzling +chandelier. Emptied of candles, only the shards of crystal and glass remain, +each dangling from delicate silver chains and shivering slightly every time the +castle reverberates with thunder, tinkling lightly in a fragile contrast to the +ominous booms, flooding the lengthy hall with a variety of speckled colours. +~ +11 24 0 0 0 0 +D1 +~ +~ +0 0 1108 +D3 +~ +~ +0 0 1118 +S +T 1102 +#1110 +A Glacial Music Room~ + Bitterly cold, all that remains of melody in this room is the delicate +chiming of ice crystals hitting the floor, and the mournful moan of a chill wind +that stirs the atmosphere. Miniscule sculpted snowflakes swirl restlessly about +the place, making the air sparkle with thousands of frozen particles. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1118 +D2 +~ +~ +0 0 1115 +D3 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1122 +S +#1111 +Ladies' Chamber~ + A cool blue hue illuminates this room, every surface slick and shiny with icy +wetness. Elegant chairs stand about, coatings of fluffy snow giving the +impression they are padded with cotton wool. A desolate fireplace decorates the +western wall, long frosted over and wailing eerily with every movement of the +outside wind. Within its recesses, clumps of coal sit never to be used, their +dark surfaces speckled with snow as if they were powdered chocolates. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1115 +D1 + Smooth and reflective, this perfectly sculpted door glistens with moisture +like drops of dew, its delicate appearance and transparency providing a +beautiful frame for the surroundings on the other side. +~ +glassdoor~ +1 0 1123 +D2 +~ +~ +0 0 1112 +S +#1112 +Hall of Forgotten Arts~ + The art of old magics and illusions seems to be the focus of this room's +adornments. Strange light flickers upon the walls and ceiling from tiny green +candles that line the upper border, and yet strangely, the coating of ice and +snow shows no sign of melting. Grim eyes watch over the place from ancient +tapestries that line either side of the hall, their icy glazed expressions +seeming every now and again to shift in the shadows. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1111 +D2 +~ +~ +0 0 1113 +S +#1113 +Fissured Gallery~ + Some incredible heat has caused this room to completely splinter, several +large spidery cracks sapnning the surfaces of the frozen stone walls and leaving +a large crevass splitting its way along the floor. A few masterful paintings +remain hung here, but many been smashed upon the floor, pieces of broken silver +and glass frames mingling with the shards of ice. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1112 +D1 +~ +~ +0 0 1114 +D3 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1119 +S +#1114 +Sphalerite Stair~ + Made from a dark, glassy mineral, this elegant stair curves eastward, meeting +a sister stair in the middle and ascending upward like a towering guardian +shadow, its smooth surface covered with an intricate webwork of frost, giving it +the appearance of white-veined marble. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1103 +D3 +~ +~ +0 0 1113 +D4 +~ +~ +0 0 1134 +S +T 1136 +#1115 +Hall of Forgotten Arts~ + In a striking tribute to craftsmanship, beautifully cut gems and jewels of +every description decorate the walls and silver-gilded ceiling of this hall. +Sapphire and azure lend their regal blue hue to the surroundings, contrasting +with the pure whiteness of the blanketing snow and creamy irridescent opals that +line the length of the walls. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1110 +D2 +~ +~ +0 0 1111 +S +#1116 +Sphalerite Stair~ + Black and ominous, a tall metallic stair slopes gracefully westward, joining +its path with another stair and continuing up into the high parts of the castle. +Dark and metallic, the whole structure shimmers with tiny ice crystals, +twinkling like a night sky full of shining stars. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1104 +D3 +~ +~ +0 0 1103 +D4 +~ +~ +0 0 1136 +S +#1117 +Hall of Legends~ + Softly drifting flakes of snow cover every surface in this stretching +corridor. Beneath the layer of almost unblemished white glimpses of the +original dark red carpeting can be seen, giving the illusion that the floor is +stained with pools of spilt blood. All around, images of fallen heroes glorify +the walls, misted with a fine coat of ice that glazes the eyes of the watchful +dead. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1107 +D2 +~ +~ +0 0 1106 +S +#1118 +A Frosty Dining Hall~ + Shimmering swirls of coloured light twirl about the room like a flurry of +snowflakes, filling the place with a sense of fragility despite the immovable +presence of the stony walls and the dark brooding tones of the wooden beams high +above. An immense ceiling slopes up toward the east, illumination flooding the +corridor from the peak of its height. +~ +11 24 0 0 0 0 +D1 +~ +~ +0 0 1109 +D3 +~ +~ +0 0 1110 +S +T 1102 +#1119 +The Southwest Stair~ + Flickering shadows and the silent waving of long abandoned cobwebs are all +that decorate this once well-used stair. The frost-coated wood can be seen to +be worn in places, from the long ago passing of servants' feet, from the lower +staff quarters to the upper noble bedrooms. A subtle wooden door stands settled +into the eastern wall. +~ +11 8 0 0 0 0 +D1 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1113 +D4 +~ +~ +0 0 1130 +D5 +~ +~ +0 0 1180 +S +#1120 +The Southeast Stair~ + Discreetly tucked away, this tiny winding stair is surrounded on all sides by +the sombre grey of stonework, leading both up and down, nothing can be seen of +the destination on either end. Only black grasping shadows and bitter wind lead +the way. A subtle wooden door stands settled into the western wall. +~ +11 8 0 0 0 0 +D3 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1104 +D4 +~ +~ +0 0 1131 +D5 +~ +~ +0 0 1179 +S +#1121 +The Northeast Stair~ + Hidden away from the nobler parts of the castle, this private little stair +extends upward into the upper level, and downward into the lowest floor. A +biting breeze whirls its way around the circular chamber stirring the cobwebs +and snow. A subtle wooden door stands settled into the western wall. +~ +11 8 0 0 0 0 +D3 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1107 +D4 +~ +~ +0 0 1132 +D5 +~ +~ +0 0 1185 +S +#1122 +The Northwest Stair~ + Cold and grey, pieces of old dust and debris stir in the disturbed air, +floating along with snowflakes down into the deeper parts of the stair. +Darkness looms overhead as well, the spiralling wooden planks leading to a +higher story of the castle, as well as a lower. A subtle wooden door stands +settled into the eastern wall. +~ +11 8 0 0 0 0 +D1 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1110 +D4 +~ +~ +0 0 1133 +D5 +~ +~ +0 0 1157 +S +#1123 +Snowy Courtyard~ + Silent, and seemingly undisturbed, this entire courtyard is covered in a +thick blanket of pure unblemished snow. The skeletal branches of long dead +trees reach wearily overhead, as if to catch the delicate snowflakes that +flutter continuously down. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1126 +D1 +~ +~ +0 0 1124 +D2 +~ +~ +0 0 1127 +D3 + Smooth and reflective, this perfectly sculpted door glistens with moisture +like drops of dew, its delicate appearance and transparency providing a +beautiful frame for the surroundings on the other side. +~ +glassdoor~ +1 0 1111 +S +T 1100 +#1124 +Fountain of Light~ + A majestic fountain has been sculpted from a spiral of transluscent sparkling +admantine, rising from the very center of the snow-covered grounds. The water +that once spilled freely from its pinnacle has frozen solid in place, leaving +only shimmering cascades of light and ice, swooping and curving as if part of +the sculputre itself, reflecting the wintry surroundings and filling the place +with radiance. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1125 +D3 +~ +~ +0 0 1123 +S +T 1100 +#1125 +Snowy Courtyard~ + Serene and hushed, only the restless whispering of long dead leaves stirs the +respectful silence that preserves this place. A smooth layer of glistening +white snow covers everything as if thick cream had been poured over the entire +yard, silver grasses protruding from the shadowed corners. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1128 +D1 + Smooth and reflective, this perfectly sculpted door glistens with moisture +like drops of dew, its delicate appearance and transparency providing a +beautiful frame for the surroundings on the other side. +~ +glassdoor~ +1 0 1106 +D2 +~ +~ +0 0 1129 +D3 +~ +~ +0 0 1124 +S +T 1100 +#1126 +A Forsaken Statuette~ + Sparkling citrine crystals cast a slight yellowish hue over the surrounding +snow, their fragile beauty decorating the base of a curving amber sculpture that +fills this corner of the courtyard. Meant to represent air, one of the four +locally worshipped elements, this artwork has no real concrete shape, abstract +and formless in an intriguingly beautiful way. +~ +11 8 0 0 0 0 +D2 +~ +~ +0 0 1123 +S +T 1100 +#1127 +A Forsaken Statuette~ + Shimmering azurite, and the royal blue of sapphires decorate this prominent +sculpture. Towering proudly above the blanched snow and ice of the courtyard, +this artwork almost resembles a giant wave. A tribute to water, one of the four +locally worshipped elements, a light coating of snowflakes has dulled it +considerably, subtle patterns of silver frost weaving their way across its +smooth surface. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1123 +S +T 1100 +#1128 +A Smashed Statuette~ + An awesome sculpture once stood here, as evidenced by the smatterings of ruby +and red beryl that still adorn the ground like drops of blood. A round metal +base stands in the midst of the snow, upon which the artwork would have once +stood, apparently a tribute to one of the four locally worshipped elements. +Completely destroyed now, only the tiniest scarlet gems remain frozen in the +surrounding ice, evidence of the desecrated statue that once stood proudly here. +~ +11 8 0 0 0 0 +D2 +~ +~ +0 0 1125 +S +T 1100 +#1129 +A Forsaken Statuette~ + Smooth rocks of green malachite, and expertly cut emeralds make up the razor +lines and geometric shapes of this large regal sculpture. Fashioned as a +tribute to earth and soil, one of the four locally worshipped elements, this +artwork is still stunning despite the slight icy cracks that marr its surface +like pale scars. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1125 +S +T 1100 +#1130 +Upper Part of the Southwest Stair~ + A chill air circulates slowly here, moaning as it brushes against the +ice-frosted stone walls and creaking the cold wood of the stairs that descend +below. Only darkness can be seen, and the odd glimmer of a drifting snowflake. +A subtle wooden door stands settled into the eastern wall, and a strangely +artifical looking tapestry lies to the north. +~ +11 8 0 0 0 0 +D0 + A subtle tapestry guards the way, delicately hung and fitted so that upon +closing the passage beyond cannot be seen. +~ +tapestry~ +1 0 1154 +D1 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1139 +D5 +~ +~ +0 0 1119 +S +#1131 +Upper Part of the Southeast Stair~ + A black chasm yawns below, only the fragile winding wood of the stairs +offering the hope of a safely descending passage. Cold air whimpers as it +circulates wearily, stirring the dust and snowflakes endlessly about this tiny +enclosed space. A subtle wooden door stands settled into the western wall, and +a strangely artifical looking tapestry lies to the north. +~ +11 8 0 0 0 0 +D0 + A subtle tapestry guards the way, delicately hung and fitted so that upon +closing the passage beyond cannot be seen. +~ +tapestry~ +1 0 1156 +D3 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1151 +D5 +~ +~ +0 0 1120 +E +tapestry~ + A subtle tapestry guards the way to the north, delicately hung and fitted so +that upon closing the passage beyond cannot be seen. +~ +S +#1132 +Upper Part of the Northeast Stair~ + Dark, dreary boards and the cool grey of stone descend into shadow below, a +slight creaking echoing from beneath as though some apparition wandered +invisibly here. Tiny specks of snow float in the chilled air, a sense of +silence and secrecy lingering here. A subtle wooden door stands settled into +the western wall. +~ +11 8 0 0 0 0 +D3 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1147 +D5 +~ +~ +0 0 1121 +S +#1133 +Upper Part of the Northwest Stair~ + A mournful silence seems to envelop this hidden-away corner of the castle. +A neglected wooden stair descends steeply below, a path for the resident +servants to take discreetly as they went about their duties, although now it +seems nothing lingers but the cobwebs. A subtle wooden door stands settled into +the eastern wall. +~ +11 8 0 0 0 0 +D1 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1143 +D5 +~ +~ +0 0 1122 +S +#1134 +Sphalerite Stair~ + Tiny strands of frozen webbing decorate the black shimmering surface of this +regal stair. Carved by some meticulous craftsman, its surface is perfectly +smooth and its stone of the highest quality. Its dark presence stands out +strikingly to the rest of the sparkling room, a solitary shadow amongst light +and snow. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1135 +D3 +~ +~ +0 0 1139 +D5 +~ +~ +0 0 1114 +S +#1135 +A Snow-covered Windlass~ + A large barrel-shaped contraption lies on its side, wound around with thick +metal chain that extends to the drawbridge far below. A massive crank protrudes +from the side, webbed with frost and ancient cobwebs, evidence of its neglect +for many years. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1138 +D1 +~ +~ +0 0 1136 +D2 +~ +~ +0 0 1137 +D3 +~ +~ +0 0 1134 +S +#1136 +Sphalerite Stair~ + Sleek and dark as frozen oil, a tall stair swoops gracefully to the icy floor +below, its black reflective surface contrasting with the purity of the ice and +snow that coat the rest of the surroundings. A tiny tinkling sound echoes +throughout the place, as small ice shards crack and shatter with the booms of +outside thunder. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1151 +D3 +~ +~ +0 0 1135 +D5 +~ +~ +0 0 1116 +S +#1137 +Freezing Balcony~ + Glassy and dangerous, the peril of remaining long on this high balcony is +increased further by the angry winds that whip and howl against it, physical +forces lashing at the castle as if an army of ghosts were battering to get in. +The years of constant abuse are evidenced on the weary stone walls, which +although sturdy, are cracked and broken in several places. Far in the distance, +a jagged mountain blazes with fire and smoke, a red glow facing the castle as if +it were being watched. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1135 +S +T 1100 +#1138 +A Chilly Oratory~ + Breathlessly cold, this room is gleaming with white marble tiles and sharp +icicles. A large altar stands in the center of the room, shrouded with a deep +layer of snow, although shadows of books can be seen concealed beneath. A low +rhythmic sound of murmuring fills the room, as if ghosts still chanted their +prayers here. +~ +11 8 0 0 0 0 +D2 +~ +~ +0 0 1135 +S +#1139 +Icicle-adorned Hall~ + Filled with light and a misty chill, this long hall extends to the north, a +collection of doors visible along the western side. Large cones of ice hang +suspended from the ceiling like glittering fangs, a cold feel of menace +emanating from the very structure of the castle, as if it were laying +deliberately and deceptively motionless. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1140 +D1 +~ +~ +0 0 1134 +D3 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1130 +S +#1140 +Icicle-adorned Hall~ + Long and forlorn, the size of this hall only emphasizes its emptiness. +Clear jagged spikes of ice dangle from above, shimmering with light and +vibration. Sparkles of frost drift wearily in the air, settling on every +surface like ancient dust. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1141 +D2 +~ +~ +0 0 1139 +S +#1141 +Icicle-adorned Hall~ + A thousand glassy spears protrude from the ceiling, poised as though about to +strike. The air is still, and yet the icicles seem to shiver tensely, their +glistening surfaces cracking here and there. Splinters break and fall, a +perpetual rain of glass tinkling against the frozen floor. Wooden doors stand +against the north and west. +~ +11 8 0 0 0 0 +D0 + A simple wooden door fits nicely into its stonework frame, offering privacy. +~ +door~ +1 0 1142 +D2 +~ +~ +0 0 1140 +D3 +~ +door~ +1 0 1153 +S +#1142 +The Lady's Sitting Room~ + Smooth and soft with layers of delicate puffy snow, this room looks as though +it has been vacant for many years, an unnatural stillness suffocating the air, +and the unblemished surfaces of snowflakes and dust betraying a long +abandonment. A few indiscernible pieces of furniture lie formless and frozen +beneath the ice, and what once must have been magnificent tapestries hang stiff +and glazed against the walls, watching forlornly over the place. A wooden door +stands to the south. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1143 +D2 + A simple wooden door fits nicely into its stonework frame, offering privacy. +~ +door~ +1 0 1141 +S +#1143 +The Lady's Garderobe~ + Long, snow-covered shelves run along the walls of this room, stacked with +piles of neatly folded clothing. A few wooden mannequins stand half-dressed +here and there, frozen in place and ghost-like in the eerie abandoned cold. +Sequins and embroidered jewels glitter through the snow and ice as though the +last flickering embers of a slow dying fire. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1144 +D2 +~ +~ +0 0 1142 +D3 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1133 +S +#1144 +The Lady's Bower~ + This entire spacious room is decorated with cool hues of cream and silver as +if moonlit. A slight frosting of ice adds to this illusion, making every regal +surface glisten and twinkle as if bejewelled with stars. Beautiful but +sorrowful, the atmosphere is cold and haunted, filled with the murmurings of +restless whispers. +~ +11 8 0 0 0 0 +D1 + A subtle crack along the wall reveals the outline of a hidden door. +~ +hiddendoor hid hidden door~ +1 1126 1145 +D3 +~ +~ +0 0 1143 +S +T 1118 +#1145 +A Glittering Secret Chamber~ + Frosty air circulates the room slowly, delicate snowflakes drifting aimlessly +in through small slitted windows. White candles line the ice-veined walls and +frozen petals lie brittle on the floor, remnants of the romantic atmosphere that +must have once existed here. +~ +11 8 0 0 0 0 +D1 + A subtle crack along the wall reveals the outline of a secret door. +~ +secretdoor door secret sec~ +1 1127 1146 +D2 +~ +~ +0 0 1152 +D3 + A subtle crack along the wall reveals the outline of a hidden door. +~ +hiddendoor hid hidden door~ +1 1126 1144 +S +T 1118 +#1146 +The Lord's Solar~ + Large and forlorn, this room has been draped in earthy tones of green and +russet brown. The bright sheen of intruding snow seems an unnatural and +unwelcome lightening of the place. The solemn mood here almost calls for +darkness, and the walls themselves seem to grumble with displeasure. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1147 +D3 + A subtle crack along the wall reveals the outline of a secret door. +~ +secretdoor door secret sec~ +2 1127 1145 +S +T 1118 +#1147 +The Lord's Garderobe~ + Snow-capped spikes protrude from the walls, each hung with regal garments and +robes. Dark shadows cast eerily about from several wooden clothes dummies, each +frozen in place as if dutifully guarding the room. Lower shelves contain +leather shoes and accessories, all protectively encased in thick ice. +~ +11 8 0 0 0 0 +D1 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1132 +D2 +~ +~ +0 0 1148 +D3 +~ +~ +0 0 1146 +S +#1148 +The Lord's Study~ + Although whitewashed with snow, this room smells earthy and fresh, as if it +were part of a forest, wet with dew. Long-ingrained aromas of spice and smoked +herb linger subtly in the air, mixed with animal musks. Hunter's trophies line +the walls, antlers reaching like icicle-covered trees from the periphery. A +wooden door stands to the south. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1147 +D2 + A simple wooden door fits nicely into its stonework frame, offering privacy. +~ +door~ +1 0 1149 +S +#1149 +Hall of Stalactites~ + The ceiling here has sunk significantly, bowed low under the pressure of +building snow. As a result, the dangling icicles reach almost to the floor, +making passage difficult, and causing it to seem as if the hall were literally +gripped in winter's jaws. Wooden doors stand to the north and east. +~ +11 8 0 0 0 0 +D0 + A simple wooden door fits nicely into its stonework frame, offering privacy. +~ +door~ +1 0 1148 +D1 +~ +door~ +1 0 1155 +D2 +~ +~ +0 0 1150 +S +#1150 +Hall of Stalactites~ + Coated with a moist sheen of frozen water, the entire hall shimmers slightly, +glowing as if with an internal light. The surface of the walls and ceiling are +smooth and blemish-free, the only thing of note being the spears of ice that +dangle precariously from above, threatening to fall and shatter at any moment. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1149 +D2 +~ +~ +0 0 1151 +S +#1151 +Hall of Stalactites~ + High above the floor, a long ceiling stretches northward, curving gently +where it meets the walls so that the entire corridor resembles an archway. The +smooth design is strangely contrasted by the collection of sharp spikes that +hang menacingly, quivering every now and again as if about to drop. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1150 +D1 + A subtle wooden door guards the way, delicately hinged and fitted so that +upon closing it is almost seamless. +~ +door~ +1 0 1131 +D3 +~ +~ +0 0 1136 +S +#1152 +An Arctic Aumbry~ + Ancient prayers murmur softly in the echoing groans of this room, wooden +beams creaking with age and the weight of falling snow. Icicles hang +tremulously from various cracks in the ceiling, drops of water dangling like +tears from their frozen tips, suspended in time. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1145 +D4 +~ +~ +0 0 1190 +S +#1153 +Crystalline Chamber of the Princess~ + Smooth cascades of frozen water flow over every surface in this room, caught +motionless and sparkling for indefinite time. Cool blue shadows shift in the +darker recesses, reflective surfaces of ice throwing any speck of light into a +thousand different dancing shards. +~ +11 8 0 0 0 0 +D1 +~ +door~ +1 0 1141 +D2 +~ +~ +0 0 1154 +S +#1154 +Wintry Privy~ + A perpetual winter lingers here, soft white snowflakes twirling lazily in the +air, mingling with sparkles of stirring dust. Against the western side of the +wall, low shelving holds a covered privy. Fortunately, the murky water splashed +around it has long since frozen. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1153 +D2 + A subtle tapestry guards the way, delicately hung and fitted so that upon +closing the passage beyond cannot be seen. +~ +tapestry~ +1 0 1130 +S +#1155 +A Glassy Guestroom~ + Elegant and airy, this large room has been decorated with crystal and silver +birch. The pale wood has been used to frame the room and fashion its +furnishings, made even brighter by a soft carpetting of snow. Slender +candle-holders reach from the walls, offering warmth that no longer exists. +~ +11 8 0 0 0 0 +D2 +~ +~ +0 0 1156 +D3 +~ +door~ +1 0 1149 +S +#1156 +A Bitterly Cold Privy~ + Of modest size, this room may have once felt cozy, its multiple candles and +warm hues of wood overcome with thick blankets of snow. Despite its clean +apperance, an unpleasant smell wafts about the place. This seems to emanate +more strongly from a square block sitting against the eastern wall, a thick +frozen board covering the hole on top of it. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1155 +D2 + A subtle tapestry guards the way, delicately hung and fitted so that upon +closing the passage beyond cannot be seen. +~ +tapestry~ +1 0 1131 +S +#1157 +Lower Part of the Northeast Stair~ + Dank and dreary, the stones here creak as if weighed down with an unbearable +burden. Slivers of ice glisten here and there amongst the cobwebs like tears +and a frozen spider hangs forlornly in the gloom, casting an eerie shadow +against the wall. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1158 +D4 +~ +~ +0 0 1122 +S +#1158 +A Frozen Kitchen~ + Incandescent ice coats everything in this kitchen with a glossy shine, each +crystalline surface twinkling blue and silver. From the ceiling, large metal +hooks hang ominously, probably once hung with spices and meats, now only cruel +and glinting in the cold silence. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1159 +D2 +~ +~ +0 0 1161 +D3 +~ +~ +0 0 1157 +S +#1159 +A Silver Scullery~ + All of the kitchen utensils and cutlery appear to be stored here, silver +spoons and plates bejewelled with ice. Pots and pans lie piled in rows on the +wide wooden shelving, polished and gleaming. A few unwashed pieces lie +abandoned in the corner, frozen pieces of food stuck forever in place. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1160 +D3 +~ +~ +0 0 1158 +S +#1160 +A Chilled Pantry~ + Lined with shelves and cobwebs, this large pantry is filled with all kinds of +foodstuffs. Apples, pears, and plums lie sugar-dusted with snow, breads and +cheeses silver-shrouded and sparkling. Onions and garlic hang frozen from the +ceiling, and on the floor are piled turnips and potatoes. +~ +11 8 0 0 0 0 +D3 +~ +~ +0 0 1159 +S +#1161 +A Frozen Kitchen~ + Eerie and silent, this large room is coated all around with ice, as if a +flood cascaded through here at some point before freezing. Every surface is +gleaming and slippery, a large chopping counter extending from here into the +east, its partially-chopped contents long since buried in snow. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1158 +D1 +~ +~ +0 0 1162 +D2 +~ +~ +0 0 1164 +D3 +~ +~ +0 0 1187 +S +#1162 +A Frozen Kitchen~ + Brutally cold, the air here is filled with a moist fog, swirling about the +place as if stirred by ghosts. A cold light fills the place, every icy surface +giving off a lustrous hue, as if lit by some strange magic. A long chopping +counter extends from this room into the west, shrouded with snow and dust. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1163 +D3 +~ +~ +0 0 1161 +S +#1163 +A Blustery Buttery~ + A strange wind whips about this storage room, clinking and clanging against +the bottles and barrels that lie here, as if a ghost was rattling its chains. +Powdered butts of beer stand against the walls, shrouded in deep layers of snow, +and scattered shards of glass lie sprinkled across the floor, along with frozen +droplets of wine. +~ +11 8 0 0 0 0 +D3 +~ +~ +0 0 1162 +S +#1164 +Collapsing Corridor~ + The ceiling of this corridor bows along the middle, stooped under the +pressure of thick ice and snow. The stone walls are silver-grey and coated with +a fine sheen of dust, threads of spider webbing drifting like living tendrils +from the walls. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1161 +D2 +~ +~ +0 0 1165 +S +#1165 +The Servants' Lounge~ + This room appears to have been quite cozy at one point, dark hues of wood and +animal furs generously adorning the place. The wood however, has become +silver-veined with frost, overhead rafters hung with glittering stalactites. +The furs that would have once been soft and warm, are frozen brittle, each fine +hair a needle of ice. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1164 +D1 +~ +~ +0 0 1166 +D2 +~ +~ +0 0 1168 +S +#1166 +Bards' Retreat~ + The resting place of the bards and poets, this room is filled with musical +instruments and basic props. A fine smattering of hay carpets the area, though +the arctic temperature has frozen it, making it seem as if the floor was +overlaid with sparkling gold. Old scrolls and storybooks lie piled against the +walls, their contents forever sealed in ice. +~ +11 8 0 0 0 0 +D2 +~ +~ +0 0 1167 +D3 +~ +~ +0 0 1165 +S +#1167 +Seamstresses' Corner~ + Pieces of clothing and fabric are hung from clotheswires, making this little +corner seem sheltered and private. Here must have been where the women gathered +to sew and gossip, small stools standing powdered with snow as if cushioned. +Various knitting and sewing needles lie strewn about, glistening brightly +amongst splinters of ice. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1166 +D1 +~ +~ +0 0 1169 +D3 +~ +~ +0 0 1168 +S +#1168 +A Snowed-in Roasting Pit~ + Although bitterly cold now, this room shows all the signs of having once been +filled with blasting heat. Smoke and soot have been preserved in the ice-coated +walls, making every surface black and glossy as ink. A large firepit lies +abandoned to snow and ash, an unidentifiable carcass still suspended on a spit +above it. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1165 +D1 +~ +~ +0 0 1167 +D3 +~ +~ +0 0 1180 +S +#1169 +A Cracked Corridor~ + Ancient stone creaks and groans under the weight of the castle, the strain of +it visibly cracking several of the bricks. Bright blossoms of ice spring from +the fissures, further compromising the strength of these corridors, a low +painful moan echoing down its length. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1170 +D3 +~ +~ +0 0 1167 +S +#1170 +A Crumbling Corridor~ + Pieces of stonework are slowly crumbling from the ceiling and walls, piles of +powdered brick mingling with the layers of snow and dust here. Veins of ice run +shimmering down the length of the corridor, filling the place with fragile +incandescent light. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1171 +D1 +~ +~ +0 0 1178 +D3 +~ +~ +0 0 1169 +S +#1171 +A Whispering Corridor~ + Hushed and dreary, this corridor flickers subtly as if lit with blue fire, +sparkles of colour reflecting in the solid ice that coats its walls. +Whispering echoes travel down the length of this tunnel, stirring the few tufts +of plant life that grow amongst the cracked stone, cobwebs fluttering forlornly. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1173 +D1 +~ +~ +0 0 1177 +D2 +~ +~ +0 0 1170 +D3 +~ +~ +0 0 1172 +S +#1172 +Steward's Room~ + Glistening wetly with frost and dewy moisture, the whole room glistens +brightly. This place is richly and regally decorated, only the finest woods and +tapestries adorning the walls. A dark crimson rug lays upon the stone floor, +frozen into place with black glossy ice. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1171 +S +#1173 +Corridor of Shadows~ + The dark walls bow low as if hunched, meeting together in the wide arching +structure of this corridor. Large tufts of moss and bracken spring out here and +there from the fissures in the wall, their black shadows reaching like skeletal +hands across the white carpetted snow. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1176 +D2 +~ +~ +0 0 1171 +D3 +~ +~ +0 0 1174 +S +#1174 +Priest's Chamber~ + This pale, spacious room is filled with a holy glow, sparkling facets of ice +casting rays of brightness about the place as if lit by celestial lights. +Silver threads of cobweb and dust dance lazily in the breeze, catching the light +and glimmering like strands of angel's hair. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1173 +D3 +~ +~ +0 0 1175 +S +#1175 +Treasury~ + Thick white snow shrouds this entire room, as if to conceal the treasures +beneath. Piles of gold and gems glint subtly beneath their icy veil, glowing +warmly like dying embers. Rich hues of ruby and emerald dance in the light, +rays of prismic colour washing over the walls. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1174 +S +#1176 +Keeper of the Dungeon~ + This granite room glowers with a strange menace, as if an evil presence +watched over it from the shadows. Dark wood, and cruel glinting metal make up +the furnishings, even darker shadows flickering from some unnatural light +source. The air is chill, but colder than one would expect from mere ice and +snow. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1181 +D3 +~ +~ +0 0 1173 +S +#1177 +Healer's Abode~ + The air here is crisp and fresh, cool breezes subtly refreshing as they sigh +through the room. An azure glow fills the room with soothing light, frozen +crystalline patterns decorating the walls and floor, traced with delicate, +invisible fingers. +~ +11 8 0 0 0 0 +D3 +~ +~ +0 0 1171 +S +#1178 +Servants' Sleeping Quarters~ + Piles of blankets and linen lie discarded here, fresh layers of white puffy +snow making the place appear cozier than the chill air allows. Feathery +snowflakes drift lazily from the ceiling, an occasional glimmering shard of ice +tinkling as it shatters on the floor. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1179 +D3 +~ +~ +0 0 1170 +S +#1179 +Lower Part of the Southeast Stair~ + A chasm yawns blackly overhead, the stair winding around so that its +destination cannot be seen. An unnatural darkness seems to grip this little +corner, as if it were bathed in the shadow of some unseen entity. A faint +breeze rustles uneasily around the walls, hushing and whispering through the +crevasses. +~ +11 8 0 0 0 0 +D3 +~ +~ +0 0 1178 +D4 +~ +~ +0 0 1120 +S +#1180 +Lower Part of the Southwest Stair~ + Curving stone walls hide any view of the upper stair, only strange shadows +can be seen casting their darkness upon the stone floor. The creaking of the +castle's foundation echoes loudly in this space, the stones grey and bent as old +men, complaining at the weight and bitter cold. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1168 +D4 +~ +~ +0 0 1119 +S +#1181 +Misty Dungeon~ + The forlorn grey of this corridor is made even more despondent by the cool +droplets of mist that float aimlessly here. The ground is shiny with +translucent puddles of ice, and specks of dust sparkle amongst the darkness like +tiny stars in an ocean of cold, black hopelessness. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1183 +D2 +~ +~ +0 0 1176 +D3 +~ +~ +0 0 1182 +S +#1182 +Blood-spattered Cell~ + Bright splatters of blood blossom from the walls and floor, preserved in +sparkling ice as though the room was decorated with ruby gems. Darker crimson +and black stains underlay the red, evidence of many forgotten victims passing +through here, lost to torture and grief. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1181 +D5 +~ +~ +0 0 1186 +S +#1183 +Dungeon of Tears~ + Sorrow weighs heavy in the air, low despairing moans rumbling through the +stone, and a biting chill permeates the place. Frozen icicles hang jagged from +the ceiling, twinkling droplets dangling from their tips like everlasting tears. +Subtle shudders rack the walls and floor every now and again, as if the place +itself were weeping. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1185 +D2 +~ +~ +0 0 1181 +D3 +~ +~ +0 0 1184 +S +#1184 +A Haunted Prison Cell~ + Soft whispering voices waft through the air here, stirring shadows and +glimmers of light that writhe upon the icy walls as if trying to escape. +Gentle breezes shift unnaturally in the near silence, as if ancient ghosts were +still breathing in the darkness, or pacing away the time. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1183 +S +#1185 +Lower Part of the Northeast Stair~ + The deepest part of a long winding stair, the atmosphere here is especially +heavy, and the air numbingly cold. Low creaks and groans echo overhead, as if +someone were perpetually walking up and down. Delicate tendrils of webbing +flutter from the walls, grasping at anything that passes. +~ +11 8 0 0 0 0 +D3 +~ +~ +0 0 1183 +D4 +~ +~ +0 0 1121 +S +#1186 +The Oubliette~ + Cramped and dark, this room is a place where one could pass out of all +memory. It appears to be nothing more than a chasm in the earth, a yawning +grave for the living. Only damp, frozen soil closes in around, and above narrow +iron grating offers the only glimpse of light. +~ +11 8 0 0 0 0 +D4 +~ +~ +0 0 1182 +S +#1187 +Underground Passage~ + Damp and dank with mildew, a thick mouldy smell clings to every surface of +this miserable tunnel. Sprouts of blue and green fungus blossom from the ice, +continuing to thrive despite the biting chill. The ground is dark with dirt and +dust that has muddied, frozen into black slush. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1161 +D2 +~ +~ +0 0 1189 +D3 +~ +~ +0 0 1188 +S +#1188 +The Well-House~ + This flimsy wooden shed creaks as the winds buffet it, swaying slightly from +side to side in the perpetual storm. A deep well is buried in the ground, +surrounded with a low stone wall. Within, the water has turned mostly to ice, +but a shadowy stirring motion can still be seen beneath, as if something were +moving in those dark waters. +~ +11 8 0 0 0 0 +D1 +~ +~ +0 0 1187 +S +T 1100 +#1189 +Dove-Cote~ + A wirey cage stands hung with trembling cobwebs and icicles. Inside, +clusters of birds sit huddled together as if for warmth, although they have +already been frozen solid. Their glazed eyes are sorrowful and knowing, as if +they have never accepted their fate. +~ +11 8 0 0 0 0 +D0 +~ +~ +0 0 1187 +S +T 1100 +#1190 +High in a Castle Tower~ + This circular stone tower creaks and groans wearily, seeming almost to sway +as the winds buffet it violently from outside. A small oval window offers a +bleak view over the wintry terrain, and overhead, tendrils of cobweb hang from a +long-abandoned hatch. +~ +11 8 0 0 0 0 +D4 + This wooden hatch has been left to fall into disrepair, mould and ice +rendering the wood almost rotten. +~ +hatch~ +2 0 1191 +D5 +~ +~ +0 0 1152 +S +#1191 +On Top of the Castle~ + This tower feels cold and dreary, unprotected from the elements that howl +around the castle. Continuous storms rage and clash overhead, casting the stone +here in alternating hues of black and silver. The wind wails loudly, making its +presence unescapable as it whips frantically around. +~ +11 8 0 0 0 0 +D5 + This wooden hatch has been left to fall into disrepair, mould and ice +rendering the wood almost rotten. +~ +hatch~ +2 0 1190 +S +T 1100 +#1199 +Room for Trigs~ + This room is just to hold a mob that can put things into containers for +certain quests. Please don't edit or delete it as it will stop some of the +triggers working or cause errors. +~ +11 8 0 0 0 0 +S +$~ diff --git a/lib/world/zon/11.zon b/lib/world/zon/11.zon new file mode 100644 index 0000000..82c5dd5 --- /dev/null +++ b/lib/world/zon/11.zon @@ -0,0 +1,92 @@ +#11 +Detta~ +Frozen Castle~ +1100 1199 30 1 +R 0 1188 1122 -1 (a rope) +O 0 1122 99 1188 (a rope) +M 0 1105 1 1137 (@Can icy princess@n) +E 1 1128 99 6 (@Wa crystal tiara@n) +E 1 1129 99 5 (@Wa @Cs@Wn@Co@Ww@C-@Ws@Cp@We@Cc@Wk@Cl@We@Cd @Wg@Co@Ww@Cn@n) +D 0 1146 3 1 (The Lord's Solar) +R 0 1146 1114 -1 (a bed of mahogany and velvet) +O 0 1114 99 1146 (a bed of mahogany and velvet) +M 0 1104 1 1146 (@Ca white-haired king@c) +D 0 1141 0 1 (Icicle-adorned Hall) +D 0 1142 2 1 (The Lady's Sitting Room) +D 0 1148 2 1 (The Lord's Study) +D 0 1149 0 1 (Hall of Stalactites) +R 0 1144 1109 -1 (an ivory bed spread with silk) +O 0 1109 99 1144 (an ivory bed spread with silk) +D 0 1144 1 2 (The Lady's Bower) +M 0 1103 1 1144 (@Ca pale queen@n) +M 0 1102 1 1191 (@Ca gigantic ice dragon@n) +M 0 1101 1 1199 (a mob for making triggers work) +R 0 1176 1120 -1 (an iron maiden) +O 0 1120 99 1176 (an iron maiden) +R 0 1163 1119 -1 (a barrel of ale) +O 0 1119 99 1163 (a barrel of ale) +R 0 1159 1118 -1 (a pewter goblet) +O 0 1118 99 1159 (a pewter goblet) +R 0 1160 1116 -1 (a frosted plum) +R 0 1160 1116 -1 (a frosted plum) +R 0 1160 1116 -1 (a frosted plum) +O 0 1116 99 1160 (a frosted plum) +O 0 1116 99 1160 (a frosted plum) +O 0 1116 99 1160 (a frosted plum) +R 0 1160 1117 -1 (a frozen brick of cheese) +R 0 1160 1117 -1 (a frozen brick of cheese) +O 0 1117 99 1160 (a frozen brick of cheese) +O 0 1117 99 1160 (a frozen brick of cheese) +R 0 1155 1115 -1 (a crystalline bed, covered with feather-down) +O 0 1115 99 1155 (a crystalline bed, covered with feather-down) +R 0 1145 1113 -1 (a rosewood bed, covered with satin) +O 0 1113 99 1145 (a rosewood bed, covered with satin) +D 0 1145 3 1 (A Glittering Secret Chamber) +D 0 1145 1 1 (A Glittering Secret Chamber) +R 0 1152 1110 -1 (a crystal chalice) +O 0 1110 99 1152 (a crystal chalice) +R 0 1152 1111 -1 (a pewter blade) +O 0 1111 99 1152 (a pewter blade) +R 0 1123 1107 -1 (blossoms of edelweiss) +O 0 1107 99 1123 (blossoms of edelweiss) +R 0 1125 1107 -1 (blossoms of edelweiss) +O 0 1107 99 1125 (blossoms of edelweiss) +D 0 1131 3 1 (Upper Part of the Southeast Stair) +D 0 1131 0 1 (Upper Part of the Southeast Stair) +D 0 1156 2 1 (A Bitterly Cold Privy) +D 0 1154 2 1 (Wintry Privy) +D 0 1130 1 1 (Upper Part of the Southwest Stair) +D 0 1130 0 1 (Upper Part of the Southwest Stair) +D 0 1122 1 1 (The Northwest Stair) +D 0 1132 3 1 (Upper Part of the Northeast Stair) +D 0 1147 1 1 (The Lord's Garderobe) +D 0 1133 1 1 (Upper Part of the Northwest Stair) +D 0 1143 3 1 (The Lady's Garderobe) +D 0 1139 3 1 (Icicle-adorned Hall) +D 0 1151 1 1 (Hall of Stalactites) +R 0 1112 1106 -1 (a silver flame) +O 0 1106 99 1112 (a silver flame) +R 0 1115 1105 -1 (a case of jewellery) +O 0 1105 99 1115 (a case of jewellery) +D 0 1110 3 1 (A Glacial Music Room) +R 0 1110 1104 -1 (a grand glass piano) +O 0 1104 99 1110 (a grand glass piano) +R 0 1118 1101 -1 (the end of a table) +O 0 1101 99 1118 (the end of a table) +M 0 1100 3 1118 (a mournful wraith) +R 0 1109 1102 -1 (a long dining table) +O 0 1102 99 1109 (a long dining table) +M 0 1100 3 1109 (a mournful wraith) +R 0 1108 1100 -1 (the end of a table) +O 0 1100 99 1108 (the end of a table) +M 0 1100 3 1108 (a mournful wraith) +D 0 1107 1 1 (A Cold Throneroom) +R 0 1107 1103 -1 (a throne of quartz and beryl) +O 0 1103 99 1107 (a throne of quartz and beryl) +D 0 1120 3 1 (The Southeast Stair) +D 0 1104 1 1 (Stalagmitic Armoury) +D 0 1113 3 1 (Fissured Gallery) +D 0 1119 1 1 (The Southwest Stair) +D 0 1121 3 1 (The Northeast Stair) +S +$ diff --git a/src/act.informative.c b/src/act.informative.c index 4841e34..45480fb 100644 --- a/src/act.informative.c +++ b/src/act.informative.c @@ -1984,8 +1984,8 @@ ACMD(do_toggle) } REMOVE_BIT_AR(PRF_FLAGS(ch), PRF_LOG1); REMOVE_BIT_AR(PRF_FLAGS(ch), PRF_LOG2); - SET_BIT_AR(PRF_FLAGS(ch), (PRF_LOG1 * (tp & 1))); - SET_BIT_AR(PRF_FLAGS(ch), (PRF_LOG2 * (tp & 2) >> 1)); + if (tp & 1) SET_BIT_AR(PRF_FLAGS(ch), PRF_LOG1); + if (tp & 2) SET_BIT_AR(PRF_FLAGS(ch), PRF_LOG2); send_to_char(ch, "Your syslog is now %s.\r\n", types[tp]); return; diff --git a/src/comm.c b/src/comm.c index 290eab4..4b0136e 100644 --- a/src/comm.c +++ b/src/comm.c @@ -345,7 +345,7 @@ int main(int argc, char **argv) /* Moved here to distinguish command line options and to show up * in the log if stderr is redirected to a file. */ - log("Using %s for configuration.", CONFIG_CONFFILE); + log("Loading configuration."); log("%s", tbamud_version); log("%s", oasisolc_version); log("%s", DG_SCRIPT_VERSION); diff --git a/src/db.c b/src/db.c index 201e4ee..395896e 100644 --- a/src/db.c +++ b/src/db.c @@ -3428,7 +3428,6 @@ void load_config( void ) snprintf(buf, sizeof(buf), "%s/%s", DFLT_DIR, CONFIG_CONFFILE); if ( !(fl = fopen(CONFIG_CONFFILE, "r")) && !(fl = fopen(buf, "r")) ) { snprintf(buf, sizeof(buf), "No %s file, using defaults", CONFIG_CONFFILE); - perror(buf); return; } diff --git a/src/house.c b/src/house.c index 70943f8..ce957b1 100644 --- a/src/house.c +++ b/src/house.c @@ -244,7 +244,7 @@ void House_boot(void) if (!(fl = fopen(HCONTROL_FILE, "rb"))) { if (errno == ENOENT) - log(" House control file '%s' does not exist.", HCONTROL_FILE); + log(" No houses to load. File '%s' does not exist.", HCONTROL_FILE); else perror("SYSERR: " HCONTROL_FILE); return;