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Added World files to SVN --Rumble
This commit is contained in:
parent
ab4d9c618e
commit
8dd16ea3d7
66 changed files with 2682 additions and 2839 deletions
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@ -35,6 +35,9 @@ export (QQ's a zone into a tarball)
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Xlist (mlist, olist, rlist, zlist, slist, tlist, qlist)
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(lots of major bugfixes too)
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@
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[Jul 06 2010] - Rumble
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Numerous typo fixes and World files added to SVN. (thanks Insomnia)
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Fixed medit alignment menu to return you to stats menu after entry. (thanks Tink)
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[Jul 03 2010] - Rumble
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Fixed oedit to allow setting of UNDEFINED object type. (thanks Tink)
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Fixed alias bug from using * as first character. (thanks Dio)
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@ -20,7 +20,7 @@ Puff the Fractal Dragon is here, contemplating a higher reality.
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Is that some type of differential curve involving some strange, and unknown
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calculus that she seems to be made out of?
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~
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253962 0 0 0 65552 0 0 0 1000 E
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516106 0 0 0 65552 0 0 0 1000 E
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34 9 -10 6d6+340 5d5+5
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340 115600
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8 8 2
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@ -32,10 +32,9 @@ cleric healer~
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the healer~
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A healer in a white luminescent robe is tending to the wounded.
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~
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Nothing. This beautiful woman at one time used to piously offer her healing
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skills to any in need. But times are rough and now she can only afford to help
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those that are just starting their adventures. Type 'heal' to see what services
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she offers.
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This beautiful woman at one time used to piously offer her healing skills to any
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in need. But times are rough and now she can only afford to help those that are
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just starting their adventures. Type 'heal' to see what services she offers.
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~
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188426 0 0 0 0 0 0 0 0 E
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34 9 -10 6d6+340 5d5+5
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@ -270,7 +269,7 @@ philosophy through his influence on Plato. Born in Athens, the son of
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Sophroniscus, a sculptor, and Phaenarete, a midwife, he received the regular
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elementary education in literature.
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~
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253962 0 0 0 80 0 0 0 0 E
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516106 0 0 0 80 0 0 0 0 E
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34 9 -10 6d6+340 5d5+5
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340 115600
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8 8 1
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@ -289,7 +288,7 @@ thinkers of the 19th century. One of Nietzsche's fundamental contentions was
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that traditional values had lost their power in the lives of individuals.
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Nietzsche maintained that all human behavior is motivated by the will to power.
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~
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253962 0 0 0 80 0 0 0 0 E
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516106 0 0 0 80 0 0 0 0 E
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34 9 -10 6d6+340 5d5+5
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340 115600
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8 8 1
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@ -328,7 +327,7 @@ Plato offers advice to any who are in need.
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Plato (circa 428-347 BC), Greek philosopher, one of the most creative and
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influential thinkers in Western philosophy.
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~
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253962 0 0 0 80 0 0 0 0 E
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516106 0 0 0 80 0 0 0 0 E
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34 9 -10 6d6+340 5d5+5
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340 115600
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8 8 1
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@ -344,7 +343,7 @@ Aristotle wanders the hallways constantly in search of more knowledge.
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Plato and Socrates the distinction of being the most famous of ancient
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philosophers.
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~
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253962 0 0 0 80 0 0 0 0 E
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516106 0 0 0 80 0 0 0 0 E
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34 9 -10 6d6+340 5d5+5
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340 115600
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8 8 1
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@ -363,7 +362,7 @@ influenced the Chinese attitude toward life, set the patterns of living and
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standards of social value, and provided the background for Chinese political
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theories and institutions.
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~
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253962 0 0 0 80 0 0 0 0 E
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516106 0 0 0 80 0 0 0 0 E
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34 9 -10 6d6+340 5d5+5
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340 115600
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8 8 1
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@ -436,7 +435,7 @@ than allow himself to be used or let down his fellow POW's. His captors found
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him unconscious and near death. The torture stopped after that and they no
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longer attempted to use him. He received the Medal of Honor for his actions.
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~
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10 0 0 0 0 0 0 0 0 E
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262154 0 0 0 0 0 0 0 0 E
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34 9 -10 6d6+340 5d5+5
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340 115600
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8 8 1
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@ -453,7 +452,7 @@ Prussian military service at the age of twelve years, eventually attaining the
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rank of Major General. He is most famous for his military treatise Vom Kriege,
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translated into English as On War.
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~
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10 0 0 0 0 0 0 0 0 E
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262154 0 0 0 0 0 0 0 0 E
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34 9 -10 6d6+340 5d5+5
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340 115600
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8 8 1
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@ -471,7 +470,7 @@ lived a relatively hard life in ill health in Rome, during which time he became
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a cripple due to a bad knee. He was exiled along with other philosophers by the
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emperor Domitian sometime between 89 and 95.
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~
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10 0 0 0 0 0 0 0 0 E
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262154 0 0 0 0 0 0 0 0 E
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34 9 -10 6d6+340 5d5+5
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340 115600
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8 8 1
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@ -6,7 +6,7 @@ The FREC stands here looking for violence.
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This large, purpled, mohawked warrior looks quite aggressive. It is
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probably not something anyone should mess with.
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~
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10 0 0 0 16 0 0 0 0 E
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8 0 0 0 16 0 0 0 0 E
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11 17 3 2d2+110 1d2+1
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110 12100
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8 8 0
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@ -19,7 +19,7 @@ The Boss is standing here looking somewhat bored.
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This person is bearing up under University pressures quite well and looks as
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if it can cope with anything.
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~
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76 0 0 0 0 0 0 0 0 E
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12 0 0 0 0 0 0 0 0 E
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10 17 4 2d2+100 1d2+1
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100 10000
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8 8 0
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@ -32,7 +32,7 @@ The Gael is here to help you.
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This person is ready, and willing to help any being in trouble. Just to top
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things off, the gael is extemely well dressed.
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~
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204 0 0 0 0 0 0 0 0 E
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140 0 0 0 0 0 0 0 0 E
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9 17 4 1d1+90 1d2+1
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90 8100
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8 8 0
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@ -45,7 +45,7 @@ An Example Mob stands here, exampling.
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The example mob looks indistinct, as if it hasn't been completely fleshed
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out yet.
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~
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138 0 0 0 20 0 0 0 100 E
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136 0 0 0 20 0 0 0 100 E
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1 20 9 0d0+10 1d2+0
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10 100
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8 8 2
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@ -58,7 +58,7 @@ A professor is standing here, glaring at you.
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As you glance at the professor, it suddenly begins to scream about homework
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and its spatial relationship to you.
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~
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72 0 0 0 16 0 0 0 0 E
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8 0 0 0 16 0 0 0 0 E
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14 16 1 2d2+140 2d2+2
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140 19600
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8 8 0
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@ -71,7 +71,7 @@ Security is lurking in the area, watching for misbehavior.
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You don't want to misbehave when these guys are around. In fact you don't
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want to even be around these guys.
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~
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104 0 0 0 16 0 0 0 -130 E
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40 0 0 0 16 0 0 0 -130 E
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9 17 4 1d1+90 1d2+1
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90 8100
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8 8 0
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@ -84,7 +84,7 @@ Security is lurking in the area, watching for misbehavior.
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You don't want to misbehave when these guys are around. In fact you don't
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want to even be around these guys.
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~
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104 0 0 0 16 0 0 0 -130 E
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40 0 0 0 16 0 0 0 -130 E
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9 17 4 1d1+90 1d2+1
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90 8100
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8 8 1
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@ -97,7 +97,7 @@ Security is lurking in the area, watching for misbehavior.
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You don't want to misbehave when these guys are around. In fact you don't
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want to even be around these guys.
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~
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104 0 0 0 16 0 0 0 -130 E
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40 0 0 0 16 0 0 0 -130 E
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9 17 4 1d1+90 1d2+1
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90 8100
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8 8 2
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@ -111,7 +111,7 @@ A Student Constable is protecting the campus from this point.
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everyday students of the university. They are not much more than hired help.
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~
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72 0 0 0 16 0 0 0 130 E
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8 0 0 0 16 0 0 0 130 E
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8 18 5 1d1+80 1d2+1
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80 6400
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8 8 0
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@ -125,7 +125,7 @@ A Student Constable is guarding the campus from this point.
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everyday students of the university. They are not much more than hired help.
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~
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72 0 0 0 16 0 0 0 130 E
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8 0 0 0 16 0 0 0 130 E
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8 18 5 1d1+80 1d2+1
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80 6400
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8 8 1
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@ -139,7 +139,7 @@ A Student Constable is guarding the campus from this very point right here.
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everyday students of the university. They are not much more than hired help.
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~
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72 0 0 0 16 0 0 0 130 E
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8 0 0 0 16 0 0 0 130 E
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8 18 5 1d1+80 1d2+1
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80 6400
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8 8 2
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@ -152,7 +152,7 @@ The student is hurrying off to its next class.
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This is just your average it university student, the only interests it has
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are classes, work, and other its.
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~
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76 0 0 0 0 0 0 0 0 E
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12 0 0 0 0 0 0 0 0 E
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3 19 8 0d0+30 1d2+0
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30 900
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8 8 0
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@ -166,7 +166,7 @@ The student is rushing off to his next class.
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are classes, work, and other students of the opposite sex (females, you think).
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~
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76 0 0 0 0 0 0 0 0 E
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12 0 0 0 0 0 0 0 0 E
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3 19 8 0d0+30 1d2+0
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30 900
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8 8 1
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@ -179,7 +179,7 @@ The student is scurrying off to her next class.
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This is just your average female university student, the only interests she
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has are classes, and work.
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~
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76 0 0 0 0 0 0 0 0 E
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12 0 0 0 0 0 0 0 0 E
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3 19 8 0d0+30 1d2+0
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30 900
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8 8 2
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@ -191,7 +191,7 @@ This frosh is standing here with a confused expression on its face.
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~
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You are looking at the everyday run of the mill confused frosh.
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~
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200 0 0 0 0 0 0 0 0 E
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136 0 0 0 0 0 0 0 0 E
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1 20 9 0d0+10 1d2+0
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10 100
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8 8 0
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@ -203,7 +203,7 @@ This frosh is standing here with a confused expression on his face.
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~
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You are looking at the everyday run of the mill confused frosh.
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~
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200 0 0 0 0 0 0 0 0 E
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136 0 0 0 0 0 0 0 0 E
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1 20 9 0d0+10 1d2+0
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10 100
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8 8 1
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@ -215,7 +215,7 @@ This frosh is standing here with a confused expression on her face.
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~
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You are looking at the everyday run of the mill confused frosh.
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~
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200 0 0 0 0 0 0 0 0 E
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136 0 0 0 0 0 0 0 0 E
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1 20 9 0d0+10 1d2+0
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10 100
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8 8 2
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@ -255,7 +255,7 @@ This frosh is lining up here.
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~
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You are looking at the everyday run of the mill lining-up frosh.
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~
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200 0 0 0 0 0 0 0 0 E
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136 0 0 0 0 0 0 0 0 E
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1 20 9 0d0+10 1d2+0
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10 100
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8 8 0
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@ -267,7 +267,7 @@ This frosh is lining up here.
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~
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You are looking at the everyday run of the mill lining-up frosh.
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~
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200 0 0 0 0 0 0 0 0 E
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136 0 0 0 0 0 0 0 0 E
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1 20 9 0d0+10 1d2+0
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10 100
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8 8 1
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@ -279,7 +279,7 @@ This frosh is lining up here with a confused expression on her face.
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~
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You are looking at the everyday run of the mill confused frosh.
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~
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200 0 0 0 0 0 0 0 0 E
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136 0 0 0 0 0 0 0 0 E
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14 16 1 2d2+140 2d2+2
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140 19600
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8 8 2
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@ -317,7 +317,7 @@ A rather large jock occupies the room.
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It (he? ) is quite big. It (she? ) looks at you with undisguised
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hunger...
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~
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72 0 0 0 0 0 0 0 0 E
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8 0 0 0 0 0 0 0 0 E
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18 14 0 3d3+180 3d3+3
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180 32400
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6 8 0
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@ -393,7 +393,7 @@ A student is snoozing here.
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This is just your average it university student, and hey, it's sleeping too!
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~
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76 0 0 0 0 0 0 0 0 E
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12 0 0 0 0 0 0 0 0 E
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3 19 8 0d0+30 1d2+0
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30 900
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4 4 0
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@ -405,7 +405,7 @@ A student is furiously taking notes here.
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~
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This is just your average it university student.
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~
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76 0 0 0 0 0 0 0 0 E
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12 0 0 0 0 0 0 0 0 E
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3 19 8 0d0+30 1d2+0
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30 900
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6 6 0
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@ -418,7 +418,7 @@ Chris is drooling here.
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The man before you is tall and stocky. He is clothed in a stonewashed pair
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of jeans and a purple beret.
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~
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76 0 0 0 0 0 0 0 150 E
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12 0 0 0 0 0 0 0 150 E
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23 13 -3 4d4+230 3d3+3
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230 52900
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8 8 1
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@ -432,7 +432,7 @@ The Residence Master is presiding over his little world here.
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adventurer are not afraid! (unless you are less than 15th level ... That is.
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~
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104 0 0 0 20 0 0 0 -276 E
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40 0 0 0 20 0 0 0 -276 E
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16 15 0 3d3+160 2d2+2
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160 25600
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8 8 1
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@ -484,7 +484,7 @@ Alex is here fleshing out the Example Mob.
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Alex is working hard at fleshing out the example mob which looks indistinct,
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because it hasn't been completely fleshed out yet.
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~
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26 0 0 0 20 0 0 0 100 E
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24 0 0 0 20 0 0 0 100 E
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1 20 9 0d0+10 1d2+0
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10 100
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8 8 1
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@ -496,7 +496,7 @@ Steve is working furiously at finishing the wld file so it can be put online.
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~
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Steve is working hard and it looks like he should be finishing soon.
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~
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26 0 0 0 20 0 0 0 100 E
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24 0 0 0 20 0 0 0 100 E
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1 20 9 0d0+10 1d2+0
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10 100
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8 8 1
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@ -572,7 +572,7 @@ Chief FREC orders you around here.
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It stands tall and proud... As if being purple with golden hair can make
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anyone proud...
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~
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76 0 0 0 16 0 0 0 -300 E
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12 0 0 0 16 0 0 0 -300 E
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15 15 1 3d3+150 2d2+2
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150 22500
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8 8 0
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@ -585,7 +585,7 @@ A copy of Golden World lies here.
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It looks like the student humour newspaper, but it contains nothing to do
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with actual news that you didn't know already.
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~
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72 0 0 0 1048576 0 0 0 0 E
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8 0 0 0 1048576 0 0 0 0 E
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1 20 9 0d0+10 1d2+0
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10 100
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8 8 0
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@ -1322,9 +1322,9 @@ a happy child~
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the happy child~
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A little boy stands here, smiling happily.
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~
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It looks unfinished. The little boy is happily whistling as he looks around.
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Something about his manner tells you that he is probably skipping out on his
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chores to view the town.
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The little boy is happily whistling as he looks around. Something about his
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manner tells you that he is probably skipping out on his chores to view the
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town.
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~
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2120 0 0 0 0 0 0 0 0 E
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7 18 5 1d1+70 1d2+1
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@ -1210,6 +1210,7 @@ A bright orange plastic bracelet was left here.~
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12 0 0 0 0 m 0 0 0 0 0 0 0
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0 0 0 0
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1 1 0 0 0
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T 195
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E
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idleout timer stayalive bracelet~
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The bracelet is made of a garish orange plastic with the letters STAYALIVE
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@ -1238,7 +1239,7 @@ An ice cream has been dropped here.~
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~
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19 0 0 0 0 0 0 0 0 0 0 0 0
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1 0 0 0
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1 4 0 0 0
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1 4 0 0 1
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T 82
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E
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ice cream 99 flake~
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@ -52,17 +52,17 @@ large assortment crops fish~
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fish. All of it ready for sale.
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~
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#10104
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shovel maneur~
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||||
a shovel covered in maneur~
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||||
A shovel covered in cow maneur smells here.~
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shovel manure~
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a shovel covered in manure~
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A shovel covered in cow manure smells here.~
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~
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5 0 0 0 0 an 0 0 0 0 0 0 0
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0 2 8 7
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7 350 35 0
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E
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shovel maneur~
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shovel manure~
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The shovel reeks of the barn and cows. It is covered from end to end with
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maneur.
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manure.
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~
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#10105
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worn coveralls~
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|
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@ -191,9 +191,9 @@ A circular rock lies right in the middle the trees.~
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0 0 0 0
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0 0 0 0
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#10373
|
||||
tourch~
|
||||
a tourch~
|
||||
A tourch rest in a crevice in the wall.~
|
||||
torch~
|
||||
a torch~
|
||||
A torch rest in a crevice in the wall.~
|
||||
~
|
||||
1 a 0 0 0 ao 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ An important-looking scroll is lying here.~
|
|||
~
|
||||
18 c 0 0 0 a 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
1 50 0 0
|
||||
1 50 0 0 0
|
||||
E
|
||||
scroll~
|
||||
Greetings, adventurer!
|
||||
|
|
@ -36,7 +36,7 @@ A firey wand lies on the ground here, warming the area slightly.~
|
|||
~
|
||||
3 agi 0 0 0 ao 0 0 0 0 0 0 0
|
||||
12 1 1 26
|
||||
3 1000 100 0
|
||||
3 1000 100 0 0
|
||||
E
|
||||
wand~
|
||||
The wand looks like a silver of liquid fire, frozen and carved into a form
|
||||
|
|
@ -49,7 +49,7 @@ A void wand lies here, absorbing the light and the warmth.~
|
|||
~
|
||||
3 gj 0 0 0 ao 0 0 0 0 0 0 0
|
||||
12 5 5 25
|
||||
3 800 80 0
|
||||
3 800 80 0 0
|
||||
E
|
||||
void~
|
||||
The wand looks as if a hole has been cut in the fabric of reality and it is
|
||||
|
|
@ -63,7 +63,7 @@ An inscription is carved into the wall here.~
|
|||
~
|
||||
12 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
inscription~
|
||||
Good friend,
|
||||
|
|
@ -83,7 +83,7 @@ A trickle of clean water runs down the wall here.~
|
|||
~
|
||||
23 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
500 500 0 0
|
||||
505 0 0 0
|
||||
505 0 0 0 0
|
||||
E
|
||||
trickle~
|
||||
Closer examination shows that a trickle of clean water does in fact run down
|
||||
|
|
@ -94,9 +94,9 @@ lesser Kraken spike~
|
|||
a lesser Kraken's spike~
|
||||
A lesser Kraken's spike bobs in a rock pool here.~
|
||||
~
|
||||
12 g 0 0 0 ano 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
5 50 5 0
|
||||
5 g 0 0 0 ano 0 0 0 0 0 0 0
|
||||
3 8 5 14
|
||||
5 50 5 0 0
|
||||
E
|
||||
spike~
|
||||
The lesser Kraken's spike is long and sharp.
|
||||
|
|
@ -108,7 +108,7 @@ A glowing white potion is on the ground here.~
|
|||
~
|
||||
10 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
12 1 -1 -1
|
||||
3 1000 100 0
|
||||
3 1000 100 0 0
|
||||
#17509
|
||||
Trilless bracelet white~
|
||||
Trilless' white bracelet~
|
||||
|
|
@ -116,7 +116,7 @@ A small white bracelet hovers half an inch above the ground here, rotating gentl
|
|||
~
|
||||
11 g 0 0 0 am 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
1 1000 130 0
|
||||
1 1000 130 0 0
|
||||
A
|
||||
1 -1
|
||||
A
|
||||
|
|
@ -128,23 +128,23 @@ A small white glyph lies on the ground here.~
|
|||
~
|
||||
18 abcgi 0 0 0 ao 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
3 120 12 0
|
||||
3 120 12 0 0
|
||||
#17511
|
||||
white blade Tranquil~
|
||||
Tranquil~
|
||||
A white blade rests here, shining brightly. It has the word 'Tranquil' etched along the blade.~
|
||||
~
|
||||
12 gkl 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
10 950 120 0
|
||||
5 gkl 0 0 0 an 0 0 0 0 0 0 0
|
||||
4 8 7 3
|
||||
10 950 120 0 0
|
||||
#17512
|
||||
black blade Ristoril~
|
||||
Ristoril~
|
||||
A blade of pure blackness lies here, absorbing the light. It has the word 'Ristoril' etched across the blade.~
|
||||
~
|
||||
12 gjl 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
10 300 30 0
|
||||
5 gjl 0 0 0 an 0 0 0 0 0 0 0
|
||||
4 8 8 11
|
||||
10 300 30 0 0
|
||||
#17513
|
||||
sigil darkness~
|
||||
a sigil of darkness~
|
||||
|
|
@ -152,7 +152,7 @@ A dark sigil is here, glowing with a dark aura of magic.~
|
|||
~
|
||||
18 cg 0 0 0 ao 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
3 150 15 0
|
||||
3 150 15 0 0
|
||||
#17514
|
||||
carcophans black bracelet~
|
||||
Carcophan's black bracelet~
|
||||
|
|
@ -160,7 +160,7 @@ A dark bracelet lies on the ground here, consuming light and warmth.~
|
|||
~
|
||||
11 g 0 0 0 am 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
5 350 40 0
|
||||
5 350 40 0 0
|
||||
A
|
||||
13 -25
|
||||
A
|
||||
|
|
@ -172,7 +172,7 @@ A black staff is waiting for someone to pick it up.~
|
|||
~
|
||||
5 gp 0 0 0 an 0 0 0 0 0 0 0
|
||||
4 3 8 5
|
||||
8 40 4 0
|
||||
8 40 4 0 0
|
||||
E
|
||||
staff night carcophan~
|
||||
The staff is made from a strange black material that must have been
|
||||
|
|
|
|||
|
|
@ -268,6 +268,20 @@ wrapped birthday present~
|
|||
This parcel offers no hint whatsoever as to what may be inside. The only way
|
||||
to find out what it holds is to unwrap it!
|
||||
~
|
||||
#221
|
||||
magical grey cloak~
|
||||
a grey cloak~
|
||||
A grey cloak emits a faint glow.~
|
||||
~
|
||||
9 0 0 0 0 ak 0 0 0 0 0 0 0
|
||||
1 0 0 0
|
||||
1 100 0 0 0
|
||||
T 219
|
||||
E
|
||||
grey cloak~
|
||||
The cloak must be imbued with some magical property. The cloth seems
|
||||
excessively strong though still feels soft and light.
|
||||
~
|
||||
#251
|
||||
water marble fountain water~
|
||||
a marble fountain~
|
||||
|
|
@ -278,19 +292,6 @@ A large fountain with two statues standing protectively above it.~
|
|||
0 0 0 0 0
|
||||
T 201
|
||||
E
|
||||
fountain~
|
||||
This is the most beautiful fountain you have ever set your eyes upon! It
|
||||
has a marble bottom, which is clean enough to eat off from. In the center of
|
||||
the fountain, you see some stone FIGURES. They have their mouths open. As you
|
||||
look closely you can see that there is water streaming out from the mouths.
|
||||
What a neat idea!
|
||||
~
|
||||
E
|
||||
statues figures~
|
||||
Below each statue is engraved a name. Rumble and Ferret. More is written
|
||||
below the names but you must look more closely to read it.
|
||||
~
|
||||
E
|
||||
rumble names ferret~
|
||||
To bring peace where there was only war. To bring justice where there was
|
||||
only inequity. To bring freedom where there was only coercion. To bring
|
||||
|
|
@ -298,4 +299,17 @@ balance where there was only chaos. To bring Sanctum to the world.
|
|||
|
||||
DO NOTE ENTER FOUNTAIN!
|
||||
~
|
||||
E
|
||||
statues figures~
|
||||
Below each statue is engraved a name. Rumble and Ferret. More is written
|
||||
below the names but you must look more closely to read it.
|
||||
~
|
||||
E
|
||||
fountain~
|
||||
This is the most beautiful fountain you have ever set your eyes upon! It
|
||||
has a marble bottom, which is clean enough to eat off from. In the center of
|
||||
the fountain, you see some stone FIGURES. They have their mouths open. As you
|
||||
look closely you can see that there is water streaming out from the mouths.
|
||||
What a neat idea!
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -229,7 +229,7 @@ An aqua potion has been left here.~
|
|||
~
|
||||
10 a 0 0 0 a 0 0 0 0 0 0 0
|
||||
1 16 -1 -1
|
||||
3 25 0 0 0
|
||||
3 500 0 0 0
|
||||
#25723
|
||||
club wooden~
|
||||
a wooden club~
|
||||
|
|
@ -929,13 +929,13 @@ A large, sociable bulletin board is mounted on a wall here.~
|
|||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
drop box message~
|
||||
Use 'look box' to write a message.
|
||||
~
|
||||
E
|
||||
box~
|
||||
If you can read this, the drop box is not working.
|
||||
~
|
||||
E
|
||||
drop box message~
|
||||
Use 'look box' to write a message.
|
||||
~
|
||||
#25797
|
||||
board frozen bulletin~
|
||||
a frozen bulletin board~
|
||||
|
|
@ -945,13 +945,13 @@ A large bulletin board is here, carved from a block of ice.~
|
|||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
freeze bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
freeze bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
#25798
|
||||
board holy bulletin~
|
||||
a holy bulletin board~
|
||||
|
|
@ -961,13 +961,13 @@ A large bulletin board is mounted on a wall here. It glows with a faint aura.~
|
|||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
holy bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
holy bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
#25799
|
||||
board bulletin~
|
||||
a bulletin board~
|
||||
|
|
@ -977,11 +977,11 @@ A large bulletin board is mounted on a wall here.~
|
|||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
E
|
||||
board~
|
||||
If you can read this, the board is not working.
|
||||
~
|
||||
E
|
||||
bulletin~
|
||||
Use 'look board' to read the board.
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ A wicked looking trident is stuck into the ground here.~
|
|||
~
|
||||
5 aegmnq 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 4 5 11
|
||||
7 20 0 0
|
||||
7 20 0 0 0
|
||||
#28602
|
||||
black leather whip~
|
||||
a black leather whip~
|
||||
|
|
@ -13,7 +13,7 @@ A black leather whip lies on the ground here.~
|
|||
~
|
||||
5 j 0 0 0 an 0 0 0 0 0 0 0
|
||||
3 7 3 2
|
||||
7 20 0 0
|
||||
7 20 0 0 0
|
||||
#28603
|
||||
hickey maker~
|
||||
hickey maker~
|
||||
|
|
@ -21,7 +21,7 @@ A hickey maker lies on the ground here making a soft sucking sound.~
|
|||
~
|
||||
5 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 3 3 12
|
||||
7 20 0 0
|
||||
7 20 0 0 0
|
||||
#28604
|
||||
farslayer sword~
|
||||
a black hilted sword called, "Farslayer"~
|
||||
|
|
@ -29,7 +29,7 @@ A black hilted sword with engravings on the blade lies here.~
|
|||
~
|
||||
5 deghjmnoq 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 1 20 11
|
||||
7 1000 0 0
|
||||
7 1000 0 0 0
|
||||
E
|
||||
sword~
|
||||
The blade of the sword is a full meter long, and straight as an arrow, with
|
||||
|
|
@ -54,7 +54,7 @@ An angel's skull lies here on the ground.~
|
|||
~
|
||||
9 0 0 0 0 ae 0 0 0 0 0 0 0
|
||||
10 0 0 0
|
||||
4 20 0 0
|
||||
4 20 0 0 0
|
||||
#28606
|
||||
rotting flesh~
|
||||
rotting flesh~
|
||||
|
|
@ -62,7 +62,7 @@ Some rotting flesh lies here in a pile.~
|
|||
~
|
||||
9 0 0 0 0 ai 0 0 0 0 0 0 0
|
||||
5 0 0 0
|
||||
3 20 0 0
|
||||
3 20 0 0 0
|
||||
#28607
|
||||
sword vorpal blade~
|
||||
vorpal blade~
|
||||
|
|
@ -70,7 +70,7 @@ A magnificently crafted blade lies here humming softly.~
|
|||
~
|
||||
5 b 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 1 20 1
|
||||
6 20 0 0
|
||||
6 20 0 0 0
|
||||
#28608
|
||||
flaming claw~
|
||||
flaming claw~
|
||||
|
|
@ -78,7 +78,7 @@ A flaming claw lies here burning brightly.~
|
|||
~
|
||||
5 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 1 25 5
|
||||
4 20 0 0
|
||||
4 20 0 0 0
|
||||
#28609
|
||||
Demonskin~
|
||||
demonskin~
|
||||
|
|
@ -86,7 +86,7 @@ A black scaley pile of demonskin lies here.~
|
|||
~
|
||||
9 0 0 0 0 ad 0 0 0 0 0 0 0
|
||||
10 0 0 0
|
||||
4 20 0 0
|
||||
4 20 0 0 0
|
||||
#28610
|
||||
demon teeth~
|
||||
demon teeth~
|
||||
|
|
@ -94,7 +94,7 @@ A bunch of very sharp slimy teeth lie here.~
|
|||
~
|
||||
5 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 4 5 10
|
||||
1 20 0 0
|
||||
1 20 0 0 0
|
||||
#28611
|
||||
burning flesh~
|
||||
burning flesh~
|
||||
|
|
@ -102,7 +102,7 @@ A pile of burning flesh lies here.~
|
|||
~
|
||||
9 0 0 0 0 ai 0 0 0 0 0 0 0
|
||||
5 0 0 0
|
||||
5 20 0 0
|
||||
5 20 0 0 0
|
||||
#28612
|
||||
rivet gun~
|
||||
rivet gun~
|
||||
|
|
@ -110,7 +110,7 @@ A rivet gun loaded with hot rivets lies here.~
|
|||
~
|
||||
3 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
4 3 3 30
|
||||
7 20 0 15
|
||||
7 20 0 15 0
|
||||
#28613
|
||||
circular saw~
|
||||
circular saw~
|
||||
|
|
@ -118,7 +118,7 @@ A circular saw lies here humming.~
|
|||
~
|
||||
5 b 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 5 4 0
|
||||
7 20 0 0
|
||||
7 20 0 0 0
|
||||
#28614
|
||||
box matches~
|
||||
box of matches~
|
||||
|
|
@ -126,7 +126,7 @@ A box of matches lies here ready to light something.~
|
|||
~
|
||||
4 a 0 0 0 a 0 0 0 0 0 0 0
|
||||
4 3 3 26
|
||||
2 20 0 0
|
||||
2 20 0 0 0
|
||||
#28615
|
||||
bloody black talon~
|
||||
bloody black talon~
|
||||
|
|
@ -134,7 +134,7 @@ A severed bloody black talon lies here.~
|
|||
~
|
||||
5 jn 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 4 5 5
|
||||
6 20 0 0
|
||||
6 20 0 0 0
|
||||
#28616
|
||||
jar blood~
|
||||
jar of blood~
|
||||
|
|
@ -142,7 +142,7 @@ A dark jar of blood lies here.~
|
|||
~
|
||||
10 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
30 17 46 20
|
||||
1 20 0 0
|
||||
1 20 0 0 0
|
||||
#28617
|
||||
hell hound teeth~
|
||||
hell hound teeth~
|
||||
|
|
@ -150,7 +150,7 @@ The bloody teeth of a hell hound sit here.~
|
|||
~
|
||||
5 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 6 3 10
|
||||
2 20 0 0
|
||||
2 20 0 0 0
|
||||
#28618
|
||||
icy bottle~
|
||||
icy bottle~
|
||||
|
|
@ -158,7 +158,7 @@ An icy bottle sits here sits on the floor.~
|
|||
~
|
||||
10 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
30 22 15 15
|
||||
1 20 0 10
|
||||
1 20 0 10 0
|
||||
#28619
|
||||
ice spear~
|
||||
ice spear~
|
||||
|
|
@ -166,7 +166,7 @@ A spear made out of ice lies here.~
|
|||
~
|
||||
5 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 3 6 11
|
||||
5 20 0 0
|
||||
5 20 0 0 0
|
||||
#28620
|
||||
large meat hook~
|
||||
large meat hook~
|
||||
|
|
@ -174,7 +174,7 @@ A large meat hook is stuck into the ground.~
|
|||
~
|
||||
5 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 5 4 4
|
||||
3 20 0 0
|
||||
3 20 0 0 0
|
||||
#28621
|
||||
meat~
|
||||
meat~
|
||||
|
|
@ -182,7 +182,7 @@ A chuck of meat lies here.~
|
|||
~
|
||||
19 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
30 0 0 0
|
||||
2 20 0 0
|
||||
2 20 0 0 0
|
||||
#28622
|
||||
blueprint~
|
||||
blueprint~
|
||||
|
|
@ -190,7 +190,7 @@ A construction blueprint lies on the ground.~
|
|||
~
|
||||
19 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
31 0 0 0
|
||||
1 20 0 0
|
||||
1 20 0 0 0
|
||||
#28623
|
||||
electric eraser~
|
||||
electric eraser~
|
||||
|
|
@ -198,7 +198,7 @@ A electric eraser lies on the ground waiting an erasermate.~
|
|||
~
|
||||
5 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 6 3 0
|
||||
1 20 0 0
|
||||
1 20 0 0 0
|
||||
#28624
|
||||
spectacles~
|
||||
spectacles~
|
||||
|
|
@ -206,7 +206,7 @@ A set of spectacles lies here on the ground. Don't step on them.~
|
|||
~
|
||||
9 0 0 0 0 ae 0 0 0 0 0 0 0
|
||||
7 0 0 0
|
||||
1 20 0 0
|
||||
1 20 0 0 0
|
||||
A
|
||||
3 2
|
||||
#28625
|
||||
|
|
@ -216,7 +216,7 @@ A sinistar looking symbol of evil lies here smoldering.~
|
|||
~
|
||||
3 0 0 0 0 ac 0 0 0 0 0 0 0
|
||||
30 1 1 42
|
||||
2 20 0 0
|
||||
2 20 0 0 0
|
||||
#28626
|
||||
unholy robe pile cloth~
|
||||
unholy robe~
|
||||
|
|
@ -224,7 +224,7 @@ A stinking pile of cloth lies here.~
|
|||
~
|
||||
9 aj 0 0 0 ad 0 0 0 0 0 0 0
|
||||
6 0 0 0
|
||||
4 20 0 0
|
||||
4 20 0 0 0
|
||||
A
|
||||
12 20
|
||||
#28627
|
||||
|
|
@ -234,7 +234,7 @@ A set of sharp evil looking teeth lie here. Probably a lawyer's.~
|
|||
~
|
||||
5 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 6 4 0
|
||||
2 20 0 0
|
||||
2 20 0 0 0
|
||||
#28628
|
||||
golden ring~
|
||||
golden ring~
|
||||
|
|
@ -242,7 +242,7 @@ A golden ring lies on the ground here.~
|
|||
~
|
||||
20 0 0 0 0 ab 0 0 0 0 0 0 0
|
||||
5000 0 0 0
|
||||
1 20 0 0
|
||||
1 20 0 0 0
|
||||
#28629
|
||||
engagement ring~
|
||||
engagement ring~
|
||||
|
|
@ -250,7 +250,7 @@ An engagement ring lies here.~
|
|||
~
|
||||
20 0 0 0 0 ab 0 0 0 0 0 0 0
|
||||
7000 0 0 0
|
||||
1 20 0 0
|
||||
1 20 0 0 0
|
||||
#28630
|
||||
prenuptial agreement~
|
||||
prenuptial agreement~
|
||||
|
|
@ -258,7 +258,7 @@ A prenuptial agreement lies here.~
|
|||
~
|
||||
2 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
30 29 42 16
|
||||
1 20 0 0
|
||||
1 20 0 0 0
|
||||
#28631
|
||||
ionic torque wrench~
|
||||
ionic torque wrench~
|
||||
|
|
@ -266,7 +266,7 @@ You see an ionic torque wrench on the ground.~
|
|||
~
|
||||
5 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
1 5 4 7
|
||||
3 20 0 0
|
||||
3 20 0 0 0
|
||||
#28632
|
||||
figurine horse~
|
||||
figurine of a horse~
|
||||
|
|
@ -274,7 +274,7 @@ You see a small figurine of a horse on the ground.~
|
|||
~
|
||||
9 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
3 20 0 0
|
||||
3 20 0 0 0
|
||||
A
|
||||
14 20
|
||||
#28633
|
||||
|
|
@ -284,7 +284,7 @@ You see a small figurine of a winged horse on the ground.~
|
|||
~
|
||||
3 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
30 3 3 42
|
||||
3 20 0 0
|
||||
3 20 0 0 0
|
||||
A
|
||||
14 25
|
||||
#28634
|
||||
|
|
@ -294,7 +294,7 @@ You see a small figurine of a dark horse on the ground.~
|
|||
~
|
||||
3 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
30 3 3 17
|
||||
3 20 0 0
|
||||
3 20 0 0 0
|
||||
A
|
||||
14 30
|
||||
#28635
|
||||
|
|
@ -304,7 +304,7 @@ You see a small figurine of a black dragon on the ground.~
|
|||
~
|
||||
3 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
10 1 1 32
|
||||
3 20 0 0
|
||||
3 20 0 0 0
|
||||
#28636
|
||||
figurine red dragon~
|
||||
a figurine of a red dragon~
|
||||
|
|
@ -312,7 +312,7 @@ You see a small figurine of a red dragon on the ground.~
|
|||
~
|
||||
3 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
30 1 1 37
|
||||
3 20 0 0
|
||||
3 20 0 0 0
|
||||
A
|
||||
14 35
|
||||
#28637
|
||||
|
|
@ -322,7 +322,7 @@ You see a small figurine of a white dragon on the ground.~
|
|||
~
|
||||
3 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
30 1 1 16
|
||||
3 20 0 0
|
||||
3 20 0 0 0
|
||||
A
|
||||
14 35
|
||||
#28638
|
||||
|
|
@ -332,7 +332,7 @@ You see a small figurine of a green dragon on the ground.~
|
|||
~
|
||||
3 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
30 1 1 30
|
||||
3 20 0 0
|
||||
3 20 0 0 0
|
||||
A
|
||||
14 35
|
||||
#28639
|
||||
|
|
@ -342,7 +342,7 @@ You see a small figurine of a blue dragon on the ground.~
|
|||
~
|
||||
3 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
30 1 1 6
|
||||
3 20 0 0
|
||||
3 20 0 0 0
|
||||
A
|
||||
14 35
|
||||
#28640
|
||||
|
|
@ -352,7 +352,7 @@ You see a geiger counter here.~
|
|||
~
|
||||
3 a 0 0 0 a 0 0 0 0 0 0 0
|
||||
10 1 1 31
|
||||
2 20 0 0
|
||||
2 20 0 0 0
|
||||
#28641
|
||||
photon displacement matrix~
|
||||
photon displacement matrix~
|
||||
|
|
@ -360,7 +360,7 @@ You see a photon displacement matrix on the ground.~
|
|||
~
|
||||
5 a 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 1 24 6
|
||||
7 20 0 0
|
||||
7 20 0 0 0
|
||||
#28642
|
||||
black jumpsuit~
|
||||
black jumpsuit~
|
||||
|
|
@ -368,7 +368,7 @@ You see a black jumpsuit on the ground.~
|
|||
~
|
||||
9 0 0 0 0 ad 0 0 0 0 0 0 0
|
||||
7 0 0 0
|
||||
4 20 0 0
|
||||
4 20 0 0 0
|
||||
#28643
|
||||
antacid pill~
|
||||
antacid pill~
|
||||
|
|
@ -376,7 +376,7 @@ You see an antacid pill here.~
|
|||
~
|
||||
19 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
54 0 0 0
|
||||
1 20 0 0
|
||||
1 20 0 0 0
|
||||
#28644
|
||||
manes claw claws~
|
||||
mane's claws~
|
||||
|
|
@ -384,7 +384,7 @@ The severed claws of a sub-demon lie here, twitching.~
|
|||
~
|
||||
5 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 5 6 5
|
||||
4 20 0 0
|
||||
4 20 0 0 0
|
||||
#28645
|
||||
welding torch~
|
||||
welding torch~
|
||||
|
|
@ -392,7 +392,7 @@ A welding torch sits on the ground here.~
|
|||
~
|
||||
5 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 1 30 0
|
||||
7 20 0 0
|
||||
7 20 0 0 0
|
||||
#28646
|
||||
blond wig~
|
||||
blond wig~
|
||||
|
|
@ -400,7 +400,7 @@ A blond wig lies on the ground.~
|
|||
~
|
||||
9 0 0 0 0 ae 0 0 0 0 0 0 0
|
||||
7 0 0 0
|
||||
2 20 0 0
|
||||
2 20 0 0 0
|
||||
#28647
|
||||
yellow jumpsuit nuclear symbol~
|
||||
yellow jumpsuit~
|
||||
|
|
@ -408,7 +408,7 @@ You see a yellow jumpsuit with a nuclear warning symbol.~
|
|||
~
|
||||
9 0 0 0 0 ad 0 0 0 0 0 0 0
|
||||
8 0 0 0
|
||||
3 20 0 0
|
||||
3 20 0 0 0
|
||||
#28648
|
||||
cleaver~
|
||||
cleaver~
|
||||
|
|
@ -416,5 +416,5 @@ You see a nasty looking cleaver stuck in the ground.~
|
|||
~
|
||||
5 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 5 3 1
|
||||
6 20 0 0
|
||||
6 20 0 0 0
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ A pile of glittering objects has been gathered here.~
|
|||
~
|
||||
20 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
10 7 3 0
|
||||
2 200 0 0
|
||||
2 200 0 0 0
|
||||
E
|
||||
pile glitter~
|
||||
The king rat seem to like shining objects. This pile is filed with small
|
||||
|
|
@ -19,7 +19,7 @@ A trout fillet has been left here. wonder who wasn't hungry..~
|
|||
~
|
||||
19 c 0 0 0 a 0 0 0 0 0 0 0
|
||||
8 0 0 0
|
||||
1 10 5 0
|
||||
1 10 5 0 0
|
||||
#3702
|
||||
fish fillet~
|
||||
a fish fillet~
|
||||
|
|
@ -27,7 +27,7 @@ The fillet of some strange fish is here.~
|
|||
~
|
||||
19 c 0 0 0 a 0 0 0 0 0 0 0
|
||||
4 0 0 0
|
||||
1 10 5 0
|
||||
1 10 5 0 0
|
||||
#3703
|
||||
pearl~
|
||||
a pearl~
|
||||
|
|
@ -35,15 +35,15 @@ A large shining pearl has been left here.~
|
|||
~
|
||||
8 ac 0 0 0 a 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
1 500 50 0
|
||||
1 500 50 0 0
|
||||
#3704
|
||||
chest~
|
||||
an ironbound chest~
|
||||
A chest is here, protecting whatever is hidden in it.~
|
||||
~
|
||||
15 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
400 13 3704 0
|
||||
0 0 0 0
|
||||
400 13 3710 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
iron ironbound chest~
|
||||
The chest has been bound by iron, to prevent it from being forced open.
|
||||
|
|
@ -56,7 +56,7 @@ A very nice chainmail has been thrown on the ground here.~
|
|||
~
|
||||
9 gm 0 0 0 ad 0 0 0 0 0 0 0
|
||||
7 0 0 0
|
||||
8 850 150 0
|
||||
8 850 150 0 0
|
||||
E
|
||||
chain mail chainmail~
|
||||
The chains connected in this chainmail is of a fine quality, making a very
|
||||
|
|
@ -73,7 +73,7 @@ A long dagger, ready for action is here.~
|
|||
~
|
||||
5 g 0 0 0 an 0 0 0 0 0 0 0
|
||||
5 1 4 11
|
||||
1 210 23 0
|
||||
1 210 23 0 0
|
||||
A
|
||||
18 1
|
||||
A
|
||||
|
|
@ -85,7 +85,7 @@ A small fishing boat has been moored here.~
|
|||
~
|
||||
22 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
32 160 16 0
|
||||
32 160 16 0 0
|
||||
E
|
||||
boat~
|
||||
The boat is made from a very light sort of wood, making it extremely easy to
|
||||
|
|
@ -98,7 +98,7 @@ Fungus is hanging from the ceiling.~
|
|||
~
|
||||
13 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
5 25 2 0
|
||||
5 25 2 0 0
|
||||
E
|
||||
fungus~
|
||||
Green fungus growing on spiderwebs - YUCK!
|
||||
|
|
@ -110,7 +110,7 @@ An old desk is here, covered in guano.~
|
|||
~
|
||||
15 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
100 0 -1 0
|
||||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
desk~
|
||||
An old desk, heavy with age - and guano - has been left here by the
|
||||
|
|
@ -124,7 +124,7 @@ An extremely dirty key is lying here.~
|
|||
~
|
||||
18 c 0 0 0 a 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
1 50 5 0
|
||||
1 50 5 0 0
|
||||
E
|
||||
key~
|
||||
An old and very dirty key. It looks as you'd imagine a padlock key looks,
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ There is a bright icy crown here, melting.~
|
|||
~
|
||||
9 p 0 0 0 ae 0 0 0 0 0 0 0
|
||||
2 0 0 0
|
||||
2 75 7 0
|
||||
2 75 7 0 0
|
||||
E
|
||||
crown royal ice~
|
||||
This crown is slowling melting into water so you had better pick it up fast.
|
||||
|
|
@ -20,7 +20,7 @@ An icy scepter is here.~
|
|||
~
|
||||
3 gp 0 0 0 ao 0 0 0 0 0 0 0
|
||||
12 6 6 10
|
||||
6 500 150 0
|
||||
6 500 150 0 0
|
||||
E
|
||||
scepter icy~
|
||||
This scepter is very cold to the touch. You now that it is made out of ice
|
||||
|
|
@ -37,7 +37,7 @@ The pelt of some unfortunate penguin lies crumpled here.~
|
|||
~
|
||||
9 0 0 0 0 ak 0 0 0 0 0 0 0
|
||||
2 0 0 0
|
||||
2 10 1 0
|
||||
2 10 1 0 0
|
||||
E
|
||||
penguin pelt~
|
||||
This is all that's left of a poor penguin.
|
||||
|
|
@ -49,7 +49,7 @@ A smooth, black claw of a penguin lays here.~
|
|||
~
|
||||
12 0 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
3 30 3 0
|
||||
3 30 3 0 0
|
||||
#4305
|
||||
walrus tusk~
|
||||
the tusk of a walrus~
|
||||
|
|
@ -57,7 +57,7 @@ The tusk of some walrus is here.~
|
|||
~
|
||||
5 o 0 0 0 an 0 0 0 0 0 0 0
|
||||
0 6 4 14
|
||||
4 100 10 0
|
||||
4 100 10 0 0
|
||||
#4306
|
||||
chest~
|
||||
a chest~
|
||||
|
|
@ -65,7 +65,7 @@ A chest is here.~
|
|||
~
|
||||
15 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
10 5 -1 0
|
||||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
#4307
|
||||
ice boots~
|
||||
a pair of melting boots~
|
||||
|
|
@ -73,7 +73,7 @@ A pair of melting boots lies here. ~
|
|||
~
|
||||
9 a 0 0 0 ag 0 0 0 0 0 0 0
|
||||
2 0 0 0
|
||||
4 160 16 0
|
||||
4 160 16 0 0
|
||||
A
|
||||
14 -10
|
||||
A
|
||||
|
|
@ -88,7 +88,7 @@ West: The Realm of Glogtar
|
|||
~
|
||||
16 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
#4309
|
||||
engraved bone sign~
|
||||
an engraved, bone sign~
|
||||
|
|
@ -96,7 +96,7 @@ An bone sign with engraved symbols stands here.~
|
|||
~
|
||||
12 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0
|
||||
0 0 0 0 0
|
||||
E
|
||||
sign bone~
|
||||
Welcome to Rankir!
|
||||
|
|
@ -108,7 +108,7 @@ A beautifully carven ice fountain is here with almost frozen water.~
|
|||
~
|
||||
23 0 0 0 0 0 0 0 0 0 0 0 0
|
||||
1000 1000 15 0
|
||||
1005 0 0 0
|
||||
1005 0 0 0 0
|
||||
E
|
||||
ice fountain~
|
||||
The fountain before yu is the most beautiful ice sculpture you have ever
|
||||
|
|
@ -122,7 +122,7 @@ A strip of penguin flesh lies here, rotting.~
|
|||
~
|
||||
19 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
7 0 0 1
|
||||
1 9 0 0
|
||||
1 9 0 0 0
|
||||
#4312
|
||||
walrus meat~
|
||||
a chunk of walrus meat~
|
||||
|
|
@ -130,7 +130,7 @@ A chunk of walrus meat lies here, spoiling.~
|
|||
~
|
||||
19 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
10 0 0 1
|
||||
2 11 1 0
|
||||
2 11 1 0 0
|
||||
#4313
|
||||
whale blubber~
|
||||
whale blubber~
|
||||
|
|
@ -138,7 +138,7 @@ A dirty piece of whale blubber.~
|
|||
~
|
||||
19 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
10 0 0 0
|
||||
4 20 2 0
|
||||
4 20 2 0 0
|
||||
#4314
|
||||
eskimo whaling spear~
|
||||
an eskimo whaling spear~
|
||||
|
|
@ -146,7 +146,7 @@ An eskimo's spear is her with a very sharp barb.~
|
|||
~
|
||||
5 ko 0 0 0 an 0 0 0 0 0 0 0
|
||||
4 2 16 14
|
||||
5 250 40 0
|
||||
5 250 40 0 0
|
||||
#4315
|
||||
iditarod whip~
|
||||
a strong bound whip~
|
||||
|
|
@ -154,7 +154,7 @@ A whip for the iditarod dog sled race is coiled up here.~
|
|||
~
|
||||
5 k 0 0 0 an 0 0 0 0 0 0 0
|
||||
7 3 7 2
|
||||
2 20 2 0
|
||||
2 20 2 0 0
|
||||
#4316
|
||||
seal meat~
|
||||
a slice of seal meat~
|
||||
|
|
@ -162,7 +162,7 @@ A slice of seal meat is here.~
|
|||
~
|
||||
19 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
3 0 0 0
|
||||
2 13 0 0
|
||||
2 13 0 0 0
|
||||
#4317
|
||||
eskimo hunting knife~
|
||||
an eskimo hunting knife~
|
||||
|
|
@ -170,7 +170,7 @@ A knife made for hunting is lying here.~
|
|||
~
|
||||
5 g 0 0 0 an 0 0 0 0 0 0 0
|
||||
5 4 3 11
|
||||
6 450 45 0
|
||||
6 450 45 0 0
|
||||
E
|
||||
hunting knife~
|
||||
This knife is used to skin the spoils of an eskimo hunting trip,
|
||||
|
|
@ -182,7 +182,7 @@ A pair of snow shoes is here, snow melting all over them.~
|
|||
~
|
||||
9 k 0 0 0 ag 0 0 0 0 0 0 0
|
||||
2 0 0 0
|
||||
2 20 2 0
|
||||
2 20 2 0 0
|
||||
#4319
|
||||
hood soft leather~
|
||||
a hood of soft leather~
|
||||
|
|
@ -190,7 +190,7 @@ A soft leather hood is folded over on the ground.~
|
|||
~
|
||||
9 0 0 0 0 ae 0 0 0 0 0 0 0
|
||||
1 0 0 0
|
||||
2 20 2 0
|
||||
2 20 2 0 0
|
||||
#4320
|
||||
fur cape~
|
||||
a cape of fur~
|
||||
|
|
@ -198,7 +198,7 @@ A cape lined with fur is lying here.~
|
|||
~
|
||||
9 0 0 0 0 ak 0 0 0 0 0 0 0
|
||||
2 0 0 0
|
||||
2 10 1 0
|
||||
2 10 1 0 0
|
||||
#4321
|
||||
huge pile money gold coin~
|
||||
a HUGE pile of money~
|
||||
|
|
@ -206,7 +206,7 @@ A HUGE glittering pile of money.~
|
|||
~
|
||||
20 0 0 0 0 a 0 0 0 0 0 0 0
|
||||
1000 0 0 0
|
||||
1 1 0 0
|
||||
1 1 0 0 0
|
||||
#4322
|
||||
glogtar key~
|
||||
Glogtar's key~
|
||||
|
|
@ -214,7 +214,7 @@ A key is lying here, covered with dirt.~
|
|||
~
|
||||
18 c 0 0 0 a 0 0 0 0 0 0 0
|
||||
0 0 0 0
|
||||
1 50 5 0
|
||||
1 50 5 0 0
|
||||
#4323
|
||||
king hunting tunic~
|
||||
a hunting tunic for the king~
|
||||
|
|
@ -222,7 +222,7 @@ A tunic for hunting lies here, unused for years.~
|
|||
~
|
||||
9 g 0 0 0 ad 0 0 0 0 0 0 0
|
||||
4 0 0 0
|
||||
4 293 30 0
|
||||
4 293 30 0 0
|
||||
A
|
||||
18 2
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -41,7 +41,7 @@ A
|
|||
A
|
||||
17 -1
|
||||
#4604
|
||||
gqueen ants stinger~
|
||||
queen ants stinger~
|
||||
a stinger from the queen ant~
|
||||
Looks like someone ripped off the tip of a Queen ant's butt.~
|
||||
~
|
||||
|
|
|
|||
|
|
@ -230,8 +230,8 @@ A potato has been left here.~
|
|||
6 0 0 0
|
||||
3 75 0 0
|
||||
E
|
||||
potatoe~
|
||||
This is just an ordinary looking potatoe. You might want to wipe off the
|
||||
potato~
|
||||
This is just an ordinary looking potato. You might want to wipe off the
|
||||
dirt before you eat it.
|
||||
~
|
||||
#526
|
||||
|
|
|
|||
|
|
@ -735,6 +735,7 @@ Room Variables Example~
|
|||
%echo% SECTOR: %self.sector%
|
||||
%echo% VNUM: %self.vnum%
|
||||
%echo% WEATHER: %self.weather%
|
||||
%echo% CONTENTS 1: %self.contents(1)%
|
||||
~
|
||||
#30
|
||||
Text Variables Example~
|
||||
|
|
@ -960,7 +961,7 @@ if %arg.is_pc% == 1
|
|||
elseif %arg.is_pc% == 0
|
||||
%echo% It is a mob.
|
||||
else
|
||||
%echo It is an object.
|
||||
%echo% It is an object.
|
||||
end
|
||||
~
|
||||
#35
|
||||
|
|
@ -1317,7 +1318,7 @@ switch %cmd%
|
|||
break
|
||||
case fingerprint
|
||||
if %arg% != open
|
||||
if %arg != close
|
||||
if %arg% != close
|
||||
%send% %actor% You must type either:
|
||||
%send% %actor% fingerprint open
|
||||
%send% %actor% or
|
||||
|
|
@ -1408,13 +1409,13 @@ Mob Death Purges Equipment~
|
|||
* Purge all inventory first.
|
||||
say You damn whipper snappers. You may have beat me this time, but my equipment goes only to those who deserve it.
|
||||
emote donates everything.
|
||||
while %self.inventory%%
|
||||
while %self.inventory%
|
||||
%purge% %self.inventory%
|
||||
done
|
||||
* While we have an equipment slot, purge that too.
|
||||
set i 0
|
||||
while %i% < 18
|
||||
set item %self.eq(%i%)%
|
||||
eval item %%self.eq(%i%)%%
|
||||
if %item%
|
||||
%purge% %item%
|
||||
end
|
||||
|
|
@ -1460,7 +1461,7 @@ Parrot Array Example~
|
|||
wait 1 s
|
||||
emote squawks loudly.
|
||||
wait 1 s
|
||||
* 75% chance of learning phrase.
|
||||
* 75 percent chance of learning phrase.
|
||||
eval polly %random.4%
|
||||
if %polly% > 1
|
||||
* Ignore if already known
|
||||
|
|
@ -2029,7 +2030,7 @@ Mob Hitprcnt Example~
|
|||
0 l 50
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Fires at 50% hitpoints.
|
||||
* Fires at 50 percent hitpoints.
|
||||
%zoneecho% %self.room.vnum% %self.name% shouts 'HELP! I'm under ATTACK! HELP!'
|
||||
* Remove the trigger so it won't fire again if the mob heals.
|
||||
detach 71 %self.id%
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@ Obj Command 100 - portal to Midgaard~
|
|||
1 c 7
|
||||
en~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
if %cmd.mudcommand% == enter && %arg% /= portal
|
||||
if %cmd.mudcommand% == enter && portal /= %arg%
|
||||
%send% %actor% You enter the portal.
|
||||
%echoaround% %actor% %actor.name% bravely enters the portal.
|
||||
%teleport% %actor% 3001
|
||||
|
|
@ -1071,7 +1071,7 @@ if squeeze /= %cmd% && chicken /= %arg%
|
|||
%echoaround% %actor% %actor.name% squeezes the life out of %actor.hisher% rubber chicken making a racket with its squeaking.
|
||||
%asound% A loud and annoying squeaking sound can be heard close by.
|
||||
else
|
||||
%send %actor% What would you like to squeeze?
|
||||
%send% %actor% What would you like to squeeze?
|
||||
return 0
|
||||
end
|
||||
~
|
||||
|
|
@ -1239,8 +1239,8 @@ if %actor%
|
|||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
|
|
@ -1250,7 +1250,7 @@ Cast spells on Greet - M135~
|
|||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* Cast a random spell on players that enter. But, only if they are not already
|
||||
* affected and only 10% of the time.
|
||||
* affected and only 10 percent of the time.
|
||||
switch %random.12%
|
||||
case 1
|
||||
if %actor.affect(blind)%
|
||||
|
|
@ -1351,7 +1351,7 @@ elseif %cmd.mudcommand% == buy
|
|||
else
|
||||
%load% obj %quest_item% %actor% inv
|
||||
tell %actor.name% here you go.
|
||||
nop %actor.questpoints(-%quest_item_cost%)
|
||||
nop %actor.questpoints(-%quest_item_cost%)%
|
||||
end
|
||||
elseif %cmd.mudcommand% == sell
|
||||
tell %actor.name% I don't want anything you have.
|
||||
|
|
@ -1556,7 +1556,7 @@ say %speech%
|
|||
~
|
||||
#174
|
||||
Underground Spy M30 T174~
|
||||
0 b 100
|
||||
0 b 20
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
if !%self.follower%
|
||||
|
|
@ -1731,7 +1731,7 @@ if %self.worn_by%
|
|||
%damage% %actor% 2
|
||||
end * Set the next target.
|
||||
set kickers %next_kicker%
|
||||
wait % s
|
||||
wait 1 s
|
||||
* Loop back.
|
||||
done
|
||||
end
|
||||
|
|
@ -1811,7 +1811,7 @@ set text[17] Try a little kindness. As little as possible.
|
|||
set text[18] If at first you don't succeed try management.
|
||||
set text[19] Ahhh. I see the screw-up fairy has visited us again.
|
||||
set text[20] Not a morning person doesn't even begin to describe it.
|
||||
set text[21] 80% of success is just showing up.
|
||||
set text[21] 80 percent of success is just showing up.
|
||||
set text[22] It's lonely at the top but you eat better.
|
||||
set text[23] When I want your opinion, I'll beat it out of you.
|
||||
set text[24] Make it idiot proof and someone will make a better idiot.
|
||||
|
|
@ -1963,7 +1963,7 @@ Aristotle - 22~
|
|||
0 b 10
|
||||
~
|
||||
* Aristotle - M22 - T185 By Rumble
|
||||
eval max %random.27%
|
||||
eval max %random.26%
|
||||
set txt[1] education is an ornament in prosperity and a refuge in adversity.
|
||||
set txt[2] a good man with a flaw who had come to an unjustified bad end.
|
||||
set txt[3] All paid jobs absorb and degrade the mind.
|
||||
|
|
@ -1988,7 +1988,8 @@ set txt[21] I count him braver who overcomes his desires than him who conquers h
|
|||
set txt[22] The unfortunate need people who will be kind to them; the prosperous need people to be kind to.
|
||||
set txt[23] Youth is easily deceived, because it is quick to hope.
|
||||
set txt[24] Teaching is the highest form of understanding.
|
||||
set txt[25] Excellence is an art won by training and habituation. We do not act rightly because we have virtue or excellence, but we rather have those because we have acted rightly. We are what we repeatedly do. Excellence, then, is not an act but a habitset txt[27] Courage is a man's ability to handle fear.
|
||||
set txt[25] Excellence is an art won by training and habituation. We do not act rightly because we have virtue or excellence, but we rather have those because we have acted rightly. We are what we repeatedly do. Excellence, then, is not an act but a habit
|
||||
set txt[26] Courage is a man's ability to handle fear.
|
||||
set speech %%txt[%max%]%%
|
||||
eval speech %speech%
|
||||
say %speech%
|
||||
|
|
|
|||
|
|
@ -218,7 +218,7 @@ wait 120 sec
|
|||
Master Roshis Kamehameha Wave - 10329 ~
|
||||
1 c 7
|
||||
kame~
|
||||
if %cmd==kamehameha && %arg%==wave && %actor.fighting%
|
||||
if %cmd%==kamehameha && %arg%==wave && %actor.fighting%
|
||||
%damage% %actor.fighting% 99999
|
||||
%echoaround% %actor% @G%actor.name% clasps %actor.hisher% hands at his side
|
||||
and begins to yell "KaMeHaMeHa!!!!"@n
|
||||
|
|
|
|||
|
|
@ -81,7 +81,7 @@ if %actor.id% == 4891
|
|||
%send% %actor% You drift into a calm slumber.
|
||||
%force% %actor% sleep
|
||||
else
|
||||
%force %actor% sleep
|
||||
%force% %actor% sleep
|
||||
end
|
||||
~
|
||||
#10410
|
||||
|
|
@ -197,7 +197,7 @@ eval here %self.room%
|
|||
eval today %here.weather%
|
||||
say The weather eh? Give me a little.
|
||||
wait 1 sec
|
||||
%echo %self.name% looks up into the sky and pulls a notepad out of his pocket.
|
||||
%echo% %self.name% looks up into the sky and pulls a notepad out of his pocket.
|
||||
wait 3 sec
|
||||
%echo% %self.name% begins to jot down something on his notepad.
|
||||
wait 3 sec
|
||||
|
|
|
|||
|
|
@ -206,7 +206,7 @@ if %arg% == bracelet
|
|||
if %self.timer% == 0
|
||||
eval give %actor.maxmove% - %actor.move%
|
||||
eval percent (%give% * 8) / 10
|
||||
eval power %%actor.move(%percent%)%
|
||||
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
|
||||
|
|
|
|||
|
|
@ -391,12 +391,12 @@ drop %object.name.car%
|
|||
0 j 100
|
||||
~
|
||||
if %object.vnum% == 11807
|
||||
if %actor.varexists(zn118_crayondone)
|
||||
if %actor.varexists(zn118_crayondone)%
|
||||
wait 1 s
|
||||
say I have already written in that for you.
|
||||
give journal %actor.name%
|
||||
drop journal
|
||||
elseif %actor.varexists(zn118_crayonquest)
|
||||
elseif %actor.varexists(zn118_crayonquest)%
|
||||
wait 1 s
|
||||
say Ah! Now, let me see...
|
||||
wait 1 s
|
||||
|
|
@ -462,12 +462,12 @@ end
|
|||
0 j 100
|
||||
~
|
||||
if %object.vnum% == 11807
|
||||
if %actor.varexists(zn118_birddone)
|
||||
if %actor.varexists(zn118_birddone)%
|
||||
wait 1 s
|
||||
say I have already written in that for you.
|
||||
give journal %actor.name%
|
||||
drop journal
|
||||
elseif %actor.varexists(zn118_birdquest)
|
||||
elseif %actor.varexists(zn118_birdquest)%
|
||||
wait 1 s
|
||||
say Thank you %actor.name%. Now part of me feels free too.
|
||||
wait 2 s
|
||||
|
|
@ -797,12 +797,12 @@ eval room %room% + 11874
|
|||
0 j 100
|
||||
~
|
||||
if %object.vnum% == 11807
|
||||
if %actor.varexists(zn118_tunneldone)
|
||||
if %actor.varexists(zn118_tunneldone)%
|
||||
wait 1 s
|
||||
say I have already written in that for you.
|
||||
give journal %actor.name%
|
||||
drop journal
|
||||
elseif %actor.varexists(zn118_tunnelquest)
|
||||
elseif %actor.varexists(zn118_tunnelquest)%
|
||||
eval score %actor.zn118_tunnelquest% - 1
|
||||
if %score% < 15
|
||||
wait 1 s
|
||||
|
|
@ -1070,7 +1070,7 @@ if %arg% == north || %arg% == east || %arg% == south || %arg% == west || %arg%
|
|||
case 2
|
||||
%send% %people% %actor.name% tries to shoot you but misses.
|
||||
%send% %actor% You try to shoot %people.name% but miss.
|
||||
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses%
|
||||
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses
|
||||
%purge% %actor.inventory(2733)%
|
||||
%load% obj 2733
|
||||
break
|
||||
|
|
@ -1200,7 +1200,7 @@ if %arg.mudcommand% == north || %arg.mudcommand% == east || %arg.mudcommand% ==
|
|||
case 2
|
||||
%send% %people% %actor.name% tries to shoot you but misses.
|
||||
%send% %actor% You try to shoot %people.name% with %weapon.shortdesc% but miss.
|
||||
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses%
|
||||
%echoaround% %actor% %actor.name% tries to shoot %people.name% but misses
|
||||
%purge% %actor.inventory(%arrow%)%
|
||||
%load% obj %arrow%
|
||||
break
|
||||
|
|
@ -1242,12 +1242,12 @@ test~
|
|||
0 j 100
|
||||
~
|
||||
if %object.vnum% == 11807
|
||||
if %actor.varexists(zn118_runningdone)
|
||||
if %actor.varexists(zn118_runningdone)%
|
||||
wait 1 s
|
||||
say I have already written in that for you.
|
||||
give journal %actor.name%
|
||||
drop journal
|
||||
elseif %actor.varexists(zn118_runningquest)
|
||||
elseif %actor.varexists(zn118_runningquest)%
|
||||
wait 1 s
|
||||
emote pauses to think for a moment.
|
||||
wait 1 s
|
||||
|
|
@ -1359,12 +1359,12 @@ global taken
|
|||
0 j 100
|
||||
~
|
||||
if %object.vnum% == 11807
|
||||
if %actor.varexists(zn118_blinddone)
|
||||
if %actor.varexists(zn118_blinddone)%
|
||||
wait 1 s
|
||||
say I have already written in that for you.
|
||||
give journal %actor.name%
|
||||
drop journal
|
||||
elseif %actor.varexists(zn118_blindword)
|
||||
elseif %actor.varexists(zn118_blindword)%
|
||||
wait 1 s
|
||||
say Since you have proved yourself willing to read...
|
||||
wait 1 s
|
||||
|
|
@ -1463,12 +1463,12 @@ end
|
|||
0 j 100
|
||||
~
|
||||
if %object.vnum% == 11807
|
||||
if %actor.varexists(zn118_blinddone)
|
||||
if %actor.varexists(zn118_blinddone)%
|
||||
wait 1 s
|
||||
say I have already written in that for you.
|
||||
give journal %actor.name%
|
||||
drop journal
|
||||
elseif %actor.varexists(zn118_blindword)
|
||||
elseif %actor.varexists(zn118_blindword)%
|
||||
wait 1 s
|
||||
say Since you have proved yourself willing to read...
|
||||
wait 1 s
|
||||
|
|
@ -1503,9 +1503,9 @@ if %actor.varexists(zn118_knifestart)%
|
|||
if %speech% == start
|
||||
eval max %random.3%
|
||||
set txt[1] right
|
||||
set txt[2] middle
|
||||
set txt[3] left
|
||||
set ball %%txt[%max%]%%
|
||||
set txt[2] middle
|
||||
set txt[3] left
|
||||
set ball %%txt[%max%]%%
|
||||
eval ball %ball%
|
||||
emote places the ball under the %ball% cup.
|
||||
wait 1 s
|
||||
|
|
@ -1694,7 +1694,7 @@ new trigger~
|
|||
if %self.master% == %actor%
|
||||
%echo% test
|
||||
if %cmd%==minv
|
||||
%send% %actor% your mules inv%
|
||||
%send% %actor% your mules inv
|
||||
else
|
||||
return 0
|
||||
end
|
||||
|
|
@ -1834,12 +1834,12 @@ end
|
|||
0 j 100
|
||||
~
|
||||
if %object.vnum% == 11807
|
||||
if %actor.varexists(zn118_weepingdone)
|
||||
if %actor.varexists(zn118_weepingdone)%
|
||||
wait 1 s
|
||||
say I have already written in that for you.
|
||||
give journal %actor.name%
|
||||
drop journal
|
||||
elseif %actor.varexists(zn118_weepingquest)
|
||||
elseif %actor.varexists(zn118_weepingquest)%
|
||||
rdelete zn118_weepingquest %actor.id%
|
||||
set zn118_weepingdone 1
|
||||
remote zn118_weepingdone %actor.id%
|
||||
|
|
@ -1895,12 +1895,12 @@ end
|
|||
0 j 100
|
||||
~
|
||||
if %object.vnum% == 11807
|
||||
if %actor.varexists(zn118_knifedone)
|
||||
if %actor.varexists(zn118_knifedone)%
|
||||
wait 1 s
|
||||
say I have already written in that for you.
|
||||
give journal %actor.name%
|
||||
drop journal
|
||||
elseif %actor.varexists(zn118_knifequest)
|
||||
elseif %actor.varexists(zn118_knifequest)%
|
||||
rdelete zn118_knifequest %actor.id%
|
||||
set zn118_knifedone 1
|
||||
remote zn118_knifedone %actor.id%
|
||||
|
|
@ -2263,12 +2263,12 @@ end
|
|||
0 j 100
|
||||
~
|
||||
if %object.vnum% == 11807
|
||||
if %actor.varexists(zn118_thindone)
|
||||
if %actor.varexists(zn118_thindone)%
|
||||
wait 1 s
|
||||
say I have already written in that for you.
|
||||
give journal %actor.name%
|
||||
drop journal
|
||||
elseif %actor.varexists(zn118_thinwrite)
|
||||
elseif %actor.varexists(zn118_thinwrite)%
|
||||
wait 2 s
|
||||
emote dips a finger in her glass of wine, dragging it over the pages of the journal.
|
||||
wait 2 s
|
||||
|
|
@ -2322,12 +2322,12 @@ end
|
|||
0 j 100
|
||||
~
|
||||
if %object.vnum% == 11807
|
||||
if %actor.varexists(zn118_mutedone)
|
||||
if %actor.varexists(zn118_mutedone)%
|
||||
wait 1 s
|
||||
say I have already written in that for you.
|
||||
give journal %actor.name%
|
||||
drop journal
|
||||
elseif %actor.varexists(zn118_mutewrite)
|
||||
elseif %actor.varexists(zn118_mutewrite)%
|
||||
rdelete zn118_mutewrite %actor.id%
|
||||
set zn118_mutedone 1
|
||||
remote zn118_mutedone %actor.id%
|
||||
|
|
@ -2642,183 +2642,6 @@ else
|
|||
drop %object.name.car%
|
||||
end
|
||||
~
|
||||
#11885
|
||||
testing~
|
||||
0 f 100
|
||||
~
|
||||
eval here %actor.room%
|
||||
eval person %here.people%
|
||||
while %person%
|
||||
if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id%
|
||||
%echo% %person.name%
|
||||
eval name %self.name%
|
||||
eval word ^%name.car%
|
||||
while %name%
|
||||
eval rest %name.cdr%
|
||||
eval next %rest.car%
|
||||
eval word %word%_%next%
|
||||
eval name %rest%
|
||||
done
|
||||
eval value %word%
|
||||
eval var %%person.varexists(%value%)%%
|
||||
if %var%
|
||||
eval percent %%person.%value%%
|
||||
eval percent %percent% + 1
|
||||
set %value% %percent%
|
||||
remote %value% %person.id%
|
||||
else
|
||||
set %value% 1
|
||||
remote %value% %person.id%
|
||||
end
|
||||
end
|
||||
eval person %person.next_in_room%
|
||||
done
|
||||
~
|
||||
#11886
|
||||
testtwo~
|
||||
0 f 100
|
||||
~
|
||||
eval value %self.vnum%
|
||||
eval here %actor.room%
|
||||
eval person %here.people%
|
||||
while %person%
|
||||
if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id%
|
||||
%echo% %person.name%
|
||||
eval name %self.name%
|
||||
eval word %name.car%
|
||||
while %name%
|
||||
eval rest %name.cdr%
|
||||
eval next %rest.car%
|
||||
eval word %word%_%next%
|
||||
eval name %rest%
|
||||
done
|
||||
eval mob %word%
|
||||
eval var %%person.varexists(%value%)%%
|
||||
if %var%
|
||||
eval percent %%person.%value%
|
||||
%echo% percent : %percent%
|
||||
eval number %percent.cdr%
|
||||
eval mobname %percent.car%
|
||||
eval number %number% + 1
|
||||
eval %value% %mobname% %number%
|
||||
remote %value% %person.id%
|
||||
else
|
||||
set %value% %word% 1
|
||||
remote %value% %person.id%
|
||||
end
|
||||
if %person.varexists(trophy)%
|
||||
eval end %person.trophy%
|
||||
if !%end% /= %value%
|
||||
%echo% should be adding!!!!
|
||||
eval trophy %person.trophy% %value%
|
||||
remote trophy %person.id%
|
||||
end
|
||||
else
|
||||
set trophy %value%
|
||||
remote trophy %person.id%
|
||||
end
|
||||
end
|
||||
eval person %person.next_in_room%
|
||||
done
|
||||
~
|
||||
#11887
|
||||
testing3~
|
||||
2 c 100
|
||||
trophy~
|
||||
%echo% %2710.name%
|
||||
~
|
||||
#11888
|
||||
testing4~
|
||||
0 f 100
|
||||
~
|
||||
eval here %actor.room%
|
||||
eval person %here.people%
|
||||
while %person%
|
||||
if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id%
|
||||
%echo% %person.name%
|
||||
eval name %self.name%
|
||||
eval word ^%name.car%
|
||||
while %name%
|
||||
eval rest %name.cdr%
|
||||
eval next %rest.car%
|
||||
eval word %word%_%next%
|
||||
eval name %rest%
|
||||
done
|
||||
if %person.varexists(trophy)%
|
||||
if !%person.trophy% /= %word%
|
||||
set tro %person.trophy%_%word%
|
||||
set trophy %tro%
|
||||
remote trophy %person.id%
|
||||
end
|
||||
else
|
||||
set trophy %word%
|
||||
remote trophy %person.id%
|
||||
end
|
||||
eval value %word%
|
||||
eval var %%person.varexists(%value%)%%
|
||||
if %var%
|
||||
eval percent %%person.%value%%
|
||||
eval percent %percent% + 1
|
||||
set %value% %percent%
|
||||
remote %value% %person.id%
|
||||
else
|
||||
set %value% 1
|
||||
remote %value% %person.id%
|
||||
end
|
||||
end
|
||||
eval person %person.next_in_room%
|
||||
done
|
||||
~
|
||||
#11889
|
||||
mobs killed recorded in trophy~
|
||||
0 f 100
|
||||
~
|
||||
eval value %self.vnum%
|
||||
eval here %actor.room%
|
||||
eval person %here.people%
|
||||
while %person%
|
||||
if %person.id% == %actor.id% || %person.id% == %actor.master.id% || %person.id% == %actor.follower.id%
|
||||
%echo% %person.name%
|
||||
eval name %self.name%
|
||||
eval word %name.car%
|
||||
while %name%
|
||||
eval rest %name.cdr%
|
||||
eval next %rest.car%
|
||||
eval word %word%_%next%
|
||||
eval name %rest%
|
||||
done
|
||||
eval mob %word%
|
||||
eval var %%person.varexists(%value%)%%
|
||||
if %var%
|
||||
eval percent %%person.%value%
|
||||
%echo% percent : %percent%
|
||||
eval number %percent.cdr%
|
||||
eval mobname %percent.car%
|
||||
eval number %number% + 1
|
||||
eval %value% %mobname% %number%
|
||||
remote %value% %person.id%
|
||||
else
|
||||
set %value% %word% 1
|
||||
remote %value% %person.id%
|
||||
end
|
||||
end
|
||||
eval person %person.next_in_room%
|
||||
done
|
||||
~
|
||||
#11890
|
||||
trophy reports~
|
||||
2 c 100
|
||||
trophy~
|
||||
set number 2700
|
||||
while %number% < 2799
|
||||
if %%actor.varexists(%number%)%%
|
||||
eval var %%actor.%number%%
|
||||
eval mobname %var.car%
|
||||
eval amount %var.cdr%
|
||||
%send% %actor% %mobname% : %amount% killed
|
||||
eval %number% %number% + 1
|
||||
done
|
||||
~
|
||||
#11891
|
||||
(07) journal entries~
|
||||
1 c 3
|
||||
|
|
|
|||
|
|
@ -206,7 +206,7 @@ end
|
|||
if %self.affects(UNUSED)%
|
||||
%echo% This object is affected with unused.
|
||||
end
|
||||
if %self.affects(INFRA)%
|
||||
if %self.affects(CHARM)%
|
||||
%echo% This object is affected with charm.
|
||||
end
|
||||
~
|
||||
|
|
@ -445,8 +445,7 @@ go~
|
|||
if %cmd% == go
|
||||
* By Mordecai
|
||||
* Animal chase board game. Triggers: 1212-1214. O1212, M1212 in R1200.
|
||||
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg
|
||||
%==stay)
|
||||
if !(%arg%==up||%arg%==down||%arg%==left||%arg%==right||!%created%||!%arg%||%arg%==stay)
|
||||
return 0
|
||||
if %cmd%!=gos
|
||||
%send% %actor% Type: go < up | down | left | right >
|
||||
|
|
@ -945,27 +944,27 @@ Hunger, Thirst, Drunk Test Trigger~
|
|||
wait 1
|
||||
%echo% Hello %actor.name%
|
||||
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
||||
nop %actor.hunger(50)
|
||||
nop %actor.thirst(50)
|
||||
nop %actor.drunk(50)
|
||||
nop %actor.hunger(50)%
|
||||
nop %actor.thirst(50)%
|
||||
nop %actor.drunk(50)%
|
||||
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
||||
nop %actor.hunger(-10)
|
||||
nop %actor.thirst(-10)
|
||||
nop %actor.drunk(-10)
|
||||
nop %actor.hunger(-10)%
|
||||
nop %actor.thirst(-10)%
|
||||
nop %actor.drunk(-10)%
|
||||
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
||||
nop %actor.hunger(20)
|
||||
nop %actor.thirst(21)
|
||||
nop %actor.drunk(22)
|
||||
nop %actor.hunger(20)%
|
||||
nop %actor.thirst(21)%
|
||||
nop %actor.drunk(22)%
|
||||
%echo% Hunger: %actor.hunger% Thirst: %actor.thirst% Drunk: %actor.drunk%
|
||||
*
|
||||
while %actor.hunger% >= 0
|
||||
nop %actor.hunger(-1)
|
||||
nop %actor.hunger(-1)%
|
||||
done
|
||||
while %actor.thirst% >= 0
|
||||
nop %actor.thirst(-1)
|
||||
nop %actor.thirst(-1)%
|
||||
done
|
||||
while %actor.drunk% >= 0
|
||||
nop %actor.drunk(-1)
|
||||
nop %actor.drunk(-1)%
|
||||
done
|
||||
~
|
||||
#1216
|
||||
|
|
@ -1483,7 +1482,7 @@ if (%actor.id% == 4891)
|
|||
%send% %actor% You drift into a calm slumber.
|
||||
%force% %actor% sleep
|
||||
else
|
||||
%force %actor% sleep
|
||||
%force% %actor% sleep
|
||||
end
|
||||
~
|
||||
#1287
|
||||
|
|
|
|||
|
|
@ -116,7 +116,7 @@ switch %number%
|
|||
set 1st %room.charat(1)%
|
||||
set 2nd %room.charat(2)%
|
||||
set 3rd %room.charat(3)%
|
||||
set zone %1st%%2nd%3rd%
|
||||
set zone %1st%%2nd%%3rd%
|
||||
break
|
||||
done
|
||||
%echo% Room #%room.vnum% is part of zone: %zone%
|
||||
|
|
|
|||
|
|
@ -48,8 +48,8 @@ if %actor%
|
|||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
|
|
|
|||
|
|
@ -1484,10 +1484,10 @@ Obj Remove Straitjacket - 1300~
|
|||
return 0
|
||||
~
|
||||
#1348
|
||||
Obj Trigger Example, ice cream melting~
|
||||
delete me~
|
||||
1 f 100
|
||||
~
|
||||
say
|
||||
* No Script
|
||||
~
|
||||
#1349
|
||||
free~
|
||||
|
|
@ -2263,8 +2263,8 @@ return 0
|
|||
Random Mob Purge~
|
||||
2 b 100
|
||||
~
|
||||
* This script checks if anyone is in the room. If so each mob has a 50% chance of
|
||||
* being purged 5% of the time.
|
||||
* This script checks if anyone is in the room. If so each mob has a 50
|
||||
* percent chance of being purged 5 percent of the time.
|
||||
eval target %self.people%
|
||||
while %target%
|
||||
eval tmp_target %target.next_in_room%
|
||||
|
|
@ -2549,7 +2549,7 @@ Mob Speech Parrot~
|
|||
wait 1s
|
||||
emote squawks loudly.
|
||||
wait 1s
|
||||
*** 75% chance of learning phrase
|
||||
*** 75 percent chance of learning phrase
|
||||
eval polly %random.4%
|
||||
if (%polly% > 1)
|
||||
say %speech%
|
||||
|
|
|
|||
|
|
@ -338,7 +338,7 @@ if %dir.mudcommand% == north || %dir.mudcommand% == east || %dir.mudcommand% ==
|
|||
set finaldam 0
|
||||
set i 0
|
||||
while %i% != %dice%
|
||||
eval tempDam %%random.%dam%%
|
||||
eval tempDam %random.%dam%%
|
||||
eval finaldam %finaldam% + %tempDam%
|
||||
eval i %i% +1
|
||||
done
|
||||
|
|
|
|||
|
|
@ -432,8 +432,8 @@ else
|
|||
end
|
||||
* Portal example with arguments: enter
|
||||
* if portal /= %arg%
|
||||
* %send %actor% You enter the portal.
|
||||
* %echoaround %actor.name% %actor.name% bravely steps into the portal.
|
||||
* %send% %actor% You enter the portal.
|
||||
* %echoaround% %actor.name% %actor.name% bravely steps into the portal.
|
||||
* %teleport% %actor% 3001
|
||||
* %force% %actor% look
|
||||
* %echoaround% %actor% %actor.name% steps through a portal.
|
||||
|
|
@ -464,7 +464,7 @@ Room Drop Example~
|
|||
2 h 100
|
||||
~
|
||||
%echo% %actor.name% tries to drop object type: %object.type%
|
||||
if %object.type% == TRA
|
||||
if %object.type% == TRASH
|
||||
%echo% No Littering!
|
||||
return 0
|
||||
end
|
||||
|
|
|
|||
|
|
@ -1,77 +1,77 @@
|
|||
#15000
|
||||
Thief - 15015~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
#15001
|
||||
Magic User - 15032~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
$~
|
||||
#15000
|
||||
Thief - 15015~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
#15001
|
||||
Magic User - 15032~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -639,21 +639,23 @@ attach 8917 %self.id%
|
|||
eval where %self.room%
|
||||
eval where2 %where.vnum%
|
||||
if %where2% == 1982
|
||||
%echo% A large rumbling sound can be heard as the passage to the north opens.
|
||||
%door% 1982 north room 1983
|
||||
%door% 1982 north description A great black cavern looms beyond, the stone that covered it glowing and quivering with magic.
|
||||
%door% 1983 south room 1982
|
||||
%door% 1983 south description A faint magical glow comes from this direction, a rectangular slab removed from the cavernous wall.
|
||||
wait 1 sec
|
||||
%echo% A large rumbling sound can be heard as the passage to the north opens.
|
||||
%door% 1982 north room 1983
|
||||
%door% 1982 north description A great black cavern looms beyond, the stone that covered it glowing and quivering with magic.
|
||||
%door% 1983 south room 1982
|
||||
%door% 1983 south description A faint magical glow comes from this direction, a rectangular slab removed from the cavernous wall.
|
||||
end
|
||||
~
|
||||
#1941
|
||||
(1929) leaving candle removes exit~
|
||||
1 h 100
|
||||
~
|
||||
eval where %self.room%
|
||||
if %where% == }51286
|
||||
%echo% The ground rumbles as a heavy stone slab slides back into place in the northern wall.
|
||||
%door% 1982 north purge
|
||||
eval where %self.room.vnum%
|
||||
if %where% == 1982
|
||||
wait 1 sec
|
||||
%echo% The ground rumbles as a heavy stone slab slides back into place in the northern wall.
|
||||
%door% 1982 north purge
|
||||
end
|
||||
~
|
||||
#1942
|
||||
|
|
|
|||
|
|
@ -408,6 +408,14 @@ else
|
|||
say I only work for the Gods.
|
||||
end
|
||||
~
|
||||
#219
|
||||
Modify AC on wear~
|
||||
1 j 100
|
||||
~
|
||||
osetval 0 9
|
||||
wait 1 sec
|
||||
%send% %actor% As you wear %self.shortdesc% you feel more protected.
|
||||
~
|
||||
#220
|
||||
Birthday Present Unwrap~
|
||||
1 c 3
|
||||
|
|
|
|||
|
|
@ -86,9 +86,6 @@ done
|
|||
seagull eat the crabs~
|
||||
0 d 100
|
||||
test~
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 201 on The Builder Academy, so you
|
||||
* should be looking for 201xx, where xx is 00-99.
|
||||
%echo% FINDOBJ: There are %findobj.1233(1300)% objects of vnum 1300 in roo
|
||||
m 1233.
|
||||
%echo% There is %findobj.1233(1332664)% object of ID 1332605 in r
|
||||
|
|
@ -102,9 +99,6 @@ in room 1233.
|
|||
the crabs sleep - 20101~
|
||||
0 b 100
|
||||
~
|
||||
* in this file are not changed, and will have to be edited by hand.
|
||||
* This zone was number 201 on The Builder Academy, so you
|
||||
crab sleep
|
||||
if ( %time.hour% <=7 || %time.hour% >=19)
|
||||
eval line %random.5%
|
||||
switch %line%
|
||||
|
|
@ -154,10 +148,6 @@ end
|
|||
Siren sings to all around her - 20104~
|
||||
2 g 100
|
||||
~
|
||||
* This zone was number 201 on The Builder Academy, so you
|
||||
If %actor.name% == Elixias
|
||||
return 0
|
||||
else
|
||||
if (%actor.sex% == male)
|
||||
%send% %actor% You hear someone sing, the voice overpowering your senses and strangely luring...
|
||||
wait 2 secs
|
||||
|
|
@ -166,7 +156,6 @@ else
|
|||
%force% %actor% south
|
||||
%force% %actor% look
|
||||
end
|
||||
end
|
||||
~
|
||||
#20113
|
||||
Siren confuses the male - 20104~
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -1,111 +1,111 @@
|
|||
#2500
|
||||
Near Death Trap Whirlpool - 2529~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 10 sec
|
||||
%send% %actor% You begin to lose consciousness from lack of oxygen.
|
||||
wait 2 sec
|
||||
%send% %actor% You try to breathe in the putrid water and gag.
|
||||
set stunned %actor.hitp% + 2
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% The current lessens and you float to the surface.
|
||||
%send% %actor% The Gods must favor you this day.
|
||||
~
|
||||
#2501
|
||||
Magic User - 4,7,8,10,14-18,20-34,36-38,40-41,48-49,52-54,56-57,59-60,62,64~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
#2502
|
||||
Thief - 2511~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
#2503
|
||||
Healer - 2501~
|
||||
0 b 10
|
||||
~
|
||||
* This is required because a random trig does not have an actor.
|
||||
set actor %random.char%
|
||||
* only continue if an actor is defined.
|
||||
if %actor%
|
||||
* if they have lost more than half their hitpoints heal em
|
||||
if %actor.hitp% < %actor.maxhitp% / 2
|
||||
wait 1 sec
|
||||
say You are injured, let me help.
|
||||
wait 2 sec
|
||||
%echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration.
|
||||
%send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration.
|
||||
dg_cast 'heal' %actor%
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
#2500
|
||||
Near Death Trap Whirlpool - 2529~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 10 sec
|
||||
%send% %actor% You begin to lose consciousness from lack of oxygen.
|
||||
wait 2 sec
|
||||
%send% %actor% You try to breathe in the putrid water and gag.
|
||||
set stunned %actor.hitp% + 2
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% The current lessens and you float to the surface.
|
||||
%send% %actor% The Gods must favor you this day.
|
||||
~
|
||||
#2501
|
||||
Magic User - 4,7,8,10,14-18,20-34,36-38,40-41,48-49,52-54,56-57,59-60,62,64~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
#2502
|
||||
Thief - 2511~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
#2503
|
||||
Healer - 2501~
|
||||
0 b 10
|
||||
~
|
||||
* This is required because a random trig does not have an actor.
|
||||
set actor %random.char%
|
||||
* only continue if an actor is defined.
|
||||
if %actor%
|
||||
* if they have lost more than half their hitpoints heal em
|
||||
if %actor.hitp% < %actor.maxhitp% / 2
|
||||
wait 1 sec
|
||||
say You are injured, let me help.
|
||||
wait 2 sec
|
||||
%echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration.
|
||||
%send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration.
|
||||
dg_cast 'heal' %actor%
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -74,7 +74,7 @@ High Priest of Terror - 26714~
|
|||
switch %random.2%
|
||||
case 1
|
||||
emote utters the words, 'ordalaba'.
|
||||
dg_cast 'charm' %actor
|
||||
dg_cast 'charm' %actor%
|
||||
break
|
||||
case 2
|
||||
emote waves $s hands in a swirling motion.
|
||||
|
|
|
|||
|
|
@ -418,7 +418,7 @@ end
|
|||
(2741-56) Random spooky messages in temple~
|
||||
2 b 40
|
||||
~
|
||||
eval person %self.people(people.-1)%
|
||||
eval person %self.people%
|
||||
if (%person% > 0)
|
||||
switch %random.15%
|
||||
case 0
|
||||
|
|
@ -499,7 +499,7 @@ done
|
|||
test randomroom~
|
||||
2 b 100
|
||||
~
|
||||
eval person %self.people(-1)%
|
||||
eval person %self.people%
|
||||
if (%person% > 0)
|
||||
%echo% test works
|
||||
end
|
||||
|
|
@ -660,7 +660,7 @@ end
|
|||
%echo% You realise too late that only an empty chasm lies below. Plummeting faster and faster, you don't even have time to pray before you hit the ground!
|
||||
wait 2 s
|
||||
%purge%
|
||||
eval person %self.people(people.-1)%
|
||||
eval person %self.people%
|
||||
if (%person% > 0)
|
||||
%teleport% %actor% 2700
|
||||
%force% %actor% look
|
||||
|
|
@ -697,7 +697,7 @@ if %cmd%==shoot
|
|||
if %quiver%
|
||||
%force% %actor% take arrow quiver
|
||||
%send% %actor% You prepare to shoot.
|
||||
if %actor.inventory(2733)
|
||||
if %actor.inventory(2733)%
|
||||
%echo% About to nod
|
||||
set ready 1
|
||||
remote ready %actor.id%
|
||||
|
|
@ -939,7 +939,7 @@ move~
|
|||
(2763) toothy loads on reset~
|
||||
2 af 100
|
||||
~
|
||||
eval person %self.people(people.-1)%
|
||||
eval person %self.people%
|
||||
if (%person% < 1)
|
||||
%purge%
|
||||
%load% mob 2713
|
||||
|
|
|
|||
|
|
@ -52,7 +52,7 @@ switch %random.23%
|
|||
say Ah! Fellow travellers! Come have a look at the finest silk this side of the infamous Ched Razimtheth!
|
||||
break
|
||||
case 14
|
||||
look %actor%
|
||||
emote looks at you.
|
||||
say You are feebly attired for the danger that lies ahead.
|
||||
break
|
||||
case 15
|
||||
|
|
@ -443,8 +443,8 @@ if %actor%
|
|||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
|
|
|
|||
|
|
@ -1,30 +1,30 @@
|
|||
#27900
|
||||
Thief Renoir - 27949~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
#27994
|
||||
Mask - 27990~
|
||||
0 g 100
|
||||
~
|
||||
wait 2 sec
|
||||
say Help me I am the real king.
|
||||
wait 7 sec
|
||||
say Is to late for me, but please revenge me.
|
||||
wait 2 sec
|
||||
shout arrrggghh!!!
|
||||
%load% obj 27991
|
||||
%load% obj 27992
|
||||
%purge% man
|
||||
~
|
||||
$~
|
||||
#27900
|
||||
Thief Renoir - 27949~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
#27994
|
||||
Mask - 27990~
|
||||
0 g 100
|
||||
~
|
||||
wait 2 sec
|
||||
say Help me I am the real king.
|
||||
wait 7 sec
|
||||
say Is to late for me, but please revenge me.
|
||||
wait 2 sec
|
||||
shout arrrggghh!!!
|
||||
%load% obj 27991
|
||||
%load% obj 27992
|
||||
%purge% man
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -1,16 +1,16 @@
|
|||
#28700
|
||||
Thief - 28712~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
#28700
|
||||
Thief - 28712~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -167,8 +167,8 @@ if %actor%
|
|||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
|
|
|
|||
|
|
@ -545,7 +545,7 @@ elseif %cmd.mudcommand% == buy
|
|||
dg_affect %pet_name% charm on 999
|
||||
emote opens the stable door and returns leading your horse by its reins.
|
||||
tell %actor.name% here you go. Treat'em well.
|
||||
nop %actor.gold(-%pet_cost%)
|
||||
nop %actor.gold(-%pet_cost%)%
|
||||
end
|
||||
elseif %cmd.mudcommand% == sell
|
||||
tell %actor.name% Does it look like I buy things?
|
||||
|
|
|
|||
|
|
@ -84,8 +84,8 @@ if %actor%
|
|||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
|
|
@ -542,8 +542,9 @@ Mortal Greet~
|
|||
2 s 100
|
||||
~
|
||||
* By Rumble of The Builder Academy tbamud.com 9091
|
||||
* TBA mortal greet and equip. New players start at level 0.
|
||||
wait 1 sec
|
||||
if %actor.level% < 3
|
||||
if %actor.level% == 0
|
||||
if !%actor.eq(*)%
|
||||
%load% obj 3037 %actor% light
|
||||
%load% obj 3083 %actor% rfinger
|
||||
|
|
|
|||
|
|
@ -1,74 +1,74 @@
|
|||
#5100
|
||||
Near Death Trap Sacrificial Pit - 5143~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 4 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% The spiders bring you to the brink of death.
|
||||
%send% %actor% Then scurry away as if something scared them.
|
||||
~
|
||||
#5101
|
||||
Magic User - 5103, 5104, 5107, 5108~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
$~
|
||||
#5100
|
||||
Near Death Trap Sacrificial Pit - 5143~
|
||||
2 g 100
|
||||
~
|
||||
* Near Death Trap stuns actor
|
||||
wait 4 sec
|
||||
set stunned %actor.hitp%
|
||||
%damage% %actor% %stunned%
|
||||
wait 2 sec
|
||||
%send% %actor% The spiders bring you to the brink of death.
|
||||
%send% %actor% Then scurry away as if something scared them.
|
||||
~
|
||||
#5101
|
||||
Magic User - 5103, 5104, 5107, 5108~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -1,179 +1,179 @@
|
|||
#5400
|
||||
Thief Guildguard - 5459~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != thief
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5401
|
||||
Mage Guildguard - 5456~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == north
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != magic user
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5402
|
||||
Cleric Guildguard - 5457~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != cleric
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5403
|
||||
Warrior Guildguard - 5458~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != warrior
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5404
|
||||
Magic User - 5421-5428, 5440, 5455~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
#5405
|
||||
Cityguard - 5434, 61-63, 82~
|
||||
0 b 50
|
||||
~
|
||||
if !%self.fighting%
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_killer%
|
||||
emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.is_thief%
|
||||
emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.cha% < 6
|
||||
%send% %actor% %self.name% spits in your face.
|
||||
%echoaround% %actor% %self.name% spits in %actor.name%'s face.
|
||||
end
|
||||
if %actor.fighting%
|
||||
eval victim %actor.fighting%
|
||||
if %actor.align% < %victim.align% && %victim.align% >= 0
|
||||
emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'
|
||||
kill %actor.name%
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#5406
|
||||
Healer - 5481~
|
||||
0 b 10
|
||||
~
|
||||
* This is required because a random trig does not have an actor.
|
||||
set actor %random.char%
|
||||
* only continue if an actor is defined.
|
||||
if %actor%
|
||||
* if they have lost more than half their hitpoints heal em
|
||||
if %actor.hitp% < %actor.maxhitp% / 2
|
||||
wait 1 sec
|
||||
say You are injured, let me help.
|
||||
wait 2 sec
|
||||
%echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration.
|
||||
%send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration.
|
||||
dg_cast 'heal' %actor%
|
||||
end
|
||||
end
|
||||
~
|
||||
#5407
|
||||
Thief - 5435~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)
|
||||
nop %self.gold(%coins%)
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
#5400
|
||||
Thief Guildguard - 5459~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != thief
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5401
|
||||
Mage Guildguard - 5456~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == north
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != magic user
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5402
|
||||
Cleric Guildguard - 5457~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != cleric
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5403
|
||||
Warrior Guildguard - 5458~
|
||||
0 q 100
|
||||
~
|
||||
* Check the direction the player must go to enter the guild.
|
||||
if %direction% == south
|
||||
* Stop them if they are not the appropriate class.
|
||||
if %actor.class% != warrior
|
||||
return 0
|
||||
%send% %actor% The guard humiliates you, and blocks your way.
|
||||
%echoaround% %actor% The guard humiliates %actor.name%, and blocks %actor.hisher% way.
|
||||
end
|
||||
end
|
||||
~
|
||||
#5404
|
||||
Magic User - 5421-5428, 5440, 5455~
|
||||
0 k 10
|
||||
~
|
||||
switch %actor.level%
|
||||
case 1
|
||||
case 2
|
||||
case 3
|
||||
break
|
||||
case 4
|
||||
dg_cast 'magic missile' %actor%
|
||||
break
|
||||
case 5
|
||||
dg_cast 'chill touch' %actor%
|
||||
break
|
||||
case 6
|
||||
dg_cast 'burning hands' %actor%
|
||||
break
|
||||
case 7
|
||||
case 8
|
||||
dg_cast 'shocking grasp' %actor%
|
||||
break
|
||||
case 9
|
||||
case 10
|
||||
case 11
|
||||
dg_cast 'lightning bolt' %actor%
|
||||
break
|
||||
case 12
|
||||
dg_cast 'color spray' %actor%
|
||||
break
|
||||
case 13
|
||||
dg_cast 'energy drain' %actor%
|
||||
break
|
||||
case 14
|
||||
dg_cast 'curse' %actor%
|
||||
break
|
||||
case 15
|
||||
dg_cast 'poison' %actor%
|
||||
break
|
||||
case 16
|
||||
if %actor.align% > 0
|
||||
dg_cast 'dispel good' %actor%
|
||||
else
|
||||
dg_cast 'dispel evil' %actor%
|
||||
end
|
||||
break
|
||||
case 17
|
||||
case 18
|
||||
dg_cast 'call lightning' %actor%
|
||||
break
|
||||
case 19
|
||||
case 20
|
||||
case 21
|
||||
case 22
|
||||
dg_cast 'harm' %actor%
|
||||
break
|
||||
default
|
||||
dg_cast 'fireball' %actor%
|
||||
break
|
||||
done
|
||||
~
|
||||
#5405
|
||||
Cityguard - 5434, 61-63, 82~
|
||||
0 b 50
|
||||
~
|
||||
if !%self.fighting%
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_killer%
|
||||
emote screams 'HEY!!! You're one of those PLAYER KILLERS!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.is_thief%
|
||||
emote screams 'HEY!!! You're one of those PLAYER THIEVES!!!!!!'
|
||||
kill %actor.name%
|
||||
elseif %actor.cha% < 6
|
||||
%send% %actor% %self.name% spits in your face.
|
||||
%echoaround% %actor% %self.name% spits in %actor.name%'s face.
|
||||
end
|
||||
if %actor.fighting%
|
||||
eval victim %actor.fighting%
|
||||
if %actor.align% < %victim.align% && %victim.align% >= 0
|
||||
emote screams 'PROTECT THE INNOCENT! BANZAI! CHARGE! ARARARAGGGHH!'
|
||||
kill %actor.name%
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
~
|
||||
#5406
|
||||
Healer - 5481~
|
||||
0 b 10
|
||||
~
|
||||
* This is required because a random trig does not have an actor.
|
||||
set actor %random.char%
|
||||
* only continue if an actor is defined.
|
||||
if %actor%
|
||||
* if they have lost more than half their hitpoints heal em
|
||||
if %actor.hitp% < %actor.maxhitp% / 2
|
||||
wait 1 sec
|
||||
say You are injured, let me help.
|
||||
wait 2 sec
|
||||
%echoaround% %actor% %self.name% lays %self.hisher% hands on %actor.name%'s wounds and bows %actor.hisher% head in concentration.
|
||||
%send% %actor% %self.name% lays %self.hisher% hands on your wounds and bows %actor.hisher% head in concentration.
|
||||
dg_cast 'heal' %actor%
|
||||
end
|
||||
end
|
||||
~
|
||||
#5407
|
||||
Thief - 5435~
|
||||
0 b 10
|
||||
~
|
||||
set actor %random.char%
|
||||
if %actor%
|
||||
if %actor.is_pc% && %actor.gold%
|
||||
%send% %actor% You discover that %self.name% has %self.hisher% hands in your wallet.
|
||||
%echoaround% %actor% %self.name% tries to steal gold from %actor.name%.
|
||||
eval coins %actor.gold% * %random.10% / 100
|
||||
nop %actor.gold(-%coins%)%
|
||||
nop %self.gold(%coins%)%
|
||||
end
|
||||
end
|
||||
~
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -20,13 +20,13 @@ barkeeper greeting~
|
|||
say Welcome, come over here and get you something to drink.
|
||||
~
|
||||
#7539
|
||||
witch doctor chart~
|
||||
witch doctor chant~
|
||||
0 b 100
|
||||
~
|
||||
* %echo% sends to the room
|
||||
%echo% %self.name% sways his arms chanting.
|
||||
* %asound% sends to the neighbouring rooms.
|
||||
%asound% You hear a bizarre chanting from nearby.
|
||||
%asound% You hear a bizarre chanting from nearby.
|
||||
* wait waits a little while before letting the script be run again.
|
||||
wait 20 s
|
||||
~
|
||||
|
|
@ -34,7 +34,7 @@ wait 20 s
|
|||
chubby man greeting~
|
||||
0 g 100
|
||||
~
|
||||
Say Hello, wait here and I will see if Empress Kiona will see you.
|
||||
say Hello, wait here and I will see if Empress Kiona will see you.
|
||||
~
|
||||
#7567
|
||||
voodoo doll says out~
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@ Small Fish (8301) Schooling~
|
|||
~
|
||||
if %actor.vnum% == 8301
|
||||
follow %actor%
|
||||
else
|
||||
detach all %self.id%
|
||||
end
|
||||
~
|
||||
#8302
|
||||
|
|
@ -33,7 +33,7 @@ if %actor.vnum% == 8301
|
|||
end
|
||||
~
|
||||
#8303
|
||||
Self-Healing on 50% HP~
|
||||
Self-Healing on half HP~
|
||||
0 l 50
|
||||
~
|
||||
eval repair %random.3%
|
||||
|
|
@ -265,7 +265,7 @@ Polly (8313) Learn & Repeat~
|
|||
wait 1s
|
||||
emote squawks loudly.
|
||||
wait 1s
|
||||
*** 75% chance of learning phrase
|
||||
*** 75 percent chance of learning phrase
|
||||
eval polly %random.4%
|
||||
if (%polly% > 1)
|
||||
%echo% Polly the Parrot says, '%speech%'
|
||||
|
|
|
|||
|
|
@ -112,7 +112,7 @@ D3
|
|||
S
|
||||
#6
|
||||
Building~
|
||||
This hallway running west to east is the route you will advance upon after
|
||||
This hallway running west to east is the route you will advance after
|
||||
completing each hallway leading off to the north (if there is one) @RHELP TBAMAP@n.
|
||||
The first thing all builders need to realize is that their area is not going
|
||||
to be the best, and it is not going to have the best equipment or toughest mobs
|
||||
|
|
@ -551,22 +551,53 @@ Our lives begin to end the day we become silent about things that matter.
|
|||
~
|
||||
0 8 0 0 0 0
|
||||
E
|
||||
undefined~
|
||||
test
|
||||
july4~
|
||||
On July 4, 1776, we claimed our independence from England and Democracy was
|
||||
born. Every day thousands leave their homeland to come to the "land of the
|
||||
free and the home of the brave" so they can begin their American Dream. The
|
||||
United States is truly a diverse nation made up of dynamic people. Each year
|
||||
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
|
||||
picnics, and family ga-therings. Through the Internet we are learning about
|
||||
and communicat-ing with people of different nations, with different languages
|
||||
and different races throughout the world. Bringing the world closer with
|
||||
understanding and knowledge can only benefit all nations. We invite all
|
||||
nations to celebrate with Americans online this Fourth of July. Happy
|
||||
Birthday, America!
|
||||
~
|
||||
E
|
||||
Catcher Rye~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
oath~
|
||||
I do solemnly swear that I will support and defend the Constitution of the
|
||||
United States against all enemies, foreign and domestic, and to bear true faith
|
||||
and allegiance to the same that I take this obligation freely, without any
|
||||
mental reservation or purpose of evasion, and that I will well and faithfully
|
||||
discharge the duties of the office upon which I am about to enter.
|
||||
~
|
||||
E
|
||||
builder~
|
||||
|
||||
There is one timeless way of building.
|
||||
|
||||
It is thousands of years old, and the same today as it has always been.
|
||||
|
||||
The great traditional buildings of the past, the villages and tents and
|
||||
temples in which man feels at home, have always been made by people who were
|
||||
very close to the center of this way. It is not possible to make great
|
||||
buildings, or great towns, beautiful places, places where you feel yourself,
|
||||
places where you feel alive, except by following this way. And, as you will
|
||||
see, this way will lead anyone who looks for it to buildings which are
|
||||
themselves as ancient in their form, as the trees and hills, and as our faces
|
||||
are.
|
||||
--The Timeless Way of Building
|
||||
~
|
||||
E
|
||||
war~
|
||||
War is an ugly thing, but not the ugliest of things. The decayed and
|
||||
degraded state of moral and patriotic feeling which thinks that nothing is
|
||||
worth war is much worse. The person who has nothing for which he is willing to
|
||||
fight, nothing which is more important than his own personal safety, is a
|
||||
miserable creature and has no chance of being free unless made and kept so by
|
||||
the exertions of better men than himself.
|
||||
John Stuart Mill
|
||||
~
|
||||
E
|
||||
old glory flag~
|
||||
|
|
@ -599,53 +630,22 @@ or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
|
|||
may I wave.
|
||||
~
|
||||
E
|
||||
war~
|
||||
War is an ugly thing, but not the ugliest of things. The decayed and
|
||||
degraded state of moral and patriotic feeling which thinks that nothing is
|
||||
worth war is much worse. The person who has nothing for which he is willing to
|
||||
fight, nothing which is more important than his own personal safety, is a
|
||||
miserable creature and has no chance of being free unless made and kept so by
|
||||
the exertions of better men than himself.
|
||||
John Stuart Mill
|
||||
Catcher Rye~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
~
|
||||
E
|
||||
builder~
|
||||
|
||||
There is one timeless way of building.
|
||||
|
||||
It is thousands of years old, and the same today as it has always been.
|
||||
|
||||
The great traditional buildings of the past, the villages and tents and
|
||||
temples in which man feels at home, have always been made by people who were
|
||||
very close to the center of this way. It is not possible to make great
|
||||
buildings, or great towns, beautiful places, places where you feel yourself,
|
||||
places where you feel alive, except by following this way. And, as you will
|
||||
see, this way will lead anyone who looks for it to buildings which are
|
||||
themselves as ancient in their form, as the trees and hills, and as our faces
|
||||
are.
|
||||
--The Timeless Way of Building
|
||||
~
|
||||
E
|
||||
oath~
|
||||
I do solemnly swear that I will support and defend the Constitution of the
|
||||
United States against all enemies, foreign and domestic, and to bear true faith
|
||||
and allegiance to the same that I take this obligation freely, without any
|
||||
mental reservation or purpose of evasion, and that I will well and faithfully
|
||||
discharge the duties of the office upon which I am about to enter.
|
||||
~
|
||||
E
|
||||
july4~
|
||||
On July 4, 1776, we claimed our independence from England and Democracy was
|
||||
born. Every day thousands leave their homeland to come to the "land of the
|
||||
free and the home of the brave" so they can begin their American Dream. The
|
||||
United States is truly a diverse nation made up of dynamic people. Each year
|
||||
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
|
||||
picnics, and family ga-therings. Through the Internet we are learning about
|
||||
and communicat-ing with people of different nations, with different languages
|
||||
and different races throughout the world. Bringing the world closer with
|
||||
understanding and knowledge can only benefit all nations. We invite all
|
||||
nations to celebrate with Americans online this Fourth of July. Happy
|
||||
Birthday, America!
|
||||
undefined~
|
||||
test
|
||||
~
|
||||
S
|
||||
#34
|
||||
|
|
@ -835,14 +835,14 @@ D2
|
|||
~
|
||||
0 0 98
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
E
|
||||
floor~
|
||||
The stone floor is the same shade of grey as the sky and is completely plain
|
||||
and unscratched. It is probably too hard for anything to leave as much as a
|
||||
scratch on it.
|
||||
~
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
|
|
|||
|
|
@ -1711,7 +1711,7 @@ S
|
|||
A Makeshift Bedroom~
|
||||
This roughly made bedroom is actually part of the larger, open basement. A
|
||||
crude structure of wood panelling and hanging blankets separates the small
|
||||
squarish area from the rest of the room, allowing for some privacy and seclusion
|
||||
square-ish area from the rest of the room, allowing for some privacy and seclusion
|
||||
although no doors or solid walls seal it off. A television set flickers dimly
|
||||
in the shadows, unwatched but left to buzz continually, as if there was a need
|
||||
to fill the place with constant noise.
|
||||
|
|
|
|||
|
|
@ -116,12 +116,6 @@ didn't notice that exit before isn't it?
|
|||
~
|
||||
0 -1 1204
|
||||
S
|
||||
#1233
|
||||
An unfinished room~
|
||||
You are in an unfinished room.
|
||||
~
|
||||
12 0 0 0 0 0
|
||||
S
|
||||
#1290
|
||||
The Immortal Board Hall~
|
||||
You are standing in a large hall, exits lead off to the board rooms of the
|
||||
|
|
|
|||
|
|
@ -878,7 +878,7 @@ entrance. A large wardrobe, facing south contains his uniforms and general
|
|||
away-mission equipment. A comfortable looking recliner with a matching footrest
|
||||
sits beside the door, along with a bright reading lamp and end table. Two large
|
||||
windows offer a great view of space. A small partition at the northern part of
|
||||
the room contains Picard's sleeping a
|
||||
the room contains Picard's sleeping area.
|
||||
~
|
||||
241 8 0 0 0 0
|
||||
D3
|
||||
|
|
|
|||
|
|
@ -659,7 +659,7 @@ S
|
|||
#26426
|
||||
The Dark Forest~
|
||||
Travelling through this dark and mysterious realm, you cannot help but wonder
|
||||
what was your foolhearty reason for making the trek down that cliff face in the
|
||||
what was your foolhardy reason for making the trek down that cliff face in the
|
||||
first place. Most people with some shred of common sense wouldn't even have
|
||||
given it a second thought when they saw those rungs in the stone, they would've
|
||||
turned right around. Maybe you should've, too.
|
||||
|
|
@ -685,7 +685,7 @@ S
|
|||
#26427
|
||||
The Dark Forest~
|
||||
Travelling through this dark and mysterious realm, you cannot help but wonder
|
||||
what was your foolhearty reason for making the trek down that cliff face in the
|
||||
what was your foolhardy reason for making the trek down that cliff face in the
|
||||
first place. Most people with some shred of common sense wouldn't even have
|
||||
given it a second thought when they saw those rungs in the stone, they would've
|
||||
turned right around. Maybe you should've, too.
|
||||
|
|
|
|||
|
|
@ -966,7 +966,7 @@ You see the shower room.
|
|||
S
|
||||
#27542
|
||||
The Shower Room~
|
||||
You stand in a dim room that appears to be surprisingly decrepid
|
||||
You stand in a dim room that appears to be surprisingly decrepit
|
||||
for part of such a new building. It seems doubtful that anyone actually
|
||||
showers here, as you'd probably only get more dirty attempting to.
|
||||
As you peer through what little light there is, you notice a loose grate
|
||||
|
|
|
|||
|
|
@ -51,6 +51,10 @@ Zone 301 is linked to the following zones:
|
|||
302 Campus at 30142 (north) ---> 30201
|
||||
302 Campus at 30142 (east ) ---> 30203
|
||||
302 Campus at 30199 (up ) ---> 30200
|
||||
|
||||
(Mobs Stay_Zone flags have all been disabled to allow free access between
|
||||
301, 302 and 303. Please ensure that any entrances into the area are flagged
|
||||
nomob to keep them in. - Parna for TBAMud.)
|
||||
~
|
||||
S
|
||||
#30101
|
||||
|
|
@ -104,13 +108,13 @@ Campus Crescent continues to the west.
|
|||
~
|
||||
0 -1 30101
|
||||
E
|
||||
dorm dormitory dormitories~
|
||||
Well, they're dormitories. What else can be said?
|
||||
~
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
The cobblestones are clean.
|
||||
~
|
||||
E
|
||||
dorm dormitory dormitories~
|
||||
Well, they're dormitories. What else can be said?
|
||||
~
|
||||
S
|
||||
#30103
|
||||
Campus Crescent~
|
||||
|
|
@ -136,13 +140,13 @@ Campus Crescent continues to the west.
|
|||
~
|
||||
0 -1 30102
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
The cobblestones are clean.
|
||||
~
|
||||
E
|
||||
caf cafeteria~
|
||||
You barely see, through the thick putrid fumes, the Mary Rotte Cafeteria.
|
||||
~
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
The cobblestones are clean.
|
||||
~
|
||||
S
|
||||
#30104
|
||||
The Crossroads~
|
||||
|
|
@ -206,13 +210,13 @@ The Crossroads lie to the west.
|
|||
~
|
||||
0 -1 30104
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
The cobblestones are clean.
|
||||
~
|
||||
E
|
||||
building~
|
||||
The buildings seem warm and inviting. You almost feel like hugging one.
|
||||
~
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
The cobblestones are clean.
|
||||
~
|
||||
S
|
||||
#30106
|
||||
Campus Crescent~
|
||||
|
|
@ -243,8 +247,8 @@ Campus Crescent continues to the west.
|
|||
~
|
||||
0 -1 30105
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
The cobblestones are still clean.
|
||||
round building~
|
||||
Yes... It's a round building. Go figure.
|
||||
~
|
||||
E
|
||||
bookstore~
|
||||
|
|
@ -252,8 +256,8 @@ bookstore~
|
|||
floor.
|
||||
~
|
||||
E
|
||||
round building~
|
||||
Yes... It's a round building. Go figure.
|
||||
cobblestone stone cobble~
|
||||
The cobblestones are still clean.
|
||||
~
|
||||
S
|
||||
#30107
|
||||
|
|
@ -278,13 +282,13 @@ Campus Crescent and its cobblestones are to the west.
|
|||
~
|
||||
0 -1 30106
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
It's asphalt, you idiot! If you want to look at cobblestones, go west.
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
It's asphalt, you idiot! If you want to look at cobblestones, go west.
|
||||
~
|
||||
S
|
||||
#30108
|
||||
University Avenue~
|
||||
|
|
@ -308,8 +312,8 @@ The cafeteria lies to the west.
|
|||
~
|
||||
0 -1 30128
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
It's a dirt road. There are NO cobblestones here, although to the north...
|
||||
cafeteria fog~
|
||||
The fog seems to be coming from the Mary Rotte Cafeteria.
|
||||
~
|
||||
E
|
||||
dirt~
|
||||
|
|
@ -317,8 +321,8 @@ dirt~
|
|||
World Dictionary)
|
||||
~
|
||||
E
|
||||
cafeteria fog~
|
||||
The fog seems to be coming from the Mary Rotte Cafeteria.
|
||||
cobblestone stone cobble~
|
||||
It's a dirt road. There are NO cobblestones here, although to the north...
|
||||
~
|
||||
S
|
||||
#30109
|
||||
|
|
@ -338,14 +342,14 @@ Morris House lies to the west.
|
|||
~
|
||||
0 -1 30129
|
||||
E
|
||||
dormitory dorm~
|
||||
They are student living establishments.
|
||||
~
|
||||
E
|
||||
dirt~
|
||||
It's unclean matter, such as mud, trash, earth, or soil. (Webster's New
|
||||
World Dictionary)
|
||||
~
|
||||
E
|
||||
dormitory dorm~
|
||||
They are student living establishments.
|
||||
~
|
||||
S
|
||||
#30110
|
||||
University Avenue~
|
||||
|
|
@ -374,8 +378,8 @@ The Engineering building, Ellis Hall, lies to the west.
|
|||
~
|
||||
0 -1 30132
|
||||
E
|
||||
cobblestone stone cobble~
|
||||
It's a dirt road. There are NO cobblestones here, although to the south...
|
||||
building buildings~
|
||||
There are two buildings here. Which one?
|
||||
~
|
||||
E
|
||||
dirt~
|
||||
|
|
@ -383,8 +387,8 @@ dirt~
|
|||
World Dictionary)
|
||||
~
|
||||
E
|
||||
building buildings~
|
||||
There are two buildings here. Which one?
|
||||
cobblestone stone cobble~
|
||||
It's a dirt road. There are NO cobblestones here, although to the south...
|
||||
~
|
||||
S
|
||||
#30111
|
||||
|
|
@ -414,14 +418,14 @@ The Commerce building, Dunning Hall, lies to the west.
|
|||
~
|
||||
0 -1 30135
|
||||
E
|
||||
building buildings~
|
||||
There are two buildings here. Which one?
|
||||
~
|
||||
E
|
||||
dirt~
|
||||
It's unclean matter, such as mud, trash, earth, or soil. (Webster's New
|
||||
World Dictionary)
|
||||
~
|
||||
E
|
||||
building buildings~
|
||||
There are two buildings here. Which one?
|
||||
~
|
||||
S
|
||||
#30112
|
||||
University Avenue~
|
||||
|
|
@ -473,9 +477,8 @@ University Avenue continues to the south.
|
|||
~
|
||||
0 -1 30112
|
||||
E
|
||||
dirt~
|
||||
It's unclean matter, such as mud, trash, earth, or soil. (Webster's New
|
||||
World Dictionary)
|
||||
building~
|
||||
The student centre lies to the east.
|
||||
~
|
||||
E
|
||||
sign warning~
|
||||
|
|
@ -488,8 +491,9 @@ Fine $ 53.75 for excessively loud noises.
|
|||
ENTER AT YOUR OWN RISK!
|
||||
~
|
||||
E
|
||||
building~
|
||||
The student centre lies to the east.
|
||||
dirt~
|
||||
It's unclean matter, such as mud, trash, earth, or soil. (Webster's New
|
||||
World Dictionary)
|
||||
~
|
||||
S
|
||||
#30114
|
||||
|
|
@ -514,13 +518,13 @@ University Avenue lies to the west.
|
|||
~
|
||||
0 -1 30112
|
||||
E
|
||||
non-descript non descript~
|
||||
(No description)
|
||||
~
|
||||
E
|
||||
building~
|
||||
The student centre lies to the north.
|
||||
~
|
||||
E
|
||||
non-descript non descript~
|
||||
(No description)
|
||||
~
|
||||
S
|
||||
#30115
|
||||
Union Street~
|
||||
|
|
@ -549,13 +553,13 @@ Union Street continues to the west.
|
|||
~
|
||||
0 -1 30114
|
||||
E
|
||||
non-descript non descript~
|
||||
(No description)
|
||||
~
|
||||
E
|
||||
building buildings~
|
||||
There are two buildings here. Which one?
|
||||
~
|
||||
E
|
||||
non-descript non descript~
|
||||
(No description)
|
||||
~
|
||||
S
|
||||
#30116
|
||||
Division Road~
|
||||
|
|
@ -580,13 +584,13 @@ Union Street is to the west.
|
|||
~
|
||||
0 -1 30115
|
||||
E
|
||||
building gym arena~
|
||||
The Jock Hardy Arena lies to the north.
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
building gym arena~
|
||||
The Jock Hardy Arena lies to the north.
|
||||
~
|
||||
S
|
||||
#30117
|
||||
Division Road~
|
||||
|
|
@ -605,13 +609,13 @@ Division Road continues south.
|
|||
~
|
||||
0 -1 30118
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
zork~
|
||||
What would possess you to look at that? What is a zork anyways?
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
S
|
||||
#30118
|
||||
Division Road~
|
||||
|
|
@ -635,14 +639,14 @@ The Campus bookstore lies to the west.
|
|||
~
|
||||
0 -1 30141
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
bookstore building~
|
||||
The bookstore is a 2-story cubical building, loud noises emanate from the top
|
||||
floor.
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
S
|
||||
#30119
|
||||
Division Road~
|
||||
|
|
@ -661,13 +665,13 @@ Division Road continues south.
|
|||
~
|
||||
0 -1 30120
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
zork~
|
||||
What would possess you to look at that? What is a zork anyways?
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
S
|
||||
#30120
|
||||
Division Road~
|
||||
|
|
@ -686,14 +690,14 @@ Division Road continues south.
|
|||
~
|
||||
0 -1 30121
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
tree~
|
||||
It has been placed here just to relieve the monotony. It serves no other
|
||||
purpose whatsoever.
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
S
|
||||
#30121
|
||||
Division Road~
|
||||
|
|
@ -713,16 +717,16 @@ Wally World sits to the east.
|
|||
~
|
||||
0 -1 30142
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
E
|
||||
dorm dormitory~
|
||||
This is a rather tall dormitory. You'd guess that in real life, it's
|
||||
probably 11-stories high, but since that would take an absurd amount of time to
|
||||
program, you don't think that there are that many floors in this replica of the
|
||||
building.
|
||||
~
|
||||
E
|
||||
asphalt pavement~
|
||||
It's asphalt.
|
||||
~
|
||||
S
|
||||
#30122
|
||||
The Northern Campus Entrance~
|
||||
|
|
@ -739,6 +743,12 @@ The Student GHETTO... Beware!
|
|||
~
|
||||
0 -1 30123
|
||||
E
|
||||
gate gateway pillar~
|
||||
The gateway is made of limestone and covered in ivy. As you already knew
|
||||
that you feel rather silly wasting your time looking at it. There is a sign on
|
||||
the left pillar.
|
||||
~
|
||||
E
|
||||
sign plaque~
|
||||
The nicely polished brass plaque reads:
|
||||
|
||||
|
|
@ -746,12 +756,6 @@ sign plaque~
|
|||
|
||||
ENTER AT YOUR OWN RISK
|
||||
~
|
||||
E
|
||||
gate gateway pillar~
|
||||
The gateway is made of limestone and covered in ivy. As you already knew
|
||||
that you feel rather silly wasting your time looking at it. There is a sign on
|
||||
the left pillar.
|
||||
~
|
||||
S
|
||||
#30123
|
||||
The Ghetto~
|
||||
|
|
@ -826,14 +830,14 @@ There is a locked door leading to a stairwell.
|
|||
door~
|
||||
1 30105 30295
|
||||
E
|
||||
mailbox mailboxes~
|
||||
All of the mailboxes are all empty ... Just like normal you think.
|
||||
~
|
||||
E
|
||||
tiles floor~
|
||||
The floor is covered with tiles that are so ugly, you have a difficult time
|
||||
keeping your lunch down
|
||||
~
|
||||
E
|
||||
mailbox mailboxes~
|
||||
All of the mailboxes are all empty ... Just like normal you think.
|
||||
~
|
||||
S
|
||||
#30127
|
||||
Mary Rotte Cafeteria Entrance~
|
||||
|
|
@ -860,14 +864,14 @@ There is a doorway leading to the kitchen.
|
|||
door doorway~
|
||||
1 -1 30143
|
||||
E
|
||||
cafeteria caf~
|
||||
Yes, this is the cafeteria.
|
||||
~
|
||||
E
|
||||
door doorway~
|
||||
You believe that the doorway leads to the kitchen. Let's give our
|
||||
compliments to the chef... *grin*
|
||||
~
|
||||
E
|
||||
cafeteria caf~
|
||||
Yes, this is the cafeteria.
|
||||
~
|
||||
S
|
||||
#30128
|
||||
Mary Rotte Cafeteria Entrance~
|
||||
|
|
@ -894,14 +898,14 @@ The dining hall lies to the west... Beware!
|
|||
~
|
||||
0 -1 30148
|
||||
E
|
||||
cafeteria caf~
|
||||
Yes, this is the cafeteria.
|
||||
~
|
||||
E
|
||||
door doorway~
|
||||
You believe that the doorway leads to the kitchen. Let's give our
|
||||
compliments to the chef... *grin*
|
||||
~
|
||||
E
|
||||
cafeteria caf~
|
||||
Yes, this is the cafeteria.
|
||||
~
|
||||
S
|
||||
#30129
|
||||
Morris House~
|
||||
|
|
@ -951,16 +955,16 @@ The hallway continues west.
|
|||
~
|
||||
0 -1 30324
|
||||
E
|
||||
round circle circular~
|
||||
Yes, it's round.
|
||||
~
|
||||
E
|
||||
footnote~
|
||||
Yes, believe it or not, this is a reasonably accurate representation of the
|
||||
Physics building, Stirling Hall at our university. The lecture halls are
|
||||
numbered in the same manner as represented and it is in fact round, so that you
|
||||
can walk in one direction all the way around the building.
|
||||
~
|
||||
E
|
||||
round circle circular~
|
||||
Yes, it's round.
|
||||
~
|
||||
S
|
||||
#30131
|
||||
The Student Health Services Entrance~
|
||||
|
|
@ -1030,13 +1034,13 @@ University Avenue lies to the west.
|
|||
~
|
||||
0 -1 30110
|
||||
E
|
||||
halls hallways hall hallway~
|
||||
They are twisting alright.
|
||||
~
|
||||
E
|
||||
minds mind great greatest~
|
||||
All of whom were probably smarter than you.
|
||||
~
|
||||
E
|
||||
halls hallways hall hallway~
|
||||
They are twisting alright.
|
||||
~
|
||||
S
|
||||
#30134
|
||||
Corry-Mack Hall~
|
||||
|
|
@ -1057,13 +1061,13 @@ Campus Crescent lies to the south.
|
|||
~
|
||||
0 -1 30105
|
||||
E
|
||||
halls hallways hall hallway~
|
||||
They are twisting alright.
|
||||
~
|
||||
E
|
||||
minds mind great greatest~
|
||||
All of whom were probably smarter than you.
|
||||
~
|
||||
E
|
||||
halls hallways hall hallway~
|
||||
They are twisting alright.
|
||||
~
|
||||
S
|
||||
#30135
|
||||
Dunning Hall Lobby~
|
||||
|
|
@ -1200,10 +1204,6 @@ A long hallway lies to the west.
|
|||
~
|
||||
0 -1 30153
|
||||
E
|
||||
plaque plaques~
|
||||
They are rather boring. A bunch of people you don't know.
|
||||
~
|
||||
E
|
||||
sign~
|
||||
The sign says:
|
||||
@n
|
||||
|
|
@ -1212,6 +1212,10 @@ sign~
|
|||
Locker Rooms -> West
|
||||
Exit -> South
|
||||
~
|
||||
E
|
||||
plaque plaques~
|
||||
They are rather boring. A bunch of people you don't know.
|
||||
~
|
||||
S
|
||||
#30140
|
||||
The Grant Hall Building~
|
||||
|
|
@ -1300,13 +1304,13 @@ The kitchen continues south.
|
|||
~
|
||||
0 -1 30144
|
||||
E
|
||||
door doorway~
|
||||
You stare intently at the door. Its wooden frame enthrals you.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
door doorway~
|
||||
You stare intently at the door. Its wooden frame enthrals you.
|
||||
~
|
||||
S
|
||||
#30144
|
||||
The Kitchen~
|
||||
|
|
@ -1349,13 +1353,13 @@ The dining hall continues south.
|
|||
~
|
||||
0 -1 30147
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
students poor~
|
||||
You feel sorry for them.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
S
|
||||
#30146
|
||||
Dining Hall~
|
||||
|
|
@ -1376,13 +1380,13 @@ The dining hall continues west.
|
|||
~
|
||||
0 -1 30145
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
students poor~
|
||||
You feel sorry for them.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
S
|
||||
#30147
|
||||
Dining Hall~
|
||||
|
|
@ -1403,13 +1407,13 @@ The dining hall continues east.
|
|||
~
|
||||
0 -1 30148
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
students poor~
|
||||
You feel sorry for them.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
S
|
||||
#30148
|
||||
Dining Hall~
|
||||
|
|
@ -1435,13 +1439,13 @@ The dining hall continues west.
|
|||
~
|
||||
0 -1 30147
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
students poor~
|
||||
You feel sorry for them.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
S
|
||||
#30149
|
||||
Kitchen~
|
||||
|
|
@ -1462,13 +1466,13 @@ There is a storeroom beyond the door to the south.
|
|||
door doorway~
|
||||
1 -1 30150
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
door doorway~
|
||||
It's a door. It has a nice steel frame surrounding a metallic door.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
S
|
||||
#30150
|
||||
A Storeroom~
|
||||
|
|
@ -1483,16 +1487,16 @@ These stairs lead back to the door to the kitchen.
|
|||
door doorway~
|
||||
1 -1 30149
|
||||
E
|
||||
food~
|
||||
Well, it's food.
|
||||
door doorway~
|
||||
It's a door. It has a nice steel frame surrounding a metallic door.
|
||||
~
|
||||
E
|
||||
spam pre-made packages ingredients uninteresting stuff~
|
||||
It's rather uninteresting.
|
||||
~
|
||||
E
|
||||
door doorway~
|
||||
It's a door. It has a nice steel frame surrounding a metallic door.
|
||||
food~
|
||||
Well, it's food.
|
||||
~
|
||||
S
|
||||
#30151
|
||||
|
|
@ -1514,13 +1518,13 @@ The kitchen continues west.
|
|||
~
|
||||
0 -1 30149
|
||||
E
|
||||
door doorway~
|
||||
You stare intently at the door. Its wooden frame enthrals you.
|
||||
~
|
||||
E
|
||||
food~
|
||||
Believe me, you don't want to look at that!
|
||||
~
|
||||
E
|
||||
door doorway~
|
||||
You stare intently at the door. Its wooden frame enthrals you.
|
||||
~
|
||||
S
|
||||
#30152
|
||||
Stairway~
|
||||
|
|
@ -1821,13 +1825,13 @@ The only way out is down.
|
|||
~
|
||||
0 -1 30165
|
||||
E
|
||||
zorpa~
|
||||
You see nothing special. Now what is a zorpa anyways?
|
||||
~
|
||||
E
|
||||
moshing mosh~
|
||||
All you can see is a mass of bodies moving up and down, up and down...
|
||||
~
|
||||
E
|
||||
zorpa~
|
||||
You see nothing special. Now what is a zorpa anyways?
|
||||
~
|
||||
S
|
||||
#30167
|
||||
The Infobank~
|
||||
|
|
@ -1848,17 +1852,17 @@ D5
|
|||
plank~
|
||||
1 -1 30171
|
||||
E
|
||||
map~
|
||||
This map shows absolutely nothing, further proving the value of student
|
||||
governments to you.
|
||||
~
|
||||
E
|
||||
list~
|
||||
The list reads:
|
||||
<name scratched out> President
|
||||
<name scratched out> Vice-President
|
||||
Seems as though everyone is claiming ignorance today.
|
||||
~
|
||||
E
|
||||
map~
|
||||
This map shows absolutely nothing, further proving the value of student
|
||||
governments to you.
|
||||
~
|
||||
S
|
||||
#30168
|
||||
The Games Room~
|
||||
|
|
@ -1905,9 +1909,8 @@ You can see the back hall from here complete with humming bank machines.
|
|||
~
|
||||
0 -1 30138
|
||||
E
|
||||
graffiti~
|
||||
You really don't want to read this! (if you want to continue reading type
|
||||
"look wirt")
|
||||
prawn~
|
||||
You see nothing special. The Prawn is in excellent condition.
|
||||
~
|
||||
E
|
||||
wirt~
|
||||
|
|
@ -1915,8 +1918,9 @@ wirt~
|
|||
read it type "look prawn"
|
||||
~
|
||||
E
|
||||
prawn~
|
||||
You see nothing special. The Prawn is in excellent condition.
|
||||
graffiti~
|
||||
You really don't want to read this! (if you want to continue reading type
|
||||
"look wirt")
|
||||
~
|
||||
S
|
||||
#30171
|
||||
|
|
@ -1994,15 +1998,15 @@ be interesting.
|
|||
~
|
||||
0 -1 30180
|
||||
E
|
||||
neat engineering devices~
|
||||
You see lots of neat engineering devices which were used in the real world at
|
||||
some point or another. At least you think they were.
|
||||
~
|
||||
E
|
||||
award awards~
|
||||
These are awards for various Engineering competitions which the university
|
||||
entered at one time or another.
|
||||
~
|
||||
E
|
||||
neat engineering devices~
|
||||
You see lots of neat engineering devices which were used in the real world at
|
||||
some point or another. At least you think they were.
|
||||
~
|
||||
S
|
||||
#30175
|
||||
Hallway~
|
||||
|
|
@ -2039,9 +2043,12 @@ The hallway you probably entered from is handily located to the west.
|
|||
~
|
||||
0 -1 30175
|
||||
E
|
||||
stage~
|
||||
The stage is located at the west end of the room. In one corner of the
|
||||
stage, there is a hockey stick lying on the ground.
|
||||
goalie~
|
||||
How did you know it was a goalie stick? Have you been reading the keywords?
|
||||
~
|
||||
E
|
||||
crest~
|
||||
The crest seems to be the crest belonging to the class of `97.
|
||||
~
|
||||
E
|
||||
hockey stick~
|
||||
|
|
@ -2049,12 +2056,9 @@ hockey stick~
|
|||
crest prominently displayed.
|
||||
~
|
||||
E
|
||||
crest~
|
||||
The crest seems to be the crest belonging to the class of `97.
|
||||
~
|
||||
E
|
||||
goalie~
|
||||
How did you know it was a goalie stick? Have you been reading the keywords?
|
||||
stage~
|
||||
The stage is located at the west end of the room. In one corner of the
|
||||
stage, there is a hockey stick lying on the ground.
|
||||
~
|
||||
S
|
||||
#30177
|
||||
|
|
@ -2262,13 +2266,13 @@ This leads into the building.
|
|||
door~
|
||||
2 30101 30178
|
||||
E
|
||||
pathway~
|
||||
The path is well worn, but there are no discernible footsteps upon it.
|
||||
~
|
||||
E
|
||||
building~
|
||||
This is the back side of Ellis Hall, the Engineering building.
|
||||
~
|
||||
E
|
||||
pathway~
|
||||
The path is well worn, but there are no discernible footsteps upon it.
|
||||
~
|
||||
S
|
||||
#30188
|
||||
A Pathway~
|
||||
|
|
|
|||
|
|
@ -44,6 +44,10 @@ Zone 302 is linked to the following zones:
|
|||
303 Campus at 30299 (north) ---> 30300
|
||||
303 Campus at 30299 (east ) ---> 30301
|
||||
Links: 64e to catacombs
|
||||
|
||||
(Mobs Stay_Zone flags have all been disabled to allow free access between
|
||||
301, 302 and 303. Please ensure that any entrances into the area are flagged
|
||||
nomob to keep them in. - Parna for TBAMud.)
|
||||
~
|
||||
E
|
||||
pole greasepole~
|
||||
|
|
@ -1762,7 +1766,7 @@ S
|
|||
#30280
|
||||
A Classroom~
|
||||
This room suddenly dispels the monotony of the halls you were just passing
|
||||
through. A small door sits quietly in the corner.
|
||||
through.
|
||||
~
|
||||
302 9 0 0 0 0
|
||||
D0
|
||||
|
|
@ -1770,11 +1774,6 @@ It is too dark to tell.
|
|||
~
|
||||
~
|
||||
0 -1 30278
|
||||
D1
|
||||
It is too difficult to see through a solid door.
|
||||
~
|
||||
door~
|
||||
1 -1 30284
|
||||
D2
|
||||
It is too dark to tell.
|
||||
~
|
||||
|
|
@ -1887,8 +1886,8 @@ S
|
|||
#30284
|
||||
Mob Chute A~
|
||||
Oops, you are not supposed to be here. This is a programmer's tool to
|
||||
disperse mobs all over campus. Exits go in all directions. There is a small
|
||||
door to the west. This goes all over Campus.
|
||||
disperse mobs all over campus. Exits go in all directions. This goes all over
|
||||
Campus.
|
||||
~
|
||||
302 136 0 0 0 0
|
||||
D0
|
||||
|
|
@ -1906,11 +1905,6 @@ This is just an exit.
|
|||
~
|
||||
~
|
||||
0 -1 30104
|
||||
D3
|
||||
This is just a door.
|
||||
~
|
||||
door~
|
||||
1 -1 30280
|
||||
D4
|
||||
This is just an exit.
|
||||
~
|
||||
|
|
|
|||
|
|
@ -21,6 +21,10 @@ Zone 303 is linked to the following zones:
|
|||
301 Campus at 30320 (west ) ---> 30130
|
||||
301 Campus at 30324 (east ) ---> 30130
|
||||
301 Campus at 30325 (north) ---> 30130
|
||||
|
||||
(Mobs Stay_Zone flags have all been disabled to allow free access between
|
||||
301, 302 and 303. Please ensure that any entrances into the area are flagged
|
||||
nomob to keep them in. - Parna for TBAMud.)
|
||||
~
|
||||
S
|
||||
#30301
|
||||
|
|
@ -40,17 +44,17 @@ Thank Bob, the hallway is still to the west of here.
|
|||
~
|
||||
0 -1 30299
|
||||
E
|
||||
bars bar ceiling~
|
||||
The bars hanging from the ceiling look quite sturdy and it looks like you
|
||||
could swing on them rather easily... If you were coordinated that is.
|
||||
~
|
||||
E
|
||||
sep~
|
||||
This is Someone Else's Problem. The only way that you are able to spot it is
|
||||
by jumping around and looking like an idiot as you try and avert your eyes so
|
||||
that it can be seen. Unfortunately, seeing it doesn't help. It looks like some
|
||||
sort of Italian Bistro... Rather strange actually.
|
||||
~
|
||||
E
|
||||
bars bar ceiling~
|
||||
The bars hanging from the ceiling look quite sturdy and it looks like you
|
||||
could swing on them rather easily... If you were coordinated that is.
|
||||
~
|
||||
S
|
||||
#30302
|
||||
Hallway~
|
||||
|
|
@ -78,14 +82,14 @@ it.
|
|||
~
|
||||
0 -1 30303
|
||||
E
|
||||
erp! erp~
|
||||
Get it... Elephants Ride Porcupines! ... ERP!
|
||||
~
|
||||
E
|
||||
martian~
|
||||
It's just a joke, you are supposed to smile at the obscure gag hidden in it.
|
||||
It's almost like saying the Elephants Ride Porcupines!
|
||||
~
|
||||
E
|
||||
erp! erp~
|
||||
Get it... Elephants Ride Porcupines! ... ERP!
|
||||
~
|
||||
S
|
||||
#30303
|
||||
Smithville~
|
||||
|
|
@ -227,16 +231,16 @@ The bedroom is to the south.
|
|||
~
|
||||
0 -1 30310
|
||||
E
|
||||
couch rocking chair~
|
||||
The flowery pattern makes you recoil in disgust, but other than that it seems
|
||||
to be a normal piece of furniture.
|
||||
~
|
||||
E
|
||||
coffee table~
|
||||
As you look at the coffee table, you notice a copy of the really rude Madonna
|
||||
book... No wait, that was just censored by the Builders. We are allowing none
|
||||
of that smut here. You are disgusted by the flowery pattern on the table.
|
||||
~
|
||||
E
|
||||
couch rocking chair~
|
||||
The flowery pattern makes you recoil in disgust, but other than that it seems
|
||||
to be a normal piece of furniture.
|
||||
~
|
||||
S
|
||||
#30310
|
||||
Bedroom~
|
||||
|
|
@ -256,8 +260,9 @@ The balcony is to the east.
|
|||
~
|
||||
0 -1 30311
|
||||
E
|
||||
dresser~
|
||||
Too bad none of the clothes in here fit you at all.
|
||||
bed~
|
||||
You feel sleepy as you look towards this, maybe ... Nope, none of those
|
||||
thoughts here!
|
||||
~
|
||||
E
|
||||
night-table~
|
||||
|
|
@ -266,9 +271,8 @@ space underneath. The thing that makes it different is that the drawer is empty
|
|||
and the top and empty space are just that. Empty.
|
||||
~
|
||||
E
|
||||
bed~
|
||||
You feel sleepy as you look towards this, maybe ... Nope, none of those
|
||||
thoughts here!
|
||||
dresser~
|
||||
Too bad none of the clothes in here fit you at all.
|
||||
~
|
||||
S
|
||||
#30311
|
||||
|
|
@ -291,10 +295,9 @@ This leads back to a bedroom.
|
|||
~
|
||||
0 -1 30310
|
||||
E
|
||||
frgos~
|
||||
No, this isn't a spelling mistake! It's just a neat little creature that you
|
||||
have never seen before and will probably never see again after this. After all,
|
||||
this is an illusion, or something, isn't it?
|
||||
cows horses pigs pig cow horse~
|
||||
These are normal farm animals. You aren't quite sure what farm they are on
|
||||
though.
|
||||
~
|
||||
E
|
||||
dogs cats cat dog~
|
||||
|
|
@ -302,9 +305,10 @@ dogs cats cat dog~
|
|||
they are where they are.
|
||||
~
|
||||
E
|
||||
cows horses pigs pig cow horse~
|
||||
These are normal farm animals. You aren't quite sure what farm they are on
|
||||
though.
|
||||
frgos~
|
||||
No, this isn't a spelling mistake! It's just a neat little creature that you
|
||||
have never seen before and will probably never see again after this. After all,
|
||||
this is an illusion, or something, isn't it?
|
||||
~
|
||||
S
|
||||
#30312
|
||||
|
|
@ -372,10 +376,8 @@ The hallway leads away from here to the south.
|
|||
~
|
||||
0 -1 30313
|
||||
E
|
||||
pictures snow boats walls~
|
||||
The pictures cover the walls completely and you find it difficult to see any
|
||||
of the wall whatsoever between the pictures of snowscapes that you don't
|
||||
recognize and boats that you would love to own.
|
||||
computer accessories~
|
||||
This is so large and incomprehensible that you simply do not understand it.
|
||||
~
|
||||
E
|
||||
cds cd cassettes cassette~
|
||||
|
|
@ -383,8 +385,10 @@ cds cd cassettes cassette~
|
|||
african tribal music to the latest from Neil Young.
|
||||
~
|
||||
E
|
||||
computer accessories~
|
||||
This is so large and incomprehensible that you simply do not understand it.
|
||||
pictures snow boats walls~
|
||||
The pictures cover the walls completely and you find it difficult to see any
|
||||
of the wall whatsoever between the pictures of snowscapes that you don't
|
||||
recognize and boats that you would love to own.
|
||||
~
|
||||
S
|
||||
#30315
|
||||
|
|
@ -447,13 +451,9 @@ The hallway extends to the east.
|
|||
~
|
||||
0 -1 30315
|
||||
E
|
||||
news newspapers~
|
||||
It's only the business sections, and they are old. Type NEWS for a more
|
||||
updated edition.
|
||||
~
|
||||
E
|
||||
pizza box~
|
||||
It's about 3 weeks old and seems to be growing mould.... Yech.
|
||||
stock certificates~
|
||||
They all seem to be immensely valuable but with your awful luck, you can't
|
||||
seem to pry any of them from the walls.
|
||||
~
|
||||
E
|
||||
furniture~
|
||||
|
|
@ -461,9 +461,13 @@ furniture~
|
|||
as the table of the future.
|
||||
~
|
||||
E
|
||||
stock certificates~
|
||||
They all seem to be immensely valuable but with your awful luck, you can't
|
||||
seem to pry any of them from the walls.
|
||||
pizza box~
|
||||
It's about 3 weeks old and seems to be growing mould.... Yech.
|
||||
~
|
||||
E
|
||||
news newspapers~
|
||||
It's only the business sections, and they are old. Type NEWS for a more
|
||||
updated edition.
|
||||
~
|
||||
S
|
||||
#30318
|
||||
|
|
@ -480,15 +484,15 @@ The hallway is directly to your north.
|
|||
~
|
||||
0 -1 30315
|
||||
E
|
||||
paul~
|
||||
Wait... There's one of Paul... See it? The one with all the darts stuck in
|
||||
it.
|
||||
~
|
||||
E
|
||||
posters john lennon beatles~
|
||||
The majority of the posters in this room deal with John Lennon but there are
|
||||
a few of Ringo and George also.
|
||||
~
|
||||
E
|
||||
paul~
|
||||
Wait... There's one of Paul... See it? The one with all the darts stuck in
|
||||
it.
|
||||
~
|
||||
S
|
||||
#30319
|
||||
Common Room~
|
||||
|
|
@ -510,8 +514,9 @@ way through.
|
|||
door~
|
||||
2 0 -1
|
||||
E
|
||||
chair chairs couch couches~
|
||||
You don't see any such thing. Read the description.
|
||||
door~
|
||||
The door seems to be permanently closed and there does not seem to be a way
|
||||
through.
|
||||
~
|
||||
E
|
||||
fridge stove tv~
|
||||
|
|
@ -519,9 +524,8 @@ fridge stove tv~
|
|||
this magnitude.
|
||||
~
|
||||
E
|
||||
door~
|
||||
The door seems to be permanently closed and there does not seem to be a way
|
||||
through.
|
||||
chair chairs couch couches~
|
||||
You don't see any such thing. Read the description.
|
||||
~
|
||||
S
|
||||
#30320
|
||||
|
|
@ -691,13 +695,13 @@ Well, it's the hallway you entered from... Or is it?
|
|||
~
|
||||
0 -1 30320
|
||||
E
|
||||
letter number lettering numbering order~
|
||||
You aren't too sure that there is an order to the lettering scheme.
|
||||
~
|
||||
E
|
||||
round circle circular curves curve~
|
||||
Yes, it's round.
|
||||
~
|
||||
E
|
||||
letter number lettering numbering order~
|
||||
You aren't too sure that there is an order to the lettering scheme.
|
||||
~
|
||||
S
|
||||
#30327
|
||||
Lecture Hall "A"~
|
||||
|
|
@ -712,13 +716,13 @@ Well, it's the hallway you entered from... Or is it?
|
|||
~
|
||||
0 -1 30321
|
||||
E
|
||||
letter number lettering numbering order~
|
||||
You aren't too sure that there is an order to the lettering scheme.
|
||||
~
|
||||
E
|
||||
round circle circular curves curve~
|
||||
Yes, it's round.
|
||||
~
|
||||
E
|
||||
letter number lettering numbering order~
|
||||
You aren't too sure that there is an order to the lettering scheme.
|
||||
~
|
||||
S
|
||||
#30328
|
||||
Lecture Hall "D"~
|
||||
|
|
@ -733,13 +737,13 @@ Well, it's the hallway you entered from... Or is it?
|
|||
~
|
||||
0 -1 30323
|
||||
E
|
||||
letter number lettering numbering order~
|
||||
You aren't too sure that there is an order to the lettering scheme.
|
||||
~
|
||||
E
|
||||
round circle circular curves curve~
|
||||
Yes, it's round.
|
||||
~
|
||||
E
|
||||
letter number lettering numbering order~
|
||||
You aren't too sure that there is an order to the lettering scheme.
|
||||
~
|
||||
S
|
||||
#30329
|
||||
Lecture Hall "C"~
|
||||
|
|
@ -754,13 +758,13 @@ Well, it's the hallway you entered from... Or is it?
|
|||
~
|
||||
0 -1 30324
|
||||
E
|
||||
letter number lettering numbering order~
|
||||
You aren't too sure that there is an order to the lettering scheme.
|
||||
~
|
||||
E
|
||||
round circle circular curves curve~
|
||||
Yes, it's round.
|
||||
~
|
||||
E
|
||||
letter number lettering numbering order~
|
||||
You aren't too sure that there is an order to the lettering scheme.
|
||||
~
|
||||
S
|
||||
#30330
|
||||
Hallway~
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Entrance to the Asylum Grounds~
|
||||
The pitted black gate lies just to the north, the crumbling stone wall
|
||||
running off east and west from the gate. It is a wonder the gate is still
|
||||
functional, so old and decrepid it seems. South is what used to be the main
|
||||
functional, so old and decrepit it seems. South is what used to be the main
|
||||
entryway to a large compound of some sort, one that seems almost scholastic in
|
||||
appearance, but more somber - more militaristic. In any case, it is certainly
|
||||
no longer in use, and has not been for some time.
|
||||
|
|
@ -39,7 +39,7 @@ At the Old Fountain~
|
|||
center of this small court. The fountain boasts the figure of a man standing
|
||||
proudly in the center, a thick tome tucked under his one arm and the other hand
|
||||
holding onto his lapels. There is still some sort of liquid at the bottom of
|
||||
the fountain, but it does not appear to be safe for consumation.
|
||||
the fountain, but it does not appear to be safe for consumption.
|
||||
~
|
||||
314 0 0 0 0 0
|
||||
D0
|
||||
|
|
@ -63,7 +63,7 @@ S
|
|||
The Asylum Grounds~
|
||||
Large buildings surround every side, paths which once must have been well
|
||||
tended are now choked with weeds and run between these buildings and around
|
||||
them. Two very squarish looking buildings lie to the east and the west, a
|
||||
them. Two very square-ish looking buildings lie to the east and the west, a
|
||||
smaller and taller building lying to the south. To the north is, of course, the
|
||||
exit from this place. The door to the southern-most building lies directly
|
||||
south from here.
|
||||
|
|
@ -178,7 +178,7 @@ S
|
|||
Inner Hall of the Academy~
|
||||
The floor of this building is made from some of concrete that was once white
|
||||
concrete. It is now stained black from the years of disuse and neglect, the
|
||||
elements getting a solid hold on its degredation. A door lies on the east wall,
|
||||
elements getting a solid hold on its degradation. A door lies on the east wall,
|
||||
a small hole cut in upper center area where it appears there might once have
|
||||
been glass placed. The hallway runs north from here, a thin trail of old blood
|
||||
running along the length of the floor.
|
||||
|
|
@ -287,9 +287,9 @@ door~
|
|||
E
|
||||
scrawlings~
|
||||
You try and make out as much of the words as you can but most of them have
|
||||
faded into smudges. Words such as /cwmother/c0 and /cwwhore/c0 are generally
|
||||
repeated as well as some short poetry. One reads /cwHere I sit all broken
|
||||
hearted, tried to shit but only/c0, and then it too becomes too faded to tell
|
||||
faded into smudges. Words such as mother and whore are generally
|
||||
repeated as well as some short poetry. One reads Here I sit all broken
|
||||
hearted, tried to shit but only, and then it too becomes too faded to tell
|
||||
what follows. Must have been quite important - possibly runes of some sort.
|
||||
~
|
||||
S
|
||||
|
|
@ -447,7 +447,7 @@ D3
|
|||
0 0 31424
|
||||
S
|
||||
#31422
|
||||
Adminsitrative Office~
|
||||
Administrative Office~
|
||||
This is what appears to have been an office of some sort back when the asylum
|
||||
was still up and functional. Scraps of wood and metal lie broken on the floor
|
||||
of the room, most likely the remains of office furniture.
|
||||
|
|
@ -480,7 +480,7 @@ S
|
|||
Base of a Crumbling Stairway~
|
||||
A set of stairs lead upward, half of the stone and mortar that once made them
|
||||
crumbled and fallen to the ground beneath. It would take a great deal of skill
|
||||
and foolhearty bravery to get up those steps. There is a door to the east.
|
||||
and foolhardy bravery to get up those steps. There is a door to the east.
|
||||
~
|
||||
314 9 0 0 0 0
|
||||
D0
|
||||
|
|
@ -564,8 +564,8 @@ D2
|
|||
S
|
||||
#31429
|
||||
Office~
|
||||
This was once obviously some higher up's office as it appears that it was
|
||||
made just for the purpose of enteraining guests and other faculty. The floor is
|
||||
This was once obviously some higher-up's office as it appears that it was
|
||||
made just for the purpose of entertaining guests and other faculty. The floor is
|
||||
still covered in some small areas by chunks of ratty carpet that was once plush
|
||||
and lavish, the walls covered with the same.
|
||||
~
|
||||
|
|
@ -776,7 +776,7 @@ D2
|
|||
S
|
||||
#31441
|
||||
The Old Stables~
|
||||
The blood is just as prevelant here as it is everywhere else in this asylum,
|
||||
The blood is just as prevalant here as it is everywhere else in this asylum,
|
||||
spatters of red decorating every inch of the place. What sort of hideous crime
|
||||
was perpatrated at this place to cover the entire place in blood? What sort of
|
||||
hideous creature could do such a thing to such a mass of warm blooded creatures?
|
||||
|
|
@ -1174,7 +1174,7 @@ D3
|
|||
S
|
||||
#31458
|
||||
Asylum Courtyard~
|
||||
This is the far northeast end of the courtyard. An old decrepid chapel lies
|
||||
This is the far northeast end of the courtyard. An old decrepit chapel lies
|
||||
to the east, the entrance south from here. From this angle, a tall bell tower
|
||||
can be seen rising high above the chapel, the bell still hanging inside. A
|
||||
large stone gazebo lies in the center of the courtyard, a flickering light
|
||||
|
|
@ -1280,7 +1280,7 @@ D3
|
|||
S
|
||||
#31463
|
||||
Asylum Courtyard~
|
||||
This is the south end of the couryard, bound by a long building who's
|
||||
This is the south end of the courtyard, bound by a long building who's
|
||||
entrance lies to the south, one of two entrances. The gazebo lies to the
|
||||
northeast, in the center of the courtyard.
|
||||
~
|
||||
|
|
@ -1462,7 +1462,7 @@ actually the bell tower itself. A bird's eye view of the asylum is given here,
|
|||
especially of the courtyard where it is now painfully obvious that there are
|
||||
many more people moving about this place. On the north wall is a window which
|
||||
leads out just above the roof of the chapel. It does not appear that the tower
|
||||
would be accessable again once exited from and onto the chapel roof.
|
||||
would be accessible again once exited from and onto the chapel roof.
|
||||
~
|
||||
314 9 0 0 0 0
|
||||
D0
|
||||
|
|
@ -1537,7 +1537,7 @@ D2
|
|||
0 0 31477
|
||||
S
|
||||
#31477
|
||||
Dormatory~
|
||||
Dormitory~
|
||||
This is where the students - or mental loonies - were bunked at night.
|
||||
There are no longer any sorts of furniture items left in the room, only hunks of
|
||||
broken plaster and mortar. A doorway opens wide into a basement stairway.
|
||||
|
|
@ -1576,7 +1576,7 @@ D2
|
|||
0 0 31480
|
||||
S
|
||||
#31479
|
||||
Dormatory~
|
||||
Dormitory~
|
||||
This is where the students - or mental loonies - were bunked at night.
|
||||
There are no longer any sorts of furniture items left in the room, only hunks of
|
||||
broken plaster and mortar.
|
||||
|
|
@ -1592,7 +1592,7 @@ D3
|
|||
0 0 31477
|
||||
S
|
||||
#31480
|
||||
Dormatory~
|
||||
Dormitory~
|
||||
This is where the students - or mental loonies - were bunked at night.
|
||||
There are no longer any sorts of furniture items left in the room, only hunks of
|
||||
broken plaster and mortar.
|
||||
|
|
@ -1641,7 +1641,7 @@ S
|
|||
Old Cobbled Trail~
|
||||
This was once a sedate cobbled walkway, the cobbles now missing or broken and
|
||||
soaked in blood. The trail turns south and curves out of sight to the east
|
||||
again toward a tall, squarish stone building.
|
||||
again toward a tall, square-ish stone building.
|
||||
~
|
||||
314 5 0 0 0 0
|
||||
D2
|
||||
|
|
@ -1875,7 +1875,7 @@ S
|
|||
#31496
|
||||
At the Top of the Water Tower~
|
||||
There is no roof over the top of this thing, the asylum must have relied
|
||||
heavily on rain water to help replentish their supplies of water whenever nature
|
||||
heavily on rain water to help replenish their supplies of water whenever nature
|
||||
was kind. This small platform runs around near the utmost top of tower, a wire
|
||||
mesh affair that feels none-too-sturdy.
|
||||
~
|
||||
|
|
|
|||
|
|
@ -1473,7 +1473,7 @@ Waiting Chamber~
|
|||
pleasure of the Pale Man, who it is said holds the power of the Underdark.
|
||||
Legends told of the Pale Man say that he has lived for a thousand years and will
|
||||
live for a thousand more. No one disputes them, as the Pale Man kills any being
|
||||
foolhearty enough to make an attempt on his life, even in thought.
|
||||
foolhardy enough to make an attempt on his life, even in thought.
|
||||
~
|
||||
323 104 0 0 0 0
|
||||
D2
|
||||
|
|
@ -1487,7 +1487,7 @@ Side Chamber~
|
|||
pleasure of the Pale Man, who it is said holds the power of the Underdark.
|
||||
Legends told of the Pale Man say that he has lived for a thousand years and will
|
||||
live for a thousand more. No one disputes them, as the Pale Man kills any being
|
||||
foolhearty enough to make an attempt on his life, even in thought.
|
||||
foolhardy enough to make an attempt on his life, even in thought.
|
||||
~
|
||||
323 104 0 0 0 0
|
||||
D2
|
||||
|
|
@ -1563,7 +1563,7 @@ Waiting Chamber~
|
|||
pleasure of the Pale Man, who it is said holds the power of the Underdark.
|
||||
Legends told of the Pale Man say that he has lived for a thousand years and will
|
||||
live for a thousand more. No one disputes them, as the Pale Man kills any being
|
||||
foolhearty enough to make an attempt on his life, even in thought.
|
||||
foolhardy enough to make an attempt on his life, even in thought.
|
||||
~
|
||||
323 104 0 0 0 0
|
||||
D0
|
||||
|
|
@ -1577,7 +1577,7 @@ Side Chamber~
|
|||
pleasure of the Pale Man, who it is said holds the power of the Underdark.
|
||||
Legends told of the Pale Man say that he has lived for a thousand years and will
|
||||
live for a thousand more. No one disputes them, as the Pale Man kills any being
|
||||
foolhearty enough to make an attempt on his life, even in thought.
|
||||
foolhardy enough to make an attempt on his life, even in thought.
|
||||
~
|
||||
323 104 0 0 0 0
|
||||
D0
|
||||
|
|
|
|||
|
|
@ -21,15 +21,15 @@ The narrow, dusty trail leads west through the forest.
|
|||
~
|
||||
0 -1 6101
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
S
|
||||
#6101
|
||||
A Narrow Trail Through The Deep, Dark Forest~
|
||||
|
|
@ -55,9 +55,9 @@ The narrow, dusty trail leads west through the forest.
|
|||
~
|
||||
0 -1 6102
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
path~
|
||||
|
|
@ -65,9 +65,9 @@ path~
|
|||
around it.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
S
|
||||
#6102
|
||||
|
|
@ -88,9 +88,9 @@ The narrow, dusty trail leads west through the forest.
|
|||
~
|
||||
0 -1 6103
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
path~
|
||||
|
|
@ -98,9 +98,9 @@ path~
|
|||
around it.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
S
|
||||
#6103
|
||||
|
|
@ -127,15 +127,15 @@ The narrow, dusty trail leads south through the forest.
|
|||
~
|
||||
0 -1 6108
|
||||
E
|
||||
trees trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
trees trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
S
|
||||
#6104
|
||||
A Small Path In The Deep, Dark Forest~
|
||||
|
|
@ -155,14 +155,14 @@ The narrow path winds its way through the trees to the south.
|
|||
~
|
||||
0 -1 6105
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
E
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
S
|
||||
#6105
|
||||
A Small Path In The Deep, Dark Forest~
|
||||
|
|
@ -181,14 +181,14 @@ The narrow path winds its way through the trees to the west.
|
|||
~
|
||||
0 -1 6106
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
E
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
S
|
||||
#6106
|
||||
A Junction In The Deep, Dark Forest~
|
||||
|
|
@ -212,14 +212,14 @@ The narrow path winds its way through the trees to the west.
|
|||
~
|
||||
0 -1 6107
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
E
|
||||
path paths~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
S
|
||||
#6107
|
||||
A Small Path In The Deep, Dark Forest~
|
||||
|
|
@ -238,14 +238,14 @@ The narrow path winds its way through the trees to the east.
|
|||
~
|
||||
0 -1 6106
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
E
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
S
|
||||
#6108
|
||||
A Narrow Trail Through The Deep, Dark Forest~
|
||||
|
|
@ -270,9 +270,9 @@ The narrow, dusty trail leads west through the forest.
|
|||
~
|
||||
0 -1 6109
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
path~
|
||||
|
|
@ -280,9 +280,9 @@ path~
|
|||
around it.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
S
|
||||
#6109
|
||||
|
|
@ -303,15 +303,15 @@ The narrow, dusty trail leads west through the forest.
|
|||
~
|
||||
0 -1 6110
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
S
|
||||
#6110
|
||||
A Narrow Trail Through The Deep, Dark Forest~
|
||||
|
|
@ -336,9 +336,9 @@ The narrow path leads west between the giant trees.
|
|||
~
|
||||
0 -1 6130
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
Some of the trunks to the west are covered in a thin, almost transparent
|
||||
substance. It looks like small threads woven carefully together.
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
path~
|
||||
|
|
@ -346,9 +346,9 @@ path~
|
|||
around it.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
tree trees trunk trunks~
|
||||
Some of the trunks to the west are covered in a thin, almost transparent
|
||||
substance. It looks like small threads woven carefully together.
|
||||
~
|
||||
S
|
||||
#6111
|
||||
|
|
@ -368,15 +368,15 @@ The narrow, dusty trail leads south through the forest.
|
|||
~
|
||||
0 -1 6112
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
S
|
||||
#6112
|
||||
A Narrow Trail Through The Deep, Dark Forest~
|
||||
|
|
@ -401,9 +401,9 @@ The narrow, dusty trail leads west through the forest.
|
|||
~
|
||||
0 -1 6127
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
path~
|
||||
|
|
@ -411,9 +411,9 @@ path~
|
|||
around it.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
S
|
||||
#6113
|
||||
|
|
@ -433,14 +433,14 @@ The narrow path winds its way through the trees to the west.
|
|||
~
|
||||
0 -1 6112
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
E
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
S
|
||||
#6114
|
||||
A Junction In The Deep, Dark Forest~
|
||||
|
|
@ -464,14 +464,14 @@ The narrow path winds its way through the trees to the west.
|
|||
~
|
||||
0 -1 6122
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
E
|
||||
path paths~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
S
|
||||
#6115
|
||||
A Small Path In The Deep, Dark Forest~
|
||||
|
|
@ -491,14 +491,14 @@ The narrow path winds its way through the trees to the west.
|
|||
~
|
||||
0 -1 6114
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
E
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
S
|
||||
#6116
|
||||
A Small Path In The Deep, Dark Forest~
|
||||
|
|
@ -517,14 +517,14 @@ The narrow path winds its way through the trees to the south.
|
|||
~
|
||||
0 -1 6115
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
E
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
S
|
||||
#6117
|
||||
A Junction In The Deep, Dark Forest~
|
||||
|
|
@ -548,14 +548,14 @@ The narrow path winds its way through the trees to the west.
|
|||
~
|
||||
0 -1 6116
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
E
|
||||
path paths~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
S
|
||||
#6118
|
||||
A Small Path In The Deep, Dark Forest~
|
||||
|
|
@ -574,14 +574,14 @@ The narrow path winds its way through the trees to the west.
|
|||
~
|
||||
0 -1 6117
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
E
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
S
|
||||
#6119
|
||||
A Small Path In The Deep, Dark Forest~
|
||||
|
|
@ -600,14 +600,14 @@ The narrow path winds its way through the trees to the south.
|
|||
~
|
||||
0 -1 6120
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
You feel as if they are watching you.
|
||||
~
|
||||
E
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
You feel as if they are watching you.
|
||||
~
|
||||
S
|
||||
#6120
|
||||
On The River Bank In The Deep, Dark Forest~
|
||||
|
|
@ -633,9 +633,8 @@ The narrow path winds its way through the trees to the west.
|
|||
~
|
||||
0 -1 6121
|
||||
E
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
river~
|
||||
The river flows fast and strong. It is black or looks so in the gloom.
|
||||
~
|
||||
E
|
||||
bank banks tree trees trunk trunks~
|
||||
|
|
@ -643,8 +642,9 @@ bank banks tree trees trunk trunks~
|
|||
above the dark river.
|
||||
~
|
||||
E
|
||||
river~
|
||||
The river flows fast and strong. It is black or looks so in the gloom.
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
S
|
||||
#6121
|
||||
|
|
@ -661,9 +661,8 @@ The narrow path winds its way through the trees to the east.
|
|||
~
|
||||
0 -1 6120
|
||||
E
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
river~
|
||||
The river flows fast and strong. It is black or looks so in the gloom.
|
||||
~
|
||||
E
|
||||
bank banks tree trees trunk trunks~
|
||||
|
|
@ -671,8 +670,9 @@ bank banks tree trees trunk trunks~
|
|||
above the dark river.
|
||||
~
|
||||
E
|
||||
river~
|
||||
The river flows fast and strong. It is black or looks so in the gloom.
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
S
|
||||
#6122
|
||||
|
|
@ -692,14 +692,14 @@ The narrow path winds its way through the trees to the south.
|
|||
~
|
||||
0 -1 6123
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
E
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The ancient grey giants seem to observe you silently.
|
||||
~
|
||||
S
|
||||
#6123
|
||||
A Junction On The River Bank In The Deep, Dark Forest~
|
||||
|
|
@ -724,9 +724,8 @@ The narrow path winds its way through the trees to the west.
|
|||
~
|
||||
0 -1 6125
|
||||
E
|
||||
path paths~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
river~
|
||||
The river flows fast and strong. It is black or looks so in the gloom.
|
||||
~
|
||||
E
|
||||
bank banks tree trees trunk trunks~
|
||||
|
|
@ -734,8 +733,9 @@ bank banks tree trees trunk trunks~
|
|||
above the dark river.
|
||||
~
|
||||
E
|
||||
river~
|
||||
The river flows fast and strong. It is black or looks so in the gloom.
|
||||
path paths~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
S
|
||||
#6124
|
||||
|
|
@ -752,9 +752,8 @@ The narrow path winds its way through the trees to the west.
|
|||
~
|
||||
0 -1 6123
|
||||
E
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
river~
|
||||
The river flows fast and strong. It is black or looks so in the gloom.
|
||||
~
|
||||
E
|
||||
bank banks tree trees trunk trunks~
|
||||
|
|
@ -762,8 +761,9 @@ bank banks tree trees trunk trunks~
|
|||
above the dark river.
|
||||
~
|
||||
E
|
||||
river~
|
||||
The river flows fast and strong. It is black or looks so in the gloom.
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
S
|
||||
#6125
|
||||
|
|
@ -784,9 +784,8 @@ The narrow path winds its way through the trees to the east.
|
|||
~
|
||||
0 -1 6123
|
||||
E
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
river~
|
||||
The river flows fast and strong. It is black or looks so in the gloom.
|
||||
~
|
||||
E
|
||||
bank banks tree trees trunk trunks~
|
||||
|
|
@ -794,8 +793,9 @@ bank banks tree trees trunk trunks~
|
|||
above the dark river.
|
||||
~
|
||||
E
|
||||
river~
|
||||
The river flows fast and strong. It is black or looks so in the gloom.
|
||||
path~
|
||||
The path seems all too frail. One of the giant roots could probably crush it
|
||||
in a single blow.
|
||||
~
|
||||
S
|
||||
#6126
|
||||
|
|
@ -821,9 +821,9 @@ The narrow, dusty trail leads west through the forest.
|
|||
~
|
||||
0 -1 6128
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
path~
|
||||
|
|
@ -831,9 +831,9 @@ path~
|
|||
around it.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
S
|
||||
#6127
|
||||
|
|
@ -853,15 +853,15 @@ The narrow, dusty trail leads south through the forest.
|
|||
~
|
||||
0 -1 6126
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
S
|
||||
#6128
|
||||
A Narrow Trail Through The Deep, Dark Forest~
|
||||
|
|
@ -881,15 +881,15 @@ The narrow, dusty trail leads west through the forest.
|
|||
~
|
||||
0 -1 6129
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
S
|
||||
#6129
|
||||
A Narrow Trail Through The Deep, Dark Forest~
|
||||
|
|
@ -909,15 +909,15 @@ The narrow, dusty trail leads west through the forest.
|
|||
~
|
||||
0 -1 6135
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
These ancient trees must have been here for many, many years. It is
|
||||
impossible to catch even a glimpse of anything above the lowest branches.
|
||||
~
|
||||
S
|
||||
#6130
|
||||
A Narrow Trail Through The Deep, Dark Forest~
|
||||
|
|
@ -944,10 +944,9 @@ D4
|
|||
~
|
||||
0 -1 6132
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
The sticky substance is hanging like ropes between the ancient trees,
|
||||
crossing the path just out of reach. It might be possible to climb one of the
|
||||
sticky trunks.
|
||||
substance rope ropes thread threads~
|
||||
The substance reminds you of giant threads covered with glue. If it hadn't
|
||||
been for the size you could have sworn it was part of a spider web.
|
||||
~
|
||||
E
|
||||
trail~
|
||||
|
|
@ -955,9 +954,10 @@ trail~
|
|||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
E
|
||||
substance rope ropes thread threads~
|
||||
The substance reminds you of giant threads covered with glue. If it hadn't
|
||||
been for the size you could have sworn it was part of a spider web.
|
||||
tree trees trunk trunks~
|
||||
The sticky substance is hanging like ropes between the ancient trees,
|
||||
crossing the path just out of reach. It might be possible to climb one of the
|
||||
sticky trunks.
|
||||
~
|
||||
S
|
||||
#6131
|
||||
|
|
@ -974,6 +974,10 @@ The huge, poisonous spider stings you! You are poisoned!
|
|||
The huge, poisonous spider stings you! You are poisoned!
|
||||
~
|
||||
61 12 0 0 0 0
|
||||
D4
|
||||
~
|
||||
~
|
||||
0 0 6130
|
||||
S
|
||||
T 6100
|
||||
#6132
|
||||
|
|
@ -1024,14 +1028,14 @@ To the west is the entrance to the cave-like structure.
|
|||
~
|
||||
0 -1 6134
|
||||
E
|
||||
web~
|
||||
The immense spider web moves softly.
|
||||
~
|
||||
E
|
||||
cave structure~
|
||||
It covers a ground area corresponding to an irregular circle with a diameter
|
||||
of about 20 feet and is nearly 10 feet tall. It looks very old.
|
||||
~
|
||||
E
|
||||
web~
|
||||
The immense spider web moves softly.
|
||||
~
|
||||
S
|
||||
#6134
|
||||
The Den Of The Queen Spider~
|
||||
|
|
@ -1047,14 +1051,14 @@ Compared to this place the east exit looks inviting.
|
|||
~
|
||||
0 -1 6133
|
||||
E
|
||||
web wall walls~
|
||||
The sticky walls are covered with open cocoons.
|
||||
~
|
||||
E
|
||||
cocoon cocoons~
|
||||
The cocoons are burst open as if something inside really wanted to get out.
|
||||
They are at the size of a human head.
|
||||
~
|
||||
E
|
||||
web wall walls~
|
||||
The sticky walls are covered with open cocoons.
|
||||
~
|
||||
S
|
||||
#6135
|
||||
A Dusty Trail In The Deep, Dark Forest~
|
||||
|
|
@ -1100,18 +1104,18 @@ The dusty trail leads west through the trees.
|
|||
~
|
||||
0 -1 6137
|
||||
E
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
tree trees trunk trunks~
|
||||
To the east the ancient grey giants have many marks as if something with huge
|
||||
claws has been tearing at them in rage.
|
||||
~
|
||||
E
|
||||
path~
|
||||
The trees standing on the sides of the path have scratch marks on them.
|
||||
~
|
||||
E
|
||||
tree trees trunk trunks~
|
||||
To the east the ancient grey giants have many marks as if something with huge
|
||||
claws has been tearing at them in rage.
|
||||
trail~
|
||||
The dark and dusty trail seems fragile compared to the massive trunks, and in
|
||||
some places, giant grey roots have broken up through its surface.
|
||||
~
|
||||
S
|
||||
#6137
|
||||
|
|
@ -1199,14 +1203,14 @@ The path winds its way westward.
|
|||
~
|
||||
0 -1 6136
|
||||
E
|
||||
cave opening~
|
||||
The disgusting smell of a large reptile emanates from the cave opening.
|
||||
~
|
||||
E
|
||||
tree trees~
|
||||
The ancient grey giants have many marks as if something with huge claws has
|
||||
been tearing at them in rage.
|
||||
~
|
||||
E
|
||||
cave opening~
|
||||
The disgusting smell of a large reptile emanates from the cave opening.
|
||||
~
|
||||
S
|
||||
#6143
|
||||
The Cave Of The Green Dragon~
|
||||
|
|
|
|||
|
|
@ -308,7 +308,7 @@ clearing. The dirt seems matted down, and you see many
|
|||
footprints in the soil. Nearby you hear a bird's chirp
|
||||
abruptly cut off in a loud squawk, and then silence. The
|
||||
paths seem well-traveled, the undergrowth matted down and
|
||||
the foilage hacked away to leave plenty of room or a
|
||||
the foliage hacked away to leave plenty of room or a
|
||||
traveller to pass in every cardinal direction, excepting
|
||||
the west path seems fairly overgrown...
|
||||
You feel watched.
|
||||
|
|
@ -434,7 +434,7 @@ S
|
|||
A Forest Trail~
|
||||
This trail leads north-south... obviously a gaming
|
||||
trail. The woods, mostly deciduous trees with the
|
||||
accompanying ground foilage, crowd in to either side.
|
||||
accompanying ground foliage, crowd in to either side.
|
||||
A shrub to your left shows a fresh cutting wound...
|
||||
looks like a sharp object like a knife or machete did
|
||||
the damage.
|
||||
|
|
@ -574,7 +574,7 @@ D3
|
|||
S
|
||||
#6225
|
||||
A Forest Trail~
|
||||
This trail leads east-west through the forest foilage,
|
||||
This trail leads east-west through the forest foliage,
|
||||
around the trees and up and down the slight rises. The
|
||||
area is quiet and serene, except for the energy barrier
|
||||
keeping you in to the south. For just a moment, you wonder
|
||||
|
|
@ -650,7 +650,7 @@ A Forest Trail~
|
|||
A north-south trail leads through the woods here, with
|
||||
a small side trail leading off to the east. The trees
|
||||
provide adequate cover from the sky, but through a few
|
||||
holes in the foilage you spot the magical barrier above
|
||||
holes in the foliage you spot the magical barrier above
|
||||
you, keeping you from escaping by flight. You feel
|
||||
slightly captured.
|
||||
~
|
||||
|
|
@ -729,7 +729,7 @@ S
|
|||
#6233
|
||||
A Forest Trail~
|
||||
The ground is growing more rocky here. The trees and
|
||||
other foilage in the forest grow sparse here, finding it
|
||||
other foliage in the forest grow sparse here, finding it
|
||||
hard to find purchase in the soil. The forest ends just
|
||||
to the west, with the trail you are on leading right on up
|
||||
to the side of the mountains. A side trail leads south
|
||||
|
|
|
|||
|
|
@ -32,7 +32,7 @@ O 0 10302 1 10302 (a teleporter)
|
|||
O 0 10308 2 10302 (a sign)
|
||||
O 0 10389 1 10392 (a Teleporter)
|
||||
O 0 10376 1 10376 (a orb)
|
||||
O 0 10373 1 10373 (a tourch)
|
||||
O 0 10373 1 10373 (a torch)
|
||||
O 0 10369 1 10369 (a circular rock)
|
||||
O 0 10333 1 10333 (a Turtle Shell)
|
||||
O 0 10320 1 10320 (a teleporter)
|
||||
|
|
|
|||
|
|
@ -2,6 +2,8 @@
|
|||
Rumble~
|
||||
Sanctus II~
|
||||
200 299 10 2
|
||||
M 0 30 3 220 (the spy for the underground)
|
||||
E 1 221 1 12 (a grey cloak)
|
||||
M 0 218 1 218 (a woman dressed in the latest fashions)
|
||||
M 0 169 3 200 (a citizen)
|
||||
M 0 162 3 237 (a statesman)
|
||||
|
|
@ -62,7 +64,6 @@ M 0 189 1 230 (the commander)
|
|||
E 1 145 99 5 (a scale mail jacket)
|
||||
M 0 209 1 210 (Bob, the achondroplastic dwarf)
|
||||
E 1 171 99 17 (a short gilded staff of oak)
|
||||
M 0 30 3 220 (the spy for the underground)
|
||||
M 0 30 3 212 (the spy for the underground)
|
||||
M 0 210 1 265 (the quest shopkeeper)
|
||||
O 0 307 1 242 (a jar of palmatite)
|
||||
|
|
|
|||
|
|
@ -2,6 +2,9 @@
|
|||
Unknown~
|
||||
Dragon Plains~
|
||||
23300 23399 30 2 d 0 0 0 15 17
|
||||
M 0 23335 1 23335 (a hermit)
|
||||
E 1 23336 99 17 (50' of rope)
|
||||
O 0 23335 1 23335 (canteen)
|
||||
O 0 23300 1 23300 (a dragontooth necklace)
|
||||
M 0 23366 1 23352 (the lost adventurer)
|
||||
G 1 23302 5 -1 (a map of the dragon plains)
|
||||
|
|
@ -22,9 +25,6 @@ E 1 23342 99 16 (a mace)
|
|||
O 0 23341 1 23341 (a torch)
|
||||
M 0 23340 1 23340 (a red dragon)
|
||||
E 1 23340 99 16 (a red dagger)
|
||||
M 0 23335 1 23335 (a hermit)
|
||||
E 1 23336 99 16 (50' of rope)
|
||||
O 0 23335 1 23335 (canteen)
|
||||
M 0 23345 1 23345 (a two-headed cat)
|
||||
E 1 23345 255 16 (a dirk)
|
||||
O 0 23398 1 23398 (a ruby gem)
|
||||
|
|
|
|||
|
|
@ -2,6 +2,13 @@
|
|||
Kaan~
|
||||
Jareth Main City~
|
||||
25700 25799 10 2 d 0 0 0 1 33
|
||||
M 0 25760 3 25782 (a member of the city constable)
|
||||
E 1 25722 99 17 (an aqua potion)
|
||||
M 0 25760 2 25782 (a member of the city constable)
|
||||
E 1 25722 99 17 (an aqua potion)
|
||||
R 0 25782 25748 -1 (a wanted poster)
|
||||
O 0 25748 1 25782 (a wanted poster)
|
||||
M 0 25762 2 25782 (a member of the city constable)
|
||||
M 0 25704 1 25700 (maris' wife Ilena)
|
||||
G 1 25740 100 -1 (a blue jacket)
|
||||
G 1 25742 100 -1 (a shield)
|
||||
|
|
@ -103,13 +110,6 @@ M 0 25718 1 25785 (the librarian)
|
|||
O 0 25786 1 25785 (the sign)
|
||||
M 0 25717 1 25787 (the trainer)
|
||||
O 0 25785 1 25787 (a sign)
|
||||
M 0 25760 3 25782 (a member of the city constable)
|
||||
E 1 25722 100 16 (an aqua potion)
|
||||
M 0 25760 2 25782 (a member of the city constable)
|
||||
E 1 25722 100 16 (an aqua potion)
|
||||
R 0 25782 25748 -1 (a wanted poster)
|
||||
O 0 25748 1 25782 (a wanted poster)
|
||||
M 0 25762 2 25782 (a member of the city constable)
|
||||
M 0 25700 1 25735 (the young man)
|
||||
E 1 25706 1 6 (some mirrored sunglasses)
|
||||
E 1 25707 1 5 (a tie dyed robe)
|
||||
|
|
|
|||
|
|
@ -2,6 +2,20 @@
|
|||
Strahd~
|
||||
Descent to Hell~
|
||||
28600 28699 30 2 d 0 0 0 20 30
|
||||
M 0 28626 1 28670 (the burning fool)
|
||||
E 1 28611 80 10 (burning flesh)
|
||||
M 0 28630 1 28670 (fire devil)
|
||||
E 1 28614 99 17 (box of matches)
|
||||
M 0 28627 1 28656 (male construction worker)
|
||||
E 1 28645 80 16 (welding torch)
|
||||
M 0 28628 1 28656 (female construction worker)
|
||||
E 1 28612 99 17 (rivet gun)
|
||||
M 0 28628 1 28656 (female construction worker)
|
||||
E 1 28612 99 17 (rivet gun)
|
||||
M 0 28627 1 28667 (male construction worker)
|
||||
E 1 28645 80 16 (welding torch)
|
||||
M 0 28628 1 28667 (female construction worker)
|
||||
E 1 28612 99 17 (rivet gun)
|
||||
M 0 28612 2 28629 (the living wall)
|
||||
G 1 28604 8 -1 (a black hilted sword called, "Farslayer")
|
||||
M 0 28612 2 28612 (the living wall)
|
||||
|
|
@ -55,24 +69,10 @@ E 1 28610 80 16 (demon teeth)
|
|||
M 0 28625 3 28638 (demonguard)
|
||||
E 1 28609 80 5 (demonskin)
|
||||
E 1 28610 80 16 (demon teeth)
|
||||
M 0 28626 1 28670 (the burning fool)
|
||||
E 1 28611 80 10 (burning flesh)
|
||||
M 0 28626 1 28660 (the burning fool)
|
||||
E 1 28611 80 10 (burning flesh)
|
||||
M 0 28627 1 28667 (male construction worker)
|
||||
E 1 28645 80 16 (welding torch)
|
||||
M 0 28628 1 28667 (female construction worker)
|
||||
E 1 28612 80 16 (rivet gun)
|
||||
M 0 28627 1 28656 (male construction worker)
|
||||
E 1 28645 80 16 (welding torch)
|
||||
M 0 28628 1 28656 (female construction worker)
|
||||
E 1 28612 80 16 (rivet gun)
|
||||
M 0 28629 1 28665 (female construction worker)
|
||||
E 1 28613 80 16 (circular saw)
|
||||
M 0 28628 1 28656 (female construction worker)
|
||||
E 1 28612 80 16 (rivet gun)
|
||||
M 0 28630 1 28670 (fire devil)
|
||||
E 1 28614 80 16 (box of matches)
|
||||
M 0 28668 1 28660 (Greater Fire Demon)
|
||||
E 1 28615 80 16 (bloody black talon)
|
||||
G 1 28616 8 -1 (jar of blood)
|
||||
|
|
@ -177,7 +177,7 @@ M 0 28670 2 28530 (guard dog)
|
|||
D 0 28604 3 1 (Landing)
|
||||
D 0 28605 1 1 (Gateway to Hell)
|
||||
D 0 28616 1 1 (Greed)
|
||||
D 0 28617 3 1 (Bedroom.)
|
||||
D 0 28617 3 1 (Bedroom)
|
||||
D 0 28643 0 1 (Stone Hall)
|
||||
D 0 28633 2 1 (Cell)
|
||||
D 0 28635 2 1 (Stone Hall)
|
||||
|
|
@ -192,7 +192,7 @@ D 0 28652 2 1 (Stone Arch)
|
|||
D 0 28662 0 1 (Foreman's Office)
|
||||
D 0 28676 3 1 (Penguin Room)
|
||||
D 0 28675 1 1 (Meat Locker)
|
||||
D 0 28679 1 1 (Ice Creamery)
|
||||
D 0 28679 1 1 (Ice-Creamery)
|
||||
D 0 28680 3 1 (White Marble Hall)
|
||||
D 0 28683 1 1 (Ice Room)
|
||||
D 0 28684 3 1 (Meat Locker)
|
||||
|
|
|
|||
|
|
@ -2,6 +2,12 @@
|
|||
Kaan~
|
||||
Keep of Baron Westlawn~
|
||||
30900 30999 30 2 d 0 0 0 26 30
|
||||
M 0 30930 1 30949 (Salida)
|
||||
E 1 30936 99 17 (a large wooden spoon)
|
||||
M 0 30929 1 30949 (a cook)
|
||||
M 0 30928 1 30949 (a cook)
|
||||
D 0 30949 3 1 (The Kitchen)
|
||||
M 0 30936 1 30949 (a mischievous child)
|
||||
M 0 30900 2 30900 (a guardsman)
|
||||
E 1 30900 100 5 (a red steel breastplate)
|
||||
E 1 30901 100 8 (a red steel face plate)
|
||||
|
|
@ -27,12 +33,6 @@ M 0 30940 1 30938 (a bold noblewoman)
|
|||
M 0 30939 1 30938 (a haughty noble)
|
||||
M 0 30938 0 30938 (a young noble)
|
||||
M 0 30937 1 30938 (a secretive noble)
|
||||
M 0 30930 1 30949 (Salida)
|
||||
E 1 30936 100 16 (a large wooden spoon)
|
||||
M 0 30929 1 30949 (a cook)
|
||||
M 0 30928 1 30949 (a cook)
|
||||
D 0 30949 3 1 (The Kitchen)
|
||||
M 0 30936 1 30949 (a mischievous child)
|
||||
M 0 30935 1 30951 (a lounging soldier)
|
||||
M 0 30934 1 30979 (Roscoe)
|
||||
G 1 30937 1 -1 (a piece of straw)
|
||||
|
|
|
|||
|
|
@ -2,6 +2,9 @@
|
|||
Meyekul Benighted~
|
||||
Glumgold's Sea~
|
||||
8300 8399 30 1 d 0 0 0 10 30
|
||||
M 0 8397 1 8397 (Tai Ho)
|
||||
E 1 8397 99 17 (@yA set of @o@gChinchirorin@n @ydice@n)
|
||||
D 0 8397 0 1 (On a Fishing Boat)
|
||||
D 0 8393 5 2 (The Mid-Deck)
|
||||
M 0 8309 1 8393 (a drunken pirate)
|
||||
M 0 8310 10 8384 (a drunken pirate)
|
||||
|
|
@ -28,9 +31,6 @@ M 0 8301 25 8373 (a small fish)
|
|||
M 0 8302 20 8373 (a large fish)
|
||||
D 0 8398 2 1 (The Bow of a Fishing Boat)
|
||||
M 0 8398 1 8398 (Yam Koo)
|
||||
M 0 8397 1 8397 (Tai Ho)
|
||||
E 1 8397 5 16 (@yA set of @o@gChinchirorin@n @ydice@n)
|
||||
D 0 8397 0 1 (On a Fishing Boat)
|
||||
D 0 8395 4 2 (The Treasury)
|
||||
O 0 8308 1 8395 (a huge mound of gold coins)
|
||||
D 0 8383 0 1 (Near a Stairway)
|
||||
|
|
|
|||
|
|
@ -1008,7 +1008,8 @@ void medit_parse(struct descriptor_data *d, char *arg)
|
|||
|
||||
case MEDIT_ALIGNMENT:
|
||||
GET_ALIGNMENT(OLC_MOB(d)) = LIMIT(i, -1000, 1000);
|
||||
break;
|
||||
medit_disp_stats_menu(d);
|
||||
return;
|
||||
|
||||
case MEDIT_COPY:
|
||||
if ((i = real_mobile(atoi(arg))) != NOWHERE) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue